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; Civilopedia.

txt

; R&R-specific Notes:

; Updated for RAR 1.00-11, 28 October 2004

; - Last Updated for R&R version 1.00 build 12 by Harrier, 28 October 2004

; - Changes in unit stats (most) between DyP and R&R updated.

; - Broken links corrected.

; - XX

; - Initial post for R&R version 1.00 build 11 by Harrier, 22 July 2004

; - Referances to differences between vanilla civ3 and PtW removed.

; - Major R&R changes added, including new Techs, new Improvements, new units, new terrain, new resources, etc.

; - Some changes to previous DyP units etc. updated.

; DyP-specific Notes:

; - Previously Updated for DyP version 2.00x by pdescobar, 9 August 2003

; _ Major DyP Differences from 1.50x:

; - GOVT_Monarchy globally renamed GOVT_Feudal_Monarchy

; - GOVT_Despotism globally renamed GOVT_Monarchy (order is important ;)

; - Statue of Liberty and National Health Care changed

; - Addition of about a dozen new GSIs and one improvement

; - Expansion of GCON_GSI, GCON_Maintenance, and GCON_Moods because of above

; - Removal of ports as trade network link in various entries.

; Civ3.

; - Initialy for Vanilla Civ3. Look at the old posts at CFS and CDG. (This is where we all started).

; --------------------------------------------------------------------------

; Original Comments Follow:


; Notes:

; Keys:

; to add a game concept one must first add a Key for it. These are of the form:

; GCON_Name

; where Name contains only alpha-numerical symbols.

; these Keys are used to look up the game concept Name and Text.

; Keys are NOT translated.

; Keys for other items (units, techs, etc.) are set by Civ3Edit.

; Game concepts follow the form:

; #Key

; Name

; Text

; Links in game concepts follow the form:

; $LINK<Text=Key>

; The Text -- everything between the '<' and the '=' must be translated.

; The Key -- everything between the '=' and the '>' must be a valid key

; for the link to work

; Descriptions follow the form:

; #Header

; Text

; the Header for descriptions must be in the form DESC_Key

; so, for the game concept: "Territory" that has the key "GCON_Territory",

; the Header should be "DESC_GCON_Territory"

; A complete list of all Civilopedia Keys is coming soon.

; -Javier Sobrado, 5/21/01


#GAME_CONCEPTS_KEYS

GCON_Age_of_Science

GCON_Agreements

GCON_Air_Missions

GCON_Airfields

GCON_Armies

GCON_Assimilation

GCON_Barbarians

GCON_Bomb_Expand

GCON_Barricades

GCON_Bombardment_in_Ports

GCON_Colony

GCON_Combat

GCON_Commerce

GCON_Conversion

GCON_Collateral_Damage

GCON_Corruption

GCON_Craters

GCON_Culture

GCON_Defensive_Bombardment

GCON_Disease

GCON_Disorder

GCON_Draft

GCON_DYP

GCON_DYP_Credits

GCON_DYP_FAQ

GCON_DYP_Idea

GCON_DYP_Strategy

GCON_DYP_Future

GCON_Embassies
GCON_Enslavement

GCON_Espionage

GCON_Espionage_Missions

GCON_Experience

GCON_Flavor

GCON_Food

GCON_Fortresses

GCON_Golden_Age

GCON_Governments

GCON_GSI

GCON_Happy_Faces

GCON_Hotkeys_Controls

GCON_Hotkeys_Units

GCON_Hurry_Production

GCON_Keypad

GCON_Landmark_Terrain

GCON_Leaders

GCON_Locked_Alliances

GCON_Luxury_Taxation

GCON_Maintenance

GCON_Maint34

GCON_Maint58

GCON_Maps

GCON_Mobilization

GCON_Moods

GCON_Multiplayer

GCON_Nationality

GCON_Outposts

GCON_Overpopulation

GCON_Plants
GCON_Plague

GCON_Pollution

GCON_Radar_Towers

GCON_Radius

GCON_Rate_Caps

GCON_Research

GCON_Resistance

GCON_ResourcesB

GCON_ResourcesL

GCON_ResourcesN

GCON_ResourcesS

GCON_Revolution

GCON_Ritual_Sacrifice

GCON_Ruins

GCON_Settler_Types

GCON_Shields

GCON_Short_Game_Modes

GCON_Spaceship

GCON_Specialists

GCON_Stealth_Attack

GCON_Strengths

GCON_Supply_Shipment

GCON_Terrain_Combat

GCON_Territory

GCON_Tourist_Attraction

GCON_Trade

GCON_Transport

GCON_Treasury

GCON_TSU

GCON_Unit_Support
GCON_Victory

GCON_Volcanic_Eruptions

GCON_War_Weariness

GCON_We_Love_The_King_Day

GCON_WonderAdd

GCON_Worker_Jobs

GCON_Worker_Jobs_Advanced

GCON_Worker_Types

GCON_ZOC

; BEGIN SECTION GCON - Game Concepts ========================================

; PDE 8 July 2003 : Reordered GCON keys to match above list

#GAME_CONCEPTS

#GCON_Age_of_Science

Age of Science

^Every civilization can experience an [Age of Science], a 20-turn period in which the

$LINK<scientific research=GCON_Research> of each city in that civilization's empire is 25% more productive.

An Age of Science can only be triggered by a $LINK<scientific leader=GCON_Leaders>.

#GCON_Agreements

Diplomatic Agreements

^
^When your civilization builds an $LINK<embassy=GCON_Embassies> (available with $LINK<Writing=TECH_Writing>)

in a rival's capital city, or when a rival builds one in your capital, you can negotiate Diplomatic Agreements with that
civilization. All of these agreements last for 20 turns and can be cancelled without consequences by either side after
that time period; breaking the agreement before 20 turns are up will cause a major blow to your reputation. There
are four kinds:

^{Military Alliance} -- Available with $LINK<Political Philosophy=TECH_Political_Philosophy>

^You agree to declare war on a despised third party.

^{Right of Passage} -- Available with $LINK<Dynasticism=TECH_Dynasticism>

^You agree to allow his or her military units to move through your $LINK<territory=GCON_Territory>

and use your transportation network (roads and railroads).

^{Trade Embargo} -- Available with $LINK<Trade=TECH_Trade>

^An agreement that neither of you will $LINK<trade=GCON_Trade> with or allow trade with a third party.

^{Mutual Protection Pact} -- Available with $LINK<Nationalism=TECH_Nationalism>

^An agreement to declare war upon any civilization that attacks your partner.

^While not strictly a diplomatic agreement in the sense that it does not require an embassy and is a one-time-only
occurrence rather than a 20-turn deal, there is a fifth item on this list: {Communications Trading}. These are
introductions to a third civilization you can grant or receive from a rival. Establishing communication is always the
first step and is necessary before any kind of diplomacy or trading can begin between two nations. This ability is
available with $LINK<Electricity=TECH_Electricity>.

#DESC_GCON_Agreements

#GCON_Air_Missions

Air Missions

^
^Air units are not moved around the map like other units. Instead, they are stationed in a city, and assigned missions
which they execute immediately against targets within their operational range.

^When an air unit is active, choose the mission you want it to perform (command button or hot key) and choose a
target

within the plane's range.

^{Air Superiority (S)}

The plane attempts to intercept enemy aircraft that attack targets within the inner half of its

operational range.

^{Bombing Mission (B)}

The plane flies to the target and attacks, sometimes affecting city improvements, and sometimes

population.

^{Precision Strike (P)}

Performed by $LINK<Stealth Fighters=PRTO_Stealth_Fighter>, $LINK<Stealth Bombers=PRTO_Stealth_Bomber>,


$LINK<Advanced Fighters=PRTO_Advanced_Fighter> and $LINK<Precision Missiles=PRTO_Precision_Missile>,
precision strikes destroy city improvements only, unless there are none in which case population is affected.

^[Note:] This mission is only available after the discovery of $LINK<Guided Weapons=TECH_Guided_Weapons>.

^{Recon Mission (R)}

The plane flies to the target and reveals the map.

^{Re-Base Mission (Ctrl-R)}

The unit is moved to another city or a $LINK<Carrier=PRTO_Carrier> within its operational range.

#DESC_GCON_Air_Missions

#GCON_Airfields

Airfields
^

^Airfields function in the same manner that a city with an airport would for air units. To construct an Airfield,

move a worker to any neutral or owned land tile and select the Build Airfield unit action. Construction of the

Airfield consumes the worker. Airfields can be a re-base mission destination. All air missions can be launched

from an airfield, and there is no limit to the number of aircraft that can be re-based at an Airfield. Airfields

can only be used by the player who created it. If it falls into the territory of another civilization, however,

the airfield becomes solely useable by the player whose territory it lies in (unless they have yet to research

Flight, in which case the airfield is destroyed). Airfields can be pillaged like a terrain improvement, which

also destroys the airfield. Airfields can be built in tiles that have other improvements, yet those improvements will

be replaced by the airfield, except roads and railroads.

The "Build Airfield" unit-action becomes available after the $LINK<Flight=TECH_Flight> advance is researched.

#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 two units, though the
$LINK<Pentagon=BLDG_Pentagon> increases this limit to three, if you have built it.

^{Building an Army}

Armies can be built in cities that have the $LINK<Military Academy=BLDG_Military_Academy> or a

$LINK<Leader=GCON_Leaders> in them. Other improvements allow the building of Armies also.

^But you can only have one army for every two cities you control.

^{In Battle}

An army uses one, some, or all its internal units to fight a battle, depending upon the course of the fight.

^There are 4 levels of Armies, as time progress's. They can hold from 2 to 5 units. (Not implemented in this version).
#DESC_GCON_Armies

#GCON_Assimilation

Assimilation

^Assimilation is the process by which $LINK<foreign nationals=GCON_Nationality> change their


$LINK<nationality=GCON_Nationality> from one civilization to another. When a foreign national has been a part of a
minority population longer than not, he or she assimilates and becomes a member of the majority nationality.

^This process can take many turns, but the reduced risk of successful $LINK<hostile propaganda=GCON_Espionage>
makes it useful.

#DESC_GCON_Assimilation

#GCON_Barbarians

Barbarians

^[Barbarian tribes] inhabit every continent of the world and there are two types: Passive and Aggressive.

^{Passive Tribes}

^Passive barbarians reside in small villages. When you send a unit into one of these villages, several things can
happen - some good and some bad. Possible results range from learning a new Civilization Advance to enraging the
residents and having to battle them. Passive Tribes are commonly referred to as [Goody Huts].

^{Aggressive Tribes} These [named] tribes also reside in villages on the map, but they send out raiding parties to
fight your units and pillage your cities and towns. By destroying a tribal village you can stop the raids from that
village. But the survivors will move to a new site in explored or unexplored $LINK<territory=GCON_Maps> and begin
raiding from there.

^{Rise and Rule note:} The Barbarian units have been strengthened in the [Rise and Rule] mod. $LINK<Barbarian
Raiders=PRTO_Barbarian_Warrior> are not to be ignored and $LINK<Barbarian Riders=PRTO_Barbarian_Rider>
should be treated with large amounts of respect. Even the naval units can be a concern as $LINK<Barbarian
Vessels=PRTO_Barbarian_Vessel> can [bombard] other ships or coastal land tiles.

#DESC_GCON_Barbarians

#GCON_Bomb_Expand

Expansion for Bombardment

^In the [Rise and Rule] mod some units with any type of missile weapon have the bombardment ability. This is to
represent their ability to engage the enemy from a distance.

^Some units are not able to attack using this ability, as they have a range of 0, but this enables them to fire off their
weapons in defense, whenever attacked, softening up the attacker, before the melee begins.

#DESC_GCON_Bomb_Expand

#GCON_Barricades

Barricades

^When a civilization has learned $LINK<Siege Warfare=TECH_Siege_Warfare>, its workers know how to construct

stone and masonry [barricades], which are even more formidable than $LINK<Fortresses=GCON_Fortresses>.

^A Barricades can only be built on a square already containing a Fortress. Even if unoccupied, barricades
automatically stops movement of a ground unit entering its square (unless that unit belongs to the same civilization

currently controlling the barricade's square, or if that unit has a $LINK<Right of Passage=GCON_Agreements>

agreement through that land. Barricades become a fortress if their square is pillaged.

^Military units inside barricades have a few advantages.

^* They get a 100% defensive bonus if attacked (i.e., twice the defensive bonus being in a Fortress).

^* The $LINK<zone of control=GCON_ZOC> exerted by the fortress still applies to barricades.

#GCON_Bombardment_in_Ports

Bombardment in Ports

^A ship moored at a dock, or at anchor, is unable to quickly maneuver. Therefore, naval units "in port" (i.e., in a

coastal city square being bombarded) are especially vulnerable to bombardment attacks.

#GCON_Colony

Colony

^[Colonies] are built and maintained by all $LINK<worker type units=GCON_Worker_Types> and enable exploitation
of $LINK<tradable resources=GCON_ResourcesN> that lie outside your $LINK<territory=GCON_Territory>. As with all
tradable $LINK<resources=MENU_Goods> (strategic and luxury), you need a road connecting the colony to your
$LINK<trade network=GCON_Trade> to get the benefits of the resource.

#DESC_GCON_Colony

#GCON_Combat
Combat

^There are four types of combat: ground/naval combat, bombardment, missile attacks, and air combat.

^{Ground/Naval combat} occurs when units of different civilizations try to occupy the same tile. The two units trade
blows until one of them loses its health bar and is destroyed. The winner may be damaged (its health bar is reduced).

^{Bombardment} occurs when a ranged unit or air unit attacks without entering the defender's tile. Bombardment
inflicts losses to the defender's health bar but never{*} completely destroys them. Air bombardment is the same
except the planes fly to the target and may be shot down on the way.

^{Missile attacks} are like bombardment, but the unit never returns to its base and the attacks can destroy enemy
units.

^{Air combat} occurs between air units.

^Repairing Damage: A unit that takes damage in combat but survives can heal, adding one
$LINK<block=GCON_Experience>

per turn back to its health bar. To do so, it:

^- must be in friendly or neutral territory.

^- must not move for a complete turn.

^{Healing Faster}

A city with a $LINK<barracks=BLDG_Barracks> or a $LINK<garrison=BLDG_Garrison> heals ground units completely in


one turn.

^Also the $LINK<Palace=BLDG_Palace>, $LINK<Forbidden Palace=BLDG_Forbidden_Palace>, $LINK<Summer


Palace=BLDG_Summer_Palace> and $LINK<Winter Palace=BLDG_Winter_Palace> heal ground units completely in
one turn.

^A city with a $LINK<Shipyard=BLDG_Shipyard> heals sea units completely in one turn.

^A city with an $LINK<Airport=BLDG_Airport> heals air units completely in one turn.

^A civilization with $LINK<Battlefield Medicine=BLDG_Battlefield_Medicine> heals in enemy territory.

^
^{* Rise and Rule note:}

^A select few units can actually destroy enemy land units completely via bombardment.

#DESC_GCON_Combat

#GCON_Commerce

Commerce

^Commerce is the exchange of goods and cash between communities within and around a city, the exchange of
knowledge and ideas, travel and shopping. It is the commercial exploitation of goods and services within your
society.

^Commerce production depends upon the terrain within the city's radius, because citizens laboring there produce
commerce. When the [City Display] is open, you can see what the citizens are producing.

^{A citizen working Produces this much commerce}

^Coast 2 cannot build road.

^Sea 1 cannot build road.

^Grasslands 0 1 with road.

^Flood Plains 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.

^Desert 0 1 with road.

^Tundra 0 1 with road.

^Marsh 0 1 with road.

^Volcano 0 1 with road.


^

^{Note:} any tile next to a river produces one extra commerce per turn, and some $LINK<natural

resources=GCON_ResourcesN> provide bonus commerce as well.

^The government derives {Tax Revenue} from commercial activity and divides the revenue into three areas:

^* The build-up of liquid wealth in the $LINK<treasury=GCON_Treasury>,

^* Long-term investment in $LINK<scientific research=GCON_Research>, or

^* The entertainment of the population to produce $LINK<happy faces=GCON_Happy_Faces>.

^The allocation of tax revenues into these three categories is set using the Revenue Slider on the [Domestic Advisor].

#DESC_GCON_Commerce

#GCON_Conversion

City Defection / Culture Flip

^Cities with little $LINK<culture=GCON_Culture> who are members of culturally-poor civilizations can [defect] to
other, stronger, more impressive civilizations. This can occur when the city is located close to a culturally rich rival
civilization or when foreign nationals are still present in the city.

^{Defections are made more likely by:}

^* The presence of $LINK<foreign nationals=GCON_Nationality> of the other

civilization in the city.

^* The application of $LINK<propaganda=GCON_Espionage_Missions> 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.

#DESC_GCON_Conversion

#GCON_Collateral_Damage

Collateral Damage

^An attack by a unit with the “Collateral Damage” capability can potentially damage improvements in the

attacked square during the attack, representing damage to improvements, local structures or residents due

to combat (but not necessarily due to bombardment).

#GCON_Corruption

Corruption and Waste

^[Corruption] is income lost to theft, embezzlement, and other illegal practices. [Waste] is shield production lost to
inefficiency. If left unchecked, corruption and waste will significantly slow the development of your civilization. You
can track the status of corruption and waste in your empire on the [City Display] and [Domestic Advisor].

^{Causes:} In general, the farther a city is from its capital city, the more corruption and waste it experiences. Also

the more cities in your empire, the higher rates of both, overall. Finally, the extent of corruption and waste is also

affected by the system of $LINK<government=MENU_Governments> you are currently using.

^
^{Solutions:} Several improvements and wonders can help you contain the amount of corruption and waste affecting
your

empire. You may build improvements and a few wonders that help decrease corruption in the city where they are
built. In

addition you may build wonders that act as a second capital, effectively reducing corruption in all neighboring cities

- for a complete list, see the next page. Another solution, is to change your system of

$LINK<government=GCON_Governments>. Generally the more advanced the government, the less corruption and
waste you

experience, although this may not always be true.

^Being attached to your capital via road, port, or airport also reduces corruption and waste.

^We Love The ____ Day also reduces waste.

^(continued)

#DESC_GCON_Corruption

^(continued)

^{The following improvements and wonders reduce corruption in the city where they are built.}

^* $LINK<Counselor=BLDG_Counselor> (only available to $LINK<Commercial=GCON_Strengths> civs)

^* $LINK<Courthouse=BLDG_Courthouse> (can be built itself or granted from $LINK<Chichen


Itza=BLDG_Chichen_Itza>)

^* $LINK<District Courthouse=BLDG_District_Courthouse>

^* $LINK<Local Courthouse=BLDG_Local_Courthouse> (granted to all cities by the $LINK<Supreme


Court=BLDG_Supreme_Court> or $LINK<Magna Carta=BLDG_Magna_Carta> Wonder)

^* $LINK<Office of Internal Security=BLDG_OIS> (only available in $LINK<Fascism=GOVT_Fascist>. Can be built itself


or granted from the $LINK<Ministry of Truth=BLDG_Ministry_of_Truth>)

^* $LINK<Police Station=BLDG_Police_Station>

^* $LINK<Prison=BLDG_Prison>

^* $LINK<Holy City=BLDG_Holy_City>
^* $LINK<Inquisition=BLDG_Inquisition> (only available in $LINK<Fundamentalism=GOVT_Fundamentalism>.)

^{The following Small Wonders reduce corruption as if they were additional capitals.}

^* $LINK<Forbidden Palace=BLDG_Forbidden_Palace>

^* $LINK<Summer Palace=BLDG_Summer_Palace>

^* $LINK<Winter Palace=BLDG_Winter_Palace>

^The $LINK<Police Officer=GCON_Specialists> specialist citizen also reduces corruption.

#GCON_Craters

Craters

^Craters can occur in a non-city square due to bombardment attack. When a bombardment attack which eliminates

the last unit or terrain improvement in a square, a crater may be formed. Unlike pollution, the presence of

craters reduces a square's production, commerce, and food output by one. (Pollution reduces the tile output to
zero.)

^{Clearing Craters} Craters can be cleaned up by $LINK<workers=GCON_Worker_Jobs>.

#GCON_Culture

Culture

^
^[Culture] represents the impact of your civilization's customs, arts, and philosophy on the people in the countryside
surrounding your cities, and is represented in the game by $LINK<borders=GCON_Territory>.

^{City Cultural Value and Borders}

All Wonders of the World and many city improvements generate culture points every

turn. These accumulate over time and when the total culture value of a city reaches certain thresholds (10, 100,
1,000,

10,000, 100,000, etc.), a [border expansion] is triggered. Pay attention to the culture box on the [City Display] to

judge when expansions will occur. The amount of culture each Wonder or improvement contributes doubles after
1000

years.

^{Civilization Culture Value}

The sum of the cultural values of all of your cities is your [civilization's cultural

value] and comes into play when you conquer an enemy city (and $LINK<resistance=GCON_Resistance> is
determined), conduct

diplomacy with a rival, or when you and a rival both have a legitimate claim on a terrain tile. In all cases, if your

civilization is more valuable culturally than your rival, that's good -- and the greater the discrepancy between you,

the better.

^{Global Cultures}

There are five global cultures in the game: Amerindian, Greco-Roman, European, Far Eastern, and

Middle Eastern. Global culture determines the look of cities and citizens, and nations of the same global culture tend

to start near each other and are more tolerant in diplomacy.

#DESC_GCON_Culture

#GCON_Defensive_Bombardment

Defensive Bombardment

^
^A unit that has defensive bombardment can not use the bombardment ability to attack other units or terrain. It will
however fire an initial defensive bombardment when attacked by another unit. This is done before combat takes
place.

^This is a one shot only action. Please ignore any Rate of Fire settings.

#DESC_GCON_Defensive_Bombardment

#GCON_Disease

Disease

^[Disease] kills citizens and units that spend too much time in unhealthy areas like
$LINK<floodplains=TERR_Flood_Plain>, $LINK<jungles=TERR_Jungle> and

$LINK<marsh=TERR_Marsh>. Citizens that work in these terrains are susceptible to [disease], as are military units
that fortify in them.

^Your workers can $LINK<clear jungles or marsh=TFRM_Clear_Jungle> when you discover $LINK<High
Explosives=TECH_High_Explosives> and eliminate that risk.

^Floodplains continue to be risky until you discover $LINK<Sanitation=TECH_Sanitation>.

#DESC_GCON_Disease

#GCON_Disorder

Civil Disorder

^[Civil Disorder] is a state of near anarchy in a city, in which the city essentially freezes and shuts down:

^* $LINK<Production=GCON_Shields> ceases,

^* No revenue comes in from $LINK<commerce=GCON_Commerce>, and

^* No excess $LINK<food=GCON_Food> is stored.


^

^Prolonged periods of civil disorder can lead to:

^* Destruction of existing $LINK<city improvements=MENU_City_Improvements> or even sabotage to ongoing


projects by

angry mobs.

^* $LINK<Defection=GCON_Conversion> of the city to a nearby rival civilization with a strong culture.

^* An overthrow of your $LINK<government=GCON_Governments> and descent of your empire into anarchy.

^Civil disorder erupts when a city has more unhappy than happy citizens. The only remedy is to improve the

$LINK<mood=GCON_Moods> of the people in the city, or if extreme measures are required, the city can be
abandoned.

#DESC_GCON_Disorder

#GCON_Draft

Conscription

^When a civilization develops $LINK<Realpolitik=TECH_Realpolitik> its citizens can be drafted into military service.
Each city can draft some of its population each turn, depending upon the government currently in effect.

^* A civilization in $LINK<Anarchy=GOVT_Anarchy>, $LINK<Republic=GOVT_Republic>,


$LINK<Democracy=GOVT_Democracy>, $LINK<Theocracy=GOVT_Theocracy>, or $LINK<Social
Democracy=GOVT_Social_Democracy> may not use the draft.

^* A civilization in $LINK<Chiefdom=GOVT_Chiefdom>, $LINK<Monarchy=GOVT_Monarchy>, $LINK<Feudal


Monarchy=GOVT_Feudal_Monarchy>,

$LINK<Absolute Monarchy=GOVT_Abs_Monarchy>, $LINK<Communism=GOVT_Communist>, $LINK<Constitutional


Monarchy=GOVT_Con_Monarchy>,

$LINK<Federal Republic=GOVT_Federal_Republic>, or $LINK<Fundamentalism=GOVT_Fundamentalism>, can draft


[one] citizen per city per turn.

^
^* A civilization in $LINK<Fascism=GOVT_Fascist> can draft [two] citizens per city per turn.

^To utilize the draft, press the "Draft" button on the City Display. You may only draft citizens from a city with a
population of 8 or more.

^The draft produces the following $LINK<conscript=GCON_Experience> units, depending upon your level of scientific
development:

^* $LINK<Spearman=PRTO_Spearman>

^* $LINK<Pikeman=PRTO_Pikeman>

^* $LINK<Arquebusier=PRTO_Arquebusier>

^* $LINK<Musketman=PRTO_Musketman>

^* $LINK<Line Infantry=PRTO_Line_Infantry>

^* $LINK<Rifleman=PRTO_Rifleman>

^* $LINK<Infantry=PRTO_Infantry>

^* $LINK<Grunt=PRTO_Grunt>

^For each citizen drafted, one other citizen in the city becomes $LINK<unhappy=GCON_Moods> for twenty turns.

#DESC_GCON_Draft

#GCON_DYP

- R&R - Info

^Join the forum on [http://www.cdgroup.org/] or go to the website at [http://civ3.bernskov.com/] for news, updates
and patches.

^Comments, criticism, corrections and general praise are not only welcome; they are encouraged.
^

^Also see:

^* $LINK<Beginner Strategies=GCON_DYP_Strategy> for a few tips that will give you a good start.

^* $LINK<R&R FAQ=GCON_DYP_FAQ> - A (currently very short) list of frequently asked questions.

#DESC_GCON_DYP

#GCON_DYP_Credits

- Rise And Rule - Credits

^{Design Team}

^* [Richard Jensen] aka Kal-El - Lead Designer, Creative Director

^* [Martin Isaksen] aka Isak - Mod Management, Bug Squasher, Design

^* [Thilo Mengling] aka Doc Tsiolkovski - Lead Testing, Design and Civilopedia work

^* [Howard Leech] aka harrier - Lead Testing, Design and Civilopedia updating

^Rise and Rule is based on the Double Your Pleasure mod for Civ3 and PtW, created by:

^* [Richard Jensen] aka Kal-El - Lead Designer, Creative Director

^* [Martin Isaksen] aka Isak - Mod Management, Bug Squasher

^* [Robert Olesen] aka RobO - Quality Management

^* [Dave Schmitt] aka PDEscobar - Graphics, Bug-hunting, hardcore testing

^* [Howard Leech] aka harrier - Lead Testing for vanilla civ3, Design and Civilopedia work

^ {Special thanks to:}

^* [Ulrich Bernskov] for the Double Your Pleasure Website, [http://civ3.bernskov.com/]

^* [Matt Goodrich] aka Matt_G for lots of assistance on the Civilopedia.


^* [Richard Collman], aka Rory_20_UK, for Civilopedia Assistance.

^* [DJ54] for Civilopedia Assistance.

^* [Dustin Smith], aka GIDustin, for Wondersplash Overlays, website previews, and the best source of Civ3 files on
the net [www.Civ3files.com]

^* [Jason Malloy], aka Nightstorm, for his beautiful building images

^* [Stainz] for graphis assistance.

^* [Elucidus] for the forums at [www.cdgroup.org]

^* [Barry Caudill] for giving us a shot at this - Your beer is in the mail, Barry.

^* [jbprivate] for proofreading of and submissions to the Civilopedia

^And our entire betatesting crew over at [www.cdgroup.org]. Thanks guys and gals, you are brilliant. Please stay
around, it's not like we have finished this yet :)

#DESC_GCON_DYP_Credits

^{Also Thanks to:}

Axid, Cher Fan, Civalaholic, Corinthian, Dark Sheer, EmprorCoopinius, Harlan, J-S, Mizaq, Pesoloco, PJM, Plutarck,
Scipio Africanu, Thamis, TETurkhan, Michaelis Rex, bshirt and all the artists whose animations are used in this mod.

^For complete credits, please check out the website at [http://civ3.bernskov.com/] - sometime soon :)

#GCON_DYP_FAQ

- RAR - Frequently Asked Questions

^{1. My science rating is adjusted upwards every turn! What gives?}

^The $LINK<rate caps=GCON_Rate_Caps> affect all three aspects of government spending. therefore if the rate cap
is set to 60% none of the three spending levels -- tax, science, or luxury -- can be set above 60%.

^This is why when you are trying to set your science to less than 40% the game keeps resetting you back. in order to
set your science to say 20% you must set you luxury and tax so that neither one is more than 60%.
^

^{2. Why does each citizen require 3 food? I want to switch it back to 2!}

^If you end up switching the growth rate levels in the bic, then you will be missing something. You'll be missing one
of the basic challenges of the mod. I hope you don't switch it back to the original 2. Everything that I have added into
the mod was done with a purpose.

^Remember you are no longer playing the same game you bought at the store. This is a new game that requires new
thinking and strategies. You will not be able to use the same cookie cutter tactics that you have been using with the
regular game.

^One of the main goals of my mod is to force players to make serious choices that can have drastic repercussions on
the way the game is played out. {It is now very important to select a good spot for your first city, not just be the first
one to build a city.}

^It is important to decide what you are going to build in that city because, hopefully, you are not going to be able to
build everything in there, at least not until the later stages of the game. you better pick very carefully which wonders
to go after, you will not be getting all of them, you probably won't be getting most of them. don't worry, there is
some built in overlap.

#DESC_GCON_DYP_FAQ

#GCON_DYP_Idea

- RAR - The Idea Behind the Mod

^by [Richard Jensen] aka [Kal-El] - Lead Designer, Creative Director

^One of my main goals in developing this mod was to create a game that followed the development of human
civilization more closely than the original Civ3. What does this mean? I have deliberately made early expansion more
difficult and slowed down city growth for the first half of the Ancient Age.

^In different parts of the world, simple farming settlements grew into large cities by the end of the Neolithic Age,
about 3500 BC. This development, known as the urban revolution, marked the beginning of civilization. In fact the
word "civilization" comes from the Latin root "civitas," meaning city. The development of cities was only one
characteristic of early civilizations. Other characteristics included complex religions and governments, specialized
skills and occupations, social classes, and methods of recordkeeping.

^The earliest cities appeared in four great river valleys. Cities may have emerged as early as 6000 B.C. in the valleys
of the Tigris and Euphrates rivers in western Asia. Other cities developed in the valleys of the Nile River in North
Africa, the Indus River in South Asia, and the Huang (Yellow) River in East Asia. Conditions in the river valleys favored
the development of cities, fertile soil in the valleys made it possible for farmers to produce a surplus of food. When
the rivers flooded, the water deposits of silt made the land especially fertile. Flood waters also brought needed
moisture to the land and people used river water for irrigation during dry periods. In addition, the rivers contained
plentiful fish and attracted animals, two additional sources of food. Finally, the rivers served as transportation
arteries, which allowed people to trade for goods they did not have.

^With food surpluses, the populations of farming settlements increased, and villages grew into cities. The
populations of the earliest cities ranged from several thousand to half a million residents. City dwellers undertook
major projects such as clearing new farm land and constructing temples, palaces and walls for defense. Because such
projects required organization and leadership, they contributed to the development of governments. In the early
cities, government and religion were closely related.

#DESC_GCON_DYP_Idea

^City dwellers were polytheistic, worshipping many gods. They believed that gods and goddesses controlled the
forces of nature. It was, therefore, important to them to win the god's favor in order to prevent disasters. Priests
developed elaborate rituals to try to influence the gods. Because the priests were the only ones who knew how to
perform these rituals they gained enormous power.

^Priests probably headed the government as priest-kings. The form of government in which priests serve as kings is
called theocracy. Gradually, successful military leaders began to replace the priest-kings as rulers. Scholars theorize
that these leaders emerged as a result of warfare between cities over scarce resources. Military rulers had clear
responsibilities. They shared the priests' task of keeping the gods friendly, and they were responsible for defending
their cities against enemies. They acted as judges, made laws, and appointed officials to keep order. They also
supervised the building of great wonders.

^The surplus food allowed specialized occupations to gradually develop. Because of the surplus, some people did not
have to farm. Rather, they could trade products or labor for the food they needed. Skilled workers called artisans
hammered out plows, scythes, helmets, and swords. Jewelers shaped precious metals into charms and necklaces.
Sculptors, potters, painters, priests, and government officials acquired specialized skills and knowledge. As a city
grew, a more complex social structure emerged. The social structure defined a person's place in society. At the top
of the structure was the priest-king or king. Below the priest-king or king was a class of priests and nobles. Nobles
generally based their power and wealth on owning large amounts of land. In some cities, government officials and
wealthy merchants formed the class below the nobility. Artisans and small traders ranked next, followed by the
largest class made up of peasant farmers and workers. At the bottom of the social structure were the slaves. Slaves
were men, women, and children who were taken captive in war or were enslaved to pay their debts.

^I have attempted to emulate this development through the early stages of the game.
#GCON_DYP_Strategy

- RAR - Some Beginner's Strategy Tips

^{First City}

^As every Citizen consumes 3 food, rather than the regular 2 food, in RAR it is essential to have access to bonus food
resources or a floodplain in your starting city. A coastal placement is also doable, as you can build a harbor (when
you get Farming) and get three food from a sea tile. Note also that inland seas (lakes) produce three food by default.
A poorly

placed city, will not grow beyond size 2 until much later, so don't be afraid to move around before settling your first
city. Your starting unit the $LINK<Tribe=PRTO_Tribe> treats all terrain as roads, and can move through mountains
and jungles, so you can afford to move him a bit. The same applies to the settlers you get from goody huts.

^{Early expansion}

^Your cities won't get to be very large before you change your type of government from the default
$LINK<Chiefdom=GOVT_Chiefdom> to $LINK<Monarchy=GOVT_Monarchy>. But expansion is still possible, as the
earliest settler types, the $LINK<Clan=PRTO_Clan> and the $LINK<Cultivator=PRTO_Cultivator> have {Hardy}
versions that are slightly more expensive to build, but only cost 1 population, rather than the usual 2.

^{Short Tips & Info}

^* Each citizen consumes [3] food - not 2 as in regular Civ3.

^* Roads cost 1/2 movement point, not 1/3 as in regular Civ3.

^* All units with Ranged Weapons have been given Defensive Bombardment abilities. Check $LINK<this
page=GCON_Bomb_Expand> for more info.

^* Many Civilization Traits (Militaristic, Expansionist, etc.) now gives access to a new type of Unit or improvement.
See $LINK<this page=GCON_TSU> for a list.

^* Workers cannot [mine] before the discovery of $LINK<Construction=TECH_Construction> and can [never] mine on
$LINK<grassland=TERR_Grassland>. Other $LINK<Worker Jobs=GCON_Worker_Jobs> have technology prerequisites
as well.

^* The technology $LINK<Crop Rotation=TECH_Crop_Rotation> allows irrigation and $LINK<High


Explosives=TECH_High_Explosives> allows $LINK<jungle=TERR_Jungle> and $LINK<marsh=TERR_Marsh> to be
cleared.

#DESC_GCON_DYP_Strategy
#GCON_DYP_Future

- RAR - Future Development Plans

^This is the final major release of DyP in any incarnation for Civ3. There are no more expansions planned for Civ3,
and it remains to be seen if Civilization 4 (or "CIV") will enable us to have another go at a mod. If it does, and if time
permits, then this is not the end, and we'll see you again once CIV is out.

^We hope you will enjoy playing the mod as much as we have enjoyed putting it together. And remember, we can
still do updates or fixes, or add in a new unit if you make one, so keep in touch with us on the DYP/RAR website at
http://civ3.bernskov.com

^Thanks for your support,

^-- The Development Team

#DESC_GCON_DYP_Future

#GCON_Embassies

Embassies

^When a civilization learns [Writing], it can begin to build its intelligence network. The first step is to build
[embassies] in rival capital cities. That done, and once you have discovered $LINK<Dynasticism=TECH_Dynasticism>
you can sign $LINK<Right of Passage agreements=GCON_Agreements> and once you discover $LINK<Political
Philosophy=TECH_Political_Philosophy> you can form $LINK<Military Alliances=GCON_Agreements> against third
parties.

^Upon discovery of $LINK<Trade=TECH_Trade> you can engage in $LINK<Trade Embargoes=GCON_Agreements>


against third parties, and once a sense of $LINK<Nationalism=TECH_Nationalism> has developed, you can engage in
$LINK<Mutual Protection Pacts=GCON_Agreements>.

^Embassies cost gold from your treasury to build, and diplomatic missions cost gold to execute.
^

^Build an embassy by double-clicking your capital city icon after you have learned $LINK<Writing=TECH_Writing>.

#DESC_GCON_Embassies

#GCON_Enslavement

Enslavement

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

^On land in the Ancient and Classical Era all foot and mounted soldiers can enslave.

^In the Medieval and Renaisence Era only the Zulu $LINK<Inti Warrior=PRTO_Inti_Warrior>, Mali $LINK<Mali Heavy
Horsemen=PRTO_Mali_Heavy_Horseman>,

and the Arab $LINK<Ansar Warrior=PRTO_Ansar_Warrior> have the Enslavement capability.

^At sea only naval units built in the Medieval and Renaisence Era have the Enslavement capability.

#GCON_Espionage

Espionage

^Once a civilization learns $LINK<Espionage=TECH_Espionage> and builds an $LINK<Intelligence


Agency=BLDG_Intelligence_Center>, it can conduct [espionage missions] to find out classified information about
other civilizations, friend and foe.
Espionage can also be used to harm a rival or sabotage his $LINK<production=GCON_Shields>.

Remember though, failed missions can seriously damage your reputation.

^{Espionage Screen:}

^The Espionage screen is comprised of: current opponents, available missions, your current asset information, city
selection, and operational cost options. This screen is available for use once a player has discovered
$LINK<Writing=TECH_Writing>.

^Your opponents are displayed followed by icons that indicate your Espionage status within that civilization. If the
Embassy Icon is displayed, you currently have an embassy within that civilization's capitol city. If the Spy icon is
present, you have a spy planted within that civilization.

^When an espionage mission button has been selected, the mission area displays the various diplomatic and
clandestine espionage options which you may currently engage in.

^The assets section provides a summary of your current monetary and technological assets, including the amount of
gold in your treasury, your technological achievements (those that apply to espionage), and your level of spy
experience

^The operational cost options allow you to set the level of risk you are willing to undertake with regard to the
current mission. The controls for executing and canceling missions are also located in this area.

^More info about $LINK<Espionage Missions=GCON_Espionage_Missions>

#DESC_GCON_Espionage

#GCON_Espionage_Missions

Espionage Missions

^
^

^{Launching a Diplomatic or Spy Mission:}

^You can launch certain diplomatic missions at any time after the discovery of $LINK<Writing=TECH_Writing>. Other

missions become available as your level of technology increases. Spy missions become available

after you have discovered $LINK<Espionage=TECH_Espionage>, {and} have built the $LINK<Intelligence
Agency=BLDG_Intelligence_Center>.

^To launch a diplomatic or spy mission:

^{1 -} Select the target civilization in the Opponents area.

^{2 -} Select a mission type (Diplomatic or Spy).

^{3 -} Select a mission.

^{4 -} Select the target city for the mission (if appropriate).

^{5 -} Select an option in the Operational Costs area.

^{6 -} Click Execute to launch the mission.

^Note that if you decide to NOT execute the mission, you can click Cancel or exit the Espionage screen to cancel it.

^The following is a list of diplomatic and espionage missions that may be performed (note that most missions
become

available after you have researched $LINK<Espionage=TECH_Espionage>):

^{Establish Embassy -} Attempts to establish an embassy with the currently selected Civilization.

^{Plant Spy -} This option attempts to plant a spy with the currently selected Civilization.
^

^(continued)

#DESC_GCON_Espionage_Missions

^(continued)

^{Steal Technology -} This option attempts to Steal a Technology from the currently selected Civilization.

^{Steal Military Plans -} Use a spy to steal military plans of a rival, which reveals the locations of all their military
units.

^{Initiate Propaganda -} Initiate propaganda against the city where the spy resides. If successful,

the people will revolt and $LINK<defect=GCON_Conversion> to your side.

^{Expose Enemy Spy -} If you suspect a rival has planted a spy in one of your cities you can attempt to expose the
intruder.

^{Investigate City -} This option attempts to Investigate a City belonging to the currently selected Civilization.

^{Steal World Map -} Use a spy to steal a $LINK<world map=GCON_Maps> from a rival.

^{Sabotage Production -} Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival
city.

#GCON_Experience

Combat Experience

^
^Military units are rated according to combat experience: conscripts, regulars, veterans, and elite units. The more
experienced a unit, the more damage it can absorb before being destroyed in combat. The number of blocks in the
unit's health bar shows this distinction.

^{Unit Type Blocks}

^Conscripts 3

^Regulars 4

^Veterans 5

^Elite units 7

^Normally, cities produce regulars. But if a city has a $LINK<barracks=BLDG_Barracks>, it produces veterans.

^Occasionally your men will discover barbarian tribes that contribute conscripts to your army, and sometimes you
may institute the draft, which also produces conscripts.

^{Elite units cannot be built:} they gain this status only through actual combat experience. An elite unit can produce
a $LINK<great leader=GCON_Leaders>, if it continues to be successful.

^{Battlefield Promotions:} When one of your units is victorious in battle, there is a chance it will gain combat
experience and be promoted to the next level.

^{Hit Point Bonus or Penalty:} Not all units of the same experience level will have the same number of hit points;
some units are created with natural hit point bonuses or penalties to adjust their strength. All hit point bonuses and
penalties are noted on the respective units' civilopedia entry, and they do not affect unit upgrades.

^Please see the next page for examples of hit point bonuses and penalties. (Click {More}.)

#DESC_GCON_Experience

^(continued)

^{Hit Point Bonus and Penalty Examples:}

^Note: all examples are of a Veteran unit which has a base HP of 5.

^
^[Penalty:] The $LINK<Ranger=PRTO_Ranger> has a [2-point HP penalty], so a Veteran Ranger will have only 3 total
hit points. (Note that such penalties will never take a unit to less than 1 hit point.)

^[Standard:] The $LINK<Spearman=PRTO_Spearman> has no penalty or bonus, so a Veteran Spearman will have 5
total hit points.

^[Bonus:] The $LINK<Marine=PRTO_Marine> has a [3-point HP bonus], so a Veteran Marine will have a total of 8 hit
points.

^[Upgrades:] As mentioned previously, hit point bonuses do not affect upgrades. A Veteran
$LINK<Archer=PRTO_Archer> with 4 total hit points because of its [1-point HP penalty] upgrades to a Veteran
$LINK<Crossbowman=PRTO_Crossbowman> and winds up with 5 total hit points because the Crossbowman has no
penalty or bonus. If upgraded further to a Veteran $LINK<Musketman=PRTO_Musketman>, it will wind up with 6
total hit points because the Musketman's [1-point HP bonus] will then be in effect.

#GCON_Flavor

Flavor Units

^Variety is the spice of life, and for this reason we have in some cases added several animations for basically the
same unit. Usually this is to represent a special cultural group variety, or even a civilization specific variety of a unit.
For example, we have several different types of swordsmen, that are exactly the same with regards to abilities, but
for which the animation and name will depend on the civilization training them.

^We hope that this adds some variety or flavor to the game, and if nothing else, we feel that these added
animations, that are mostly fan-made, deserve to be showcased. We will probably continue to add more flavor units
for as long as they are made available to us. A full list of credits for all animations should be available at the
[http://civ3.bernskov.com/] site very soon. Most of these units have been found at fan-sites such as
[http://www.civfanatics.com/], [http://www.apolyton.net/] and [http://www.cdgroup.org/].

#DESC_GCON_Flavor

#GCON_Food

Food
^{Every citizen must eat three* food per turn or die.} Luckily, most citizens labor in the areas around their city,
yielding some combination of food, $LINK<shields=GCON_Shields>, and $LINK<commerce=GCON_Commerce>, and
feeding themselves in the process.

^In some cases, a citizen produces more food than he needs and the excess is put into his city's food storage box
each

turn. When it is full, the storage is emptied and the city grows, adding one citizen to its population.

^In other cases, a city does not grow enough food to sustain its population, so food is drawn out of the storage box

to make up the shortfall. If a city cannot feed its population either from new production or stored food, one of its

citizens {starves} and disappears.

^Food production fundamentally depends upon the terrain within the city radius, because citizens laboring there

produce food. When the [City Display] is open, you can see what the citizens are producing.

^{A citizen working Produces this much food}

^Flood plains 4 5 if irrigated.

^Grasslands 3 4 if irrigated.

^Plains 2 3 if irrigated.

^Coastal 2 cannot be irrigated.

^Hills 1 2 if irrigated.

^Forests 1 cannot be irrigated.

^Sea 1 cannot be irrigated.

^Jungle 2 cannot be irrigated.

^Desert 0 1 if irrigated.

^Tundra 0 cannot be irrigated.

^Mountains 0 cannot be irrigated.

^Ocean 0 cannot be irrigated.

^Fresh Water Lake 3 cannot be irrigated.

^Marsh 1 cannot be irrigated.

^Volcano 0 cannot be irrigated.

^
^Note that some $LINK<natural resources=GCON_ResourcesN> provide bonus food as well.

^{* RAR note:} Food consumption has been increased from 2 in the original game.

#DESC_GCON_Food

#GCON_Fortresses

Fortresses

^When a civilization has learned $LINK<construction=TECH_Construction>, its workers know how to construct stone
and masonry [fortresses]. Military units inside these bastions have a few advantages.

^* They get a {75%} defensive bonus if attacked.

^* They have a $LINK<zone of control=GCON_ZOC> and fire at passing enemy units without receiving return fire.

^ A worker can improve a fortress by building a $LINK<barricade=GCON_Barricades> when $LINK<Siege


Warfare=TECH_Siege_Warfare> has been researched. This increases the defensive bonus to (100%).

#DESC_GCON_Fortresses

#GCON_Golden_Age

Golden Age

^Every civilization can experience a Golden Age, a 30-turn{*} period in which every citizen laborer in the empire is
more productive, producing one extra $LINK<shield=GCON_Shields> and/or $LINK<commerce=GCON_Commerce> if
already producing at least one. A civilization's Golden Age is triggered in one of two ways:
^

^{Unique Unit Victory}

^Each civilization has a unique military unit -- one that only it can build.

A civilization's Golden Age can begin when its unique military unit is victorious in battle. Note that only victories

versus other civilizations are capable of initiating a Golden Age in this way. Victories versus barbarians will not
initiate a Golden Age.

^{Great Wonders}

^Each $LINK<Great Wonder=MENU_Wonders> is associated with one or more civilization strengths.

If a civilization builds a Great Wonder (or Wonders) that corresponds to [both] its unique
$LINK<strengths=GCON_Strengths>, its Golden Age can be triggered.

^{For example} if the Ethiopians (industrious and religious) build the Pyramids (which is both a feat of construction

and a place of worship), Ethiopia's Golden Age could begin. Or if the Tibetans (scientific and religious) build the

Great Library (scientific) and the Oracle (religious) Tibet's Golden Age could begin.

^{*R&R note:} Golden Age duration has been increased from 20 turns to {thirty turns}.

#DESC_GCON_Golden_Age

#GCON_Governments

Governments

^There are 13 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=GCON_Worker_Types> are (how quickly they get their jobs done).

^How much $LINK<corruption and waste=GCON_Corruption> affects your civilization.

^The number of citizens you can $LINK<draft=GCON_Draft> per turn.

^The number of military units that can be used as $LINK<military police=GCON_Moods>.

^The number of military units you can have before you must $LINK<support=GCON_Unit_Support> them from your

$LINK<treasury=GCON_Treasury>.

^The $LINK<maximum caps=GCON_Rate_Caps> on the allocation of $LINK<commerce income=GCON_Commerce>.

^The possible government types are:

^* $LINK<Anarchy=GOVT_Anarchy>

^* $LINK<Chiefdom=GOVT_Chiefdom> (New default government)

^* $LINK<Monarchy=GOVT_Monarchy> (aka. Despotism)

^* $LINK<Republic=GOVT_Republic>

^* $LINK<Democracy=GOVT_Democracy>

^* $LINK<Feudal Monarchy=GOVT_Feudal_Monarchy>

^* $LINK<Theocracy=GOVT_Theocracy> (New)

^* $LINK<Fundamentalism=GOVT_Fundamentalism> (New)

^* $LINK<Absolute Monarchy=GOVT_Abs_Monarchy> (New)

^* $LINK<Communism=GOVT_Communist>

^* $LINK<Fascism=GOVT_Fascist> (New)

^* $LINK<Constitutional Monarchy=GOVT_Con_Monarchy> (New)

^* $LINK<Social Democracy=GOVT_Social_Democracy> (New)

^* $LINK<Federal Republic=GOVT_Federal_Republic> (New)

#DESC_GCON_Governments

#GCON_GSI

Government Specific Improvements

^
^

^In addition to regular bonuses, some governments allow you to build special improvements and wonders which
function only while in that government.

^{Government-Specific Improvements:}

^$LINK<Absolute Monarchy=GOVT_Abs_Monarchy>: $LINK<Customs House=BLDG_Customs_House>

^$LINK<Communism=GOVT_Communist>: $LINK<Collective Farm=BLDG_Collective_Farm>

^$LINK<Constitutional Monarchy=GOVT_Con_Monarchy>: $LINK<War Monument=BLDG_War_Monument>

^$LINK<Democracy=GOVT_Democracy>: $LINK<Philosopher's School=BLDG_Philosopher_School>

^$LINK<Fascism=GOVT_Fascist>: $LINK<Office of Internal Security=BLDG_OIS>

^$LINK<Federal Republic=GOVT_Federal_Republic>: $LINK<Corporate Offices=BLDG_Corporate_Offices>

^$LINK<Feudal Monarchy=GOVT_Feudal_Monarchy>: $LINK<Manor=BLDG_Manor>

^$LINK<Republic=GOVT_Republic>: $LINK<Colosseum=BLDG_Colosseum>

^$LINK<Social Democracy=GOVT_Social_Democracy>: $LINK<Department Store=BLDG_Department_Store>

^$LINK<Theocracy=GOVT_Theocracy>: $LINK<Blood Temple=BLDG_Blood_Temple>

^{Government-Specific Small Wonders:}

^Communism: $LINK<Five Year Plan=BLDG_Five_Year_Plan>

^Constitutional Monarchy>: $LINK<Tomb of the Unknown Soldier=BLDG_Tomb>

^Fascism: $LINK<Secret Police HQ=BLDG_Secret_Police_HQ>

^Federal Republic: $LINK<Conglomerate=BLDG_Conglomerate>

^Social Democracy: $LINK<National Health Care=BLDG_Health_Care>

^{Government-Specific Great Wonders:}

^Communism: $LINK<Triumph of the People=BLDG_Triumph>

^Constitutional Monarchy: $LINK<Magna Carta=BLDG_Magna_Carta>

^Fascism: $LINK<Ministry of Truth=BLDG_Ministry_of_Truth>

^Federal Republic: $LINK<Statue of Liberty=BLDG_Statue_Of_Liberty>

^Social Democracy: $LINK<New Deal=BLDG_New_Deal>

^Absolute Monarchy: $LINK<The Estates General=BLDG_Estates_General>


#DESC_GCON_GSI

#GCON_Happy_Faces

Happy Faces

^City improvements, wonders, entertainers, and luxuries produce either [content] or [happy faces] in the city where
they exist.

^{These Produce this}

^* City improvements content faces

^* Wonders content faces

^* Military police content faces

^* Luxuries happy faces

^* Entertainers happy faces

^* Entertainment happy faces

^Each happy face affects the $LINK<mood=GCON_Moods> of one citizen.

^* Each [content face] makes one unhappy citizen content.

^* Each [happy face] makes one content citizen happy.

^If there aren't enough people of the appropriate sort in a city, the effects of any extra faces are lost.

#DESC_GCON_Happy_Faces

#GCON_Hotkeys_Units

Hotkeys: Unit Commands

^
^{Settler / Worker Actions}

^Build Road R

^* Road to Ctrl-R

^Build Rail Shift-R

^* Rail to Ctrl-Shift-R

^Build Road/Rail Net Ctrl-N

^Build/Join city/colony B

^* Road then Colony Ctrl-B

^Irrigate I

^* Irrigate to city Ctrl-I

^Improve Nearest City Shift-I

^Improve Nearest City/Without Altering Ctrl-Shift-I

^Build Mine M

^Build Fortress/Barricade Ctrl-F

^Plant Forest N

^Clear Pollution/Forest/Jungle/Marsh Shift-C

^* Clear all Forest Shift-F

^* Clear all Wetlands Shift-W

^* Clear all Damage Shift-D

^Automate Worker A

^Automate Worker (virgin terrain) Shift-A

^{Air Missions}

^Bombing B

^Recon R

^Air Superiority S

^Re-Base Shift-R

^Precision Strike P

#DESC_GCON_Hotkeys_Units
^{General Unit Commands}

^Hold (don't move) Spacebar

^Wait (until end of turn) W

^Fortify/Garrison/Sleep F

^Go to G

^* Stack Go to X, J

^* Stack Go to With Same Units Ctrl-X, Ctrl-J

^Disband D

^Load/unload L

^Explore E

^Pillage Shift-P

^Bombard B

^Airdrop P

^Airlift T

^Sentry Y

^* Sentry (Until Enemy Contact) Shift-Y

^{Special Actions and Orders}

^Upgrade Unit U

^* Upgrade all Obsolete Units Shift-U

^Build Army B

^Hurry City Production Ctrl-H

#GCON_Hotkeys_Controls

Hotkeys: Game Controls

^{Main Controls}
^End Turn Shift-ENTER

^Save Game Ctrl-S

^Load Game Ctrl-L

^Start New Game Ctrl-Shift-Q

^Retire Ctrl-Q

^Quit ESC

^Civilopedia Ctrl-C

^{Map Controls}

^Center map on Active unit C

^Clear Map Ctrl-Shift-M

^Zoom in/out Z

^Map Grid on/off Ctrl-G

^Locate City Shift-L

^Center on Capital H

^{Advisors and miscellaneous}

^Domestic Advisor F1

^Trade Advisor F2

^Military Advisor F3

^Foreign Advisor F4

^Cultural Advisor F5

^Science Advisor F6

^Wonders of the World F7

^Victory Status Screen F8

^Palace F9

^Spaceship F10

^Demographics F11

^Preferences Ctrl-P

^Audio Preferences Shift-S


^Change Governments Shift-G

^Change Mobilization Shift-M

#DESC_GCON_Hotkeys_Controls

^{Diplomacy and Espionage}

^Plant Spy Ctrl+Shift+E

^Establish Embassy Ctrl+E

^Use Embassy or Spy Shift+E

^Diplomatic Contact Shift+D

^Espionage E

^{City Window}

^Hurry Production H

^Add to Production Queue Shift+Click

^Governor G

^{Multiplayer}

^Center on Message Location Ctrl-M

^Pause Pause

^Perform Automation Ctrl-U

^Send Voice Message Tab

^Send Text Message ~~

#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<Monarchy=GOVT_Monarchy>, $LINK<Republic=GOVT_Republic>,
$LINK<Fundamentalism=GOVT_Fundamentalism> and $LINK<Theocracy=GOVT_Theocracy> 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. Each citizen lost will contribute 20 shields, however another citizen in the city will
also become unhappy for the next 20 turns.

^Under $LINK<Feudal Monarchy=GOVT_Feudal_Monarchy>, $LINK<Democracy=GOVT_Democracy>,


$LINK<Communism=GOVT_Communist>, $LINK<Federal

Republic=GOVT_Federal_Republic>, $LINK<Social Democracy=GOVT_Social_Democracy>, $LINK<Absolute


Monarchy=GOVT_Abs_Monarchy>, $LINK<Constitutional Monarchy=GOVT_Con_Monarchy> and $LINK<Fascist
rule=GOVT_Fascist> 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; each shield needed will cost 6 gold.

^You can {not} hurry production under $LINK<Chiefdom=GOVT_Chiefdom>.

^$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>.

#DESC_GCON_Hurry_Production

#GCON_Keypad

Number Keypad

^With your Num Lock "on," you can use the number keypad to move your units. Think of the numbers as the

eight directions on a compass.

^1 = move Southwest

^2 = move South

^3 = move Southeast

^4 = move West
^6 = move East

^7 = move Northwest

^8 = move North

^9 = move Northeast

#DESC_GCON_Keypad

#GCON_Landmark_Terrain

Landmark Terrain

^A pre-designed scenario (only) might feature "Landmark Terrain", which essentially is a variation on a

standard terrain type in order to alter that terrain's shield (production), food or commerce value(s).

If the game preference for [Show Food and Shields on Map] is ON, Landmark Terrain squares are shown on

the game map by a small gold diamond outline. As usual, information about a square's terrain can always be

determined by right-clicking on it.

#GCON_Leaders

Leaders

^There are two kinds of great leaders: Military and Scientific.

^A {Military leader} is born in combat. This [can] occur when an $LINK<elite unit=GCON_Experience> wins a

battle.

^A Military Leader can be used to either create an $LINK<army=PRTO_Army> or to


$LINK<hurry=GCON_Hurry_Production> production of an Improvement or Small Wonder in a city. When a military

leader does either of these actions he disappears.

^A {Scientific leader} comes about as a result of $LINK<research=GCON_Research>. Each time a technology

is researched for the [first] time by any civilization there is a chance that a Scientific leader will arise

(this chance is increased slightly if the researching civilization has the "scientific"

$LINK<strength=GCON_Strengths>.

^A Scientific Leader can be used to increase the scientific output of all cities of his civilization, thus

starting an $LINK<Age of Science=GCON_Age_of_Science>. Simply move the scientific leader to your capital and

press the "Increase Scientific Output" button. A Scientific leader can also be used to

$LINK<hurry=GCON_Hurry_Production> the construction of any [improvement] (including a Great Wonder) of the


city

he's currently in. When the leader does either of these actions he disappears.

#DESC_GCON_Leaders

#GCON_Locked_Alliances

Locked Alliances

^A pre-designed scenario (only) might begin with some (or all) civilizations grouped into several "Locked

Alliances". Members of a Locked Alliance have a permanent $LINK<Mutual Protection Pact=GCON_Agreements>


with

each other. Therefore, a civilization that is part of a Locked Alliance is not allowed to conduct any type

of attack against another member of its alliance. Furthermore, if any civilization attacks another nation

that is part of a Locked Alliance, the attacker will find itself at war with all nations member to that

Locked Alliance.

^
^{Permanent War}

^A Locked Alliance (and all of its member civilizations) might also find itself permanently at war -- right

from the start of the scenario -- with another Locked Alliance if so dictated by the scenario. Such a war is

permanent, and only ends when all members of one of the warring alliances have been eliminated (or the

scenario's time limit is reached).

^{Coalition Victory}

^A scenario featuring one or more Locked Alliances might specify that "Coalition Victory Conditions" are in effect.

In this case, victory criteria (score, victory points, cultural value, etc.) are summed for all allied players in

each Locked Alliance. As soon as any coalition has fulfilled the scenario's victory conditions the scenario ends

and all civilizations member to the winning coalition are awarded victory.

#GCON_Maintenance

Maintenance (1-2 gold per turn)

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

^{Improvements requiring maintenance of 1 gold per turn}

^[Ancient Age:]

^{-} $LINK<Arena=BLDG_Arena>, $LINK<Academy=BLDG_Academy>, $LINK<Bazaar=BLDG_Bazaar>,


$LINK<Colosseum=BLDG_Colosseum>, $LINK<Library=BLDG_Library>, $LINK<Courthouse=BLDG_Courthouse>,
$LINK<Barracks=BLDG_Barracks>, $LINK<Basilica=BLDG_Basilica>, $LINK<Forge=BLDG_Forge>,
$LINK<Granary=BLDG_Granary>, $LINK<Harbor=BLDG_Harbor>, $LINK<Philosopher's
School=BLDG_Philosopher_School>, $LINK<Port=BLDG_Port>, $LINK<Temple=BLDG_Temple>,
$LINK<Theater=BLDG_Theater>, $LINK<Toll House=BLDG_Toll_House>, $LINK<Major Port=BLDG_Major_Port>,
$LINK<Shrine=BLDG_Shrine>, $LINK<School of Scribes=BLDG_School_of_Scribes>, $LINK<Slave
Market=BLDG_Slave_Market>, $LINK<Worker Housing=BLDG_Worker_Housing> and
$LINK<Wiseman=BLDG_Wiseman>
^

^[Middle Age:]

^{-} $LINK<Coastal Batteries=BLDG_Coastal_Batteries>, $LINK<Customs House=BLDG_Customs_House>,


$LINK<Corporate Offices=BLDG_Corporate_Offices>, $LINK<War Monument=BLDG_War_Monument>,
$LINK<School=BLDG_School>, $LINK<Manor=BLDG_Manor> and $LINK<Garrison=BLDG_Garrison>

^[Industrial Age:]

^{-} $LINK<Public School=BLDG_Public_School> and $LINK<Assembly Plant=BLDG_Assembly_Plant>

^[Modern Age:]

^{-} $LINK<Civil Liberties=BLDG_Civil_Liberties>, $LINK<Department Store=BLDG_Department_Store>, $LINK<Office


of Internal Security=BLDG_OIS> and $LINK<Collective Farm=BLDG_Collective_Farm>

^[Palaces and Gardens:]

^{-} $LINK<Palace=BLDG_Palace> and $LINK<Forbidden Palace=BLDG_Forbidden_Palace>

^Improvements requiring 2 gold per turn are on next page. (Click {More})

^Improvements requiring 3-4 gold per turn are $LINK<here=GCON_Maint34>.

^Improvements requiring 5-8 gold per turn are $LINK<here=GCON_Maint58>.

#DESC_GCON_Maintenance

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

^{Improvements requiring maintenance of 2 gold per turn}

^[Ancient Age:]

^{-} $LINK<Aqueduct=BLDG_Aqueduct>, $LINK<Training Camp=BLDG_Training_Camp>, $LINK<Silk


Factory=BLDG_Silk_Factory>, $LINK<Silver Mine=BLDG_Silver_Mine>, $LINK<Spice Farms=BLDG_Spice_Farms> and
$LINK<Winery=BLDG_Winery>
^

^[Middle Age:]

^{-} $LINK<Guild Hall=BLDG_Guild_Hall>, $LINK<Marketplace=BLDG_MarketPlace>, $LINK<Town


Clock=BLDG_Town_Clock>, $LINK<Water Mill=BLDG_Water_Mill>, $LINK<Wind Mill=BLDG_Wind_Mill>,
$LINK<Castle=BLDG_Castle>, $LINK<Royal Tournament=BLDG_Royal_Tournament>,
$LINK<Fur_Traders=BLDG_Fur_Traders> and $LINK<Gold_Mine=BLDG_Gold_Mine>

^[Industrial Age:]

^{-}$LINK<Movie Palace=BLDG_Movie_Palace> and $LINK<Naval Fortress=BLDG_Naval_Fortress>

^[Palaces and Gardens:]

^{-} $LINK<Palace Gardens=BLDG_Palace_Gardens>

^Improvements requiring 1 gold maintenance are on the $LINK<previous page=GCON_Maintenance>.

^Improvements requiring 3-4 gold per turn are $LINK<here=GCON_Maint34>.

^Improvements requiring 5-8 gold per turn are $LINK<here=GCON_Maint58>

#GCON_Maint34

Maintenance (3-4 gold per turn)

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

^{Improvements requiring maintenance of 3 gold per turn}

^[Ancient Age:]

^{-} $LINK<Monastery=BLDG_Monastery>.

^[Middle Age:]
^{-} $LINK<Bank=BLDG_Bank>, $LINK<Cathedral=BLDG_Cathedral>, $LINK<Artist Guild=BLDG_Artist_Guild>,
$LINK<Military Academy=BLDG_Military_Academy>, $LINK<Naval Academy=BLDG_Naval_Academy>, $LINK<Coffee
Plantation=BLDG_Coffee_Plantation>, $LINK<Cotton Plantation=BLDG_Cotton_Plantation> and $LINK<Tea
Growers=BLDG_Tea_Growers>

^[Industrial Age:]

^{-} $LINK<Fishery=BLDG_Fishery>, $LINK<Civil Defense=BLDG_Civil_Defense> and $LINK<Police


Station=BLDG_Police_Station>

^[Modern Age:]

^{-} $LINK<Multi-cultural Center=BLDG_Multicultural_Center> and $LINK<Performing Arts Center=BLDG_PAC>

^[Palaces and Gardens:]

^{-} $LINK<Forbidden Palace Gardens=BLDG_Forbidden_Palace_Garden>

^Improvements requiring 1-2 gold maintenance are $LINK<here=GCON_Maintenance>.

^Improvements requiring 4 gold per turn are on next page. (Click {More})

^Improvements requiring 5-8 gold per turn are $LINK<here=GCON_Maint58>

#DESC_GCON_Maint34

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

^{Improvements requiring maintenance of 4 gold per turn}

^[Middle Age:]

^{-} $LINK<District Courthouse=BLDG_District_Courthouse>, $LINK<University=BLDG_University>,


$LINK<Newspaper=BLDG_Newspaper>, $LINK<Opera House=BLDG_Opera_House>, $LINK<Gem
Mine=BLDG_Gem_Mine>, $LINK<Tobacco Plantation=BLDG_Tobacco_Plantation>
^

^[Industrial Age:]

^{-} $LINK<Amusement Park=BLDG_Amusement_Park>, $LINK<Commercial Port=BLDG_Commercial_Port>,


$LINK<Labor Union=BLDG_Labor_Union>, $LINK<Museum=BLDG_LHM>, $LINK<War College=BLDG_War_College>,
$LINK<General Staff School=BLDG_General_Staff_School> and $LINK<Radio Tower=BLDG_Radio_Tower>

^[Modern Age:]

^{-} $LINK<Modern Farm=BLDG_Modern_Farm>, $LINK<Wind Farm=BLDG_Wind_Farm> and $LINK<Shopping


Mall=BLDG_Shopping_Mall>

^[Palaces and Gardens:]

^{-} $LINK<Summer Palace=BLDG_Summer_Palace>

^Improvements requiring 1-2 gold maintenance are $LINK<here=GCON_Maintenance>.

^Improvements requiring 3 gold per turn are on the $LINK<previous page=GCON_Maint34>.

^Improvements requiring 5-8 gold per turn are $LINK<here=GCON_Maint58>

#GCON_Maint58

Maintenance (5-8 gold per turn)

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

^{Improvements requiring maintenance of 5 gold per turn}

^[Industrial Age:]

^{-} $LINK<Coal Plant=BLDG_Coal_Plant>, $LINK<Factory=BLDG_Factory>, $LINK<Park=BLDG_Park>, $LINK<Sewer


System=BLDG_Sewage_Treatment>, $LINK<Skyscraper=BLDG_Skyscraper>, $LINK<Hospital=BLDG_Hospital> and
$LINK<Superhighways=BLDG_Superhighways>
^

^[Modern Age:]

^{-} $LINK<Mass Transit System=BLDG_Mass_Transit_System>, $LINK<Recycling Center=BLDG_Recycling_Center>,


$LINK<Research Lab=BLDG_Research_Lab> and $LINK<Sewage Treatment Plant=BLDG_Sewage_Treatment_Plant>

^[Palaces and Gardens:]

^{-} $LINK<Winter Palace=BLDG_Winter_Palace>

^Improvements requiring 1-2 gold maintenance are $LINK<here=GCON_Maintenance>.

^Improvements requiring 3-4 gold per turn are $LINK<here=GCON_Maint34>.

^Improvements requiring 6-8 gold per turn are on next page. (Click {More})

#DESC_GCON_Maint58

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

^{Improvements requiring maintenance of 6 gold per turn}

^[Middle Age:]

^{-} $LINK<Prison=BLDG_Prison>

^[Industrial Age:]

^{-} $LINK<Stock Exchange=BLDG_Stock_Market>

^[Modern Age:]

^{-} $LINK<Casino=BLDG_Casino>, $LINK<Computer Network=BLDG_Computer_Network>, $LINK<Manufacturing


Plant=BLDG_Manufacturing_Plant>, $LINK<Offshore Platform=BLDG_Offshore_Platform>, $LINK<Sam Missile
Battery=BLDG_Sam_Missile_Battery> and $LINK<Solar Plant=BLDG_Solar_Plant>
^

^[Palaces and Wonders:]

^{-} $LINK<Summer Gardens=BLDG_Summer_Gardens> and $LINK<Winter Gardens=BLDG_Winter_Gardens>

^{Improvements requiring maintenance of 7 gold per turn}

^[Industrial Age:]

^{-} $LINK<Airport=BLDG_Airport>

^[Modern Age:]

^{-} $LINK<Hydro Plant=BLDG_Hydro_Plant>

^{Improvements requiring maintenance of 8 gold per turn}

^[Modern Age:]

^{-} $LINK<Nuclear Plant=BLDG_Nuclear_Plant>

^Improvements requiring 1-2 gold maintenance are $LINK<here=GCON_Maintenance>.

^Improvements requiring 3-4 gold per turn are $LINK<here=GCON_Maint34>.

^Improvements requiring 5 gold per turn are on the $LINK<previous page=GCON_Maint58>

#GCON_Maps

Maps

^{Fog of Intelligence}

^The map is overlaid with a veil of darkness obscuring areas of the world your people have never explored. As units
move over the surface of the world they reveal the unexplored areas, brightening the areas they can currently "see."

Areas that have been explored, but are not currently "seen" by your people have a soft gray veil over them.

^So at any time, each and every tile of the map is either

^* unexplored in darkness

^* explored in grayness

^* seen well lit

^{World Maps} As civilizations explore the world and found new cities, they gather information and create a map of
the

world that is unique. For each civilization, it is comprised of the area its people currently see and the explored

areas (as they were when last seen). This is called the civilization's [world map] and can be very valuable in

negotiations with other, less knowledgeable, civilizations. You will be able to trade world maps after your

civilization discovers $LINK<Map Making=TECH_Map_Making>.

^{Territory Maps} Each civilization also keeps a [territory map] showing areas under its cultural influence only.

These are less valuable in negotiations, but still of some worth.

#DESC_GCON_Maps

#GCON_Mobilization

Mobilization

^When a civilization develops $LINK<Absolutism=TECH_Absolutism>, it can [Mobilize] its economy for war. Mobilize
your economy using the "Mobilization" button on the Domestic Advisor.

^{Effects of Mobilization}

^ During mobilization a city building a military unit produces one extra


$LINK<shield=GCON_Shields> in every tile 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

#DESC_GCON_Mobilization

#GCON_Luxury_Taxation

Luxury Taxation

^If the luxury tax rate is set at 10% or higher you can increase the happiness of your citizens from certain buildings.

^[Improvements:] $LINK<Marketplace=BLDG_MarketPlace>, $LINK<Bazaar=BLDG_Bazaar>, $LINK<Department


Store=BLDG_Department_Store>, and $LINK<Newspaper=BLDG_Newspaper>

^[Great Wonders:] $LINK<East India Company=BLDG_East_India_Company>, and $LINK<Las Vegas=BLDG_Vegas>

^[Small Wonders:] $LINK<International Port=BLDG_International_Port> and $LINK<Wall Street=BLDG_Wall_Street>

^It should be noted that these improvements have no effect if the tax rate is 0% for luxuries.

#DESC_GCON_Luxury_Taxation

#GCON_Moods

Citizen moods

^Each citizen is either happy, content, or unhappy. A city in which more people are unhappy than happy falls into
$LINK<civil disorder=GCON_Disorder>. (Content citizens and specialists are ignored in this calculation.)

^[What Makes 'em Sad?]

^* $LINK<Overpopulation=GCON_Overpopulation>.

^* $LINK<Forced labor=GCON_Hurry_Production>.
^* $LINK<Conscription=GCON_Draft>.

^* $LINK<War weariness=GCON_War_Weariness>.

^{Rise and Rule note:}

^In R&R the $LINK<Slave Market=BLDG_Slave_Market> improvement also makes the population unhappy. Building
certain wonders will double the unhappiness produced by the presence of slave markets. This effect is not
cummulative.

^[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.

^To make your citizens happier, you can do one of the following:

^* Bring assorted $LINK<luxuries=GCON_ResourcesL> into the city.

^* Convert some citizens to $LINK<entertainers=GCON_Specialists>.

^* Increase funding for entertainment using the Entertainment slider on the Domestic Advisor.

^* Garrison military units in the city (Military Police).

^* Or you can also build any of the following improvements or wonders:

^{Ancient Age:}

^[Improvements:] $LINK<Arena=BLDG_Arena>, $LINK<Basilica=BLDG_Basilica>,


$LINK<Colosseum=BLDG_Colosseum>, $LINK<Shrine=BLDG_Shrine>,$LINK<Temple=BLDG_Temple> and
$LINK<Worker Housing=BLDG_Worker_Housing>.

^[Great Wonders:] $LINK<The Hanging Gardens=BLDG_Hanging_Gardens>, $LINK<The Mausoleum of


Mausollos=BLDG_Mausoleum>, $LINK<Temple of Zeus=BLDG_Zeus>, $LINK<The Circus
Maximus=BLDG_Circus_Maximus> and $LINK<Shangri La=BLDG_Shangrila>.

^[Small Wonders:] $LINK<The Holy City=BLDG_Holy_City>.

^(continued)

#DESC_GCON_Moods

^(continued)
^

^Additional mood-improving improvements and wonders:

^{Middle Age:}

^[Improvements:] $LINK<Cathedral=BLDG_Cathedral>, $LINK<Marketplace=BLDG_MarketPlace> and $LINK<Opera


House=BLDG_Opera_House>.

^[Great Wonders:] $LINK<Angkor Wat=BLDG_Angkor_Wat>, $LINK<The Estates General=BLDG_Estates_General>,


$LINK<Gutenberg's Bible=BLDG_Bible>, $LINK<JS Bach's Cathedral=BLDG_Grand_Cathedral>, $LINK<The Sistine
Chapel=BLDG_Sistine_Chapel> and $LINK<Shakespeare's Theater=BLDG_Great_Playhouse>.

^[Small Wonders:] $LINK<National Gallery=BLDG_Gallery>

^{Industrial Age:}

^[Improvements:] $LINK<Amusement Park=BLDG_Amusement_Park> and $LINK<Movie


Palace=BLDG_Movie_Palace>.

^[Great Wonders:] $LINK<Eiffel Tower=BLDG_Eiffel_Tower>, $LINK<Emancipation


Proclamation=BLDG_Emancipation_Proclamation>, $LINK<Taj Mahal=BLDG_Taj_Mahal>, $LINK<League of
Nations=BLDG_League_of_Nations> and $LINK<Hollywood=BLDG_Hollywood>.

^{Modern Age:}

^[Improvements:] $LINK<Casino=BLDG_Casino> and $LINK<Performing Arts Center=BLDG_PAC>.

^[Great Wonders:] $LINK<Cure for Cancer=BLDG_Cure_for_Cancer>, $LINK<Wonderland=BLDG_Disneyland>,


$LINK<Great Opera House=BLDG_Great_Opera_House> and $LINK<Las Vegas=BLDG_Vegas>

^[Small Wonders:] $LINK<E-Banking=BLDG_E_Bank>, $LINK<The Internet=BLDG_Internet>, $LINK<National Health


Care=BLDG_Health_Care>, $LINK<National Sports League=BLDG_Sports> and $LINK<War
Memorial=BLDG_Memorial>.

^Building Improvements that increase $LINK<Luxury Taxation=GCON_Luxury_Taxation> can also increase happiness,
if the Luxury rate is set at 10% or greater.

^If at war some improvements can reduce $LINK<War Weariness=GCON_War_Weariness>.

^(Ancient Age is on the $LINK<previous page=GCON_Moods>.)


#GCON_Multiplayer

Multiplayer Victory Conditions

^There are six ways to win:

^{Space Race}

^One of the peaceful methods of victory in [Civilization III] is to be the first to colonize Alpha Centauri, the nearest
star

system. In order to achieve this victory, the player must be the first to launch a completed
$LINK<spaceship=GCON_Spaceship>

to Alpha Centauri.

^[Building the Ship]

^Each civilization can build an 'Alpha Centauri-worthy' spacecraft, and construction can begin when

the civilization completes the $LINK<Apollo Program=BLDG_Apollo_Project> (Small Wonder).

The ship is comprised of [ten] components, which must be built prior to launch.

^{Domination}

^Have 66% of the world's land surface within your $LINK<borders=GCON_Territory>.

This can be accomplished either by military measures or by $LINK<cultural=GCON_Culture> development

(or, more likely, a combination of the two).

^{Conquest}

^A purely military solution: conquer the world, civilization by civilization. If you eliminate [all]

civilizations from the game, you win.

^
^

^{Cultural Victory}

^Make one of your cities or your whole civilization the envy of all man- and woman-kind.

A city with a Cultural value of 25,000 or if your civilization is worth 50,000 and at least twice

as much as any rival, you win.

^(continued)

#DESC_GCON_Multiplayer

^(continued)

^{Diplomacy}

^Getting yourself elected to the head of the United Nations requires excellent diplomatic skills.

After the $LINK<United Nations=BLDG_United_Nations> or the $LINK<League of Nations=BLDG_League_of_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 League of Nations or UN.

^ * control at least 25% of the world's territory.

^ * control at least 25% of the world's population.

^If only one civilization is eligible, then the second candidate is the civilization with the largest population.

^{Histograph}

^[Civilization III] runs until the year 2050. If the game ends and no one has won the space race, conquered or
dominated

the world, wowed the world with cultural achievements or diplomatic aplomb,
then the winner is determined by constructing a [histograph.]

^A histograph looks at the total "Score" generated by all civilizations turn by turn over the course of the game.

The civilization that generated the highest score -- on average -- wins. Being powerful in Ancient Times

is just as valuable as being powerful in the Modern Era.

#GCON_Nationality

Nationality

^Each civilization produces citizens of its own nationality, a characteristic that persists until
$LINK<assimilated=GCON_Assimilation> into another nationality.

^{Foreign Nationals}

When a city is captured, this can create a city controlled by one nationality, but populated by

another. These citizens are called foreign nationals. Foreign nationals retain their team colors so they can be easily

identified.

^Having a city with foreign nationals is not a problem unless you are at war with the nation that originally produced

them. When at war, foreign nationals become unhappy more quickly than others and are more likely to be affected
by

hostile propaganda from their mother country.

^Captured $LINK<worker type=GCON_Worker_Types> and $LINK<settler type=GCON_Settler_Types> units retain


their original nationality as well, and, if ordered to join a city, become foreign nationals within that city.

#DESC_GCON_Nationality

#GCON_Outposts
Outposts

^Outposts eliminate fog of war. To construct an Outpost, move a worker to any land tile in neutral or owned

territory and select the Build Outpost unit action. Construction of the Outpost consumes the worker. The range

of vision for the Outpost is 2 tiles on flat terrain, 3 on hills and 4 on mountains. Outposts can only be used

by the player who created them. If an Outpost falls within the territory of any other civilization, it will be

destroyed. Outposts can only be built in a tile that is empty, has a mine, irrigation, a road and/or a railroad.

You cannot build an Outpost on a tile with an Airfield or a Colony. The "Build Outpost" unit-action becomes

available after the Masonry advance is researched.

#GCON_Overpopulation

Overpopulation

^Depending upon the level of difficulty you choose to play, overpopulation affects your cities at different stages. In
each city, a number of citizens are born content. Thereafter, the rest are born unhappy. The number who are born
content are as follows.

^{Difficulty Content Citizens}

^* Chieftain 4

^* Warlord 3

^* Regent 2

^* Monarch 2

^* Emperor 1

^* DemiGod 1

^* Deity 1

^* Sid 1
^* DocTS 1

^Overpopulation can also result in $LINK<starvation=GCON_Food>.

#DESC_GCON_Overpopulation

#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 75%.

^$LINK<Nuclear Plant=BLDG_Nuclear_Plant>

^Increases factory output by 100%.

^$LINK<Solar Plant=BLDG_Solar_Plant>

^Increases factory output by 50%.

^* Nuclear Plant output has been reduced from 150% in original Civ3

#DESC_GCON_Plants
#GCON_Plague

Plague

^The sudden appearance of The Plague can be a devastating event. Plague, if and when it occurs, can wipe out city
population

and land units (except Kings). The effect of plague is exacerbated in larger cities, walled cities and cities

with $LINK<commerce=GCON_Commerce> and a $LINK<trade network=GCON_Trade>. Once the concept of


$LINK<Sanitation=TECH_Sanitation>

is understood the effect of plague is much reduced.

#GCON_Pollution

Pollution

^Pollution is a problem usually associated with the Industrial Age. It is caused by certain city improvements, the
meltdown of a $LINK<Nuclear Plant=BLDG_Nuclear_Plant>, nuclear explosions, and large city populations.

^{Global Warming}

If world pollution reaches sufficiently critical levels, there is a chance that global warming will

occur. It can cause forests and $LINK<jungles=TERR_Jungle> to disappear, and grasslands to become plains, and
plains to become desert.

World pollution is the sum of all city pollution, nuclear explosions, and meltdowns.

^Polluted areas can be cleaned up by $LINK<workers=GCON_Worker_Jobs>, and pollution from cities can be
lessened by

building a $LINK<Mass Transit System=BLDG_Mass_Transit_System>, $LINK<Recycling


Center=BLDG_Recycling_Center>, $LINK<Park=BLDG_Park>, $LINK<Sewage Treatment
Plant=BLDG_Sewage_Treatment_Plant>, or $LINK<Labor Union=BLDG_Labor_Union>.
#DESC_GCON_Pollution

#GCON_Radar_Towers

Radar Towers

^Radar Towers provide a $LINK<Combat Bonus=GCON_Terrain_Combat> to units within their affected area. To
construct a Radar Tower, move a

worker to any land tile within your territory and select the "Build Radar Tower" unit action. Construction of

the Radar Tower consumes the worker. The range of the effected area is 2 tiles. Friendly units within the Radar

Towers range get a +25% attack and defense bonus. This bonus can only be applied once, even if multiple towers

overlap. Radar Towers can only be used by the player who created them. Should a Radar Tower fall into the

territory of another civilization, it will be destroyed. Radar Towers can only be built in a tile that is empty,

has a mine, irrigation, a road and/or a railroad. The "Build Radar Tower" unit-action becomes available after

the $LINK<Radar=TECH_Radar> advance is researched.

#GCON_Rate_Caps

Rate Caps

^[RaR] uses the concept of [rate caps] to limit spending in governments. In the original game, the
$LINK<commerce=GCON_Commerce> sliders could be adjusted to any level regardless of
$LINK<government=GCON_Governments>, but this is not the case in the RaR mod. Instead, nearly all governments
have a rate cap assigned to reduce the flexibility of earlier government types.

^This rate cap applies not only to the two sliders for science and entertainment which are explicitly set on the
[Domestic Advisor] screen, but also applies to tax revenue which is the remaining portion of incoming commerce. To
illustrate, here is an example using a 60% rate cap:

^
^With a 60% rate cap, it is impossible to set either the science or luxury slider above 60%. Unfortunately, it is
possible to temporarily set them low enough so that the remaining tax rate climbs over 60%. For example, at 10%
science and 10% entertainment, the implicit tax rate is 80%. As this is over the cap, on the next turn the game will
automatically drop tax rate down to 60% and place the remaining 20% into science, resulting in the science slider
appearing to automatically jump to 30%. At this point, all three rates are in the allowed range and no further
automatic adjustments will be made if they remain so.

^The intention of the rate caps is to represent inefficiencies and inflexibility in the earlier government types and the
caps gradually rise from 50% in the beginning government to 100% (i.e. no cap) in the most advanced governments.

#DESC_GCON_Rate_Caps

#GCON_Radius

City Radius

^Every city has a [city radius], an area around the city in which its citizens work. The radius is shown on the City
Display and potential radii are shown whenever a settler is active.

^{A tile is part of a city's radius if it is}

^* within the city's $LINK<cultural borders=GCON_Territory>, and

^* within two tiles of the city.

^Citizens of the city work the tiles in the city radius, extracting $LINK<Food=GCON_Food>,

$LINK<Shields=GCON_Shields>, and $LINK<Commerce=GCON_Commerce> -- the three basic currencies.

#DESC_GCON_Radius

#GCON_Research

Scientific Research
^Your civilization is constantly striving to learn about the world, science, invention, and creativity. Its ability to
succeed at these pursuits depends in large measure upon your allocation of revenue to science. You set the
allocation on the [Domestic Advisor] by sliding the science slider left or right to decrease or increase (respectively)
the amount of your tax revenue that you divert into research. By doing this, you determine the percentage of each
city's income that will be poured into research.

^{Note:} If the current government type imposes a $LINK<rate cap=GCON_Rate_Caps> limitation, you may
experience situations where one of the sliders jump back or forth after a turn has passed. This is usually because
your tax revenue rate (the invisible setting) has been set to a value above the current rate cap, and the game has
lowered it to an allowed rate.

^At the start of each turn, the science output of each city is added to the research project currently in progress,

eventually resulting in the discovery of a new $LINK<Civilization Advance=MENU_Technologies>.

^To increase the science production in only one city, you can convert a citizen or two to a

$LINK<scientist=GCON_Specialists>. Finally, the science output of individual cities -- and the empire overall, in some
cases -- can be dramatically increased by building some improvements and wonders in those cities.

^[{List of Improvements and Wonders that add to research output}]

^{Improvements:} +50% to city's base research output (cumulative)

^* $LINK<Academies=BLDG_Academy>

^* $LINK<Computer Networks=BLDG_Computer_Network>

^* $LINK<Libraries=BLDG_Library>

^* $LINK<Museums=BLDG_LHM>

^* $LINK<Monasteries=BLDG_Monastery>

^* $LINK<Public Schools=BLDG_Public_School>

^* $LINK<Research Labs=BLDG_Research_Lab>

^* $LINK<Universities=BLDG_University>

^* $LINK<Wisemen=BLDG_Wiseman> [(only available to Scientific civs)] [Click on : {More}]

#DESC_GCON_Research
^R&R also has the additional improvements:

^* $LINK<Labs=BLDG_Lab>

^* $LINK<Schools=BLDG_School>

^* $LINK<Schools of Scribes=BLDG_School_of_Scribes>

^* $LINK<Philosopher's School=BLDG_Philosopher_School> [(only available to the Government - Democracy.)]

^{Great Wonders:} +100% to city's base research output (cumulative)

^* $LINK<Copernicus's Observatory=BLDG_Solar_System>

^* $LINK<Edison's Workshop=BLDG_Edisons_Workshop>

^* $LINK<Einstein's Lab=BLDG_Einstein>

^* $LINK<Gutenberg Bible=BLDG_Bible> [(only gives 50% bonus to research)]

^* $LINK<Leonardo's Workshop=BLDG_Inventor's_Workshop>

^* $LINK<Newton's University=BLDG_Great_University>

^* $LINK<SETI Project=BLDG_SETI_Program>

^* $LINK<SiliconValley=BLDG_Silicon_Valley>

^{Small Wonders:} +50% to city's base research output (cumulative)

^* $LINK<The Internet=BLDG_Internet>

^* $LINK<Wall Street=BLDG_Wall_Street>

^{Small Wonders:} +100% to city's base research output (cumulative)

^* $LINK<The Academy=BLDG_The_Academy>

^* $LINK<National Gallery=BLDG_Gallery>

^* $LINK<National Library=BLDG_National_Library>

^* $LINK<National History Museum=BLDG_NHM>


#GCON_Resistance

Resistance

^[Resistance] represents the unwillingness of the citizens of a strong culture to be subjugated by another, less
valuable culture. When a city is captured, a comparison of the $LINK<civilization cultural values=GCON_Culture> of
the two civilizations determines if any of the $LINK<foreign nationals=GCON_Nationality> will resist.

^Resisters are unwilling to work under the new regime, but continue to eat the city's food.

^{Stopping Resistance}

Resisters can be quelled by ending the war or garrisoning strong military units in the city --

the more the better.

#DESC_GCON_Resistance

#GCON_ResourcesB

Bonus Resources

^Bonus resources are one of the types of $LINK<natural resources=GCON_ResourcesN>. These cannot be traded like
$LINK<luxury=GCON_ResourcesL> or $LINK<strategic resources=GCON_ResourcesS>, but do provide bonuses to
worked tiles within a $LINK<city radius=GCON_Radius>.

^{City Production Bonuses} A citizen laborer working a bonus resource tile gains extra $LINK<food=GCON_Food>,
$LINK<shields=GCON_Shields>, and/or $LINK<commerce=GCON_Commerce>.

^{Types Food Shields Commerce}

^$LINK<Alligators=GOOD_Alligators> * +2 - +1

^$LINK<Berries=GOOD_Berries> * +1 - -

^$LINK<Big Game=GOOD_Big_Game> * +2 - +1
^$LINK<Cattle (1)=GOOD_Cattle_1> * +2 +1 -

^$LINK<Cattle (2)=GOOD_Cattle_2> * +3 +2 -

^$LINK<Cattle (3)=GOOD_Cattle_3> * +4 +2 -

^$LINK<Cereals (1)=GOOD_Cereals_1> * +3 - -

^$LINK<Cereals (2)=GOOD_Cereals_2> * +4 - -

^$LINK<Cereals (3)=GOOD_Cereals_3> * +5 - -

^$LINK<Date Palms=GOOD_Date_Palms> * +1 - +1

^$LINK<Exotic Woods=GOOD_Exotic_Woods> * - +2 +1

^$LINK<Fish=GOOD_Fish> +2 - +1

^$LINK<Fruit=GOOD_Fruit> * +2 - +1

^$LINK<Game=GOOD_Game> +1 +1 -

^$LINK<Kelp=GOOD_Kelp> * +1 +1 -

^$LINK<Oasis=GOOD_Oasis> * +3 - -

^$LINK<Pearls=GOOD_Pearls> * +1 - +3

^$LINK<Peat=GOOD_Peat> * - +2 -

^$LINK<Pigs=GOOD_Pigs> * +2 - -

^$LINK<Rocks=GOOD_Rocks> * - +1 +1

^$LINK<Rice=GOOD_Rice> * +2 - -

^$LINK<Seals=GOOD_Seal> * +1 - +1

^$LINK<Shellfish=GOOD_Shellfish> * +1 - +2

^$LINK<Whales=GOOD_Whales> +1 +1 +2

^{Rise and Rule notes:}

^* An asterisk denotes a new resource. Some of the Original resources had their values changed.

#DESC_GCON_ResourcesB

#GCON_ResourcesL

Luxury Resources
^

^Luxury resources are one of the types of $LINK<natural resources=GCON_ResourcesN>. When available to a city
from foreign or domestic $LINK<trade routes=GCON_Trade>, luxury resources produce $LINK<happy
faces=GCON_Happy_Faces>, making content citizens happy. The number of happy faces produced by luxuries
depends upon the presence or lack of a $LINK<shopping mall=BLDG_Shopping_Mall>.

^When a city "has" a luxury resource, it appears in the city's Luxuries box.

^Note only the first {11} different luxury resources have an effect on your citizens' mood.

^City Production Bonuses Like all resources, luxuries resources also provide city production bonuses to worked tiles

within a $LINK<city radius=GCON_Radius>.

^{Types Food Shields Commerce }

^$LINK<Gems=GOOD_Gems> - +1 +4

^$LINK<Coffee=GOOD_Coffee> * +1 - +2

^$LINK<Cotton=GOOD_Cotton> * - - +3

^$LINK<Dyes=GOOD_Dyes> - - +1

^$LINK<Furs=GOOD_Furs> +1 +1 +1

^$LINK<Silver=GOOD_Silver> - +1 +2

^$LINK<Olive Oil=GOOD_Olive_Oil> * +2 - +1

^$LINK<Silks=GOOD_Silks> - - +3

^$LINK<Spices=GOOD_Spices> +1 - +2

^$LINK<Sugar=GOOD_Sugar> * +1 - +2

^$LINK<Tea=GOOD_Tea> * - - +3

^$LINK<Tobacco=GOOD_Tobacco> * - - +2

^$LINK<Tropical Fruit=GOOD_Tropical_Fruit> * +2 - +2

^$LINK<Wine=GOOD_Wine> +1 - +2

^$LINK<Wool=GOOD_Wool> * +2 - +1

^{Rise and Rule note:}

^* An asterisk denotes a new resource. Some of the Original resources had their values changed.
#DESC_GCON_ResourcesL

#GCON_ResourcesN

Natural Resources

^There are {51} 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 tiles within a city radius.
Bonus

resources cannot be traded to other cities or civilizations. Some bonus resources are always visible in

$LINK<explored=GCON_Maps> areas of the map, while others only appear after discovery of certain Advances.

^$LINK<Luxury Resources=GCON_ResourcesL> also give city production bonuses in tiles worked by citizens. But they
may

also be traded along trade routes, and make content people happy in cities that receive them. Some luxury
resources are always visible in

$LINK<explored=GCON_Maps> areas of the map, while others only appear after discovery of certain Advances.

^$LINK<Strategic Resources=GCON_ResourcesS>, like both the others, give bonuses to city production, but, like
luxuries

they can also be traded. Strategic resources are required for a city to build various military units and city

improvements. Strategic resources only appear on the map when a Civilization Advance exposes their usefulness.

^Luxury and Strategic Resources are referred to as [tradable resources].

^Rise and Rule Note:

^* Total number of natural resources increased from 22 to 40.


#DESC_GCON_ResourcesN

#GCON_ResourcesS

Strategic Resources

^[Strategic Resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>. When available to a
city from foreign or domestic $LINK<trade=GCON_Trade>, strategic resources enable the construction of some units
and city improvements.

^When a city "has" a strategic resource, it appears in the city's {Strategic Resource box}.**

^{City Production Bonuses} Like all resources, strategic resources also provide city production bonuses to worked

tiles within a $LINK<city radius=GCON_Radius>.

^{Types Food Shields Commerce}

^$LINK<Aluminum=GOOD_Aluminum> - +2 +1

^$LINK<Camels=GOOD_Camel> * +1 +2 +1

^$LINK<Coal=GOOD_Coal> - +3 +1

^$LINK<Elephants=GOOD_Elephant> +2 - +2

^$LINK<Gold=GOOD_Gold> - +1 +3

^$LINK<Horses=GOOD_Horses> +1 - +1

^$LINK<Incense=GOOD_Incense> - - +2

^$LINK<Iron=GOOD_Iron> - +2 -

^$LINK<Oil=GOOD_Oil> - +2 +2

^$LINK<Rubber=GOOD_Rubber> - +1 +2

^$LINK<Saltpeter=GOOD_Saltpeter> - - +2

^$LINK<Uranium=GOOD_Uranium> - +3 +3

^{Rise and Rule notes:}


^* An asterisk denotes a new resource. Some of the Original resources had their values or types changed.

^** Due to the extra amount of resources in R&R, the Strategic Resource box displays an eye icon when you have
over 10 resources.

#DESC_GCON_ResourcesS

#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.

^After a revolution, a period of $LINK<Anarchy=GOVT_Anarchy> follows, before you are allowed to choose your new
government.

#DESC_GCON_Revolution

#GCON_Ritual_Sacrifice

Ritual Sacrifice

^Ritual Sacrifice allows you to take an $LINK<enslaved=GCON_Enslavement> enemy unit and "sacrifice" it in one of
your friendly cities. The steps to perform a sacrifice are as follows:

^(1) First, you must research the Tech Advance $LINK<Ritualism=TECH_Ritualism>. Doing so enables all of your
friendly cities to perform sacrifices.

^
^(2) You must then attack and "enslave" an enemy unit. Using units capable of
$LINK<enslaving=GCON_Enslavement>.

^(3) When you attack an enemy unit and win the battle, you have a 1/3 chance of that enemy unit being "enslaved"
instead of merely dying. The enslaved unit is immediately turned into a worker, but it retains its original identity (i.e.,
it's classified as "Worker (Incan)" or "Worker (Aztec)" etc.). This enslaved worker unit can then be delivered to one of
your cities for ritual sacrifice.

^(4) Move the enslaved enemy unit into a friendly city. Immediately, the "Sacrifice" button appears in the bottom
center of the screen. Select this button to sacrifice the worker. You will be asked if you wish to proceed with the
sacrifice. If so, select the proper response. The worker is immediately sacrificed to the gods and you receive a set
number of Culture Points. These Culture Points are added to your [total] Culture Points and for the total in that city.

^{Sacrificial Place:} If you wish to increase the value of a ritual sacrifice, you can build a $LINK<sacrificial
altar=BLDG_Sacrificial_Altar> or a $LINK<blood temple=BLDG_Holy_Relic> in a city. The presence of a sacrificial place
doubles the Culture Points gained for each sacrifice made in that city.

#GCON_Ruins

Ruins

^When a city is destroyed, Ruins take its place on the map. Ruins will stay on the map indefinitely, unless they

are built upon by another city. They have no impact on the production of the terrain they reside in.

#DESC_GCON_Ruins

#GCON_Settler_Types

Settler Types

^In [Rise and Rule] there are 5 different Settler Types available:

^* The $LINK<Tribe=PRTO_Tribe> is the initial starting unit. It moves fast, crossing two tiles regardless of terrain, and
also has an extended line of sight. It is capable of defending itself, should the need arise. You are not able to build
Tribes - it is only given at the start of the game, or through Goody Huts.
^

^* The first tier of buildable units consist of the $LINK<Clan=PRTO_Clan>. These units have relatively low
$LINK<shield=GCON_Shields> cost and {reduce population by 2}. Clans will not travel through
$LINK<Jungles=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or over $LINK<Mountains=TERR_Mountains> unless
there is a road there.

^At the same time you can also build $LINK<Hardy Clans=PRTO_Hardy_Clan>. These are more expensive in shields,
but {only cost 1 population}. In addition they can travel through Jungles, Marsh, or over Mountains without roads.

^[Note that Agricultural Civs build Cultivators instead of Clans. This is to cut down on the advantage these Civs have,
as Cultivators cost more population to build.]

^* Clans upgrade to The $LINK<Pioneer=PRTO_Pioneer>, available with the discovery of


$LINK<Dynasticism=TECH_Dynasticism>. Pioneers have an increased population cost and will {reduce a city by 3
citizens}, when built. They are also unable to cross Mountains, Marsh and Jungles, unless travelling on a road.

^Pioneers also have a $LINK<Hardy version=PRTO_Hardy_Pioneer>. These are more expensive shield-wise, but {only
reduce population by 2} and can cross all terrain without roads.

^* The $LINK<Colonist=PRTO_Colonist> is next in line after the Pioneer. It becomes available with the discovery of
$LINK<Absolutism=TECH_Absolutism>. Colonists {cost 3 population points}. They move twice as fast as Pioneers.

^(continued)

#DESC_GCON_Settler_Types

^(continued)

^The $LINK<Hardy version=PRTO_Hardy_Colonist> of the Colonist {costs 2 population}, and can cross Jungles,
Marsh, and Mountains without roads.

In addition the Hardy Colonist can perform all worker functions except build colony.

^
^* The last [Settler Type] unit is ... the $LINK<Settler=PRTO_Settler>. Settlers become available with
$LINK<Motorized Transportation=TECH_Motorized_Transportation> and {cost 3 population points}. They share the
abilities of the Colonist, but move 3 tiles per turn, and can cross all terrain without problems. Settlers can also be
Airlifted.

^{General Settler Abilities:}

^[Found new city:] Settler Type units are used primarily to found new cities. Move the settler to the desired city site,
and, when it is active in that tile, press B.

^[Join City:] A settler may also be used to increase the population of an existing city; when the

settler is active on a city, click the "Join City" button. The settler disappears and the city's population gains the
amount of citizens that was used when creating the settler unit..

^There are also a number of flavor units. These have the same abilities as the standard units.

#GCON_Shields

Production and Shields

^Shields represent common raw materials in the countryside and the labor required to make useful materials from
them. In essence, they are a measure of production.

^The shields a city produces are used to complete its current project, which may be to build a military unit, city

improvement, or wonder. When the production box is full of shields, the project is finished, the box is emptied, and
a

new project must be started.

^Some cities lose shields to $LINK<waste=GCON_Corruption>.

^Shield production depends upon the terrain within the city's radius, because citizens laboring there produce
shields.
When the City Display is open, you can see what the citizens are producing.

^{A citizen working Produces this many shields }

^Mountains 3 6 if mined.

^Hills 2 4 if mined.

^Forest 2 3 if mined.

^Plains 1 2 if mined.

^Jungle 1 2 if mined.

^Desert 1 2 if mined.

^Sea 1 cannot be mined.

^Tundra 0 1 if mined.

^Flood Plain 0 1 if mined.

^Coast 0 cannot be mined.

^Ocean 0 cannot be mined.

^Grasslands 0 cannot be mined.

^Marsh 1 cannot be mined.

^Volcano 1 cannot be mined

^Note that some $LINK<natural resources=GCON_ResourcesN> provide bonus shields as well.

#DESC_GCON_Shields

#GCON_Short_Game_Modes

Short Game Modes

^{Regicide}

^Regicide is a new victory condition; in which, each player has a 'King' unit. This unit represents the

civilization's Great Leader (for the Americans, the 'King' unit is Abraham Lincoln). When the Regicide victory
condition is enabled, if the 'King' unit is killed, the controlling player is eliminated from the game. Once

the 'King' has been eliminated, all units, colonies, airbases, and cities belonging to that player are destroyed,

becoming ruins until something new is built on it. The Regicide victory condition can be enabled on the Player

Setup Screen, the Multiplayer Setup Screen, and in the Editor.

^{Mass Regicide}

^Mass Regicide is a new victory condition; in which, each player has several 'King' units. These units represent

the civilization's Great Leader (for the Americans, the 'King' unit is Abraham Lincoln). When the Mass Regicide

victory condition is enabled, if all of a player's 'King' units are killed, the controlling player is eliminated

from the game. Once the 'Kings' have been eliminated, all units, colonies, airbases, and cities belonging to

that player are destroyed, becoming ruins until something new is built in that location. The Mass Regicide

victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in the Editor.

^{Elimination}

^Elimination is a new victory condition. When this victory condition is enabled, any civilization that loses a

city to an enemy is eliminated from the game. Once a player has been eliminated, all units, colonies, airbases,

and cities belonging to that player are destroyed, becoming ruins until something new is built in that location.

The Elimination victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in

the Editor.

^(continued)

#DESC_GCON_Short_Game_Modes

^(continued)

^{Capture the Flag}

^Capture the Flag is a new method of scoring victory points. Each player starts with a 'Princess' unit. This

unit has no unit actions and can be captured. The 'Princess' unit is immobile until it is captured, at which

point it moves with its owning unit at its speed. The 'Princess' unit starts in the controlling players Capital.

The goal for each player is to capture this unit and return it to their own capital, bestowing them with 10,000
victory points. You may capture the 'Princess' when any unit is in the tile with the 'Princess' and executes the

'Pickup' unit action. Once captured, the 'Princess' unit is spawned again at the original owners Capital City.

If there is no suitable city for the 'Princess' to re-spawn in, it remains in the captor's Capital and bestows

another 10,000 points upon that player.

^{Victory Location}

^Victory Location is a new method of scoring victory points. There are Victory Location Cities on the map,

indicated by the Victory Location icons on their title bars. Players score points by capturing and holding

Victory Locations. To score these points a unit with a defensive military stat must be in that tile at the end

of all players turns for that turn. They are represented on the map with Victory Location art. Each turn a

Victory Location is controlled, the controlling player gets 250 victory points. In single player mode, the first

city each player builds is designated a Victory Location. Any terrain improvement, including cities, can be

built on a Victory Location tile.

^{Wonder Victory}

^This is a new method of suddenly bringing a game to conclusion. If this condition is enabled the game ends as

soon as [all] Great Wonders have been built. The winner is then determined based on victory points -- not

necessarily on building the greatest number of wonders, nor a specific wonder.

#GCON_Spaceship

Space Ship

^To win the space race $LINK<victory=GCON_Victory>, you have to be the first to build, then launch, the spaceship.
The spaceship is comprised of components:

^$LINK<Thrusters=BLDG_SS_Thrusters>

^$LINK<Cockpit=BLDG_SS_Cockpit>

^$LINK<Docking Bay=BLDG_SS_Landing_Docking_Bay>

^$LINK<Engine=BLDG_SS_Engine>

^$LINK<Fuel Cells=BLDG_SS_Fuel_Cells>
^$LINK<Life Support System=BLDG_SS_Life_Support_System>

^$LINK<Stasis Chamber=BLDG_SS_Stasis_Chamber>

^$LINK<Storage/Supply=BLDG_SS_Storage_Supply>

^$LINK<Planetary Party Lounge=BLDG_SS_Planetary_Party_Lounge>

^$LINK<Exterior Casing=BLDG_SS_Exterior_Casing>

^The components may be built in any order.

#DESC_GCON_Spaceship

#GCON_Specialists

Specialists

^It is sometimes necessary to fine-tune a city's production. To do so, you'll want specialists. Specialists do not work
in the city radius so they don't contribute to city production of food, shields, or commerce. Instead, they produce
extra happy faces, scientific research, or tax revenue.

^{Specialist Lux Tax Sci Prd Cor Requirement}

^Entertainers: 1 - - - -

^Philosopher: - - 1 - - Writing

^Tax Collector: - 1 - - - Mathematics

^Engineer: - - - 1 - Engineering

^Banker: - 2 - - - Banking

^Professor: - - 2 - - Education

^Tycoon: - 3 - - - Mass Production

^Physicist: - - 3 - - Quantum Physics

^Super Star: 2 - - - - Motion Pictures

^Police Officer: - - - - 1 Totalitarianism

^Civil Engineer - - - 2 - Radar


^Accountant: - 4 - - - Legalized Gambling

^Research Specialist: - - 4 - - Rocketry

^Game Developer: - 2 2 - - Data Encryption

^To create one of these specialists, on the City Display click any tile currently being worked; the production icons
disappear and an Entertainer appears among the population. If you wanted an entertainer, you're done. If you
wanted a different specialist, click on the entertainer to cycle through all the specialists.

#DESC_GCON_Specialists

#GCON_Stealth_Attack

Stealth Attack

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

#GCON_Strengths

Civilization Strengths

^There are eight areas in which civilizations have natural strengths. Each strength gives a civilization one free
Advance, one Unit or improvement and one rules advantage as outlined below:

^{Commercial}

^The center tile of all cities of size 8 or more produces extra $LINK<commerce=GCON_Commerce>, and the
civilization experiences less overall $LINK<corruption=GCON_Corruption>. They can build corruption-reducing
$LINK<Counselors=BLDG_Counselor> from the start of the game. Their free starting tech is
$LINK<Pottery=TECH_Pottery>.

^{Expansionist}
^The civilization starts the game with a $LINK<Ranger=PRTO_Ranger> and can build more later, and passive minor
$LINK<barbarians=GCON_Barbarians> are friendlier. Expansionist civs know
$LINK<Domestication=TECH_Domestication> from the beginning of the game.

^{Industrious}

^Worker Types complete $LINK<tasks=GCON_Worker_Jobs> faster and the center tile of all metros of size 16 or
more produces extra $LINK<shields=GCON_Shields>. Instead of normal workers, they have access to the
$LINK<Serf=PRTO_Serf> unit. The Serf has no maintenance cost. Industrious civs also start out knowing
$LINK<Masonry=TECH_Masonry>.

^{Militaristic}

^It is easier to build military improvements ($LINK<Barracks=BLDG_Barracks>, for example), and combat
$LINK<experience=GCON_Experience> is gained more quickly. Militaristic civs can also build the early multi-purpose
unit, the $LINK<Champion=PRTO_Champion>. They start the game with $LINK<Warfare=TECH_Warfare>.

^{Religious}

^Religious civilizations do not experience periods of $LINK<anarchy=GOVT_Anarchy> during

$LINK<revolutions=GCON_Revolution>, and religious city improvements ($LINK<Temples=BLDG_Temple>, for


instance) are easier to build. Religious civs start with $LINK<Ritualism=TECH_Ritualism>.

^(continued)

#DESC_GCON_Strengths

^{Scientific}

^Scientific city improvements like $LINK<Research Labs=BLDG_Research_Lab> are easier to build and the civilization
receives a free random $LINK<Civilization Advance=MENU_Technologies> at the start of every era. Their
$LINK<Wisemen=BLDG_Wiseman> increase research in a city by 50%. They have also developed the
$LINK<Alphabet=TECH_Alphabet>.

^New to R&R are:

^{Agricultural}
^Agricultural city improvements ($LINK<aqueducts=BLDG_Aqueduct>, for instance) are easier to build, and the
center city square and irrigated deserts produce one more $LINK<food=GCON_Food>. Their free starting tech is
$LINK<Cultivation=TECH_Cultivation>.

^{Seafaring}

^Each city built along the coast receives a $LINK<commerce=GCON_Commerce> bonus in the center city square and
Seafaring city

improvements (such as $LINK<Harbors=BLDG_Harbor> or $LINK<Ports=BLDG_Port>) are easier to build. Ships move


faster and are less likely to sink in the sea or ocean. Their free starting tech is $LINK<Boat
Building=TECH_Boat_Building>.

#GCON_Supply_Shipment

Supply Shipments

^Since El Justo´s great mod AoI civers all over the world are aware that the "reverse capture the flag"-option can be
used to generate additional trade in C3C. CCM and now RARR are trying to import this option to Civ 3 games with
random generated maps but use the "capture the princess"-option to achieve the same effect by escorting
supplyshipment-units to the city containing the palace of a civ.

^{Attention!}

^These supplyshipment-units can move for themselves, but {at least for their last move to the palace of a civ, the
supplyshipment must be escorted by another unit of that civ what happens by moving that other unit over the
supplyshipment-unit and pushing the "escort-button" for that unit}. When this escorted supply-unit arrives in the
capital of that civ, the civ gains 25 gold to its financal budget.

^{The options "Capture Shipments" and "Victory Point Scoring" in the Player setup Menue must be enabled to allow
the supply shipments to work properly.}

#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%

^Marsh 25%

^Volcano 80%

^{Structural Bonuses}

^City Walls {**} +25%

^Fortified Units +25%

^Fortress +75%

^Barricade +150%

^Palaces {***} +25%

^Walls +50%

^Garrison {***} +25%

^Civil Defense {***} +50%

^City (size 8-15) +50%

^Metro (size 16+) +100%

^[Notes]
^{*} This bonus only applies to the defender if attacked from the other side of a river.

^{**} City Walls are only granted by the $LINK<Great Wall=BLDG_Great_Wall> wonder.

^Cities with resisters do not give defensive bonuses, as it is assumed that the defenders need to be constantly aware
that the "5th column" might attack from within the city.

#DESC_GCON_Terrain_Combat

#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 tiles under the cultural influence of your cities, which in turn is a result of the $LINK<cultural
value=GCON_Culture> of each city.

^{Borders}

Your territory is defined by your [borders] which are drawn in your civilization's color, and clearly mark

your cultural boundaries. The area within your borders is [friendly]territory.

^{Advantages of Friendly Territory:} Your territory has several characteristics beneficial to you:

^* Rival civilizations cannot benefit from the roads or rails within your territory without a $LINK<right of

passage=GCON_Agreements> agreement.

^* You can always $LINK<"see"=GCON_Maps> tiles in friendly territory.

^* Tradable $LINK<resources=GCON_ResourcesN> are easier to get when found within your territory (no need for a

$LINK<colony=GCON_Colony>).

^* You can eject rival military units from your territory during diplomatic negotiations.

#DESC_GCON_Territory
#GCON_Tourist_Attraction

Tourist Attraction

^A Great or Small Wonder can become a Tourist Attraction once it has "stood the test of time" for over a certain
number of years. A Tourist

Attraction then begins to attract commerce to the city in which it is constructed, which steadily increases as time

passes and its fame spreads. The chart below indicates the amount of gold earned by the tourist attraction based
upon the number of years that it has existed.

^1000 (years) - 1500 +2 (gold)

^1501 - 1750 +4

^1751 - 1875 +6

^1876 - 2000 +8

^2001 - 2250 +10

^2251 - 2500 +12

^2501 + +14

^Given time, the following Great Wonders can become tourist attractions:

^ * $LINK<Angkor Wat=BLDG_Angkor_Wat>

^ * $LINK<The Arc De Triomphe=BLDG_Arc_de_Triomphe>

^ * $LINK<Chichen Itza=BLDG_Chichen_Itza>

^ * $LINK<The Circus Maximus=BLDG_Circus_Maximus>

^ * $LINK<The Colossus=BLDG_Colossus>

^ * $LINK<Ford´s Factory=BLDG_Crystal_Palace>

^ * $LINK<The Eiffel Tower=BLDG_Eiffel_Tower>

^ * $LINK<The Empire State Building=BLDG_Empire_State_Building>

^ * $LINK<The Great Library=BLDG_Great_Library>

^ * $LINK<The Great Lighthouse=BLDG_Lighthouse>


^ * $LINK<The Great Opera House=BLDG_Great_Opera_House>

^ * $LINK<The Great Wall=BLDG_Great_Wall>

^ * $LINK<The Hanging Gardens=BLDG_Hanging_Gardens>

^ * $LINK<Hollywood=BLDG_Hollywood>

^ * $LINK<Hoover Dam=BLDG_Hoover_Dam>

^ * $LINK<JS Bach's Cathedral=BLDG_Grand_Cathedral>

^(continued)

#DESC_GCON_Tourist_Attraction

^(continued)

^Given time, the following Great Wonders can become tourist attractions:

^ * $LINK<Las Vegas=BLDG_Vegas>

^ * $LINK<The League of Nations=BLDG_League_of_Nations>

^ * $LINK<The Mausoleum of Mausollos=BLDG_Mausoleum>

^ * $LINK<Newton's University=BLDG_Great_University>

^ * $LINK<The Oracle=BLDG_Oracle>

^ * $LINK<The Pyramids=BLDG_Pyramids>

^ * $LINK<Shakespeare's Theater=BLDG_Great_Playhouse>

^ * $LINK<Shangri La=BLDG_Shangrila>

^ * $LINK<The Sistine Chapel=BLDG_Sistine_Chapel>

^ * $LINK<The Sphinx=BLDG_Sphinx>

^ * $LINK<The Statue of Liberty=BLDG_Statue_of_Liberty>

^ * $LINK<Stonehenge=BLDG_Stonehenge>

^ * $LINK<The Taj Mahal=BLDG_Taj_Mahal>

^ * $LINK<The Temple of Zeus=BLDG_Zeus>

^ * $LINK<The United Nations=BLDG_United_Nations>


^ * $LINK<The Wonderland=BLDG_Disneyland>

^Also the following Small Wonders can become tourist attractions:

^ * $LINK<The Holy City=BLDG_Holy_City>

^ * $LINK<International Port=BLDG_International_Port>

^ * $LINK<The National Gallery=BLDG_Gallery>

^ * $LINK<The National History Museum=BLDG_NHM>

^ * $LINK<The National Library=BLDG_National_Library>

^ * $LINK<The National Monument=BLDG_National_Monument>

^ * $LINK<The War Memorial=BLDG_Memorial>

^ * $LINK<Forbidden Palace=BLDG_Forbidden_Palace>

^ * $LINK<Palace Gardens=BLDG_Palace_Garden>

^ * $LINK<Forbidden Gardens=BLDG_Forbidden_Gardens>

^ * $LINK<Winter Gardens =BLDG_Winter_Gardens>

^ * $LINK<Summer Gardens=BLDG_Summer_Gardens>

#GCON_Trade

Trade and Trade routes

^{Domestic Trade}

Domestic trade occurs automatically between cities of the same civilization that are connected to each other. Any
tradable $LINK<resource=GCON_ResourcesN> within your territory that is connected to any city is shared by all
connected cities. Every city that is connected to a resource has that resource in the appropriate box of the City
Display.

^{Foreign Trade}

A single resource icon is enough to supply the needs of an entire civilization. Excess resources may
be traded to other civilizations if the capital cities of both civilizations are connected. You trade strategic and

luxury resources with other civilizations during diplomatic negotiations.

^Trade Route Connections Two cities are connected if any one of the following are true:

^* there is a $LINK<road=GCON_Worker_Jobs> or $LINK<railroad=GCON_Worker_Jobs> running between them,

^* there are $LINK<harbors=BLDG_Harbor> in both cities, and a visible water route between them,

^* or both cities contain an $LINK<airport=BLDG_Airport>.

^Water Routes: In order to use a water trade route, your civilization must be able to safely traverse every tile of the
route. Initially, the route must only be over coastal tiles. Possessing the $LINK<Great Lighthouse=BLDG_Lighthouse>
or learning $LINK<Seafaring=TECH_Seafaring> allows trade over sea tiles as well, and learning
$LINK<Magnetism=TECH_Magnetism> allows trade over ocean tiles.

^The only exception involves enemy territory: two cities are not connected if the only road/rail that connects them
passes through enemy territory, or if a harbor is blockaded by enemy naval forces.

#DESC_GCON_Trade

#GCON_Transport

Transport

^Some land, naval and air units can carry or [transport] other units.

^{Ships} Ships can be boarded from any shoreline by simply moving the rider onto the ship. They may also be
boarded

from inside a coastal city by right-clicking the unit in the garrison box and selecting from the menu, or using the

Load command button when on the main map.

^[The following units can transport other units:]

^{Sea Units Capacity Limitation}

^$LINK<Canoe=PRTO_Canoe>/$LINK<Micronesian Raft=PRTO_Micronesian_Raft>
1
^$LINK<Galley=PRTO_Galley>/$LINK<Egyptian Galley=PRTO_Egyptian_Galley>/$LINK<Kublai
Transport=PRTO_Kublai_Transport> 2

^$LINK<Outrigger=PRTO_Outrigger> 2

^$LINK<Trading Ship=PRTO_Trading_Ship> 3

^$LINK<Long Ship=PRTO_Longboat> 2

^$LINK<Caravel=PRTO_Caravel>/$LINK<Cog=PRTO_Cog>/$LINK<Junk=PRTO_Junk>
3

^$LINK<Galleon=PRTO_Galleon>/$LINK<Baode Luan=PRTO_Baode_Luan>
4

^$LINK<Clipper=PRTO_Clipper> 4

^$LINK<Landing Craft=PRTO_Landing_Craft> 2

^$LINK<Transport=PRTO_Transport> 8

^$LINK<Assault Transport=PRTO_Assault_Transport> 8

^$LINK<Carrier=PRTO_Carrier> 5 Aircraft only

^$LINK<Super Carrier=PRTO_Super_Carrier> 10 Aircraft only

^$LINK<Boomer Submarine=PRTO_Nuclear_Submarine> 4
Tactical Missile only

^{Air Units Capacity Limitation}

^$LINK<Helicopter=PRTO_Helicopter> 2

^$LINK<Air Transport=PRTO_Air_Transport> 4

#DESC_GCON_Transport

#GCON_Treasury

Treasury

^
^The [treasury] is where your empire's wealth is stored. Each turn, the net income from each of your cities is
combined, costs are deducted, and the remainder is placed into your treasury. On some turns, gold may have to be
drawn out of the treasury to cover costs. Balancing your need to spend with your need to build a substantial store of
liquid wealth is an interesting challenge.

^{Gold} You use gold from the treasury to pay:

^* $LINK<Maintenance=GCON_Maintenance> costs for city improvements.

^* Support for military units in excess of those allowed by your $LINK<government=GCON_Governments> types.

^* Payments you may be making to rival civilizations as part of a $LINK<diplomatic agreement=GCON_Agreements>.

^* To build $LINK<Embassies=GCON_Embassies> and conduct diplomatic and espionage missions.

^* To $LINK<hurry production=GCON_Hurry_Production> of city build projects in certain governments.

#GCON_TSU

Trait-Specific Units and Improvements

^Like the civ-specific unit, the trait-specific unit [(TSU)] is a

unique unit but instead of being limited to an individual civilization,

the TSU is available to all civs that share the same

$LINK<trait=GCON_Strengths>, i.e. industrious, expansionist,

militaristic, etc. Additionally, instead of a TSU, some traits grant a trait-specific improvement or [(TSI)] which is a kind
of city improvement which only they can build.

^Since each civ has two traits, they can wind up with the ability to build 2 separate TSUs or TSIs. For example, the
militaristic and expansionist $LINK<Zulu=RACE_ZULU> can build both $LINK<Champions=PRTO_Champion> and
$LINK<Rangers=PRTO_Ranger>, while the commercial and scientific $LINK<Koreans=RACE_Koreans> can build both
$LINK<Counselors=BLDG_Counselor> and $LINK<Wisemen=BLDG_Wiseman>.

^The Traits and their associated Trait Specific Units or Improvements:

^{Commercial:} TSI - $LINK<Counselors=BLDG_Counselor> - a corruption-reducer


^{Expansionist:} TSU - $LINK<Ranger=PRTO_Ranger> - Alternative to Scout

^{Industrious:} TSU - $LINK<Serf=PRTO_Serf> - Alternative to Worker

^{Militaristic:} TSU - $LINK<Champion=PRTO_Champion> - Alternative to Warrior

^{Agricultural:} TSU - $LINK<Cultivator=PRTO_Cultivator> - Alternative to Clan

^{Scientific:} TSI - $LINK<Wisemen=BLDG_Wiseman> - a research-increaser

#DESC_GCON_TSU

#GCON_Unit_Support

Supporting Military Units

^Generally, each military unit must be supported with 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 Cost/Unit Town City Metro}

^$LINK<Anarchy=GOVT_Anarchy> (All Units Free)

^$LINK<Chiefdom=GOVT_Chiefdom> 1 1 2
2

^$LINK<Monarchy=GOVT_Monarchy> 1 2 2
3

^$LINK<Republic=GOVT_Republic> 1 2 4
4

^$LINK<Democracy=GOVT_Democracy> 3 2 3
1

^$LINK<Feudal Monarchy=GOVT_Feudal_Monarchy> 3 5 1
1

^$LINK<Absolute Monarchy=GOVT_Abs_Monarchy> 2 2 4
6

^$LINK<Constitutional Monarchy=GOVT_Con_Monarchy> 4 1 2
2

^$LINK<Theocracy=GOVT_Theocracy> 3 0 1
1
^$LINK<Fundamentalism=GOVT_Fundamentalism> 3 3 3
2

^$LINK<Communism=GOVT_Communist> 2 3 4
5

^$LINK<Fascism=GOVT_Fascist> 2 2 5
8

^$LINK<Social Democracy=GOVT_Social_Democracy> 5 0 0
0

^$LINK<Federal Republic=GOVT_Federal_Republic> 4 1 1
2

^In addition some governments allow a number of units to require no support, regardless of the number of cities
the owner has. These government types are:

^* Republic 1 free unit

^* Feudal Monarchy 1 free unit

^* Monarchy 2 free units

^* Communism 2 free units

^* Fascism 2 free units

^* Chiefdom 3 free units

^* Theocracy 20 free units

^* Fundamentalism 3 free units

#DESC_GCON_Unit_Support

#GCON_Victory

Victory Conditions

^There are six ways to win:

^{Space Race}

One of the peaceful methods of victory in [Civilization III] is to be the first to colonize Alpha
Centauri, the nearest star system. In order to achieve this victory, the player must be the first to launch a

completed $LINK<spaceship=GCON_Spaceship> to Alpha Centauri.

^[Building the Ship] Each civilization can build an 'Alpha Centauri-worthy' spacecraft, and construction can begin

when the civilization completes the $LINK<Apollo Program=BLDG_Apollo_Project> (Small Wonder). The ship is
comprised of

[ten] components, which must be built prior to launch.

^{Domination}

Have 66% of the world's land surface within your $LINK<borders=GCON_Territory>. This can be accomplished

either by military measures or by $LINK<cultural=GCON_Culture> development (or, more likely, a combination of the
two).

^{Conquest}

A purely military solution: conquer the world, civilization by civilization. If you eliminate [all] civilizations from the
game, you win.

^{Cultural Victory}

Make one of your cities or your whole civilization the envy of all man and woman-kind. A city

with a Cultural value of 20,000 or if your civilization is worth 100,000 and at least twice as much as any rival, you

win.

^(continued)

#DESC_GCON_Victory

^(continued)

^{Diplomacy}

^Getting yourself elected to the head of the United Nations requires excellent diplomatic skills. After the

$LINK<United Nations=BLDG_United_Nations>, or $LINK<League of Nations=BLDG_League_of_Nations> is built,


there are periodic votes by the council to elect a Leader. To be

elected, a candidate must win a majority of all votes. If you are the one, you win the game.
^

^[Candidates]

^There are always two, and sometimes three, candidates. To be a candidate in an election a civilization must, either:

^ * have built the UN.

^ * control at least 25% of the world's territory.

^ * control at least 25% of the world's population.

^If only one civilization is eligible, then the second candidate is the civilization with the largest population.

^{Histograph}

^[Civilization III] runs until the year 2050. If the game ends and no one has won the space race, conquered or

dominated the world, wowed the world with cultural achievements or diplomatic aplomb, then the winner is
determined by

constructing a [histograph].

^A histograph looks at the total "Score" generated by all civilizations turn by turn over the course of the game. The

civilization that generated the highest score -- on average -- wins. Being powerful in Ancient Times is just as

valuable as being powerful in the Modern Era.

#GCON_Volcanic_Eruptions

Volcanic Eruptions

^A $LINK<volcano=TERR_Volcano> is a disaster waiting to happen, as it can suddenly erupt with no warning. Most of

the time, however, a dark cloud begins to emanate from the volcano's "mouth" a few turns in advance of an
eruption --

but such a warning cannot be guaranteed. Rest assured, however, once you notice a volcano beginning to smolder
an
eruption is in the offing.

^{Lava Flow}

^When a volcano erupts it spews forth lava -- in the form of $LINK<pollution=GCON_Pollution> -- that will mar the
landscape of many of

the tiles adjacent to the volcanic mountain. Volcanic "fallout" can be cleaned up by
$LINK<workers=GCON_Worker_Jobs>

set to clean up damage.

#GCON_War_Weariness

War Weariness

^During times of war, citizens living under certain governments can become [war weary] and become
$LINK<unhappy=GCON_Moods> as a result. The governments of $LINK<Feudal
Monarchy=GOVT_Feudal_Monarchy> and $LINK<Republic=GOVT_Republic> have a low level of war weariness while
$LINK<Theocracy=GOVT_Theocracy>, $LINK<Democracy=GOVT_Democracy>, $LINK<Social
Democracy=GOVT_Social_Democracy>, $LINK<Constitutional Monarchy=GOVT_Con_Monarchy> and $LINK<Federal
Republic=GOVT_Federal_Republic> have a high level of war weariness. Other governments do not experience these
effects.

^When [you] initiate the conflict your people will tolerate it for a while, but then may become quite unhappy. When
someone else declares the war, especially a traditional enemy, your people are more forgiving. Carrying on a
defensive war, that is keeping your troops at home, is more tolerable than offensive campaigns.

^The only way to end [war weariness] is to stop the war. You can use all your normal tricks to $LINK<make 'em
happier=GCON_Moods>, but the war weariness remains until the war stops. The extent that this is limited to will
depend on the nature of your empire. In the most extreme case war weariness can be completely negated in most
cities.

^The following buildings decrease war weariness.


^

^[Improvements:] $LINK<War Monument=BLDG_War_Monument>, $LINK<Police Station=BLDG_Police_Station> and


$LINK<Movie Palace=BLDG_Movie_Palace>.

^[Great Wonders:] $LINK<Statue of Liberty=BLDG_Statue_of_Liberty>, $LINK<Universal


Suffrage=BLDG_Universal_Suffrage>, $LINK<Echelon=BLDG_Echelon> and $LINK<Hollywood=BLDG_Hollywood>.

^[Small Wonders:] $LINK<Tomb of the Unknown Soldier=BLDG_Tomb>, $LINK<War Memorial=BLDG_Memorial>,


$LINK<National Monument=BLDG_National_Monument> and $LINK<The National Sports League=BLDG_Sports>.

#DESC_GCON_War_Weariness

#GCON_We_Love_The_King_Day

We Love the __ Day

^At certain points in the game, if the population of a city has been well provided for and are happy, a city-wide

celebration will occur in that city, called "We Love the King Day" (or Emperor, or Regent, or President, etc.).

^The provisions for this to occur are:

^ The city cannot be starving,

^ The city cannot have any resisters,

^ The city cannot have any unhappy citizens,

^ There must be more happy citizens than content citizens, and

^ The city must be large enough (typically size 6).

^The benefits of having a "We Love the __ Day" celebration are:

^
^ The chance of the city converting to another civ is halved,

^ Waste in the city is reduced, and

^ The effectiveness of enemy spy propaganda missions against the city is reduced.

#GCON_WonderAdd

Add-on Wonders

^{Design Notes:}

^Add-on Wonders, are low-cost Small Wonders that only become available when you have built another, required
Wonder.

^The low cost is not an error, but has been implemented because we actually wanted to give the required (first)
Wonder a higher bonus than the game allows

and as a workaround we added the extra wonder to be available once the first wonder has been built. Originally the
second wonder was supposed to be free,

but unfortunately the Artificial Intelligence doesn't go for free wonders, so we had to make them cost 10 shields.

^Make sure you build the Add-on Wonder, once you have completed the first. Otherwise you'll just miss out on the
extra bonus.

^The following Add-on Wonder combinations currently exist (with required wonder in parentheses):

^* $LINK<Brokerage Firm=BLDG_Brokerage_Firm> (adds to $LINK<Wall Street=BLDG_Wall_Street>)

#GCON_Worker_Jobs

Worker Actions

^ see also $LINK<Worker Actions (Advanced)=GCON_Worker_Jobs_Advanced>


^

^{Farm (I)}

Increases $LINK<food=GCON_Food> output.

^{Build Mine (M)}

Increases $LINK<shield=GCON_Shields> output.

^{Build Road (R)}

Increases $LINK<commercial=GCON_Commerce> output and speeds movement.

^{Build Railroad (R)}

Increases $LINK<irrigation=TFRM_Irrigation> or $LINK<mine=TFRM_Mine> output, and provides

unlimited movement.

^{Build Fortress (Ctrl-F)}

Increases a tile's $LINK<defensive value=GCON_Terrain_Combat> by 50%.

^{Plant Forest (N)}

Adds a $LINK<forest=TERR_Forest> to a tile.

^{Clear Forest (Shift-C)}

Removes $LINK<forest=TERR_Forest> and sends $LINK<shields=GCON_Shields> to nearest city.

^{Clear Wetlands (Shift-C)}

^Removes $LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh>.

^{Clear Damage (Shift-D)}

^Removes $LINK<pollution=GCON_Pollution>, including fallout from a $LINK<volcanic


eruption=GCON_Volcanic_Eruptions>,

and clears $LINK<craters=GCON_Craters>.


^

^{Build Colony (B)}

^$LINK<Colonies=GCON_Colony> are built atop $LINK<tradable resource=GCON_ResourcesN>. If


$LINK<connected=GCON_Trade>

to a city, a [colony] provides the resource to that city.

^(continued)

#DESC_GCON_Worker_Jobs

^(continued)

^{Build Airfield (Ctrl-Shift-A)}

^$LINK<Airfields=TFRM_Airfield> function in the same manner that a city with an airport would for air units. They

can be built after the discovery of $LINK<Flight=TECH_Flight>.

^{Build Outpost (Ctrl-O)}

^$LINK<Outposts=TFRM_Outpost> eliminate fog of war in neutral or owned territory. They can be built after the
discovery

of $LINK<Masonry=TECH_Masonry>.

^{Build Radar Tower (Ctrl-T)}

^$LINK<Radar towers=TFRM_Radar_Tower> provide a combat bonus to units within their affected area. They must
be built

within your territory. They can be built after the discovery of $LINK<Radar=TECH_Radar>.

^{Build Barricade (Ctrl-F)}

^Adds a Barricade to a Fortress, doubling the square's $LINK<defensive value=GCON_Terrain_Combat>.

#GCON_Worker_Jobs_Advanced

Worker Actions (Advanced)


^ see also $LINK<Worker Actions=GCON_Worker_Jobs>

^{Road to (Ctrl-R)}

^Builds a road to a particular destination.

^{Rail to (Ctrl-Shift-R)}

^Builds a railroad to a particular destination.

^{Build Road Then Colony (Ctrl-B)}

^The worker builds a road/railroad to a particular destination and then builds a $LINK<colony=GCON_Colony>

at the destination.

^{Automate (A)}

^Causes control of the worker to be relinquished while it performs automated tasks.

^{Automate: Build Trade Network (Ctrl-N)}

^Automates the worker, giving it the task of linking all cities to your capital city.

^{Automate: Irrigate to Nearest City (Ctrl-I)}

^Automates the worker, giving it the task of irrigating the nearest city.

^{Automate: Clear Forest (Shift-F)}

^Automates the worker, giving it the task of clearing all nearby forests.

^{Automate: Clear Wetlands (Shift-W)}

^Automates the worker, giving it the task of clearing all nearby jungle and/or marsh.

^{Automate: Clear Damage (Shift-D)}

^Automates the worker, giving it the task of clearing all nearby pollution, including $LINK<craters=GCON_Craters>
and fallout from a $LINK<volcanic eruption=GCON_Volcanic_Eruptions>.

^{Automate: This City Only (Shift-I)}

^Automates the worker, allowing it to perform automated tasks to improve the nearest city.

#DESC_GCON_Worker_Jobs_Advanced

^{Automate: No Altering (Shift-A)}

^Automates the worker, allowing it to perform automated tasks that do not change existing tile improvements.

^{Automate: No Altering/This City Only (Ctrl-Shift-I)}

^Automates the worker, allowing it to perform automated tasks to improve the nearest city and that do

not change existing tile improvements.

#GCON_Worker_Types

Worker Types

^{Worker Usage:}

^[Worker Jobs]: Workers can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive. The
efficiency of a worker (how quickly it works) depends upon its $LINK<government=GCON_Governments> type and
whether or not it works for an $LINK<industrious=GCON_Strengths> civ.

^[Joining a City]: A worker may also be used to increase the population of an existing city; when the worker is active
on a city, click the "Join City" button. The worker disappears and the city's population gains one citizen.

^Note that all workers may be captured and used by rival civilizations or if a worker/serf - sacrificed.

^In [Rise and Rule] there are 5 different Worker Types available:
^

^*1. The $LINK<Worker=PRTO_Worker> is the early [Worker Type] unit available to all except the Industrious Civs.
They cost 10 $LINK<Shields=GCON_Shields> and one Population point to build, and are totally defenseless with a
movement of 1. If captured they can be sacrificed.

^ There is also an $LINK<Asian Worker=PRTO_Asian_Worker>, which is simply a different


$LINK<flavor=GCON_Flavor> of this for Asian civs.

^*2. The $LINK<Serf=PRTO_Serf> is the basic [Worker Type] for Industrious Civs. It is equal to the worker in all
respects [except] that they {have no maintenance cost}. Also, there is an $LINK<Asian Serf=PRTO_Asian_Serf>, which
is simply a different $LINK<flavor=GCON_Flavor> of this for Asian civs.

^*3. Both Workers and Serfs of every flavor are replaced by the $LINK<Peasant=PRTO_Peasant> with the discovery
of $LINK<Feudalism=TECH_Feudalism>. Peasants cost 10 shields and 1 population point. They work 25% faster than
the Worker.

^(continued)

#DESC_GCON_Worker_Types

^(continued)

^*4. Peasants are replaced by the $LINK<Laborer=PRTO_Laborer> with the discovery of


$LINK<Absolutism=TECH_Absolutism>. Laborers cost 30 shields and 1 population point. They move 2 tiles and can be
Airlifted. They work 50% faster than the Worker.

^*5. The final [Worker Type] unit is the $LINK<Engineer=PRTO_Engineer>. Engineers become available with
$LINK<Electronics=TECH_Electronics> and move 3 tiles. They work 75% faster than the Worker.

^The Engineer has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^It should also be noted that certain $LINK<Settler Type Units=GCON_Settler_Types> are capable of performing
Worker jobs.

These are the Hardy versions of the Settler, the $LINK<Hardy Clan=PRTO_Hardy_Clan>, $LINK<Hardy
Cultivator=PRTO_Hardy_Cultivator>,
$LINK<Hardy Pioneer=PRTO_Hardy_Pioneer> and the $LINK<Hardy Colonist=PRTO_Hardy_Colonist>.

#GCON_ZOC

Zone of Control

^Some military units have a [zone of control] that influences the eight tiles surrounding the unit. This represents the

unit's ability to project its combat power into surrounding areas. Such units attack enemies that enter the zone of
control

without initiating a full battle.

#DESC_GCON_ZOC

; END SECTION GCON - Game Concepts ===========================================

; BEGIN SECTION PRTO - Units =================================================

; PDE 9 July 2003 : Reordered Units to spreadsheet/BIC order

; Special Units --------------------------------------------------------------

#PRTO_Clan

^The [Clan] is the first $LINK<Settler Type=GCON_Settler_Types> unit that you can build.

^{Population Cost:} A city that builds a [Clan] loses {two} citizens from its population.
^

^{Limitations:} A [Clan] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,

^or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^$LINK<Flavor Units=GCON_Flavor>{:} $LINK<Asian Clan=PRTO_Asian_Clan>

^$LINK<Trait Specific Units=GCON_TSU>{:} Agricultural Civilizations build the $LINK<Cultivator=PRTO_Cultivator>.

#DESC_PRTO_Clan

^A Clan is a social grouping based on kinship, a human relationship

based on blood or marriage and sanctified by law and custom. Some

traditional societies are organized by clans. The Highland clans of

Scotland are an example.

#PRTO_Asian_Clan

^The [Asian Clan] is the first $LINK<Settler Type=GCON_Settler_Types> unit that Asian civilizations can build.

^{Population Cost:} A city that builds an [Asian Clan] loses {two} citizens from its population.

^{Limitations:} An [Asian Clan] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,

^or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Clan=PRTO_Clan>.

#DESC_PRTO_Asian_Clan
^A Clan is a social grouping based on kinship, a human relationship

based on blood or marriage and sanctified by law and custom. Some

traditional societies are organized by clans. The Highland clans of

Scotland are an example.

#PRTO_Cultivator

^The [Cultivator] is the first $LINK<Settler Type=GCON_Settler_Types> unit that can be built by Agricultural
Civilizations instead of the $LINK<Clan=PRTO_Clan>.

^{Population Cost:} A city that builds a [Cultivator] loses {three} citizens from its population.

^{Limitations:} A [Cultivator] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,

^or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^$LINK<Trait Specific Units=GCON_TSU>{:} This is the Agricultural TSU replacing the $LINK<Clan=PRTO_Clan>.

#DESC_PRTO_Cultivator

#PRTO_Hardy_Clan

^The [Hardy Clan] is a slightly more expensive version of the regular $LINK<Clan=PRTO_Clan>. The increased shield
cost is offset by a lower population cost and the ability to cross all land terrain without needing a road. They can
perform all worker jobs except build colony, for example $LINK<build roads=TFRM_Road>, $LINK<clear
forests=TFRM_Clear_Forest>, and $LINK<clear jungles=TFRM_Clear_Jungle>.

^{Population Cost:} A city that builds a [Hardy Clan] loses only {one} citizen from its population.

^$LINK<Flavor Units=GCON_Flavor>{:} $LINK<Hardy Asian Clan=PRTO_Hardy_Asian_Clan>

^$LINK<Trait Specific Units=GCON_TSU>{:} Agricultural Civilizations build the $LINK<Hardy


Cultivator=PRTO_Hardy_Cultivator>.
#DESC_PRTO_Hardy_Clan

#PRTO_Hardy_Asian_Clan

^The [Hardy Asian Clan] is a slightly more expensive version of the regular $LINK<Asian Clan=PRTO_Asian_Clan>. The
increased shield cost is offset by a lower population cost and the ability to cross all land terrain without needing a
road. They can perform all worker jobs except build colony, for example $LINK<build roads=TFRM_Road>,
$LINK<clear forests=TFRM_Clear_Forest>, and $LINK<clear jungles=TFRM_Clear_Jungle>.

^{Population Cost:} A city that builds a [Hardy Asian Clan] loses only {one} citizen from its population.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Hardy Clan=PRTO_Hardy_Clan>.

#DESC_PRTO_Hardy_Asian_Clan

#PRTO_Hardy_Cultivator

^[Hardy Cultivators] can be built by Agricultural Civilizations instead of the $LINK<Hardy Clan=PRTO_Hardy_Clan>. It
is a slightly more expensive version of the regular $LINK<Cultivator=PRTO_Cultivator>, and the increased shield cost
is offset by a lower population cost and the ability to cross all land terrain without needing a road. They can perform
all worker jobs except build colony, for example $LINK<build roads=TFRM_Road>,

$LINK<clear forests=TFRM_Clear_Forest>, and $LINK<clear jungles=TFRM_Clear_Jungle>.

^{Population Cost:} A city that builds a [Hardy Cultivator] loses only {two} citizens from its population.

^$LINK<Trait Specific Units=GCON_TSU>{:} This is the Agricultural TSU replacing the $LINK<Hardy
Clan=PRTO_Hardy_Clan>.

#DESC_PRTO_Hardy_Cultivator

#PRTO_Pioneer
^

^The [Pioneer] is the second $LINK<Settler Type=GCON_Settler_Types> unit that can be built, replacing the
$LINK<Clan=PRTO_Clan>.

^{Population Cost:} A city that builds a [Pioneer] loses {three} citizens from its population.

^{Limitations:} A [Pioneer] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,

or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^$LINK<Flavor Units=GCON_Flavor>{:} $LINK<Asian Pioneer=PRTO_Asian_Pioneer>

#DESC_PRTO_Pioneer

^Pioneers are the first to settle in an area, especially important in the history of North America. Pioneers often

suffer great hardships and are often responsible for forming the basic structure of society for those who follow.
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 pioneers would build their new homes, and develop the land surrounding the city. Eventually the

whole process repeated, and the new city would send out pioneers 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_Asian_Pioneer

^The [Asian Pioneer] is the second $LINK<Settler Type=GCON_Settler_Types> unit that can be built, replacing the
$LINK<Asian Clan=PRTO_Asian_Clan>.

^
^{Population Cost:} A city that builds an [Asian Pioneer] loses {three} citizens from its population.

^{Limitations:} An [Asian Pioneer] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,

or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Pioneer=PRTO_Pioneer>.

#DESC_PRTO_Asian_Pioneer

^Pioneers are the first to settle in an area, especially important in the history of North America. Pioneers often

suffer great hardships and are often responsible for forming the basic structure of society for those who follow.
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 pioneers would build their new homes, and develop the land surrounding the city. Eventually the

whole process repeated, and the new city would send out pioneers 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_Hardy_Pioneer

^[Hardy Pioneers] replace the $LINK<Hardy Clan=PRTO_Hardy_Clan> and is similar in abilities. It is a slightly more
expensive version of the regular $LINK<Pioneer=PRTO_Pioneer>, and the increased shield cost is offset by a lower
population cost and the ability to cross all land terrain without needing a road. They can perform all worker jobs
except build colony, for example $LINK<build roads=TFRM_Road>,

$LINK<clear forests=TFRM_Clear_Forest>, and $LINK<clear jungles=TFRM_Clear_Jungle>.

^{Population Cost:} A city that builds a [Hardy Pioneer] loses only {two} citizens from its population.

^$LINK<Flavor Units=GCON_Flavor>{:} $LINK<Hardy Asian Pioneer=PRTO_Hardy_Asian_Pioneer>

^
^$LINK<Trait Specific Units=GCON_TSU>{:} Agricultural Civilizations build the $LINK<Hardy
Cultivator=PRTO_Hardy_Cultivator>.

#DESC_PRTO_Hardy_Pioneer

#PRTO_Hardy_Asian_Pioneer

^[Hardy Asian Pioneers] replace the $LINK<Hardy Asian Clan=PRTO_Hardy_Asian_Clan> and is similar in abilities. It is
a slightly more expensive version of the regular $LINK<Asian Pioneer=PRTO_Asian_Pioneer>, and the increased
shield cost is offset by a lower population cost and the ability to cross all land terrain without needing a road. They
can perform all worker jobs except build colony, for example $LINK<build roads=TFRM_Road>,

$LINK<clear forests=TFRM_Clear_Forest>, and $LINK<clear jungles=TFRM_Clear_Jungle>.

^{Population Cost:} A city that builds a [Hardy Asian Pioneer] loses only {two} citizens from its population.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Hardy Pioneer=PRTO_Hardy_Pioneer>.

#DESC_PRTO_Hardy_Asian_Pioneer

#PRTO_Colonist

^The [Colonist] is the third $LINK<Settler Type=GCON_Settler_Types> unit that can be built, moving twice as fast as
its predecessors.

^{Population Cost:} A city that builds a [Colonist] loses {three} citizens from its population.

^{Limitations:} A [Colonist] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,

or $LINK<Mountains=TERR_Mountains> without the presence of roads.

#DESC_PRTO_Colonist
^

^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 colonists would build their new homes, and develop the land surrounding the city.

Eventually the whole process repeated, and the new city would send out colonists 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_Hardy_Colonist

^The [Hardy Colonist] is a slightly more expensive version of the regular $LINK<Colonist=PRTO_Colonist>, and the
increased shield cost is offset by a lower population cost and the ability to cross all land terrain without needing a
road. In addition to founding and joining cities. They can perform all worker jobs except build colony, for example
$LINK<build roads=TFRM_Road>, $LINK<clear forests=TFRM_Clear_Forest>, and $LINK<clear
jungles=TFRM_Clear_Jungle>.

^{Population Cost:} A city that builds a [Hardy Colonist] loses only {two} citizens from its population.

#DESC_PRTO_Hardy_Colonist

#PRTO_Settler

^[Settlers] are the final $LINK<Settler Type=GCON_Settler_Types> units that can be built. They move 3 tiles per turn.
In addition to founding and joining cities, they can also be [airlifted].

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^{Population Cost:} A city that builds a [Settler] loses {three} citizens from its population.
#DESC_PRTO_Settler

#PRTO_Worker

^[Workers] are the first $LINK<Worker Type=GCON_Worker_Types> units that non-industrious civilizations can
build.

^{Population Cost:} A city that builds a [Worker] loses {one} citizen from its population.

^{Note:} [Workers] may be captured and used by rival civilizations. Captured [Workers] can be
$LINK<sacrificed=GCON_Ritual_Sacrifice> in a city to get extra culture. Building a $LINK<Sacrificial
Altar=BLDG_Sacrificial_Altar> or a $LINK<blood temple=BLDG_Holy_Relic> doubles the amount of culture given.

^$LINK<Trait Units=GCON_TSU>{:} $LINK<Industrious Civilizations=GCON_Strengths> build $LINK<Serfs=PRTO_Serf>


instead.

^$LINK<Flavor Units=GCON_Flavor>{:} $LINK<Asian Worker=PRTO_Asian_Worker>

#DESC_PRTO_Worker

^In primitive, hunter-gatherer cultures, there was no division of labor. But every civilization since has had a

worker "class," devoted to the production of goods and the unskilled tasks necessary for the maintenance of society.

In most early societies, slaves and peasants fulfilled this role. With the coming of the Middle Ages, the more

specialized workers organized themselves into craft guilds. The technological advances 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_Asian_Worker
^

^[Asian Workers] are the first $LINK<Worker Type=GCON_Worker_Types> units that non-industrious Asian
civilizations can build.

^{Population Cost:} A city that builds an [Asian Worker] loses {one} citizen from its population. Captured [Asian
Workers] can be $LINK<sacrificed=GCON_Ritual_Sacrifice> in a city to get extra culture. Building a $LINK<Sacrificial
Altar=BLDG_Sacrificial_Altar> or a $LINK<blood temple=BLDG_Holy_Relic> doubles the amount of culture given.

^{Note:} [Asian Workers] may be captured and used by rival civilizations.

^$LINK<Trait Units=GCON_TSU>{:} $LINK<Industrious=GCON_Strengths> Asian Civilizations build $LINK<Asian


Serfs=PRTO_Asian_Serf> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Worker=PRTO_Worker>.

#DESC_PRTO_Asian_Worker

^In primitive, hunter-gatherer cultures, there was no division of labor. But every civilization since has had a

worker "class," devoted to the production of goods and the unskilled tasks necessary for the maintenance of society.

In most early societies, slaves and peasants fulfilled this role. With the coming of the Middle Ages, the more

specialized workers organized themselves into craft guilds. The technological advances 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_Serf

^[Serfs] are the first $LINK<Worker Type=GCON_Worker_Types> units that Industrious civilizations can build. They
are the same as regular $LINK<Workers=PRTO_Worker> but have one extra advantage, there is {no support cost}.

^
^{Population Cost:} A city that builds a [Serf] loses {one} citizen from its population.

^{Note:} [Serfs] may be captured and used by rival civilizations. Captured [Serfs] can be
$LINK<sacrificed=GCON_Ritual_Sacrifice> in a city to get extra culture. Building a $LINK<Sacrificial
Altar=BLDG_Sacrificial_Altar> or a $LINK<blood temple=BLDG_Holy_Relic> doubles the amount of culture given.

^$LINK<Trait Units=GCON_TSU>{:} This is the $LINK<Industrious=GCON_Strengths> TSU that replaces the


$LINK<Worker=PRTO_Worker>.

^$LINK<Flavor Units=GCON_Flavor>{:} $LINK<Asian Serf=PRTO_Asian_Serf>

#DESC_PRTO_Serf

^In primitive, hunter-gatherer cultures, there was no division of labor. But every civilization since has had a

worker "class," devoted to the production of goods and the unskilled tasks necessary for the maintenance of society.

These agricultural laborers were known as serfs and were legally bound to reside and labor on the land owned by
their

lord. The word serf comes from the Latin word [servus], which means servant or slave. The serfs comprised the vast

majority of the population of early society and worked to feed themselves, their superiors, and the people of the
towns

and the church. Although the serfs were not slaves, they were not really free. They could not leave the land owned
by

their lord. They were obligated to provide physical labor as well as to pay taxes and other obligations. Serfs were at

the bottom of the European system of social, political, and economic relations.

^Social institutions similar to serfdom were known in ancient times. The status of the helots in the ancient Greek

city-state of Sparta resembled that of the medieval serfs, as did the condition of the peasants working on
government

lands in ancient Rome. These Roman peasants, known as [colini], or "tenant farmers," are some of the possible
precursors

of the serfs. However, medieval serfdom really began with the break-up of the Carolingian Empire around the 10th
century
AD. The demise of this empire, which had ruled much of the Western Europe for more than 200 years, was followed
by a

long period during which no strong central governments existed in most of Europe.

#PRTO_Asian_Serf

^[Asian Serfs] are the first $LINK<Worker Type=GCON_Worker_Types> units that Industrious Asian civilizations can
build. They are the same as regular $LINK<Asian Workers=PRTO_Asian_Worker> but have {no support cost}.

^{Population Cost:} A city that builds an [Asian Serf] loses {one} citizen from its population.

^{Note:} [Asian Serfs] may be captured and used by rival civilizations. Captured [Asian Serfs] can be
$LINK<sacrificed=GCON_Ritual_Sacrifice> in a city to get extra culture. Building a $LINK<Sacrificial
Altar=BLDG_Sacrificial_Altar> or a $LINK<blood temple=BLDG_Holy_Relic> doubles the amount of culture given.

^$LINK<Trait Units=GCON_TSU>{:} This is the $LINK<Industrious=GCON_Strengths> TSU that replaces the


$LINK<Asian Worker=PRTO_Asian_Worker> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Serf=PRTO_Serf>.

#DESC_PRTO_Asian_Serf

^In primitive, hunter-gatherer cultures, there was no division of labor. But every civilization since has had a

worker "class," devoted to the production of goods and the unskilled tasks necessary for the maintenance of society.

These agricultural laborers were known as serfs and were legally bound to reside and labor on the land owned by
their

lord. The word serf comes from the Latin word [servus], which means servant or slave. The serfs comprised the vast

majority of the population of early society and worked to feed themselves, their superiors, and the people of the
towns

and the church. Although the serfs were not slaves, they were not really free. They could not leave the land owned
by

their lord. They were obligated to provide physical labor as well as to pay taxes and other obligations. Serfs were at
the bottom of the European system of social, political, and economic relations.

^Social institutions similar to serfdom were known in ancient times. The status of the helots in the ancient Greek

city-state of Sparta resembled that of the medieval serfs, as did the condition of the peasants working on
government

lands in ancient Rome. These Roman peasants, known as [colini], or "tenant farmers," are some of the possible
precursors

of the serfs. However, medieval serfdom really began with the break-up of the Carolingian Empire around the 10th
century

AD. The demise of this empire, which had ruled much of the Western Europe for more than 200 years, was followed
by a

long period during which no strong central governments existed in most of Europe.

#PRTO_Peasant

^[Peasants] are the second $LINK<Worker Type=GCON_Worker_Types> units that can be built. They work 25% faster
than regular $LINK<Workers=PRTO_Worker>.

^{Population Cost:} A city that builds a [Peasant] loses {one} citizen from its population.

^{Note:} [Peasants] may be captured and used by rival civilizations.

#DESC_PRTO_Peasant

#PRTO_Laborer

^[Laborers] are the third $LINK<Worker Type=GCON_Worker_Types> units that can be built. They work 50% faster
than regular $LINK<Workers=PRTO_Worker>. They also move 2 tiles per turn. Laborers can be airlifted between
cities.

^{Population Cost:} A city that builds a [Laborer] loses {one} citizen from its population.
^

^{Note:} [Laborers] may be captured and used by rival civilizations.

#DESC_PRTO_Laborer

^In primitive, hunter-gatherer cultures, there was no division of labor. But every civilization since has had a

worker "class", devoted to the production of goods and the unskilled tasks necessary for the maintenance of society.

In most early societies, slaves and peasants fulfilled this role. With the coming of the Middle Ages, the more

specialized workers organized themselves into craft guilds. The technological advances of the Industrial Age gave rise

to a new class of semi-skilled laborers: 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_Engineer

^The modern [Engineer] is the final $LINK<Worker Type=GCON_Worker_Types> unit that can be built. They work
75% faster than regular $LINK<Workers=PRTO_Worker>. They are very fast, moving 3 tiles per turn, and can also
[pillage] enemy tile improvements.

Engineers can be airlifted between cities.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^{Population Cost:} A city that builds an [Engineer] loses {one} citizen from its population.

^{Note:} [Engineers] may be captured and used by rival civilizations.

#DESC_PRTO_Engineer

^As technology progressed through the centuries, people began to specialize in a single skill or field of knowledge.

The early workers and laborers who acted in the multiple roles of farmers, builders, and just about any other
occupation required by their situation, were replaced by engineers specifically trained in a single discipline.

Specialized training provided engineers the time and the skill necessary to accomplish feats of construction and

environmental manipulation never before experienced in history.

#PRTO_Scout

^[Scouts] are unarmed, non-combat units with two movement points which are good for early exploration. They
cannot attack, and will be captured if attacked by enemy units.

^$LINK<Trait Units=GCON_TSU>{:} $LINK<Expansionist=GCON_Strengths> Civilizations build


$LINK<Rangers=PRTO_Ranger> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} $LINK<African Scout=PRTO_African_Scout> and $LINK<European


Scout=PRTO_European_Scout>..

#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 permit this effective application

of might. Assessing sites for the future building of cities is also a worthwhile use of scouts.

#PRTO_African_Scout

^[African Scouts] are unarmed, non-combat units with two movement points which are good for early exploration.
They cannot attack, and will be captured if attacked by enemy units.

^
^$LINK<Trait Units=GCON_TSU>{:} $LINK<Expansionist=GCON_Strengths> African Civilizations build $LINK<African
Rangers=PRTO_African_Ranger> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Scout=PRTO_Scout>.

#DESC_PRTO_African_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 permit this effective application

of might. Assessing sites for the future building of cities is also a worthwhile use of scouts.

#PRTO_European_Scout

^[European Scouts] are unarmed, non-combat units with two movement points which are good for early
exploration. They cannot attack, and will be captured if attacked by enemy units.

^$LINK<Trait Units=GCON_TSU>{:} $LINK<Expansionist=GCON_Strengths> Civilizations build


$LINK<Rangers=PRTO_Ranger> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the European flavor of the $LINK<Scout=PRTO_Scout>.

#DESC_PRTO_European_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 permit this effective application

of might. Assessing sites for the future building of cities is also a worthwhile use of scouts.
#PRTO_Ranger

^[Rangers] are lightly-armed, non-combat units that can move two tiles per turn over land, regardless of terrain. This
makes them very adept at exploring the wilderness. They cannot attack, but will defend themselves if necessary.

^A [Ranger] suffers a 2-point $LINK<penalty to hit points=GCON_Experience>.

^$LINK<Trait Units=GCON_TSU>{:} This is the $LINK<Expansionist=GCON_Strengths> TSU which replaces the


$LINK<Scout=PRTO_Scout>.

^$LINK<Flavor Units=GCON_Flavor>{:} $LINK<African Ranger=PRTO_African_Ranger>.

#DESC_PRTO_Ranger

^These woodsmen are great trackers. Rangers are best used for reconnaissance; send them out early in search of

treasures, scrolls, and the armies of other nations. A Ranger is normally strong enough to defend against many foes,

including the barbaric creatures that roam the wild lands. For this reason, they are useful for discovering where the

secrets of the land are hidden, then making a quick retreat if overwhelmed by enemy forces. This serious bunch may
not

be any good at casual pub chatter, but many of the best stories of adventure and monsters concern their exploits--if

you can pry the information from a Ranger's hesitant lips after he returns from a mission.

#PRTO_African_Ranger

^[African Rangers] are lightly-armed, non-combat units that can move two tiles per turn over land, regardless of
terrain. This makes them very adept at exploring the wilderness. They cannot attack, but will defend themselves if
necessary.

^
^An [African Ranger] suffers a 2-point $LINK<penalty to hit points=GCON_Experience>.

^$LINK<Trait Units=GCON_TSU>{:} This is the $LINK<Expansionist=GCON_Strengths> TSU which replaces the


$LINK<African Scouts=PRTO_African_Scout>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Ranger=PRTO_Ranger>.

#DESC_PRTO_African_Ranger

^These woodsmen are great trackers. Rangers are best used for reconnaissance; send them out early in search of

treasures, scrolls, and the armies of other nations. A Ranger is normally strong enough to defend against many foes,

including the barbaric creatures that roam the wild lands. For this reason, they are useful for discovering where the

secrets of the land are hidden, then making a quick retreat if overwhelmed by enemy forces. This serious bunch may
not

be any good at casual pub chatter, but many of the best stories of adventure and monsters concern their exploits--if

you can pry the information from a Ranger's hesitant lips after he returns from a mission.

#PRTO_Troubadour

^[Troubadours] are lightly-armed, non-combat units, moving two tiles per turn over land, regardless of terrain. This
makes them very adept at exploring the wilderness. They cannot attack, but will defend themselves if necessary.
Troubadours can also pillage improvements.

#DESC_PRTO_Troubadour

^Poet-musicians from Provence and South France in 12th-13th centuries,

Troubadours were either nobles or wandering minstrels. They originated a

type of lyric poetry devoted to themes of courtly love and idealization

of women. Their music was passed down from one generation to the next

orally. The tradition spread to other parts of Europe, including


Northern France and Germany.

#PRTO_Explorer

^[Explorers] are armed, non-combat units that can move four tiles per turn over land, regardless of terrain. This

makes them extremely adept at exploring the wilderness. They cannot attack, but will defend themselves if
necessary. Explorers can also pillage improvements.

^{Unique Units:} The $LINK<Spanish=RACE_Spanish> build $LINK<Conquistadors=PRTO_Conquistador> instead.

#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 the conquest and
domestication

of the once uncharted regions of the world.

#PRTO_Conquistador

^[Spanish Conquistadors] are formidable units for exploration and even combat. They are fast, moving 4 tiles
regardless of terrain.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding tiles.

^A [Conquistador] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^ The [Conquistado]r can $LINK<enslave=GCON_Enslavement> enemy units.


^

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Spain=RACE_Spanish>. Other nations build $LINK<Explorers=PRTO_Explorer> instead.

#DESC_PRTO_Conquistador

^Following Columbus, a Spanish military group known as Los Conquistadores, 'The Conquerors', were directed by

Hernan Cortes to the New World with the soul purpose of seeking out new frontiers and riches in the unknown.

The Conquistadores undertook their expeditions in the vast landmasses of the Americas at their own expense,

risking their lives without aid from the Spanish royalty. Horses adorned with many bells enabled the

Conquistadores to launch indomitable offenses against the American Indian natives who had never seen a horse

before the arrival of the Conquistadores. Spanish-Conquistador conquests included campaigns in Guatemala, Peru,

Cuzco, Columbia, Chile, the Bay of Honduras, and the Pacific Coastal regions.

#PRTO_Adventurer

^[Adventurers] are armed units that can move 6 tiles per turn over land, regardless of terrain. This makes them
extremely adept at exploring the wilderness. They can attack, but are no match for most contemporary units. They
will defend themselves if necessary.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^This unit can also execute [amphibious assaults].

#DESC_PRTO_Adventurer

#PRTO_Motorcycle_Scout

^Motorcycle Scouts are fast units moving 8 tiles per turn, regardless of terrain, making them ideal for
reconnaissance. They can even be used for attacks on an a very poorly defended enemy. Defensively, they are
somewhat capable, but should not be relied upon if heavy resistance is expected.
^Motorcycle Scouts can be [airlifted] and they can execute [amphibious assaults].

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^A [Motorcycle Scout] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [Motorcycle Scout.]

#DESC_PRTO_Motorcycle_Scout

#PRTO_Kradschuetze

^The Kradschuetze is a fast unit moving 8 tiles per turn, regardless of terrain, making it ideal for reconnaissance. The
Kradschuetze can even be used for attacks on an a very poorly defended enemy. Defensively, the unit is somewhat
capable, but should not be relied upon if heavy resistance is expected.

^The Kradschuetze can be [airlifted] and can execute [amphibious assaults].

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^A [Kradschuetze] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [Kradschuetze.]

#DESC_PRTO_Kradschuetze

#PRTO_Jeep

^
^Jeeps are fast units moving 10 tiles per turn, regardless of terrain, making them ideal for reconnaissance. They can
even be used for attacks on an a poorly defended enemy. Defensively, Jeeps are somewhat capable but should not
be relied upon if heavy resistance is expected.

^Jeeps can be [airlifted] and they can execute [amphibious assaults].

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^A [Jeep] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [Jeep.]

#DESC_PRTO_Jeep

^The Jeep was the winner of a competition to design a vehicle for the US's army that was easy to use, easy to repair,
could be used in difficult conditions. Jeeps were first used in the second world war, in which eventually up to a
million Jeeps were in action, in all theaters of the war. The design has proved to be very popular, with alterations
allowing the Jeep to be used in many different roles - with weaponry installed the Jeep can be used a potent fast
attack vehicle. The success of the Jeep can be seen in that the successor to the Jeep, the Humvee, is merely a version
that incorporates more modern features that scientific developments allow.

#PRTO_VW_Kubelwagon

^VW Kubelwagons are fast units moving 10 tiles per turn, regardless of terrain, making them ideal for
reconnaissance. They can even be used for attacks on an a poorly defended enemy. Defensively, VW Kubelwagons
are somewhat capable but should not be relied upon if heavy resistance is expected.

^VW Kubelwagons can be [airlifted] and they can execute [amphibious assaults].

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^A [VW Kubelwagon] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [VW Kubelwagon.]
#DESC_PRTO_VW_Kubelwagon

#PRTO_Humvee

^[Humvees] are fast and powerful and can [withdraw] from combat if losing the fight (unless fighting another fast
unit, of course). With a movement rate of 10, regardless of terrain, they are ideal for quick strike/counterstrike
insertion actions.

^Humvees can be [airlifted] and they can execute [amphibious assaults].

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding tiles.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^A [Humvee] receives a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [Humvee].

#DESC_PRTO_Humvee

^The United States Army relies on the rugged and versatile [Humvee] (HMMWV or High Mobility Multipurpose
Wheeled Vehicle) for many tasks. The Humvee can serve as a troop and cargo transport, as a platform for a heavy
machine gun or an anti-tank missile launcher, or as an ambulance. The HMMWV is the replacement vehicle for the
M151 series jeeps. Its mission is to provide light tactical vehicles for command and control, special purpose shelter
carriers, and special purpose weapons platforms throughout the entire battlefield.

^The M1025, M1025A1, M1026 and M1026A1 HMMWVs are Armament Carrier configurations of the HMMWV
family. The vehicles are equipped with basic armor and the weapon mount, located on the roof of the vehicle, is
adaptable to mount either the M60 7.62mm machine gun, M2 .50 caliber machine gun or the MK 19 Grenade
Launcher. The weapons platform can be traversed 360 degrees. The vehicles can climb 60% slopes and traverse a
side slope of up to 40% fully loaded. The vehicles can ford hard bottom water crossing up to 30 inches without a
deep water fording kit and up to 60 inches with the kit. The M1026/M1026A1 are equipped with the self-recovery
winch which can also be used to recover like systems. The M1025A1 and M1026A1 models have all the latest
modifications applied.
^

^The M1109 and M1114 HMMWVs are an Up-armored Armament Carrier configuration of the HMMWV family. The
vehicles are equipped with additional armor both on the sides and underneath to protect the crew from small arms
ammunition and mines. The weapon mount, located on the roof of the vehicle, is adaptable to mount either the
M60, 7.62mm machine gun; M2 .50 caliber machine gun; or the MK 19 Grenade Launcher. The weapons platform
can be traversed 360 degrees. This configuration of the HMMWV is equipped with the self-recovery winch. The Up-
armored HMMWV is designed to conduct reconnaissance and security operations as its primary function. Up-
armored HMMWVs are organic to the scout platoons of the armored, infantry, and mechanized infantry battalions.
Up-armored HMMWV-mounted scouts enhance the capability of scout platoons to provide accurate and timely
information about the enemy and the area of operations.

#PRTO_Cobra

^[Cobras] are fast and powerful and can [withdraw] from combat if losing the fight (unless fighting another fast unit,
of course). With a movement rate of 10, regardless of terrain, they are ideal for quick strike/counterstrike insertion
actions.

^Cobras can be [airlifted] and they can execute [amphibious assaults].

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding tiles.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^A [Cobra] receives a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [Cobra].

^{Flavor Units:} This is a flavor unit of the $LINK<Humvee=PRTO_Humvee>.

#DESC_PRTO_Cobra

#PRTO_Coyote

^
^[Coyotes] are fast and powerful and can [withdraw] from combat if losing the fight (unless fighting another fast
unit, of course). With a movement rate of 10, regardless of terrain, they are ideal for quick strike/counterstrike
insertion actions.

^Coyotes can be [airlifted] and they can execute [amphibious assaults].

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding tiles.

^A [Coyote] receives a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [Coyote].

^{Flavor Units:} This is a flavor unit of the $LINK<Humvee=PRTO_Humvee>.

#PRTO_Humvee_Desert

^[Humvees] are fast and powerful and can [withdraw] from combat if losing the fight (unless fighting another fast
unit, of course). With a movement rate of 10, regardless of terrain, they are ideal for quick strike/counterstrike
insertion actions.

^[Humvees] can be [airlifted] and they can execute [amphibious assaults].

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding tiles.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^A [Humvees] receives a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [Humvee].

^{Flavor Units:} This is the Egyptian and Carthaginian flavor unit of the $LINK<Humvee=PRTO_Humvee>.

#DESC_PRTO_Humvee_Desert
#PRTO_Humvee_(Woodland)

^[Humvees] are fast and powerful and can [withdraw] from combat if losing the fight (unless fighting another fast
unit, of course). With a movement rate of 10, regardless of terrain, they are ideal for quick strike/counterstrike
insertion actions.

^[Humvees] can be [airlifted] and they can execute [amphibious assaults].

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding tiles.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^A [Humvees] receives a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [Humvee].

^{Flavor Units:} This is the German and Celtic flavor unit of the $LINK<Humvee=PRTO_Humvee>.

#DESC_PRTO_Humvee_(Woodland)

#PRTO_Cougar4x4

^[Cougar4x4s] are fast and powerful and can [withdraw] from combat if losing the fight (unless fighting another fast
unit, of course). With a movement rate of 10, regardless of terrain, they are ideal for quick strike/counterstrike
insertion actions.

^[Cougar4x4s] can be [airlifted] and they can execute [amphibious assaults].

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding tiles.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^A [Cougar4x4] receives a 2-point $LINK<bonus to hit points=GCON_Experience>.

^
^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to
build the [Cougar4x4].

^{Flavor Units:} This is the English, Iroquois, Babylonian and Viking flavor unit of the
$LINK<Humvee=PRTO_Humvee>.

#DESC_PRTO_Cougar4x4

#PRTO_RG-31

^[RG-31s] are fast and powerful and can [withdraw] from combat if losing the fight (unless fighting another fast unit,
of course). With a movement rate of 10, regardless of terrain, they are ideal for quick strike/counterstrike insertion
actions.

^[RG-31s] can be [airlifted] and they can execute [amphibious assaults].

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding tiles.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^A [RG-31] receives a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [RG-31].

^{Flavor Units:} This is the Zulu flavor unit of the $LINK<Humvee=PRTO_Humvee>.

#DESC_PRTO_RG-31

#PRTO_RG-31_Desert

^[RG-31s] are fast and powerful and can [withdraw] from combat if losing the fight (unless fighting another fast unit,
of course). With a movement rate of 10, regardless of terrain, they are ideal for quick strike/counterstrike insertion
actions.

^[RG-31s] can be [airlifted] and they can execute [amphibious assaults].


^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding tiles.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^A [RG-31] receives a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [RG-31].

^{Flavor Units:} This is the Malinese flavor unit of the $LINK<Humvee=PRTO_Humvee>.

#DESC_PRTO_RG-31_Desert

#PRTO_VAB6x6

^[VAB6x6s] are fast and powerful and can [withdraw] from combat if losing the fight (unless fighting another fast
unit, of course). With a movement rate of 10, regardless of terrain, they are ideal for quick strike/counterstrike
insertion actions.

^[VAB6x6s] can be [airlifted] and they can execute [amphibious assaults].

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding tiles.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^A [VAB6x6] receives a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [VAB6x6].

^{Flavor Units:} This is the French flavor unit of the $LINK<Humvee=PRTO_Humvee>.

#DESC_PRTO_VAB6x6
#PRTO_VTLM_Lince

^[Linces] are fast and powerful and can [withdraw] from combat if losing the fight (unless fighting another fast unit,
of course). With a movement rate of 10, regardless of terrain, they are ideal for quick strike/counterstrike insertion
actions.

^[Linces] can be [airlifted] and they can execute [amphibious assaults].

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding tiles.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^A [Lince] receives a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [Lince].

^{Flavor Units:} This is the Roman, Russian and Spanish flavor unit of the $LINK<Humvee=PRTO_Humvee>.

#DESC_PRTO_VTLM_Lince

#PRTO_PPS_15

^The [PPS-15 Radar] is a well-armored reconnaissance unit. It moves 4 tiles per turn regardless of terrain and has a
built in radar, allowing it to see 2 tiles away. It can also be [airlifted].

^This unit can also perform $LINK<Air Recon missions=GCON_Air_Missions>

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding tiles.

^[PPS-15 Radar] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.


#DESC_PRTO_PPS_15

#PRTO_Ninja

^A [Ninja] unit is essentially a spy, but different from the spies that civilizations send to infiltrate enemy cities. The
ninja is used to infiltrate enemy territory to investigate enemy troop movement and during war time to disrupt
enemy communications and destroy enemy infrastructure. They are [invisible,] remaining hidden from most units
and can be used to discover other invisible units. They also have [hidden nationality] meaning they can attack (or be
attacked) without a declaration of war.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Spy=PRTO_Spy>.

#DESC_PRTO_Ninja

^A Ninja is a member of a body of trained assassins in feudal Japan whose

martial-arts skills were greatly feared. Popular legend said that they

were able to make themselves invisible. Comes from the Japanese [ninjutsu]

- the art of invisibility.

#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 two units, though the $LINK<Pentagon=BLDG_Pentagon>
increases this limit to three, if you have built it.

^{Building an Army:} Armies can be built in cities that have the $LINK<Military Academy=BLDG_Military_Academy>
or a

$LINK<Leader=GCON_Leaders> in them. You can {only build one Army per two cities}. There are several other small
wonders which allow you to build armies.

^Armies are also created by the small wonder $LINK<Military Academy=BLDG_Military_Academy> every 30 turns.
^This is the first Army unit that can be built it holds two units and can attack multiple times.

^{In Battle} An army uses one, some, or all its internal units to fight a battle, depending upon the course of the fight.
Armies exert a $LINK<zone of control=GCON_ZOC>, can pillage terrain improvements and can also be Airlifted.

#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 supporting 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 body is

heavily scrutinized. Although an army can do considerable damage by themselves, they are more effective when
working in a coherent overall strategy.

#PRTO_Army_II

^Note: Not available at the moment

^An [Army] is a group of ordinary units that move and fight together. To form an army (2), you must build the Army
unit and then "load" other units into it. You can load up to three units, though the
$LINK<Pentagon=BLDG_Pentagon> increases this limit to four, if you have built it.

^{Building an Army} Armies can be built in cities that have the $LINK<Military Academy=BLDG_Military_Academy> or
a

$LINK<Leader=GCON_Leaders> in them. You can {only build one Army per two cities}.

^This is the second Army unit that can be built it holds three units and can attack multiple times.

^{In Battle} An army uses one, some, or all its internal units to fight a battle, depending upon the course of the fight.
Armies exert a $LINK<zone of control=GCON_ZOC>, can pillage terrain improvements and can also be Airlifted.

#DESC_PRTO_Army_II

^
^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 supporting 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 body is

heavily scrutinized. Although an army can do considerable damage by themselves, they are more effective when
working in a coherent overall strategy.

#PRTO_Army_III

^Note: Not available at the moment

^An [Army] is a group of ordinary units that move and fight together. To form an army (3), you must build the Army
unit and then "load" other units into it. You can load up to three units, though the
$LINK<Pentagon=BLDG_Pentagon> increases this limit to four, if you have built it.

^{Building an Army} Armies can be built in cities that have the $LINK<Military Academy=BLDG_Military_Academy> or
a

$LINK<Leader=GCON_Leaders> in them. You can {only build one Army per two cities}.

^This is the third Army unit that can be built it holds four units and can attack multiple times..

^{In Battle} An army uses one, some, or all its internal units to fight a battle, depending upon the course of the fight.
Armies exert a $LINK<zone of control=GCON_ZOC>, can pillage terrain improvements and can also be Airlifted.

#DESC_PRTO_Army_III

^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 supporting 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 body is

heavily scrutinized. Although an army can do considerable damage by themselves, they are more effective when
working in a coherent overall strategy.
#PRTO_Army_IV

^Note: Not available at the moment

^An [Army] is a group of ordinary units that move and fight together. To form an army (4), you must build the Army
unit and then "load" other units into it. You can load up to three units, though the
$LINK<Pentagon=BLDG_Pentagon> increases this limit to four, if you have built it.

^{Building an Army} Armies can be built in cities that have the $LINK<Military Academy=BLDG_Military_Academy> or
a

$LINK<Leader=GCON_Leaders> in them. You can {only build one Army per two cities}.

^This is the fourth Army unit that can be built it holds five units and can attack multiple times..

^{In Battle} An army uses one, some, or all its internal units to fight a battle, depending upon the course of the fight.
Armies exert a $LINK<zone of control=GCON_ZOC>, can pillage terrain improvements and can also be Airlifted.

#DESC_PRTO_Army_IV

^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 supporting 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 body is

heavily scrutinized. Although an army can do considerable damage by themselves, they are more effective when
working in a coherent overall strategy.

#PRTO_Leader

^[Leaders] can arise when an $LINK<elite unit=GCON_Experience> wins a battle. You may only have one military
and/or scientific $LINK<leader=GCON_Leaders> at any time. As long as one is still active, no other leaders [of that
type] will appear.
^

^The leader may be used either to create an $LINK<army=GCON_Armies> or to


$LINK<hurry=GCON_Hurry_Production> production in a city. When the leader does either of these things it
disappears.

^Leaders can also be airlifted to other cities or airports.

#DESC_PRTO_Leader

^Throughout history special individuals have come to prominence on the world stage. Each embodied in some way
the

ideals and dreams of their people, causing legions to follow their lead. These great leaders of mankind were capable

of feats that created benefits well beyond what they could achieve by themselves. On the battlefield, they inspired

their troops to conquer their fear and accomplish goals thought impossible. Within civilian society, these figures

corralled diverse goals and opinions into a powerful, unified focus. Once organized, these social entities became

capable of pushing their society steadily into the bright future they all hoped to visit.

; Foot Soldiers --------------------------------------------------------------

#PRTO_Warrior

^The [Warrior] is late Stone Age infantry, armed with stone axes and clubs. Ferocity is as much a weapon as the poor
tools that the Warrior fights with. They can also make [amphibious assaults,] attacking directly from a boat to a land
tile or a city, making them very efficient for surprise attacks.

^A [Warrior] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. The [Warrior] may


$LINK<enslave=GCON_Enslavement> enemy units.

^{Unique Units:} The $LINK<Aztecs=RACE_AZTECS> build $LINK<Jaguar Warriors=PRTO_Jaguar_Warrior> and the


$LINK<Inca=RACE_Inca> build $LINK<Inti Warriors=PRTO_Inti_Warrior> instead.
^

^$LINK<Trait Units=GCON_TSU>{:} Most $LINK<Militaristic=GCON_Strengths> Civilizations build the


$LINK<Champion=PRTO_Champion> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} $LINK<African Warrior=PRTO_African_Warrior>, $LINK<American


Warrior=PRTO_American_Warrior>,

$LINK<Jomon Warrior=PRTO_Jomon_Warrior>

#DESC_PRTO_Warrior

^The earliest military forces were simply the citizens of the city, armed with whatever implements they could use as

weapons. Although a militia made up of warriors was inexpensive, they were no match for organized armies.
Warriors

were usually used as stopgap measures while waiting for superior units to be trained, or to defend a city that had

been temporarily cut off from military support. In a crisis situation, an assembly of warriors is better than no

defense at all.

^In many ancient societies the young men were forced to learn the art of war. They were trained from their youth in

the tools of warfare and forced to pass through rights of initiation to prove their manhood. If they survived the

ordeal they were welcomed into the community and for their bravery and courage they were honored as champions.
These

young men were far superior to the common warrior and were often able to take on forces twice their numbers.

#PRTO_African_Warrior

^The [African Warrior] is late Stone Age infantry, armed with stone axes and clubs. Ferocity is as much a weapon as
the poor tools that the Warrior fights with. They can also make [amphibious assaults,] attacking directly from a boat
to a land tile or a city, making them very efficient for surprise attacks.

^An [African Warrior] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. The [African Warrior] may
$LINK<enslave=GCON_Enslavement> enemy units.

^
^{Unique Units:} The $LINK<Aztecs=RACE_AZTECS> build $LINK<Jaguar Warriors=PRTO_Jaguar_Warrior> and the
$LINK<Inca=RACE_Inca> build $LINK<Inti Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Trait Units=GCON_TSU>{:} Most $LINK<Militaristic=GCON_Strengths> African Civilizations build the


$LINK<African Champion=PRTO_African_Champion> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is an African flavor of the $LINK<Warrior=PRTO_Warrior>.

#DESC_PRTO_African_Warrior

^The earliest military forces were simply the citizens of the city, armed with whatever implements they could use as

weapons. Although a militia made up of warriors was inexpensive, they were no match for organized armies.
Warriors

were usually used as stopgap measures while waiting for superior units to be trained, or to defend a city that had

been temporarily cut off from military support. In a crisis situation, an assembly of warriors is better than no

defense at all.

^In many ancient societies the young men were forced to learn the art of war. They were trained from their youth in

the tools of warfare and forced to pass through rights of initiation to prove their manhood. If they survived the

ordeal they were welcomed into the community and for their bravery and courage they were honored as champions.
These

young men were far superior to the common warrior and were often able to take on forces twice their numbers.

#PRTO_American_Warrior

^The [American Warrior] is late Stone Age infantry, armed with stone axes and clubs. Ferocity is as much a weapon
as the poor tools that the Warrior fights with. They can also make [amphibious assaults,] attacking directly from a
boat to a land tile or a city, making them very efficient for surprise attacks.

^An [American Warrior] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. The [American Warrior]
may $LINK<enslave=GCON_Enslavement> enemy units.
^

^{Unique Units:} The $LINK<Aztecs=RACE_AZTECS> build $LINK<Jaguar Warriors=PRTO_Jaguar_Warrior> and the


$LINK<Inca=RACE_Inca> build $LINK<Inti Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Trait Units=GCON_TSU>{:} Most $LINK<Militaristic=GCON_Strengths> American Civilizations build the


$LINK<American Champion=PRTO_American_Champion> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is an American flavor of the $LINK<Warrior=PRTO_Warrior>.

#DESC_PRTO_American_Warrior

^The earliest military forces were simply the citizens of the city, armed with whatever implements they could use as

weapons. Although a militia made up of warriors was inexpensive, they were no match for organized armies.
Warriors

were usually used as stopgap measures while waiting for superior units to be trained, or to defend a city that had

been temporarily cut off from military support. In a crisis situation, an assembly of warriors is better than no

defense at all.

^In many ancient societies the young men were forced to learn the art of war. They were trained from their youth in

the tools of warfare and forced to pass through rights of initiation to prove their manhood. If they survived the

ordeal they were welcomed into the community and for their bravery and courage they were honored as champions.
These

young men were far superior to the common warrior and were often able to take on forces twice their numbers.

#PRTO_Jomon_Warrior

^The Jomon Warrior] is late Stone Age infantry, armed with stone axes and clubs. Ferocity is as much a weapon as
the poor tools that the Warrior fights with. They can also make [amphibious assaults,] attacking directly from a boat
to a land tile or a city, making them very efficient for surprise attacks.

^A [Jomon Warrior] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. The [Joman Warrior] may
$LINK<enslave=GCON_Enslavement> enemy units.
^

^{Unique Units:} The $LINK<Aztecs=RACE_AZTECS> build $LINK<Jaguar Warriors=PRTO_Jaguar_Warrior> and the


$LINK<Inca=RACE_Inca> build $LINK<Inti Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is an Asian flavor of the $LINK<Warrior=PRTO_Warrior>.

#DESC_PRTO_Jomon_Warrior

^The earliest military forces were simply the citizens of the city, armed with whatever implements they could use as

weapons. Although a militia made up of warriors was inexpensive, they were no match for organized armies.
Warriors

were usually used as stopgap measures while waiting for superior units to be trained, or to defend a city that had

been temporarily cut off from military support. In a crisis situation, an assembly of warriors is better than no

defense at all.

^In many ancient societies the young men were forced to learn the art of war. They were trained from their youth in

the tools of warfare and forced to pass through rights of initiation to prove their manhood. If they survived the

ordeal they were welcomed into the community and for their bravery and courage they were honored as champions.
These

young men were far superior to the common warrior and were often able to take on forces twice their numbers.

#PRTO_Jaguar_Warrior

^The [Aztec Jaguar Warrior] is a dangerous military unit. They are faster than normal warriors, and [capable of
attacking 2 times per turn]. They can also make [amphibious assaults,] attacking directly from a boat to a land tile or
a city, making them very efficient for surprise attacks. They are well adapted to $LINK<Forest=TERR_Forest> and
$LINK<Jungle=TERR_Jungle>, moving through it with the same speed as they would through grassland.

^Unlike regular Warriors, [Jaguar Warriors] suffer no $LINK<penalty to hit points=GCON_Experience>. The [Jaguar
Warrior] may $LINK<enslave=GCON_Enslavement> enemy units.

^
^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for the
$LINK<Aztecs=RACE_AZTECS>. Other nations build regular $LINK<Warriors=PRTO_Warrior> instead.

#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 when badly outnumbered.
Unstoppable against other warriors that they came across in the Americas, they were no match for the Spaniard
troops armed with guns and steel weaponry.

#PRTO_Man_at_arms

^The [Man at Arms] is early Renaissance infantry, armed with Swords and a pistol.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^The [Man at Arms] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Man at Arms].

#DESC_PRTO_Man_at_arms

#PRTO_Champion

^The [Champion] is a dangerous opponent in the early game, armed with axe and knife and the blessing of his spirit
totem. They can also make [amphibious assaults,] attacking directly from a boat to a land tile or a city, making them
very efficient for surprise attacks.

^
^A [Champion] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^$LINK<Trait Units=GCON_TSU>{:} This is the $LINK<Militaristic=GCON_Strengths> TSU that replaces the


$LINK<Warrior=PRTO_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} $LINK<African Champion=PRTO_African_Champion>, $LINK<American


Champion=PRTO_American_Champion>,

$LINK<Eagle Warrior=PRTO_Eagle_Warrior>

#DESC_PRTO_Champion

^ In many societies much store was placed in the ability of young man to be able to fight, and much time was spent
honing these skills in competitions between the young men. Those that came on top of these events were the
champions, far more adapt at the arts of war.

#PRTO_African_Champion

^The [African Champion] is a dangerous opponent in the early game, armed with axe and knife and the blessing of
his spirit totem. They can also make [amphibious assaults,] attacking directly from a boat to a land tile or a city,
making them very efficient for surprise attacks.

^An [African Champion] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^$LINK<Trait Units=GCON_TSU>{:} This is the $LINK<Militaristic=GCON_Strengths> TSU that replaces the


$LINK<African Warrior=PRTO_African_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Champion=PRTO_Champion>.

#DESC_PRTO_African_Champion
#PRTO_American_Champion

^The [American Champion] is a dangerous opponent in the early game, armed with axe and knife and the blessing of
his spirit totem. They can also make [amphibious assaults,] attacking directly from a boat to a land tile or a city,
making them very efficient for surprise attacks.

^An [American Champion] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^$LINK<Trait Units=GCON_TSU>{:} This is the $LINK<Militaristic=GCON_Strengths> TSU that replaces the


$LINK<American Warrior=PRTO_American_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Champion=PRTO_Champion>.

#DESC_PRTO_American_Champion

^ In many societies much store was placed in the ability of young man to be able to fight, and much time was spent
honing these skills in competitions between the young men. Those that came on top of these events were the
champions, far more adapt at the arts of war.

#PRTO_Eagle_Warrior

^The [Eagle Warrior] is late Stone Age infantry, armed with stone axes and clubs. Ferocity is as much a weapon as
the poor tools that the Warrior fights with. They can also make [amphibious assaults,] attacking directly from a boat
to a land tile or a city, making them very efficient for surprise attacks.

^An [Eagle Warrior] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^$LINK<Trait Units=GCON_TSU>{:} Most $LINK<Militaristic=GCON_Strengths> Amerindian Civilizations build the


$LINK<American Champion=PRTO_American_Champion> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Incan flavor of the $LINK<Champion=PRTO_Champion>.


#DESC_PRTO_Eagle_Warrior

^The earliest military forces were simply the citizens of the city, armed with whatever implements they could use as

weapons. Although a militia made up of warriors was inexpensive, they were no match for organized armies.
Warriors

were usually used as stopgap measures while waiting for superior units to be trained, or to defend a city that had

been temporarily cut off from military support. In a crisis situation, an assembly of warriors is better than no

defense at all.

^In many ancient societies the young men were forced to learn the art of war. They were trained from their youth in

the tools of warfare and forced to pass through rights of initiation to prove their manhood. If they survived the

ordeal they were welcomed into the community and for their bravery and courage they were honored as champions.
These

young men were far superior to the common warrior and were often able to take on forces twice their numbers.

#PRTO_Tribal_Guardsman

^The [Tribal Guardsman] is the first defensively skilled unit available. Tribal Guards are mature tribal members
sometimes armed with real weapons, and sometimes with tools or crude clubs. They can make [amphibious
assaults,] attacking directly from a boat to a land tile or a city. They provide adequate defense for a short period, but
should no longer be trained, once a civilization has knowledge of $LINK<Bronze Working=TECH_Bronze_Working>.

^A [Tribal Guardsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>.

^The [Tribal Guardsman] has no maintainence costs.

#DESC_PRTO_Tribal_Guardsman

#PRTO_Swordsman
^The [Swordsman] is the first effective unit of the Iron Age. They have a strong attack and can make [amphibious
assaults,] attacking directly from a boat to a land tile or a city.

^A [Swordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may


$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Swordsman].

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals>, and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

#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 axe had evolved into the sickle sword, a bronze sword with a curved,

concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first

because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of

medieval Europe.
#PRTO_Asian_Swordsman

^The [Asian Swordsman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^An [Asian Swordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Asian Swordsman].

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_Asian_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 axe had evolved into the sickle sword, a bronze sword with a curved,

concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first

because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of

medieval Europe.
#PRTO_African_Swordsman

^The [African Swordsman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^An [African Swordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [African Swordsman].

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_African_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 axe had evolved into the sickle sword, a bronze sword with a curved,

concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first

because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of
medieval Europe.

#PRTO_Amerindian_Swordsman

^The [Amerindian Swordsman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^An [Amerindian Swordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Amerindian Swordsman].

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Amerindian flavor of the $LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_Amerindian_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 axe had evolved into the sickle sword, a bronze sword with a curved,

concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first

because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of

medieval Europe.

#PRTO_Arabian_Swordsman

^The [Arabian Swordsman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^An [Arabian Swordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Arabian Swordsman].

^{Unique Units:} The $LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals>,


$LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Arabian flavor of the $LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_Arabian_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 axe had evolved into the sickle sword, a bronze sword with a curved,

concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first

because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of

medieval Europe.

#PRTO_Shang_Soldier

^The [Shang Soldier] is the first effective unit of the Iron Age. They have a strong attack and can make [amphibious
assaults,] attacking directly from a boat to a land tile or a city.

^A [Shang Soldier] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Shang Soldier].

^{Unique Units:} The $LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals>,


$LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Chinese flavor of the $LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_Shang_Soldier

^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 axe had evolved into the sickle sword, a bronze sword with a curved,

concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first
because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of

medieval Europe.

#PRTO_Mediterranean_Swordsman

^The [Mediterranean Swordsman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^A [Mediterranean Swordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Mediterranean Swordsman].

^{Unique Units:} The $LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals>,


$LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Mediterranean flavor of the


$LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_Mediterranean_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 axe had evolved into the sickle sword, a bronze sword with a curved,

concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first

because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of

medieval Europe.

#PRTO_Legionary

^The [Roman Legionary] is a highly-skilled iron-age unit, better defensively than the regular
$LINK<Swordsman=PRTO_Swordsman>. They can make [amphibious assaults,] attacking directly from a boat to a
land tile or a city. Unlike regular Swordsmen, [Legionary] suffer no $LINK<penalty to hit points=GCON_Experience>.
This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A Roman city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Legionary.]

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Rome=RACE_ROMANS>. Other nations build $LINK<Swordsmen=PRTO_Swordsman>. Unlike other military
units it can build roads and forts.

^{Other unique Units:} The $LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals>, the


$LINK<Siamese=RACE_Siam> build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead and the
$LINK<Celts=RACE_Celts> build $LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

#DESC_PRTO_Legionary

^The Roman Legions, created during the early wars of the Republic and tested during the three Punic Wars against

Carthage, were the fighting force that conquered and held the Roman Empire together for five centuries. Each legion
was

composed of 6000 men, divided into 60 smaller groups known as centuries, of unsurprisingly 100 men. Nearly
unstoppable on the attack, the legion
was relatively weak on defense. The legion's demise as a military unit was accelerated by the destruction of Emperor

Valens' army by gothic knights in the fourth century.

#PRTO_Gallic_Swordsman

^[Gallic Swordsmen] are powerful attackers, moving twice as fast as regular Swordsmen. They can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^Unlike regular Swordsmen, [Gallic Swordsmen] suffer no $LINK<penalty to hit points=GCON_Experience>. This unit
may $LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A Celtic city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Gallic Swordsman.]

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for the
$LINK<Celts=RACE_Celts>. Other nations build regular $LINK<Swordsmen=PRTO_Swordsman>.

^{Other unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals>, the $LINK<Siamese=RACE_Siam> build
$LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman>.

#DESC_PRTO_Gallic_Swordsman

^While the bulk of a Celtic army would typically consist of poorly armored spearmen, it was the warrior nobles

who wielded swords that were the most feared. These Gallic Swordsmen were wealthier than their peers, and could

afford to equip themselves not only with their slashing and stabbing sword, but also with a helmet and

shield. They often charged into battle bare-chested or completely naked, occasionally wearing vividly patterned

pants or cloaks. Similar to the Viking Berserker, Gallic Swordsman began their battles by viciously taunting

their enemies, followed by a mad rush against enemy lines. Celtic warriors were also known to serve as

mercenaries to numerous armies of the classical period. The best-known instance of this is when Celtic

mercenaries joined Hannibal in his invasion of Italy during the 2nd Punic War, contributing to victories against

Rome.
#PRTO_Eastern_Swordsman

^The [Eastern Swordsman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^An [Eastern Swordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Eastern Swordsman].

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead and the $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Eastern flavor of the $LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_Eastern_Swordsman

#PRTO_Siamese_Swordsman

^[Siamese Swordsmen] are powerful attackers, better than any other of the early iron-age units. They can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^Unlike regular Swordsmen, [Siamese Swordsmen] suffer no $LINK<penalty to hit points=GCON_Experience>. This
unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A Siamese city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Siamese Swordsman.]

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Siam=RACE_Siam>. Other nations build regular $LINK<Swordsmen=PRTO_Swordsman>.

^
^{Other unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the
$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals> and the $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

#DESC_PRTO_Siamese_Swordsman

#PRTO_Frankish_Axeman

^The [Frankish Axeman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^A [Frankish Axeman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Frankish Axeman].

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals>, the $LINK<Siamese=RACE_Siam> build
$LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build $LINK<Gallic
Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_Frankish_Axeman

#PRTO_Pictish_Swordsman

^The [Pictish Swordsman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^A [Pictish Swordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Pictish Swordsman].
^

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals>, the $LINK<Siamese=RACE_Siam> build
$LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead and the $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the English flavor of the $LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_Pictish_Swordsman

#PRTO_Viking_Swordsman

^The [Viking Swordsman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^A [Viking Swordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Viking Swordsman].

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Viking flavor of the $LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_Viking_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 axe had evolved into the sickle sword, a bronze sword with a curved,

concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first

because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of

medieval Europe.

#PRTO_Assyrian_Swordsman

^The [Assyrian Swordsman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^An [Assyrian Swordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Assyrian Swordsman].

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Babylonian flavor of the $LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_Assyrian_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 axe had evolved into the sickle sword, a bronze sword with a curved,
concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first

because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of

medieval Europe.

#PRTO_Egyptian_Swordsman

^The [Egyptian Swordsman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^An [Egyptian Swordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Egyptian Swordsman].

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Egyptian flavor of the $LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_Egyptian_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 axe had evolved into the sickle sword, a bronze sword with a curved,

concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first

because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of

medieval Europe.

#PRTO_Carthaginian_Swordsman

^The [Carthaginian Swordsman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^A [Carthaginian Swordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Carthaginian Swordsman].

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Carthaginian flavor of the $LINK<Swordsman=PRTO_Swordsman>.


#DESC_PRTO_Carthaginian_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 axe had evolved into the sickle sword, a bronze sword with a curved,

concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first

because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of

medieval Europe.

#PRTO_Iberian_Swordsman

^The [Iberian Swordsman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^An [Iberian Swordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Iberian Swordsman].

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the Iberian flavor of the $LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_Iberian_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 axe had evolved into the sickle sword, a bronze sword with a curved,

concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first

because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of

medieval Europe.

#PRTO_Russian_Swordsman

^The [Russian Swordsman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^A [Russian Swordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Russian Swordsman].

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_Russian_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 axe had evolved into the sickle sword, a bronze sword with a curved,

concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first

because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of

medieval Europe.

#PRTO_Mongolian_Swordsman

^The [Mongolian Swordsman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^A [Mongolian Swordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Mongolian Swordsman].
^

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Mongolian flavor of the $LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_Mongolian_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 axe had evolved into the sickle sword, a bronze sword with a curved,

concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first

because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of

medieval Europe.

#PRTO_Tulwar_Warrior

^The [Tulwar Warrior] is the first effective unit of the Iron Age. They have a strong attack and can make [amphibious
assaults,] attacking directly from a boat to a land tile or a city.

^A [Tulwar Warrior] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^
^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box
to build the [Tulwar Warrior].

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian flavor of the $LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_Tulwar_Warrior

^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 axe had evolved into the sickle sword, a bronze sword with a curved,

concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first

because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of

medieval Europe.

#PRTO_Polynesian_Swordsman

^The [Polynesian Swordsman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^
^A [Polynesian Swordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Polynesian Swordsman].

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Polynesian flavor of the $LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_Polynesian_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 axe had evolved into the sickle sword, a bronze sword with a curved,

concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first

because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of

medieval Europe.

#PRTO_MesoSwordsman
^The [MesoSwordsman] is the first effective unit of the Iron Age. They have a strong attack and can make
[amphibious assaults,] attacking directly from a boat to a land tile or a city.

^A [MesoSwordsman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may


$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [MesoSwordsman].

^{Unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals> and the $LINK<Siamese=RACE_Siam>
build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead. The $LINK<Celts=RACE_Celts> build
$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Mesoamerican flavor of the


$LINK<Swordsman=PRTO_Swordsman>.

#DESC_PRTO_MesoSwordsman

^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 axe had evolved into the sickle sword, a bronze sword with a curved,

concave blade and a straight, thickened handle. Bronze swords with straight 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 antiquity and classical times tended to be relatively short, at first

because they were made of bronze and later because 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, the long slashing sword of the barbarians and forerunner of the great broadswords
of

medieval Europe.
#PRTO_Immortals

^The [Persian Immortals] are highly-trained and skilled swordsmen that are excellent attackers and defenders in the
ancient era. They can also make [amphibious assaults,] attacking directly from a boat to a land tile or a city.

^Unlike regular Swordsmen, [Persian Immortals] suffer no $LINK<penalty to hit points=GCON_Experience>. This unit
may $LINK<enslave=GCON_Enslavement> enemy units. Immortals are able to fire off a $LINK<defensive
volley=GCON_Bomb_Expand> when attacked, which may completely kill low-health attackers.

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Persia=RACE_PERSIAN>. Other nations build $LINK<Swordsmen=PRTO_Swordsman> instead.

^{Other unique Units:} The $LINK<Romans=RACE_ROMANS> build $LINK<Legionary=PRTO_Legionary>, the


$LINK<Siamese=RACE_Siam> build $LINK<Siamese Swordsmen=PRTO_Siamese_Swordsman> instead and the
$LINK<Celts=RACE_Celts> build $LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> as well. These become available
with Iron Working.

#DESC_PRTO_Immortals

^The Immortals were a strong corps of heavy infantry deployed by the Persian Empire in the fifth century BC. Gifted

soldiers, they drew their moniker from the fact that regardless of the casualties sustained in battle, the unit was

restored to full strength, no matter the cost. Equipped with bow and spear, the front rank would advance upon the
enemy

while rear ranks rained arrows to ease the assault.

#PRTO_Longswordsman

^Typically acting as the standard foot-soldiers of the Middle Ages, [Medieval Infantry] are skilled warriors who are
suitable for dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Medieval Infantry].
^

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Berserk=PRTO_Berserk>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

#DESC_PRTO_Longswordsman

^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both

piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first

by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures

of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military

weapon until the advent of gunpowder.

#PRTO_Bushi

^Typically acting as the standard foot-soldiers of the Middle Ages, [Bushi] are skilled warriors who are suitable for
dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Bushi].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Medieval


Infantry=PRTO_Longswordsman>.
#DESC_PRTO_Bushi

#PRTO_Celtic_Claymore

^Typically acting as the standard foot-soldiers of the Middle Ages, [Celtic Claymores] are skilled warriors who are
suitable for dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Celtic Claymore].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Celtic flavor of the $LINK<Medieval


Infantry=PRTO_Longswordsman>.

#DESC_PRTO_Celtic_Claymore

#PRTO_Chinese_Medieval_Infantry

^Typically acting as the standard foot-soldiers of the Middle Ages, [Chinese Medieval Infantry] are skilled warriors
who are suitable for dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Chinese Medieval Infantry].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the Chinese flavor of the $LINK<Medieval
Infantry=PRTO_Longswordsman>.

#DESC_PRTO_Chinese_Medieval_Infantry

^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both

piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first

by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures

of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military

weapon until the advent of gunpowder.

#PRTO_English_Footknight

^Typically acting as the standard foot-soldiers of the Middle Ages, [English Footknights] are skilled warriors who are
suitable for dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [English Footknight].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the English flavor of the $LINK<Medieval


Infantry=PRTO_Longswordsman>.

#DESC_PRTO_English_Footknight

^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both
piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first

by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures

of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military

weapon until the advent of gunpowder.

#PRTO_French_Footknight

^Typically acting as the standard foot-soldiers of the Middle Ages, [French Footknights] are skilled warriors who are
suitable for dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [French Footknight].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Medieval


Infantry=PRTO_Longswordsman>.

#DESC_PRTO_French_Footknight

^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both

piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first

by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures

of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military
weapon until the advent of gunpowder.

#PRTO_Spanish_Footknight

^Typically acting as the standard foot-soldiers of the Middle Ages, [Spanish Footknights] are skilled warriors who are
suitable for dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Spanish Footknight].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Spanish flavor of the $LINK<Medieval


Infantry=PRTO_Longswordsman>.

#DESC_PRTO_Spanish_Footknight

^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both

piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first

by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures

of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military

weapon until the advent of gunpowder.

#PRTO_Teutonic_Footknight

^
^Typically acting as the standard foot-soldiers of the Middle Ages, [Teutonic Footknights] are skilled warriors who
are suitable for dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Teutonic Footknight].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Medieval


Infantry=PRTO_Longswordsman>.

#DESC_PRTO_Teutonic_Footknight

^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both

piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first

by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures

of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military

weapon until the advent of gunpowder.

#PRTO_Russian_Footknight

^Typically acting as the standard foot-soldiers of the Middle Ages, [Russian Footknights] are skilled warriors who are
suitable for dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Russian Footknight].

^
^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the
$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Medieval


Infantry=PRTO_Longswordsman>.

#DESC_PRTO_Russian_Footknight

^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both

piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first

by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures

of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military

weapon until the advent of gunpowder.

#PRTO_Byzantine_Footknight

^Typically acting as the standard foot-soldiers of the Middle Ages, [Byzantine Footknights] are skilled warriors who
are suitable for dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Byzantine Footknight].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Greek flavor of the $LINK<Medieval


Infantry=PRTO_Longswordsman>.
#DESC_PRTO_Byzantine_Footknight

^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both

piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first

by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures

of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military

weapon until the advent of gunpowder.

#PRTO_Arabic_Footknight

^Typically acting as the standard foot-soldiers of the Middle Ages, [Arabic Footknights] are skilled warriors who are
suitable for dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Arabic Footknight].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Arabic flavor of the $LINK<Medieval


Infantry=PRTO_Longswordsman>.

#DESC_PRTO_Arabic_Footknight

^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both

piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first
by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures

of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military

weapon until the advent of gunpowder.

#PRTO_Mongol_Footknight

^Typically acting as the standard foot-soldiers of the Middle Ages, [Mongol Footknights] are skilled warriors who are
suitable for dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Mongol Footknight].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Mongol flavor of the $LINK<Medieval


Infantry=PRTO_Longswordsman>.

#DESC_PRTO_Mongol_Footknight

^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both

piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first

by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures

of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military

weapon until the advent of gunpowder.


#PRTO_Hindu_Swordsman

^Typically acting as the standard foot-soldiers of the Middle Ages, [Hindu Swordsmen] are skilled warriors who are
suitable for dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Hindu Swordsman].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian flavor of the $LINK<Medieval


Infantry=PRTO_Longswordsman>.

#DESC_PRTO_Hindu_Swordsman

^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both

piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first

by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures

of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military

weapon until the advent of gunpowder.

#PRTO_Gaya_Footknight

^Typically acting as the standard foot-soldiers of the Middle Ages, [Gaya Footknights] are skilled warriors who are
suitable for dispatching ancient-era units and civilizations.
^

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Gaya Footknight].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Korean flavor of the $LINK<Medieval


Infantry=PRTO_Longswordsman>.

#DESC_PRTO_Gaya_Footknight

^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both

piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first

by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures

of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military

weapon until the advent of gunpowder.

#PRTO_Perwira

^Typically acting as the standard foot-soldiers of the Middle Ages, [Perwiras] are skilled warriors who are suitable for
dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Perwira].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.
^

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Polynesian flavor of the $LINK<Medieval


Infantry=PRTO_Longswordsman>.

#DESC_PRTO_Perwira

^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both

piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first

by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures

of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military

weapon until the advent of gunpowder.

#PRTO_Eagle_Swordsman

^Typically acting as the standard foot-soldiers of the Middle Ages, [Eagle Swordsmen] are skilled warriors who are
suitable for dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Eagle Swordsman].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Aztec flavor of the $LINK<Medieval


Infantry=PRTO_Longswordsman>.

#DESC_PRTO_Eagle_Swordsman

^
^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both

piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first

by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures

of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military

weapon until the advent of gunpowder.

#PRTO_Lion_Warrior

^Typically acting as the standard foot-soldiers of the Middle Ages, [Lion Warriors] are skilled warriors who are
suitable for dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Lion Warrior].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Medieval


Infantry=PRTO_Longswordsman>.

#DESC_PRTO_Lion_Warrior

^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both

piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first

by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures
of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military

weapon until the advent of gunpowder.

#PRTO_Native_Brave

^Typically acting as the standard foot-soldiers of the Middle Ages, [Native Braves] are skilled warriors who are
suitable for dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Native Brave].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American, Sioux and Iroquois flavor of the $LINK<Medieval
Infantry=PRTO_Longswordsman>.

#DESC_PRTO_Native_Brave

^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both

piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first

by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures

of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military

weapon until the advent of gunpowder.

#PRTO_Janissary
^

^Typically acting as the standard foot-soldiers of the Middle Ages, [Janissary] are skilled warriors who are suitable for
dispatching ancient-era units and civilizations.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Janissary].

^{Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman>, the


$LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi>, the $LINK<Inca=RACE_Inca> build
$LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Ottoman flavor of the $LINK<Medieval


Infantry=PRTO_Longswordsman>.

#DESC_PRTO_Janissary

^The Longsword represents the culmination of infantry weapon development in antiquity. It was designed for both

piercing and slashing, combining the best of both the short and broad swords. The long sword was made possible
first

by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development
of

long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures

of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important
military

weapon until the advent of gunpowder.

#PRTO_Norse_Axeman

^The [Norse Axeman] replace the $LINK<Medieval Infantry=PRTO_Longswordsman> for the


$LINK<Viking=RACE_Vikings> civilization, and they are able to make amphibious attacks.

^The [Norse Axeman] receives a 1-point $LINK<bonus to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units, resulting in a $LINK<Berserk=PRTO_Berserk>.
^

^{Unique Units:} While this is a unique unit for the $LINK<Vikings=RACE_Vikings>, it may not $LINK<trigger a golden
age=GCON_Golden_Age> by itself. Other nations build $LINK<Medieval Infantry=PRTO_Longswordsman> instead.

^{Other Unique Units:} The $LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi> and the


$LINK<Inca=RACE_Inca> build $LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

#PRTO_Impi

^The [Impi] replace $LINK<Medieval Infantry=PRTO_Longswordsman> for the $LINK<Zulu=RACE_ZULU> civilization,


and they are perhaps the first "Armors", with the ability to [attack twice in the same turn.] They are also fast
defenders that will [withdraw] from combat if they are losing (unless fighting another fast unit).

^The [Impi] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for the
$LINK<Zulu=RACE_ZULU>. Other nations build $LINK<Medieval Infantry=PRTO_Longswordsman> instead.

^{Other Unique Units:} The $LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman> and


the $LINK<Inca=RACE_Inca> build $LINK<Inti_Warriors=PRTO_Inti_Warrior> instead.

#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) and 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 foe from behind. A reserve, known as the "loins," was

seated nearby, with its back to the battle so as not to become unduly

excited, and could be sent to reinforce any part of the ring if the

enemy threatened to break out. Besides 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.

#PRTO_Inti_Warrior

^The [Incan Inti Warrior] replace the $LINK<Medieval Infantry=PRTO_Longswordsman>.for the


$LINK<Inca=RACE_Inca> race. It is middle Age infantry. They are faster than normal warriors. Also, they are skilled at
crossing $LINK<Mountains=TERR_Mountains> and $LINK<Hills=TERR_Hills>, suffering no movement penalty from
those terrains.

^The [Inti Warrior] may $LINK<enslave=GCON_Enslavement> enemy units.

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for the
$LINK<Inca=RACE_Inca>. Other nations build regular $LINK<Medieval Infantry=PRTO_Longswordsman> instead.

^{Other Unique Units:} The $LINK<Zulu=RACE_ZULU> build $LINK<Impi=PRTO_Impi> and the


$LINK<Vikings=RACE_Vikings> build $LINK<Norse Axeman=PRTO_Norse_Axeman> instead.

#DESC_PRTO_Inti_Warrior

#PRTO_Spearman

^
^[Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer>, and the
$LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman> instead.

#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. Bronze spearheads

closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest

significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian

spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of

antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor

and other weapons of shock combat (notably the sword and mounted

troops) improved, spear shafts were made longer and the use of

spearmen became increasingly specialized. The Greek hoplite's spear

was 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_European_Spearman

^[European Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer>, and the
$LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Spanish flavor of the $LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_European_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. Bronze spearheads

closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest

significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian

spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of

antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor

and other weapons of shock combat (notably the sword and mounted

troops) improved, spear shafts were made longer and the use of

spearmen became increasingly specialized. The Greek hoplite's spear

was 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_Germanic_Spearman

^[Germanic Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer>, and the
$LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_Germanic_Spearman

^Men with pointy sticks -- fire-hardened at first, later with bronze and iron spearheads -- were the first capable
defenders of human settlings all over the world. But nowhere else was the use of spears so characteristic of a people
than in a group of primarily Scandinavian tribes who even derived their name from it. A [Ger] is nothing but the
typical javelin, and [Ger-man] is thus a "man with a spear." That may sound redundant to our ears, but consider that
the term was already used by the Romans; in fact, the word "Ger" can still be found as part of many European first
names, like Roger [("hroud" = fame)] or Gerald [("waltan" = to rule)].

^Since mining and metal-working were not very advanced, the spear was the main Germanic weapon for centuries.
The Germanic tribes slowly expanded into Central and Eastern Europe until around 300 AD; they were known as
competent soldiers, often serving the Romans as allies or mercenaries. The invasion of nomadic tribes from the
Central Asian plains, namely the Huns, in their territory finally caused the Great Migration, resulting in the Fall of the
Roman Empire.

^Germanic tribes from Northern Germany are famous for being the only ones to ever defeat and totally annihilate a
Roman Legion during the height of the Roman power, but it deserves to be mentioned that the so-called Battle at
the Teutoburger Wald in 9 AD was in fact an ambush on favorable terrain. The Germanic leader Arminius was a
former Roman mercenary familiar with their tactics, and the battle resulted in the withdrawal of all Roman forces
out of the Cheruscian territory to the Rhine border. Afterwards, Rome simply saw no benefit in controlling that
uncivilized and hostile forested region…
#PRTO_African_Spearman

^[African Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer>,

and the $LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman>


instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Zulu and Malinese flavor of the


$LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_African_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. Bronze spearheads

closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest

significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian

spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of

antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor

and other weapons of shock combat (notably the sword and mounted

troops) improved, spear shafts were made longer and the use of
spearmen became increasingly specialized. The Greek hoplite's spear

was 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_Arabian_Spearman

^[Arabian Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer> and the
$LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Arabian flavor of the $LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_Arabian_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. Bronze spearheads

closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest

significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian

spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of


antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor

and other weapons of shock combat (notably the sword and mounted

troops) improved, spear shafts were made longer and the use of

spearmen became increasingly specialized. The Greek hoplite's spear

was 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_Eastern_Spearman

^[Eastern Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer> and the
$LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Babylonian, Ottoman, and Arabic flavor of the
$LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_Eastern_Spearman

#PRTO_Otomo_Spearman

^[Otomo Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^
^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the
$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer> and the
$LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_Otomo_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. Bronze spearheads

closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest

significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian

spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of

antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor

and other weapons of shock combat (notably the sword and mounted

troops) improved, spear shafts were made longer and the use of

spearmen became increasingly specialized. The Greek hoplite's spear

was 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_Amerindian_Spearman

^
^[Amerindian Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the
most determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious
assaults,] attacking directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer> and the
$LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Amerindian flavor of the $LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_Amerindian_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. Bronze spearheads

closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest

significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian

spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of

antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor

and other weapons of shock combat (notably the sword and mounted

troops) improved, spear shafts were made longer and the use of

spearmen became increasingly specialized. The Greek hoplite's spear

was 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_Scutatio

^[Scutatio] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most determined
attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,] attacking
directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer> and the
$LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_Scutatio

#PRTO_Qin_Spearman

^[Qin Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer> and the
$LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Chinese flavor of the $LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_Qin_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. Bronze spearheads


closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest

significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian

spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of

antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor

and other weapons of shock combat (notably the sword and mounted

troops) improved, spear shafts were made longer and the use of

spearmen became increasingly specialized. The Greek hoplite's spear

was 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_Javelineer

^[Ethiopian Javelineers] are skilled defenders of the Bronze Age. Similar to ordinary
$LINK<Spearmen=PRTO_Spearman>, but with far-reaching javelins that are able to efficiently wear down the
opponents before melee combat has begun through $LINK<defensive bombardment=GCON_Bomb_Expand>. This
bombardment may completely kill low-health attackers.

^They can also make [amphibious assaults,] attacking directly from a boat to a land tile or a city.

^A [Javelineer] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Ethiopoia=RACE_Ethiopia>. Other nations build $LINK<Spearmen=PRTO_Spearman> instead.

^
^{Other Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, and the
$LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman> instead.

#DESC_PRTO_Javelineer

#PRTO_Hoplite

^Second only to the $LINK<Numidian Spearman=PRTO_Libyan_Spearman> in the ancient era, the [Greek Hoplite]
can dominate the Bronze Age world. They can also make [amphibious assaults,] attacking directly from a boat to a
land tile or a city.

^A [Hoplite] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Greece=RACE_GREEKS>. Other nations build $LINK<Spearmen=PRTO_Spearman> instead.

^{Other Unique Units:} The $LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer> and the


$LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman> instead.

#DESC_PRTO_Hoplite

^Hoplites were well-trained citizen-soldiers of ancient Greece. Armed with spears 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 citizen-soldiers, move and attack in unison scattering less densely

organized enemy forces. This tactic worked well, but broke down when facing more mobile and well-trained
professional

soldiers. The Roman legions victory over the Macedonian phalanx at Pydna in 168 BC effectively ended the Hoplite's

battlefield usefulness.
#PRTO_Libyan_Spearman

^[Numidian Spearmen] replace $LINK<spearmen=PRTO_Spearman> as the first and best defensive units of the
Bronze Age for the $LINK<Carthaginians=RACE_Carthaginians>. They can also make [amphibious assaults,] attacking
directly from a boat to a land tile or a city.

^A [Numidian Spearmen] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for the
$LINK<Carthaginians=RACE_Carthaginians>. Other nations build $LINK<Spearmen=PRTO_Spearman> instead.

^{Other Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer>, instead.

#DESC_PRTO_Libyan_Spearman

^Carthage maintained a monopoly of trade from the 6th to 3rd century BC by sinking all intruders and exacting

recognition of its position from neighboring Mediterranean states. This wealth was attested by the vast

mercenary armies it was able to maintain with a mintage of gold coins far exceeding that known for any other

advanced state of its time. While frequently led by Carthaginian soldiers, the majority of the Carthaginian

armies was comprised of mercenaries. Celts and Iberians contributed large numbers of infantry and horsemen, but

Numidian Infantry dominated their ranks. These Numidian mercenaries were equipped with loot from assorted

engagements against Rome, and were generally regarded as capable soldiers and spearmen.

#PRTO_Hindu_Spearman

^[Hindu Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.
^

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer>,

and the $LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman>


instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian flavor of the $LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_Hindu_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. Bronze spearheads

closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest

significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian

spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of

antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor

and other weapons of shock combat (notably the sword and mounted

troops) improved, spear shafts were made longer and the use of

spearmen became increasingly specialized. The Greek hoplite's spear

was 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_Mongolian_Spearman

^[Mongolian Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the
most determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious
assaults,] attacking directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer>,

and the $LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman>


instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Mongolian flavor of the $LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_Mongolian_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. Bronze spearheads

closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest

significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian

spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of

antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor

and other weapons of shock combat (notably the sword and mounted

troops) improved, spear shafts were made longer and the use of

spearmen became increasingly specialized. The Greek hoplite's spear

was 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_Assyrian_Spearman

^[Assyrian Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer>,

and the $LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman>


instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Assyrian flavor of the $LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_Assyrian_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. Bronze spearheads

closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest

significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian

spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of

antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor
and other weapons of shock combat (notably the sword and mounted

troops) improved, spear shafts were made longer and the use of

spearmen became increasingly specialized. The Greek hoplite's spear

was 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_Egyptian_Spearman

^[Egyptian Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer>,

and the $LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman>


instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Egyptian flavor of the $LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_Egyptian_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. Bronze spearheads

closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest

significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian


spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of

antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor

and other weapons of shock combat (notably the sword and mounted

troops) improved, spear shafts were made longer and the use of

spearmen became increasingly specialized. The Greek hoplite's spear

was 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_Gallic_Spearman

^[Gallic Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer>,

and the $LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman>


instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French and Celtic flavor of the $LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_Gallic_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. Bronze spearheads

closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest
significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian

spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of

antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor

and other weapons of shock combat (notably the sword and mounted

troops) improved, spear shafts were made longer and the use of

spearmen became increasingly specialized. The Greek hoplite's spear

was 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_Briton_Spearman

^[African Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer>,

and the $LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman>


instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor of the $LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_Briton_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. Bronze spearheads

closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest

significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian

spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of

antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor

and other weapons of shock combat (notably the sword and mounted

troops) improved, spear shafts were made longer and the use of

spearmen became increasingly specialized. The Greek hoplite's spear

was 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_Northern_Spearman

^[Northern Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer>,

and the $LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman>


instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Viking flavor of the $LINK<Spearmen=PRTO_Spearman>.


#DESC_PRTO_Northern_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. Bronze spearheads

closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest

significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian

spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of

antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor

and other weapons of shock combat (notably the sword and mounted

troops) improved, spear shafts were made longer and the use of

spearmen became increasingly specialized. The Greek hoplite's spear

was 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_Russian_Spearman

^[Russian Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^
^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the
$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer>,

and the $LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman>


instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_Russian_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. Bronze spearheads

closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest

significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian

spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of

antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor

and other weapons of shock combat (notably the sword and mounted

troops) improved, spear shafts were made longer and the use of

spearmen became increasingly specialized. The Greek hoplite's spear

was 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_Koori_Spearman
^

^[Koori Spearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer>,

and the $LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman>


instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Polynesian flavor of the $LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_Koori_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. Bronze spearheads

closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest

significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian

spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of

antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor

and other weapons of shock combat (notably the sword and mounted

troops) improved, spear shafts were made longer and the use of

spearmen became increasingly specialized. The Greek hoplite's spear

was 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_MesoSpearman

^[MesoSpearmen] are defensive units of the Bronze Age. Ideal for guarding settlements against all but the most
determined attacks, spearmen are often the backbone of an early civilization. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^{Unique Units:} The $LINK<Greeks=RACE_GREEKS> build $LINK<Hoplites=PRTO_Hoplite>, the


$LINK<Ethiopians=RACE_Ethiopia> build $LINK<Javelineers=PRTO_Javelineer>,

and the $LINK<Carthaginians=RACE_Carthaginians> build $LINK<Numidian Spearmen=PRTO_Libyan_Spearman>


instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Mesoamerican flavor of the $LINK<Spearmen=PRTO_Spearman>.

#DESC_PRTO_MesoSpearman

^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. Bronze spearheads

closely followed the development of alloys hard enough to keep a

cutting edge and represented, with the war axe, the earliest

significant military application of bronze. Spearheads were also among

the earliest militarily significant applications of iron, no doubt

because existing patterns could be directly extrapolated from bronze

to iron. Though the hafting is quite different, bronze Sumerian

spearheads of the 3rd millennium BC differ only marginally in shape

from the leaf-shaped spearheads of classical Greece. The spears of

antiquity were relatively short, commonly less than the height of the

warrior, and typically were wielded with one hand. As defensive armor

and other weapons of shock combat (notably the sword and mounted
troops) improved, spear shafts were made longer and the use of

spearmen became increasingly specialized. The Greek hoplite's spear

was 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, but is a very poor offensive unit.

^{Requires:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} $LINK<Ashigaru Pikemen=PRTO_Ashigaru_Pikeman>, $LINK<Arabian


Pikeman=PRTO_Arabian_Pikeman>, and Aztec and Incan $LINK<Eagle Knight=PRTO_Eagle_Knight>.

#DESC_PRTO_Pikeman

^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by
military conquest based on these superior tactics.

#PRTO_Ashigaru_Pikeman

^The [Ashigaru Pikeman] is an excellent defender, but is a very poor offensive unit.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Ashigaru Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_Ashigaru_Pikeman

^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.

#PRTO_Arabian_Pikeman

^
^The [Arabian Pikeman] is an excellent defender, but is a very poor offensive unit.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Arabian Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Arabian flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_Arabian_Pikeman

^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.

#PRTO_Eagle_Knight

^The [Eagle Knight] is an excellent defender, but is a very poor offensive unit.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Eagle Knight].

^
^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Aztec and Incan flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_Eagle_Knight

^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.

#PRTO_Ghurka

^Tibetan [Ghurka] are equally trained for offense and defense. Also, they are skilled at crossing mountains and hills,
suffering no movement penalty from those terrains.

^{Requirements:} A Tibetan city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Ghurka].

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Tibet=RACE_Tibet>. Other nations build $LINK<Pikeman=PRTO_Pikeman> instead.

#DESC_PRTO_Ghurka
#PRTO_Eastern_Pikeman

^The [Eastern Pikeman] is an excellent defender, but is a very poor offensive unit.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Ashigaru Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Eastern flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_Eastern_Pikeman

#PRTO_African_Pikeman

^The [African Pikeman] is an excellent defender, but is a very poor offensive unit.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [African Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_African_Pikeman

^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.

#PRTO_Carthaginian_Pikeman

^The [Carthaginian Pikeman] is an excellent defender, but is a very poor offensive unit.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Carthaginian Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Carthaginian flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_Carthaginian_Pikeman

^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.

#PRTO_Chinese_Pikeman

^The [Chinese Pikeman] is an excellent defender, but is a very poor offensive unit.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Chinese Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Chinese flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_Chinese_Pikeman

^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.


#PRTO_English_Pikeman

^The [English Pikeman] is an excellent defender, but is a very poor offensive unit.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [English Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the English flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_English_Pikeman

^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.

#PRTO_French_Pikeman

^The [French Pikeman] is an excellent defender, but is a very poor offensive unit.

^
^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box
to build the [French Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_French_Pikeman

^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.

#PRTO_Indian_Pikeman

^The [Indian Pikeman] is an excellent defender, but is a very poor offensive unit.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Indian Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_Indian_Pikeman

^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.

#PRTO_Italian_Pikeman

^The [Italian Pikeman] is an excellent defender, but is a very poor offensive unit.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Italian Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Italian flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_Italian_Pikeman

^The growing deployment of knights on the battlefield demanded that


foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.

#PRTO_Mongolian_Pikeman

^The [Mongolian Pikeman] is an excellent defender, but is a very poor offensive unit.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Mongolian Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Mongolian flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_Mongolian_Pikeman

^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.

#PRTO_Russian_Pikeman

^The [Russian Pikeman] is an excellent defender, but is a very poor offensive unit.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Russian Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_Russian_Pikeman

^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.


#PRTO_Samguk_Pikeman

^The [Samguk Pikeman] is an excellent defender, but is a very poor offensive unit.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Samguk Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Korean flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_Samguk_Pikeman

^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.

#PRTO_Scandinavian_Pikeman

^The [Scandinavian Pikeman] is an excellent defender, but is a very poor offensive unit.
^

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Scandinavian Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Viking flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_Scandinavian_Pikeman

^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.

#PRTO_Spanish_Pikeman

^The [Spanish Pikeman] is an excellent defender, but is a very poor offensive unit.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Spanish Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.


^

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Spanish flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_Spanish_Pikeman

^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.

#PRTO_Thai_Pike

^The [Arabian Pikeman] is an excellent defender, but is a very poor offensive unit.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Arabian Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Siamese flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_Thai_Pike

^
^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.

#PRTO_Nara_Pikeman

^The [Nara Pikeman] is an excellent defender, but is a very poor offensive unit.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Nara Pikeman].

^{Unique Units:} $LINK<Tibet=RACE_Tibet> builds $LINK<Ghurka=PRTO_Ghurka> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese flavor of the $LINK<Pikemen=PRTO_Pikeman>.

#DESC_PRTO_Nara_Pikeman

^The growing deployment of knights on the battlefield demanded that

foot soldiers 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 known 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. One of the first Kingdoms to use this new

technique were the Swedes, and were able to form a large empire by

military conquest based on these superior tactics.

#PRTO_Halberdier

^The [Halberdier] is an excellent defender, but is a poor offensive unit (although it is better than the Pikeman).

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Halberdier].

#DESC_PRTO_Halberdier

#PRTO_Asian_Pikeman

^The [Asian Pikeman] is an excellent defender, but is a poor offensive unit (although it is better than the Pikeman).

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Asian Pikeman].

#DESC_PRTO_Asian_Pikeman

#PRTO_Indian_Late_Pikeman

^
^The [Indian Late Pikeman] is an excellent defender, but is a poor offensive unit (although it is better than the
Pikeman).

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Indian Late Pikeman].

#DESC_PRTO_Indian_Late_Pikeman

#PRTO_Italian_Late_Pikeman

^The [Italian Late Pikeman] is an excellent defender, but is a poor offensive unit (although it is better than the
Pikeman).

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Italian Late Pikeman].

#DESC_PRTO_Italian_Late_Pikeman

#PRTO_Landsknecht

^The [Landsknecht] is an excellent defender, but is a poor offensive unit (although it is better than the Pikeman).

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Landsknecht].

#DESC_PRTO_Landsknecht

#PRTO_Late_Pikeman

^
^The [Late Pikeman] is an excellent defender, but is a poor offensive unit (although it is better than the Pikeman).

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Late Pikeman].

#DESC_PRTO_Late_Pikeman

#PRTO_Ottoman_Pikeman

^The [Ottoman Pikeman] is an excellent defender, but is a poor offensive unit (although it is better than the
Pikeman).

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Ottoman Pikeman].

#DESC_PRTO_Ottoman_Pikeman

#PRTO_Spanish_Late_Pikeman

^The [Spanish Late Pikeman] is an excellent defender, but is a poor offensive unit (although it is better than the
Pikeman).

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Spanish Late Pikeman].

#DESC_PRTO_Spanish_Late_Pikeman

#PRTO_Swedish_Late_Pikeman

^
^The [Swedish Late Pikeman] is an excellent defender, but is a poor offensive unit (although it is better than the
Pikeman).

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Swedish Late Pikeman].

#DESC_PRTO_Swedish_Late_Pikeman

#PRTO_Swiss_Mercenary

^The [Swiss Mercenary] is an excellent defender, but is a poor offensive unit (although it is better than the Pikeman).

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Swiss Mercenary].

#DESC_PRTO_Swiss_Mercenary

#PRTO_Archer

^[Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^An [Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^The Skilled [Archer] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may
completely kill low-health attackers.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the


$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^
#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 provided 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. Refinements in design and

construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.

#PRTO_African_Archer

^[African Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^An [African Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^The Skilled [African Archer] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked,
which may completely kill low-health attackers.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the


$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Archer=PRTO_Archer>.

#DESC_PRTO_African_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 provided 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. Refinements in design and

construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.

#PRTO_Arabian_Archer

^[Arabian Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^The Skilled [Arabian Archer] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked,
which may completely kill low-health attackers.

^An [Arabian Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the


$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Arabian flavor of the $LINK<Archer=PRTO_Archer>.

#DESC_PRTO_Arabian_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 provided 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. Refinements in design and

construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.

#PRTO_Otomo_No_Makuta

^Asian [Otomo no Makuta] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^An [Otomo no Makuta] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

The Skilled [Otomo no Makuta] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked,
which may completely kill low-health attackers.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the


$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Archer=PRTO_Archer>.

#DESC_PRTO_Otomo_No_Makuta

^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 provided 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. Refinements in design and

construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.

#PRTO_Chinese_Archer

^[Chinese Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^A [Chinese Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^The Skilled [Chinese Archers] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked,
which may completely kill low-health attackers.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the


$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Chinese flavor of the $LINK<Archer=PRTO_Archer>.

#DESC_PRTO_Chinese_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 provided 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. Refinements in design and

construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.

#PRTO_Korean_Archer

^[Korean Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^A [Korean Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^The Skilled [Korean Archers] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked,
which may completely kill low-health attackers.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the


$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Korean flavor of the $LINK<Archer=PRTO_Archer>.

#DESC_PRTO_Korean_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 provided 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. Refinements in design and


construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.

#PRTO_Golden_Archer

^[Golden Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^A [Golden Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^The Skilled [Golden Archers] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked,
which may completely kill low-health attackers.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the


$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian and Siamese flavor of the $LINK<Archer=PRTO_Archer>.

#DESC_PRTO_Golden_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 provided 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. Refinements in design and

construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.


#PRTO_Mongolian_Archer

^[Mongolian Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^A [Mongolian Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^The Skilled [Mongolian Archers] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when
attacked, which may completely kill low-health attackers.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the


$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Mongolian flavor of the $LINK<Archer=PRTO_Archer>.

#DESC_PRTO_Mongolian_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 provided 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. Refinements in design and

construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.


#PRTO_Persian_Archer

^[Persian Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^A [Persian Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^The Skilled [Persian Archer] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked,
which may completely kill low-health attackers.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the


$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Persian flavor of the $LINK<Archer=PRTO_Archer>.

#DESC_PRTO_Persian_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 provided 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. Refinements in design and

construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.

#PRTO_Eastern_Archer

^
^[Eastern Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^An [Eastern Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^The Skilled [African Archer] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked,
which may completely kill low-health attackers.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the


$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Ottoman flavor of the $LINK<Archer=PRTO_Archer>.

#DESC_PRTO_Eastern_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 provided 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. Refinements in design and

construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.

#PRTO_Russian_Archer

^[Russian Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^
^A [Russian Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^The Skilled [Russian Archers] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked,
which may completely kill low-health attackers.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the


$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Archer=PRTO_Archer>.

#DESC_PRTO_Russian_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 provided 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. Refinements in design and

construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.

#PRTO_Germanic_Archer

^[Germanic Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^A [Germanic Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^
^The Skilled [Germanic Archers] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked,
which may completely kill low-health attackers.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the


$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Archer=PRTO_Archer>.

#DESC_PRTO_Germanic_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 provided 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. Refinements in design and

construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.

#PRTO_Roman_Archer

^[Roman Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^A [Roman Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^The Skilled [Roman Archers] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked,
which may completely kill low-health attackers.

^
^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the
$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Archer=PRTO_Archer>.

#DESC_PRTO_Roman_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 provided 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. Refinements in design and

construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.

#PRTO_Egyptian_Archer

^[Egyptian Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^An [Egyptian Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^The Skilled [Egyptian Archers] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked,
which may completely kill low-health attackers.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the


$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the Egyptian flavor of the $LINK<Archer=PRTO_Archer>.

#DESC_PRTO_Egyptian_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 provided 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. Refinements in design and

construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.

#PRTO_Mesoamerican_Archer

^[Mesoamerican Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^A [Mesoamerican Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^The Skilled [Mesoamerican Archers] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when
attacked, which may completely kill low-health attackers.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the


$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Mesoamerican flavor of the $LINK<Archer=PRTO_Archer>.


#DESC_PRTO_Mesoamerican_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 provided 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. Refinements in design and

construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.

#PRTO_Native_Archer

^[Native Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^A [Native Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^The Skilled [Native Archers] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked,
which may completely kill low-health attackers.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the


$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American and Sioux flavor of the $LINK<Archer=PRTO_Archer>.

#DESC_PRTO_Native_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 provided 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. Refinements in design and

construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.

#PRTO_Polynesian_Archer

^[Polynesian Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.

^A [Polynesian Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^The Skilled [Polynesian Archers] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when
attacked, which may completely kill low-health attackers.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman> and the


$LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Polynesian flavor of the $LINK<Archer=PRTO_Archer>.

#DESC_PRTO_Polynesian_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 provided 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. Refinements in design and

construction allowed the bow to remain an effective weapon until

firearms finally replaced it in the 1500s in Europe.

#PRTO_Brave

^[Iroquois Braves] are fast and tough archers. They are well adapted to $LINK<Forest=TERR_Forest>, moving through
it with the same speed as they would through grassland.

^The Skilled [Braves] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may
completely kill low-health attackers.

^Unlike regular Archers, a [Brave] suffers no $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for the
$LINK<Iroquois=RACE_IROQUOIS>. Other nations build $LINK<Archers=PRTO_Archer> instead.

^{Unique Units:} $LINK<Babylon=RACE_BABYLON> builds $LINK<Bowmen=PRTO_Bowman>.

#DESC_PRTO_Brave

#PRTO_Bowman

^[Babylonian Bowmen] are good marksmen and capable defenders of the ancient era.
^

^The Skilled [Bowmen] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which
may completely kill low-health attackers.

^Unlike regular Archers, a [Bowman] suffers no $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Babylon=RACE_BABYLON>. Other nations build $LINK<Archers=PRTO_Archer> instead.

^{Other Unique Units:} The $LINK<Iroquois=RACE_IROQUOIS> build $LINK<Braves=PRTO_Brave>.

#DESC_PRTO_Bowman

^The Babylonians utilized a number of different archer types,

typically categorized by the amount of armor they wore. These units

fulfilled a number of useful roles in the conquest-focused armies of

the time, including sophisticated combined-arms tactics. Their

composite bows, when massed in sufficient numbers, could assist

chariots and 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 attacks coming from the front and above. In sieges these

were especially popular, as the decreased movement of the unit would

be far less important than in a pitched battle.

#PRTO_Longbowman
^

^[Longbowmen] are excellent attackers and defenders in the early renaissance era.

^[Longbowmen] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may
completely kill low-health attackers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the English flavor of the $LINK<Crossbowman=PRTO_Crossbowman>.

#DESC_PRTO_Longbowman

^Longbowmen were highly skilled archers capable of firing up to six

arrows a minute over long distances into massed enemy

formations. Using bows constructed from a type of wood called Yew,

they used arrows specifically designed to penetrate chainmail armor

-- even plate if close enough. Frequently they would comprise

approximately four-fifths of an army, and their devastating attacks

helped to reverse the dominance of knights in warfare. Only

lightly-armored, they enjoyed a great mobility advantage should their

opponents survive their barrages. The first users of Longbows were the

English - from their subjects in Wales. The use of these bows enabled

some of the most striking victories on medieval warfare to be achieved

such as Poitiers, Ajincourt and Crecey - all engagements where massed

numbers of French knights were slaughtered by English longbowman.

^Once gunpowder began to find applications in the military, their use

began to wane. Guns allowed foot soldiers the same effectiveness

against knights, but without the decades of training required to be

proficient with the longbow, even though initially the weapons were

far more inaccurate.


#PRTO_Crossbowman

^The [Crossbowman] is a versatile unit available in the Middle Ages. They can be used offensively and defensively,
and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely kill
low-health attackers.

#DESC_PRTO_Crossbowman

^Crossbowman were widely used in the Medieval era by many countries in the European continent. Although the
crossbow is a slow weapon, it requires little in the way of training to use the weapon, and can fire the quarrel a great
distance, causing far more damage than the usual bows employed by archers.

#PRTO_African_Crossbowman

^The [African Crossbowman] is a versatile unit available in the Middle Ages. They can be used offensively and
defensively, and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may
completely kill low-health attackers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Crossbowman=PRTO_Crossbowman>.

#DESC_PRTO_African_Crossbowman

^Crossbowman were widely used in the Medieval era by many countries in the European continent. Although the
crossbow is a slow weapon, it requires little in the way of training to use the weapon, and can fire the quarrel a great
distance, causing far more damage than the usual bows employed by archers.

#PRTO_Almohad_Crossbowman

^The [Almohad Crossbowman] is a versatile unit available in the Middle Ages. They can be used offensively and
defensively, and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may
completely kill low-health attackers.
^

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Carthaginian flavor of the


$LINK<Crossbowman=PRTO_Crossbowman>.

#DESC_PRTO_Almohad_Crossbowman

^Crossbowman were widely used in the Medieval era by many countries in the European continent. Although the
crossbow is a slow weapon, it requires little in the way of training to use the weapon, and can fire the quarrel a great
distance, causing far more damage than the usual bows employed by archers.

#PRTO_Asian_Crossbowman

^The [Asian Crossbowman] is a versatile unit available in the Middle Ages. They can be used offensively and
defensively, and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may
completely kill low-health attackers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian, Korean and Mongol flavor of the
$LINK<Crossbowman=PRTO_Crossbowman>.

#DESC_PRTO_Asian_Crossbowman

^Crossbowman were widely used in the Medieval era by many countries in the European continent. Although the
crossbow is a slow weapon, it requires little in the way of training to use the weapon, and can fire the quarrel a great
distance, causing far more damage than the usual bows employed by archers.

#PRTO_Chinese_Crossbowman

^The [Chinese Crossbowman] is a versatile unit available in the Middle Ages. They can be used offensively and
defensively, and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may
completely kill low-health attackers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Chinese flavor of the $LINK<Crossbowman=PRTO_Crossbowman>.


#DESC_PRTO_Chinese_Crossbowman

^Crossbowman were widely used in the Medieval era by many countries in the European continent. Although the
crossbow is a slow weapon, it requires little in the way of training to use the weapon, and can fire the quarrel a great
distance, causing far more damage than the usual bows employed by archers.

#PRTO_Fatimid_Crossbowman

^The [Fatimid Crossbowman] is a versatile unit available in the Middle Ages. They can be used offensively and
defensively, and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may
completely kill low-health attackers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Egyptian and Arabic flavor of the


$LINK<Crossbowman=PRTO_Crossbowman>.

#DESC_PRTO_Fatimid_Crossbowman

^Crossbowman were widely used in the Medieval era by many countries in the European continent. Although the
crossbow is a slow weapon, it requires little in the way of training to use the weapon, and can fire the quarrel a great
distance, causing far more damage than the usual bows employed by archers.

#PRTO_French_Crossbowman

^The [French Crossbowman] is a versatile unit available in the Middle Ages. They can be used offensively and
defensively, and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may
completely kill low-health attackers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Crossbowman=PRTO_Crossbowman>.

#DESC_PRTO_French_Crossbowman

^
^Crossbowman were widely used in the Medieval era by many countries in the European continent. Although the
crossbow is a slow weapon, it requires little in the way of training to use the weapon, and can fire the quarrel a great
distance, causing far more damage than the usual bows employed by archers.

#PRTO_Italian_Crossbowman

^The [Italian Crossbowman] is a versatile unit available in the Middle Ages. They can be used offensively and
defensively, and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may
completely kill low-health attackers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Italian flavor of the $LINK<Crossbowman=PRTO_Crossbowman>.

#DESC_PRTO_Italian_Crossbowman

^Crossbowman were widely used in the Medieval era by many countries in the European continent. Although the
crossbow is a slow weapon, it requires little in the way of training to use the weapon, and can fire the quarrel a great
distance, causing far more damage than the usual bows employed by archers.

#PRTO_Russian_Crossbowman

^The [Russian Crossbowman] is a versatile unit available in the Middle Ages. They can be used offensively and
defensively, and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may
completely kill low-health attackers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Crossbowman=PRTO_Crossbowman>.

#DESC_PRTO_Russian_Crossbowman

^Crossbowman were widely used in the Medieval era by many countries in the European continent. Although the
crossbow is a slow weapon, it requires little in the way of training to use the weapon, and can fire the quarrel a great
distance, causing far more damage than the usual bows employed by archers.
#PRTO_Scandinavian_Crossbowman

^The [Scandinavian Crossbowman] is a versatile unit available in the Middle Ages. They can be used offensively and
defensively, and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may
completely kill low-health attackers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Viking flavor of the $LINK<Crossbowman=PRTO_Crossbowman>.

#DESC_PRTO_Scandinavian_Crossbowman

^Crossbowman were widely used in the Medieval era by many countries in the European continent. Although the
crossbow is a slow weapon, it requires little in the way of training to use the weapon, and can fire the quarrel a great
distance, causing far more damage than the usual bows employed by archers.

#PRTO_Spanish_Crossbowman

^The [Spanish Crossbowman] is a versatile unit available in the Middle Ages. They can be used offensively and
defensively, and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may
completely kill low-health attackers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Spanish flavor of the $LINK<Crossbowman=PRTO_Crossbowman>.

#DESC_PRTO_Spanish_Crossbowman

^Crossbowman were widely used in the Medieval era by many countries in the European continent. Although the
crossbow is a slow weapon, it requires little in the way of training to use the weapon, and can fire the quarrel a great
distance, causing far more damage than the usual bows employed by archers.

#PRTO_Timurid_Crossbowman

^
^The [Timurid Crossbowman] is a versatile unit available in the Middle Ages. They can be used offensively and
defensively, and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may
completely kill low-health attackers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Persian flavor of the $LINK<Crossbowman=PRTO_Crossbowman>.

#DESC_PRTO_Timurid_Crossbowman

^Crossbowman were widely used in the Medieval era by many countries in the European continent. Although the
crossbow is a slow weapon, it requires little in the way of training to use the weapon, and can fire the quarrel a great
distance, causing far more damage than the usual bows employed by archers.

#PRTO_Yamato_Crossbowman

^The [Yamato Crossbowman] is a versatile unit available in the Middle Ages. They can be used offensively and
defensively, and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may
completely kill low-health attackers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese flavor of the $LINK<Crossbowman=PRTO_Crossbowman>.

#DESC_PRTO_Yamato_Crossbowman

^Crossbowman were widely used in the Medieval era by many countries in the European continent. Although the
crossbow is a slow weapon, it requires little in the way of training to use the weapon, and can fire the quarrel a great
distance, causing far more damage than the usual bows employed by archers.

#PRTO_Stone_Crossbowman

^The [Stone Crossbowman] is a versatile unit available in the Middle Ages. They can be used offensively and
defensively, and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> if attacked, which may
completely kill low-health attackers.

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the Polynesian, Aztec and Incan flavor of the
$LINK<Crossbowman=PRTO_Crossbowman>.

#DESC_PRTO_Stone_Crossbowman

#PRTO_American_Longbowman

^The [American Longbowman] is a versatile unit available in the Middle Ages. They can be used offensively and
defensively, and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may
completely kill low-health attackers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American, Sioux and Iroquois flavor of the
$LINK<Crossbowman=PRTO_Crossbowman>.

#DESC_PRTO_American_Longbowman

#PRTO_Quetzal_Archer

^The [Quetzal Archer] is a versatile unit available in the Middle Ages. They can be used offensively and defensively,
and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely kill
low-health attackers.

^$LINK<Flavor Units=GCON_Flavor>{:} Asian $LINK<Stone Crossbowmen=PRTO_Stone_Crossbowman>

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Aztec and Incan flavor of the


$LINK<Crossbowman=PRTO_Crossbowman>.

#DESC_PRTO_Quetzal_Archer
#PRTO_Samurai_Archer

^The [Samurai Archer] is a versatile unit available in the Middle Ages. They can be used offensively and defensively,
and are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely kill
low-health attackers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese flavor of the $LINK<Crossbowman=PRTO_Crossbowman>.

#DESC_PRTO_Samurai_Archer

#PRTO_Arquebusier

^The first gunpowder unit, [Arquebusiers] are powerful attackers.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Arquebusier] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Arquebusier.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> train $LINK<Musketeers=PRTO_Musketeer> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} Asian $LINK<Oda Arquebusiers=PRTO_Oda_Arquebusier>

#DESC_PRTO_Arquebusier

^One of the most important developments in the history of warfare was the invention of firearms. Originally
developed

in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become
commonplace in
battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had

dominated the battlefield for so many years, and quickly led the end of armored warriors, as the amount of armor
that would be required to stop the bullet was far to great to be used. The exact composition of armies varied
throughout the period that arquebusiers were used, as other tactics were invented to compliment and fight against
this new type of weapon.

^Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an
attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster
and were also more accurate.

#PRTO_Oda_Arquebusier

^The first gunpowder unit, [Oda Arquebusiers] are powerful attackers.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Oda Arquebusier] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Oda Arquebusier.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> train $LINK<Musketeers=PRTO_Musketeer> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Arquebusier=PRTO_Arquebusier>.

#DESC_PRTO_Oda_Arquebusier

^One of the most important developments in the history of warfare was the invention of firearms. Originally
developed

in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become
commonplace in

battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had
dominated the battlefield for so many years, and quickly led the end of armored warriors, as the amount of armor
that would be required to stop the bullet was far to great to be used. The exact composition of armies varied
throughout the period that arquebusiers were used, as other tactics were invented to compliment and fight against
this new type of weapon.

^Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an
attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster
and were also more accurate.

#PRTO_English_Musketman

^The first gunpowder unit, [English Musketmen] are powerful attackers.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [English Musketman] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [English Musketman.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> train $LINK<Musketeers=PRTO_Musketeer> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the English flavor of the $LINK<Arquebusier=PRTO_Arquebusier>.

#DESC_PRTO_English_Musketman

^One of the most important developments in the history of warfare was the invention of firearms. Originally
developed

in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become
commonplace in

battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had

dominated the battlefield for so many years, and quickly led the end of armored warriors, as the amount of armor
that would be required to stop the bullet was far to great to be used. The exact composition of armies varied
throughout the period that arquebusiers were used, as other tactics were invented to compliment and fight against
this new type of weapon.

^Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an
attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster
and were also more accurate.

#PRTO_German_Musketman

^The first gunpowder unit, [German Musketmen] are powerful attackers.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [German Musketman] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [German Musketman.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> train $LINK<Musketeers=PRTO_Musketeer> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Arquebusier=PRTO_Arquebusier>.

#DESC_PRTO_German_Musketman

^One of the most important developments in the history of warfare was the invention of firearms. Originally
developed

in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become
commonplace in

battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had

dominated the battlefield for so many years, and quickly led the end of armored warriors, as the amount of armor
that would be required to stop the bullet was far to great to be used. The exact composition of armies varied
throughout the period that arquebusiers were used, as other tactics were invented to compliment and fight against
this new type of weapon.
^Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an
attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster
and were also more accurate.

#PRTO_Swedish_Musketman

^The first gunpowder unit, [Swedish Musketmen] are powerful attackers.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Swedish Musketman] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Swedish Musketman.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> train $LINK<Musketeers=PRTO_Musketeer> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Viking flavor of the $LINK<Arquebusier=PRTO_Arquebusier>.

#DESC_PRTO_Swedish_Musketman

^One of the most important developments in the history of warfare was the invention of firearms. Originally
developed

in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become
commonplace in

battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had

dominated the battlefield for so many years, and quickly led the end of armored warriors, as the amount of armor
that would be required to stop the bullet was far to great to be used. The exact composition of armies varied
throughout the period that arquebusiers were used, as other tactics were invented to compliment and fight against
this new type of weapon.

^Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an
attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster
and were also more accurate.
#PRTO_Italian_Musketeer

^The first gunpowder unit, [Italian Musketeers] are powerful attackers.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Italian Musketeer] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Italian Musketeer.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> train $LINK<Musketeers=PRTO_Musketeer> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Italian flavor of the $LINK<Arquebusier=PRTO_Arquebusier>.

#DESC_PRTO_Italian_Musketeer

^One of the most important developments in the history of warfare was the invention of firearms. Originally
developed

in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become
commonplace in

battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had

dominated the battlefield for so many years, and quickly led the end of armored warriors, as the amount of armor
that would be required to stop the bullet was far to great to be used. The exact composition of armies varied
throughout the period that arquebusiers were used, as other tactics were invented to compliment and fight against
this new type of weapon.

^Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an
attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster
and were also more accurate.
#PRTO_Spanish_Musketeer

^The first gunpowder unit, [Spanish Musketmen] are powerful attackers.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Spanish Musketman] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Spanish Musketman.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> train $LINK<Musketeers=PRTO_Musketeer> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Spanish flavor of the $LINK<Arquebusier=PRTO_Arquebusier>.

#DESC_PRTO_Spanish_Musketeer

^One of the most important developments in the history of warfare was the invention of firearms. Originally
developed

in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become
commonplace in

battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had

dominated the battlefield for so many years, and quickly led the end of armored warriors, as the amount of armor
that would be required to stop the bullet was far to great to be used. The exact composition of armies varied
throughout the period that arquebusiers were used, as other tactics were invented to compliment and fight against
this new type of weapon.

^Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an
attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster
and were also more accurate.

#PRTO_Strelets_Musketman

^
^The first gunpowder unit, [Strelets Musketmen] are powerful attackers.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Strelets Musketman] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Strelets Musketman.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> train $LINK<Musketeers=PRTO_Musketeer> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Arquebusier=PRTO_Arquebusier>.

#DESC_PRTO_Strelets_Musketman

^One of the most important developments in the history of warfare was the invention of firearms. Originally
developed

in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become
commonplace in

battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had

dominated the battlefield for so many years, and quickly led the end of armored warriors, as the amount of armor
that would be required to stop the bullet was far to great to be used. The exact composition of armies varied
throughout the period that arquebusiers were used, as other tactics were invented to compliment and fight against
this new type of weapon.

^Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an
attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster
and were also more accurate.

#PRTO_Eastern_Musketeer

^The first gunpowder unit, [Eastern Musketeers] are powerful attackers.

^
^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Eastern Musketeer] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Eastern Musketeer.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> train $LINK<Musketeers=PRTO_Musketeer> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Greek flavor of the $LINK<Arquebusier=PRTO_Arquebusier>.

#DESC_PRTO_Eastern_Musketeer

^One of the most important developments in the history of warfare was the invention of firearms. Originally
developed

in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become
commonplace in

battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had

dominated the battlefield for so many years, and quickly led the end of armored warriors, as the amount of armor
that would be required to stop the bullet was far to great to be used. The exact composition of armies varied
throughout the period that arquebusiers were used, as other tactics were invented to compliment and fight against
this new type of weapon.

^Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an
attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster
and were also more accurate.

#PRTO_Musket_Janissary

^The first gunpowder unit, [Musket Janissaries] are powerful attackers.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.
^

^The [Musket Janissary] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Musket Janissary.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> train $LINK<Musketeers=PRTO_Musketeer> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Ottoman flavor of the $LINK<Arquebusier=PRTO_Arquebusier>.

#DESC_PRTO_Musket_Janissary

^One of the most important developments in the history of warfare was the invention of firearms. Originally
developed in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become
commonplace in battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the
knights who had dominated the battlefield for so many years, and quickly led the end of armored warriors, as the
amount of armor that would be required to stop the bullet was far to great to be used. The exact composition of
armies varied throughout the period that arquebusiers were used, as other tactics were invented to compliment and
fight against this new type of weapon.

^Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an
attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster
and were also more accurate.

#PRTO_Indian_Arquebusier

^The first gunpowder unit, [Indian Arquebusiers] are powerful attackers.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Indian Arquebusier] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Indian Arquebusier.]
^

^{Unique Units:} The $LINK<French=RACE_FRENCH> train $LINK<Musketeers=PRTO_Musketeer> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian flavor of the $LINK<Arquebusier=PRTO_Arquebusier>.

#DESC_PRTO_Indian_Arquebusier

^One of the most important developments in the history of warfare was the invention of firearms. Originally
developed

in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become
commonplace in

battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had

dominated the battlefield for so many years, and quickly led the end of armored warriors, as the amount of armor
that would be required to stop the bullet was far to great to be used. The exact composition of armies varied
throughout the period that arquebusiers were used, as other tactics were invented to compliment and fight against
this new type of weapon.

^Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an
attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster
and were also more accurate.

#PRTO_Asian_Musketeer

^The first gunpowder unit, [Asian Musketeers] are powerful attackers.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Asian Musketeer] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Asian Musketeer.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> train $LINK<Musketeers=PRTO_Musketeer> instead.


^

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Chinese, Mongol and Siamese flavor of the
$LINK<Arquebusier=PRTO_Arquebusier>.

#DESC_PRTO_Asian_Musketeer

^One of the most important developments in the history of warfare was the invention of firearms. Originally
developed

in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become
commonplace in

battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had

dominated the battlefield for so many years, and quickly led the end of armored warriors, as the amount of armor
that would be required to stop the bullet was far to great to be used. The exact composition of armies varied
throughout the period that arquebusiers were used, as other tactics were invented to compliment and fight against
this new type of weapon.

^Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an
attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster
and were also more accurate.

#PRTO_Firelancer

^The first gunpowder unit, [Firelancers] are powerful attackers.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Firelancer] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Firelancer.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> train $LINK<Musketeers=PRTO_Musketeer> instead.

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the Korean, Tibet and Mongol flavor of the
$LINK<Arquebusier=PRTO_Arquebusier>.

#DESC_PRTO_Firelancer

^One of the most important developments in the history of warfare was the invention of firearms. Originally
developed

in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become
commonplace in

battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had

dominated the battlefield for so many years, and quickly led the end of armored warriors, as the amount of armor
that would be required to stop the bullet was far to great to be used. The exact composition of armies varied
throughout the period that arquebusiers were used, as other tactics were invented to compliment and fight against
this new type of weapon.

^Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an
attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster
and were also more accurate.

#PRTO_Mesofirelancer

^The first gunpowder unit, [Mesofirelancers] are powerful attackers.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Mesofirelancer] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Mesofirelancer.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> train $LINK<Musketeers=PRTO_Musketeer> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Incan, Sious and Iroquois flavor of the
$LINK<Arquebusier=PRTO_Arquebusier>.
#DESC_PRTO_Mesofirelancer

^One of the most important developments in the history of warfare was the invention of firearms. Originally
developed

in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become
commonplace in

battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had

dominated the battlefield for so many years, and quickly led the end of armored warriors, as the amount of armor
that would be required to stop the bullet was far to great to be used. The exact composition of armies varied
throughout the period that arquebusiers were used, as other tactics were invented to compliment and fight against
this new type of weapon.

^Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an
attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster
and were also more accurate.

#PRTO_Tlecuahuitl

^The first gunpowder unit, [Tlecuahuitls] are powerful attackers.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Firelancer] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Tlecuahuitl.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> train $LINK<Musketeers=PRTO_Musketeer> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Aztec flavor of the $LINK<Arquebusier=PRTO_Arquebusier>.

#DESC_PRTO_Tlecuahuitl
^

^One of the most important developments in the history of warfare was the invention of firearms. Originally
developed

in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become
commonplace in

battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had

dominated the battlefield for so many years, and quickly led the end of armored warriors, as the amount of armor
that would be required to stop the bullet was far to great to be used. The exact composition of armies varied
throughout the period that arquebusiers were used, as other tactics were invented to compliment and fight against
this new type of weapon.

^Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an
attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster
and were also more accurate.

#PRTO_African_Musketeer

^The first gunpowder unit, [African Musketeers] are powerful attackers.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [African Musketeer] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [African Musketeer.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> train $LINK<Musketeers=PRTO_Musketeer> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Arquebusier=PRTO_Arquebusier>.

#DESC_PRTO_African_Musketeer

^
^One of the most important developments in the history of warfare was the invention of firearms. Originally
developed

in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become
commonplace in

battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had

dominated the battlefield for so many years, and quickly led the end of armored warriors, as the amount of armor
that would be required to stop the bullet was far to great to be used. The exact composition of armies varied
throughout the period that arquebusiers were used, as other tactics were invented to compliment and fight against
this new type of weapon.

^Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an
attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster
and were also more accurate.

#PRTO_Musketeer

^[French Musketeers] are troops specifically trained to use the new weapon, the musket. They are better on offense
than $LINK<Arquebusiers=PRTO_Arquebusier>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Musketeers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A French city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Musketeer.]

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<France=RACE_FRENCH>. Other nations build $LINK<Arquebusiers=PRTO_Arquebusier> instead.

#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 musket, but instruction in social skills and

military etiquette as well. In peacetime, the Musketeers served as the 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 banishment of Treville following a 1642 plot to assassinate
the

Cardinal. Following that, the prestige of the Musketeers 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_Musketman

^[Musketmen] are the first trained gunpowder units available to all civilizations. They are strong defenders and
adequate offensive units. They should be combined with $LINK<Dragoons=PRTO_Dragoon> in order to destroy your
enemies.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Musketmen] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Musketman.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> retain their $LINK<Musketeers=PRTO_Musketeer> instead.

#DESC_PRTO_Musketman

^In the forty years between 1775 and 1815 occurred a revolution in warfare that coincided with the American and
French

revolutions, and with the coming of the age of Napoleon. This revolution swept away the traditional forms of
dynastic
warfare that had evolved in the European world for three hundred years previously, and began an era of national
warfare

that persists today.

^Musketmen, also known as infantry of the line, usually fought in three close-packed ranks with their smoothbore
muzzle

loaded flintlock muskets capable of being fired and reloaded at the rate of about two rounds per minute. Firing was

done in volleys by platoons (the continental style) or by line (the English style). One of the flank companies might be
composed of light infantry, soldiers trained to fight

as skirmishers and sometimes armed with rifles. (The rifle was a musket with grooves in the bore which gave the ball
a

spin that insured greater range and accuracy than that of the smoothbore musket.) Whereas volleys fired by
smoothbores

had an effective range not exceeding one hundred yards, aimed rifle fire could be dangerous to twice that distance.
On

the other hand, rifles took about twice as long to load because the ball had to be worked down the barrel against the

resistance of the rifling. Because of its loading problems and greater cost of manufacture, the rifle remained a

specialists weapon down to the mid-nineteenth century. The grenadier companies, composed of the largest men in
the

battalion, were often used to lead bayonet charges, the bayonet being the ordinary soldier's only weapon for

hand-to-hand fighting in the late eighteenth century.

^ Prior to the use of the bayonet, musketman were defended by banks of pikeman from charges by cavalry.
Bayonets allowed the musketman to effectively be their own pikeman, and when based in square formation were a
nigh on impossible target for cavalry, as proved at the battle of Waterloo.

#PRTO_British_Redcoat

^[British Redcoats] are the first trained gunpowder units available to all civilizations. They are strong defenders and
adequate offensive units. They should be combined with $LINK<Dragoons=PRTO_Dragoon> in order to destroy your
enemies.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^
^[British Redcoats] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [British Redcoat.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> retain their $LINK<Musketeers=PRTO_Musketeer> instead.

#DESC_PRTO_British_Redcoat

^In the forty years between 1775 and 1815 occurred a revolution in warfare that coincided with the American and
French

revolutions, and with the coming of the age of Napoleon. This revolution swept away the traditional forms of
dynastic

warfare that had evolved in the European world for three hundred years previously, and began an era of national
warfare

that persists today.

^Musketmen, also known as infantry of the line, usually fought in three close-packed ranks with their smoothbore
muzzle

loaded flintlock muskets capable of being fired and reloaded at the rate of about two rounds per minute. Firing was

done in volleys by platoons (the continental style) or by line (the English style). One of the flank companies might be
composed of light infantry, soldiers trained to fight

as skirmishers and sometimes armed with rifles. (The rifle was a musket with grooves in the bore which gave the ball
a

spin that insured greater range and accuracy than that of the smoothbore musket.) Whereas volleys fired by
smoothbores

had an effective range not exceeding one hundred yards, aimed rifle fire could be dangerous to twice that distance.
On

the other hand, rifles took about twice as long to load because the ball had to be worked down the barrel against the

resistance of the rifling. Because of its loading problems and greater cost of manufacture, the rifle remained a

specialists weapon down to the mid-nineteenth century. The grenadier companies, composed of the largest men in
the

battalion, were often used to lead bayonet charges, the bayonet being the ordinary soldier's only weapon for

hand-to-hand fighting in the late eighteenth century.


^ Prior to the use of the bayonet, musketman were defended by banks of pikeman from charges by cavalry.
Bayonets allowed the musketman to effectively be their own pikeman, and when based in square formation were a
nigh on impossible target for cavalry, as proved at the battle of Waterloo.

#PRTO_African_Musket_Infantry

^[African Musket Infantry] are the first trained gunpowder units available to all civilizations. They are strong
defenders and adequate offensive units. They should be combined with $LINK<Dragoons=PRTO_Dragoon> in order
to destroy your enemies.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[African Musket Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [African Musket Infantry.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> retain their $LINK<Musketeers=PRTO_Musketeer> instead.

#DESC_PRTO_African_Musket_Infantry

^In the forty years between 1775 and 1815 occurred a revolution in warfare that coincided with the American and
French

revolutions, and with the coming of the age of Napoleon. This revolution swept away the traditional forms of
dynastic

warfare that had evolved in the European world for three hundred years previously, and began an era of national
warfare

that persists today.

^Musketmen, also known as infantry of the line, usually fought in three close-packed ranks with their smoothbore
muzzle

loaded flintlock muskets capable of being fired and reloaded at the rate of about two rounds per minute. Firing was
done in volleys by platoons (the continental style) or by line (the English style). One of the flank companies might be
composed of light infantry, soldiers trained to fight

as skirmishers and sometimes armed with rifles. (The rifle was a musket with grooves in the bore which gave the ball
a

spin that insured greater range and accuracy than that of the smoothbore musket.) Whereas volleys fired by
smoothbores

had an effective range not exceeding one hundred yards, aimed rifle fire could be dangerous to twice that distance.
On

the other hand, rifles took about twice as long to load because the ball had to be worked down the barrel against the

resistance of the rifling. Because of its loading problems and greater cost of manufacture, the rifle remained a

specialists weapon down to the mid-nineteenth century. The grenadier companies, composed of the largest men in
the

battalion, were often used to lead bayonet charges, the bayonet being the ordinary soldier's only weapon for

hand-to-hand fighting in the late eighteenth century.

^ Prior to the use of the bayonet, musketman were defended by banks of pikeman from charges by cavalry.
Bayonets allowed the musketman to effectively be their own pikeman, and when based in square formation were a
nigh on impossible target for cavalry, as proved at the battle of Waterloo.

#PRTO_Asian_Musket_Infantry

^[Asian Musket Infantry] are the first trained gunpowder units available to all civilizations. They are strong defenders
and adequate offensive units. They should be combined with $LINK<Dragoons=PRTO_Dragoon> in order to destroy
your enemies.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Asian Musket Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Asian Musket Infantry.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> retain their $LINK<Musketeers=PRTO_Musketeer> instead.


#DESC_PRTO_Asian_Musket_Infantry

^In the forty years between 1775 and 1815 occurred a revolution in warfare that coincided with the American and
French

revolutions, and with the coming of the age of Napoleon. This revolution swept away the traditional forms of
dynastic

warfare that had evolved in the European world for three hundred years previously, and began an era of national
warfare

that persists today.

^Musketmen, also known as infantry of the line, usually fought in three close-packed ranks with their smoothbore
muzzle

loaded flintlock muskets capable of being fired and reloaded at the rate of about two rounds per minute. Firing was

done in volleys by platoons (the continental style) or by line (the English style). One of the flank companies might be
composed of light infantry, soldiers trained to fight

as skirmishers and sometimes armed with rifles. (The rifle was a musket with grooves in the bore which gave the ball
a

spin that insured greater range and accuracy than that of the smoothbore musket.) Whereas volleys fired by
smoothbores

had an effective range not exceeding one hundred yards, aimed rifle fire could be dangerous to twice that distance.
On

the other hand, rifles took about twice as long to load because the ball had to be worked down the barrel against the

resistance of the rifling. Because of its loading problems and greater cost of manufacture, the rifle remained a

specialists weapon down to the mid-nineteenth century. The grenadier companies, composed of the largest men in
the

battalion, were often used to lead bayonet charges, the bayonet being the ordinary soldier's only weapon for

hand-to-hand fighting in the late eighteenth century.

^ Prior to the use of the bayonet, musketman were defended by banks of pikeman from charges by cavalry.
Bayonets allowed the musketman to effectively be their own pikeman, and when based in square formation were a
nigh on impossible target for cavalry, as proved at the battle of Waterloo.

#PRTO_Indian_Musket_Infantry

^
^[Indian Musket Infantry] are the first trained gunpowder units available to all civilizations. They are strong
defenders and adequate offensive units. They should be combined with $LINK<Dragoons=PRTO_Dragoon> in order
to destroy your enemies.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Indian Musket Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Indian Musket Infantry.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> retain their $LINK<Musketeers=PRTO_Musketeer> instead.

#DESC_PRTO_Indian_Musket_Infantry

^In the forty years between 1775 and 1815 occurred a revolution in warfare that coincided with the American and
French

revolutions, and with the coming of the age of Napoleon. This revolution swept away the traditional forms of
dynastic

warfare that had evolved in the European world for three hundred years previously, and began an era of national
warfare

that persists today.

^Musketmen, also known as infantry of the line, usually fought in three close-packed ranks with their smoothbore
muzzle

loaded flintlock muskets capable of being fired and reloaded at the rate of about two rounds per minute. Firing was

done in volleys by platoons (the continental style) or by line (the English style). One of the flank companies might be
composed of light infantry, soldiers trained to fight

as skirmishers and sometimes armed with rifles. (The rifle was a musket with grooves in the bore which gave the ball
a

spin that insured greater range and accuracy than that of the smoothbore musket.) Whereas volleys fired by
smoothbores

had an effective range not exceeding one hundred yards, aimed rifle fire could be dangerous to twice that distance.
On
the other hand, rifles took about twice as long to load because the ball had to be worked down the barrel against the

resistance of the rifling. Because of its loading problems and greater cost of manufacture, the rifle remained a

specialists weapon down to the mid-nineteenth century. The grenadier companies, composed of the largest men in
the

battalion, were often used to lead bayonet charges, the bayonet being the ordinary soldier's only weapon for

hand-to-hand fighting in the late eighteenth century.

^ Prior to the use of the bayonet, musketman were defended by banks of pikeman from charges by cavalry.
Bayonets allowed the musketman to effectively be their own pikeman, and when based in square formation were a
nigh on impossible target for cavalry, as proved at the battle of Waterloo.

#PRTO_Italian_Musket_Infantry

^[Italian Musket Infantry] are the first trained gunpowder units available to all civilizations. They are strong
defenders and adequate offensive units. They should be combined with $LINK<Dragoons=PRTO_Dragoon> in order
to destroy your enemies.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Italian Musket Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Italian Musket Infantry.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> retain their $LINK<Musketeers=PRTO_Musketeer> instead.

#DESC_PRTO_Italian_Musket_Infantry

^In the forty years between 1775 and 1815 occurred a revolution in warfare that coincided with the American and
French

revolutions, and with the coming of the age of Napoleon. This revolution swept away the traditional forms of
dynastic
warfare that had evolved in the European world for three hundred years previously, and began an era of national
warfare

that persists today.

^Musketmen, also known as infantry of the line, usually fought in three close-packed ranks with their smoothbore
muzzle

loaded flintlock muskets capable of being fired and reloaded at the rate of about two rounds per minute. Firing was

done in volleys by platoons (the continental style) or by line (the English style). One of the flank companies might be
composed of light infantry, soldiers trained to fight

as skirmishers and sometimes armed with rifles. (The rifle was a musket with grooves in the bore which gave the ball
a

spin that insured greater range and accuracy than that of the smoothbore musket.) Whereas volleys fired by
smoothbores

had an effective range not exceeding one hundred yards, aimed rifle fire could be dangerous to twice that distance.
On

the other hand, rifles took about twice as long to load because the ball had to be worked down the barrel against the

resistance of the rifling. Because of its loading problems and greater cost of manufacture, the rifle remained a

specialists weapon down to the mid-nineteenth century. The grenadier companies, composed of the largest men in
the

battalion, were often used to lead bayonet charges, the bayonet being the ordinary soldier's only weapon for

hand-to-hand fighting in the late eighteenth century.

^ Prior to the use of the bayonet, musketman were defended by banks of pikeman from charges by cavalry.
Bayonets allowed the musketman to effectively be their own pikeman, and when based in square formation were a
nigh on impossible target for cavalry, as proved at the battle of Waterloo.

#PRTO_Japanese_Musket_Infantry

^[Japanese Musket Infantry] are the first trained gunpowder units available to all civilizations. They are strong
defenders and adequate offensive units. They should be combined with $LINK<Dragoons=PRTO_Dragoon> in order
to destroy your enemies.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^
^[Japanese Musket Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Japanese Musket Infantry.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> retain their $LINK<Musketeers=PRTO_Musketeer> instead.

#DESC_PRTO_Japanese_Musket_Infantry

^In the forty years between 1775 and 1815 occurred a revolution in warfare that coincided with the American and
French

revolutions, and with the coming of the age of Napoleon. This revolution swept away the traditional forms of
dynastic

warfare that had evolved in the European world for three hundred years previously, and began an era of national
warfare

that persists today.

^Musketmen, also known as infantry of the line, usually fought in three close-packed ranks with their smoothbore
muzzle

loaded flintlock muskets capable of being fired and reloaded at the rate of about two rounds per minute. Firing was

done in volleys by platoons (the continental style) or by line (the English style). One of the flank companies might be
composed of light infantry, soldiers trained to fight

as skirmishers and sometimes armed with rifles. (The rifle was a musket with grooves in the bore which gave the ball
a

spin that insured greater range and accuracy than that of the smoothbore musket.) Whereas volleys fired by
smoothbores

had an effective range not exceeding one hundred yards, aimed rifle fire could be dangerous to twice that distance.
On

the other hand, rifles took about twice as long to load because the ball had to be worked down the barrel against the

resistance of the rifling. Because of its loading problems and greater cost of manufacture, the rifle remained a

specialists weapon down to the mid-nineteenth century. The grenadier companies, composed of the largest men in
the

battalion, were often used to lead bayonet charges, the bayonet being the ordinary soldier's only weapon for

hand-to-hand fighting in the late eighteenth century.


^ Prior to the use of the bayonet, musketman were defended by banks of pikeman from charges by cavalry.
Bayonets allowed the musketman to effectively be their own pikeman, and when based in square formation were a
nigh on impossible target for cavalry, as proved at the battle of Waterloo.

#PRTO_Ottoman_Musket_Infantry

^[Ottoman Musket Infantry] are the first trained gunpowder units available to all civilizations. They are strong
defenders and adequate offensive units. They should be combined with $LINK<Dragoons=PRTO_Dragoon> in order
to destroy your enemies.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Ottoman Musket Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Ottoman Musket Infantry.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> retain their $LINK<Musketeers=PRTO_Musketeer> instead.

#DESC_PRTO_Ottoman_Musket_Infantry

^In the forty years between 1775 and 1815 occurred a revolution in warfare that coincided with the American and
French

revolutions, and with the coming of the age of Napoleon. This revolution swept away the traditional forms of
dynastic

warfare that had evolved in the European world for three hundred years previously, and began an era of national
warfare

that persists today.

^Musketmen, also known as infantry of the line, usually fought in three close-packed ranks with their smoothbore
muzzle

loaded flintlock muskets capable of being fired and reloaded at the rate of about two rounds per minute. Firing was
done in volleys by platoons (the continental style) or by line (the English style). One of the flank companies might be
composed of light infantry, soldiers trained to fight

as skirmishers and sometimes armed with rifles. (The rifle was a musket with grooves in the bore which gave the ball
a

spin that insured greater range and accuracy than that of the smoothbore musket.) Whereas volleys fired by
smoothbores

had an effective range not exceeding one hundred yards, aimed rifle fire could be dangerous to twice that distance.
On

the other hand, rifles took about twice as long to load because the ball had to be worked down the barrel against the

resistance of the rifling. Because of its loading problems and greater cost of manufacture, the rifle remained a

specialists weapon down to the mid-nineteenth century. The grenadier companies, composed of the largest men in
the

battalion, were often used to lead bayonet charges, the bayonet being the ordinary soldier's only weapon for

hand-to-hand fighting in the late eighteenth century.

^ Prior to the use of the bayonet, musketman were defended by banks of pikeman from charges by cavalry.
Bayonets allowed the musketman to effectively be their own pikeman, and when based in square formation were a
nigh on impossible target for cavalry, as proved at the battle of Waterloo.

#PRTO_Prussian_Musket_Infantry

^[Prussian Musket Infantry] are the first trained gunpowder units available to all civilizations. They are strong
defenders and adequate offensive units. They should be combined with $LINK<Dragoons=PRTO_Dragoon> in order
to destroy your enemies.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Prussian Musket Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Prussian Musket Infantry.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> retain their $LINK<Musketeers=PRTO_Musketeer> instead.


#DESC_PRTO_Prussian_Musket_Infantry

^In the forty years between 1775 and 1815 occurred a revolution in warfare that coincided with the American and
French

revolutions, and with the coming of the age of Napoleon. This revolution swept away the traditional forms of
dynastic

warfare that had evolved in the European world for three hundred years previously, and began an era of national
warfare

that persists today.

^Musketmen, also known as infantry of the line, usually fought in three close-packed ranks with their smoothbore
muzzle

loaded flintlock muskets capable of being fired and reloaded at the rate of about two rounds per minute. Firing was

done in volleys by platoons (the continental style) or by line (the English style). One of the flank companies might be
composed of light infantry, soldiers trained to fight

as skirmishers and sometimes armed with rifles. (The rifle was a musket with grooves in the bore which gave the ball
a

spin that insured greater range and accuracy than that of the smoothbore musket.) Whereas volleys fired by
smoothbores

had an effective range not exceeding one hundred yards, aimed rifle fire could be dangerous to twice that distance.
On

the other hand, rifles took about twice as long to load because the ball had to be worked down the barrel against the

resistance of the rifling. Because of its loading problems and greater cost of manufacture, the rifle remained a

specialists weapon down to the mid-nineteenth century. The grenadier companies, composed of the largest men in
the

battalion, were often used to lead bayonet charges, the bayonet being the ordinary soldier's only weapon for

hand-to-hand fighting in the late eighteenth century.

^ Prior to the use of the bayonet, musketman were defended by banks of pikeman from charges by cavalry.
Bayonets allowed the musketman to effectively be their own pikeman, and when based in square formation were a
nigh on impossible target for cavalry, as proved at the battle of Waterloo.

#PRTO_Russian_Musket_Infantry

^
^[Russian Musket Infantry] are the first trained gunpowder units available to all civilizations. They are strong
defenders and adequate offensive units. They should be combined with $LINK<Dragoons=PRTO_Dragoon> in order
to destroy your enemies.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Russian Musket Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Russian Musket Infantry.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> retain their $LINK<Musketeers=PRTO_Musketeer> instead.

#DESC_PRTO_Russian_Musket_Infantry

^In the forty years between 1775 and 1815 occurred a revolution in warfare that coincided with the American and
French

revolutions, and with the coming of the age of Napoleon. This revolution swept away the traditional forms of
dynastic

warfare that had evolved in the European world for three hundred years previously, and began an era of national
warfare

that persists today.

^Musketmen, also known as infantry of the line, usually fought in three close-packed ranks with their smoothbore
muzzle

loaded flintlock muskets capable of being fired and reloaded at the rate of about two rounds per minute. Firing was

done in volleys by platoons (the continental style) or by line (the English style). One of the flank companies might be
composed of light infantry, soldiers trained to fight

as skirmishers and sometimes armed with rifles. (The rifle was a musket with grooves in the bore which gave the ball
a

spin that insured greater range and accuracy than that of the smoothbore musket.) Whereas volleys fired by
smoothbores

had an effective range not exceeding one hundred yards, aimed rifle fire could be dangerous to twice that distance.
On
the other hand, rifles took about twice as long to load because the ball had to be worked down the barrel against the

resistance of the rifling. Because of its loading problems and greater cost of manufacture, the rifle remained a

specialists weapon down to the mid-nineteenth century. The grenadier companies, composed of the largest men in
the

battalion, were often used to lead bayonet charges, the bayonet being the ordinary soldier's only weapon for

hand-to-hand fighting in the late eighteenth century.

^ Prior to the use of the bayonet, musketman were defended by banks of pikeman from charges by cavalry.
Bayonets allowed the musketman to effectively be their own pikeman, and when based in square formation were a
nigh on impossible target for cavalry, as proved at the battle of Waterloo.

#PRTO_Spanish_Musket_Infantry

^[Spanish Musket Infantry] are the first trained gunpowder units available to all civilizations. They are strong
defenders and adequate offensive units. They should be combined with $LINK<Dragoons=PRTO_Dragoon> in order
to destroy your enemies.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Spanish Musket Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Spanish Musket Infantry.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> retain their $LINK<Musketeers=PRTO_Musketeer> instead.

#DESC_PRTO_Spanish_Musket_Infantry

^In the forty years between 1775 and 1815 occurred a revolution in warfare that coincided with the American and
French

revolutions, and with the coming of the age of Napoleon. This revolution swept away the traditional forms of
dynastic
warfare that had evolved in the European world for three hundred years previously, and began an era of national
warfare

that persists today.

^Musketmen, also known as infantry of the line, usually fought in three close-packed ranks with their smoothbore
muzzle

loaded flintlock muskets capable of being fired and reloaded at the rate of about two rounds per minute. Firing was

done in volleys by platoons (the continental style) or by line (the English style). One of the flank companies might be
composed of light infantry, soldiers trained to fight

as skirmishers and sometimes armed with rifles. (The rifle was a musket with grooves in the bore which gave the ball
a

spin that insured greater range and accuracy than that of the smoothbore musket.) Whereas volleys fired by
smoothbores

had an effective range not exceeding one hundred yards, aimed rifle fire could be dangerous to twice that distance.
On

the other hand, rifles took about twice as long to load because the ball had to be worked down the barrel against the

resistance of the rifling. Because of its loading problems and greater cost of manufacture, the rifle remained a

specialists weapon down to the mid-nineteenth century. The grenadier companies, composed of the largest men in
the

battalion, were often used to lead bayonet charges, the bayonet being the ordinary soldier's only weapon for

hand-to-hand fighting in the late eighteenth century.

^ Prior to the use of the bayonet, musketman were defended by banks of pikeman from charges by cavalry.
Bayonets allowed the musketman to effectively be their own pikeman, and when based in square formation were a
nigh on impossible target for cavalry, as proved at the battle of Waterloo.

#PRTO_Swedish_Musket_Infantry

^[Swedish Musket Infantry] are the first trained gunpowder units available to all civilizations. They are strong
defenders and adequate offensive units. They should be combined with $LINK<Dragoons=PRTO_Dragoon> in order
to destroy your enemies.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^
^[Swedish Musket Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Swedish Musket Infantry.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> retain their $LINK<Musketeers=PRTO_Musketeer> instead.

#DESC_PRTO_Swedish_Musket_Infantry

^In the forty years between 1775 and 1815 occurred a revolution in warfare that coincided with the American and
French

revolutions, and with the coming of the age of Napoleon. This revolution swept away the traditional forms of
dynastic

warfare that had evolved in the European world for three hundred years previously, and began an era of national
warfare

that persists today.

^Musketmen, also known as infantry of the line, usually fought in three close-packed ranks with their smoothbore
muzzle

loaded flintlock muskets capable of being fired and reloaded at the rate of about two rounds per minute. Firing was

done in volleys by platoons (the continental style) or by line (the English style). One of the flank companies might be
composed of light infantry, soldiers trained to fight

as skirmishers and sometimes armed with rifles. (The rifle was a musket with grooves in the bore which gave the ball
a

spin that insured greater range and accuracy than that of the smoothbore musket.) Whereas volleys fired by
smoothbores

had an effective range not exceeding one hundred yards, aimed rifle fire could be dangerous to twice that distance.
On

the other hand, rifles took about twice as long to load because the ball had to be worked down the barrel against the

resistance of the rifling. Because of its loading problems and greater cost of manufacture, the rifle remained a

specialists weapon down to the mid-nineteenth century. The grenadier companies, composed of the largest men in
the

battalion, were often used to lead bayonet charges, the bayonet being the ordinary soldier's only weapon for

hand-to-hand fighting in the late eighteenth century.


^ Prior to the use of the bayonet, musketman were defended by banks of pikeman from charges by cavalry.
Bayonets allowed the musketman to effectively be their own pikeman, and when based in square formation were a
nigh on impossible target for cavalry, as proved at the battle of Waterloo.

#PRTO_Native_Musket_Infantry

^[Native Musket Infantry] are the first trained gunpowder units available to all civilizations. They are strong
defenders and adequate offensive units. They should be combined with $LINK<Dragoons=PRTO_Dragoon> in order
to destroy your enemies.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Native Musket Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Native Musket Infantry.]

^{Unique Units:} The $LINK<French=RACE_FRENCH> retain their $LINK<Musketeers=PRTO_Musketeer> instead.

#DESC_PRTO_Native_Musket_Infantry

^In the forty years between 1775 and 1815 occurred a revolution in warfare that coincided with the American and
French

revolutions, and with the coming of the age of Napoleon. This revolution swept away the traditional forms of
dynastic

warfare that had evolved in the European world for three hundred years previously, and began an era of national
warfare

that persists today.

^Musketmen, also known as infantry of the line, usually fought in three close-packed ranks with their smoothbore
muzzle

loaded flintlock muskets capable of being fired and reloaded at the rate of about two rounds per minute. Firing was
done in volleys by platoons (the continental style) or by line (the English style). One of the flank companies might be
composed of light infantry, soldiers trained to fight

as skirmishers and sometimes armed with rifles. (The rifle was a musket with grooves in the bore which gave the ball
a

spin that insured greater range and accuracy than that of the smoothbore musket.) Whereas volleys fired by
smoothbores

had an effective range not exceeding one hundred yards, aimed rifle fire could be dangerous to twice that distance.
On

the other hand, rifles took about twice as long to load because the ball had to be worked down the barrel against the

resistance of the rifling. Because of its loading problems and greater cost of manufacture, the rifle remained a

specialists weapon down to the mid-nineteenth century. The grenadier companies, composed of the largest men in
the

battalion, were often used to lead bayonet charges, the bayonet being the ordinary soldier's only weapon for

hand-to-hand fighting in the late eighteenth century.

^ Prior to the use of the bayonet, musketman were defended by banks of pikeman from charges by cavalry.
Bayonets allowed the musketman to effectively be their own pikeman, and when based in square formation were a
nigh on impossible target for cavalry, as proved at the battle of Waterloo.

#PRTO_Line_Infantry

^[Line Infantry] are multi-purpose units, equally skilled on both offense and defense.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Line Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Line Infantry.]

^$LINK<Flavor Units=GCON_Flavor>{:} England produces $LINK<British Line Infantry=PRTO_British_Line_Infantry>

#DESC_PRTO_Line_Infantry
#PRTO_British_Line_Infantry

^[British Line Infantry] are multi-purpose units, equally skilled on both offense and defense.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[British Line Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [British Line Infantry.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor of the $LINK<Line Infantry=PRTO_Line_Infantry>.

#DESC_PRTO_British_Line_Infantry

#PRTO_Prussian_Line_Infantry

^[Prussian Line Infantry] are multi-purpose units, equally skilled on both offense and defense.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Prussian Line Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Prussian Line Infantry.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Line Infantry=PRTO_Line_Infantry>.


#DESC_PRTO_Prussian_Line_Infantry

#PRTO_Russian_Line_Infantry

^[Russian Line Infantry] are multi-purpose units, equally skilled on both offense and defense.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Russian Line Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Russian Line Infantry.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Line Infantry=PRTO_Line_Infantry>.

#DESC_PRTO_Russian_Line_Infantry

#PRTO_Swedish_Line_Infantry

^[Swedish Line Infantry] are multi-purpose units, equally skilled on both offense and defense.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Swedish Line Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Swedish Line Infantry.]
^

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Swedish flavor of the $LINK<Line Infantry=PRTO_Line_Infantry>.

#DESC_PRTO_Swedish_Line_Infantry

#PRTO_Italian_Line_Infantry

^[Italian Line Infantry] are multi-purpose units, equally skilled on both offense and defense.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Italian Line Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Italian Line Infantry.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Italian flavor of the $LINK<Line Infantry=PRTO_Line_Infantry>.

#DESC_PRTO_Italian_Line_Infantry

#PRTO_Spanish_Line_Infantry

^[Spanish Line Infantry] are multi-purpose units, equally skilled on both offense and defense.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Spanish Line Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.


^

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Spanish Line Infantry.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Spanish flavor of the $LINK<Line Infantry=PRTO_Line_Infantry>.

#DESC_PRTO_Spanish_Line_Infantry

#PRTO_African_Line_Infantry

^[African Line Infantry] are multi-purpose units, equally skilled on both offense and defense.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[African Line Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [African Line Infantry.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Line Infantry=PRTO_Line_Infantry>.

#DESC_PRTO_African_Line_Infantry

#PRTO_Asian_Line_Infantry

^[Asian Line Infantry] are multi-purpose units, equally skilled on both offense and defense.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.
^

^[Asian Line Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Asian Line Infantry.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Line Infantry=PRTO_Line_Infantry>.

#DESC_PRTO_Asian_Line_Infantry

#PRTO_Indian_Line_Infantry

^[Indian Line Infantry] are multi-purpose units, equally skilled on both offense and defense.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Indian Line Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Indian Line Infantry.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian flavor of the $LINK<Line Infantry=PRTO_Line_Infantry>.

#DESC_PRTO_Indian_Line_Infantry

#PRTO_Nizam_Infantry

^[Nizam Infantry] are multi-purpose units, equally skilled on both offense and defense.
^

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Nizam Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Nizam Infantry.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Middleeastern flavor of the $LINK<Line


Infantry=PRTO_Line_Infantry>.

#DESC_PRTO_Nizam_Infantry

#PRTO_French_Guard

^[French_Guard Infantry] are multi-purpose units, equally skilled on both offense and defense.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[French_Guard Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [French_Guard Infantry.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Line Infantry=PRTO_Line_Infantry>.

#DESC_PRTO_French_Guard
#PRTO_Native_Flintlock

^[Native Flintlock Infantry] are multi-purpose units, equally skilled on both offense and defense.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Native Flintlock Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Native Flintlock Infantry.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Iroquois flavor of the $LINK<Line Infantry=PRTO_Line_Infantry>.

#DESC_PRTO_Native_Flintlock

#PRTO_Sioux_Flintlock

^[Sioux Flintlock Infantry] are multi-purpose units, equally skilled on both offense and defense.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Sioux Flintlock Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Sioux Flintlock Infantry.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Sioux flavor of the $LINK<Line Infantry=PRTO_Line_Infantry>.

#DESC_PRTO_Sioux_Flintlock
#PRTO_Rifleman

^[Riflemen] are highly skilled in offense as well as defense. By the time you can build these, saltpeter is in abundance
and is not needed.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Riflemen] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} $LINK<African Riflemen=PRTO_African_Rifleman>, $LINK<Aztec


Riflemen=PRTO_Aztec_Rifleman>, $LINK<French Riflemen=PRTO_French_Rifleman>, German $LINK<Prussian
Fusiliers=PRTO_Prussian_Fusilier> and $LINK<British Rifleman=PRTO_British_Rifleman>.

#DESC_PRTO_Rifleman

^Two developments in the 19th century made early firearms (such as the musket) obsolete. The first was the
invention

of a spiral groove, or "rifling", inside the barrel of a gun. Second was the development of the repeating rifle, which

could fire multiple shots before it required reloading. The rifle was a better weapon than its ancestors, with much

more accuracy over a greater range than the musket and a much higher rate of fire.

^Riflemen were first employed in large numbers during the American Civil War. The 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 dominated the battlefield until the appearance of armored
attack

vehicles.

#PRTO_African_Rifleman
^

^[African Riflemen] are highly skilled in offense as well as defense. By the time you can build these, saltpeter is in
abundance and is not needed.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[African Riflemen] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Rifleman=PRTO_Rifleman>.

#DESC_PRTO_African_Rifleman

^Two developments in the 19th century made early firearms (such as the musket) obsolete. The first was the
invention

of a spiral groove, or "rifling", inside the barrel of a gun. Second was the development of the repeating rifle, which

could fire multiple shots before it required reloading. The rifle was a better weapon than its ancestors, with much

more accuracy over a greater range than the musket and a much higher rate of fire.

^Riflemen were first employed in large numbers during the American Civil War. The 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 dominated the battlefield until the appearance of armored
attack

vehicles.

#PRTO_Aztec_Rifleman

^[Aztec Riflemen] are highly skilled in offense as well as defense. By the time you can build these, saltpeter is in
abundance and is not needed.

^
^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Aztec Riflemen] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Aztec flavor of the $LINK<Rifleman=PRTO_Rifleman>.

#DESC_PRTO_Aztec_Rifleman

^Two developments in the 19th century made early firearms (such as the musket) obsolete. The first was the
invention

of a spiral groove, or "rifling", inside the barrel of a gun. Second was the development of the repeating rifle, which

could fire multiple shots before it required reloading. The rifle was a better weapon than its ancestors, with much

more accuracy over a greater range than the musket and a much higher rate of fire.

^Riflemen were first employed in large numbers during the American Civil War. The 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 dominated the battlefield until the appearance of armored
attack

vehicles.

#PRTO_French_Rifleman

^[French Riflemen] are highly skilled in offense as well as defense. By the time you can build these, saltpeter is in
abundance and is not needed.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[French Riflemen] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.


^

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Rifleman=PRTO_Rifleman>.

#DESC_PRTO_French_Rifleman

^Two developments in the 19th century made early firearms (such as the musket) obsolete. The first was the
invention

of a spiral groove, or "rifling", inside the barrel of a gun. Second was the development of the repeating rifle, which

could fire multiple shots before it required reloading. The rifle was a better weapon than its ancestors, with much

more accuracy over a greater range than the musket and a much higher rate of fire.

^Riflemen were first employed in large numbers during the American Civil War. The 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 dominated the battlefield until the appearance of armored
attack

vehicles.

#PRTO_Prussian_Fusilier

^[Prussian Fusiliers] are highly skilled in offense as well as defense. By the time you can build these, saltpeter is in
abundance and is not needed.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Prussian Fusiliers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Rifleman=PRTO_Rifleman>.

#DESC_PRTO_Prussian_Fusilier
^

^Two developments in the 19th century made early firearms (such as the musket) obsolete. The first was the
invention

of a spiral groove, or "rifling", inside the barrel of a gun. Second was the development of the repeating rifle, which

could fire multiple shots before it required reloading. The rifle was a better weapon than its ancestors, with much

more accuracy over a greater range than the musket and a much higher rate of fire.

^Riflemen were first employed in large numbers during the American Civil War. The 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 dominated the battlefield until the appearance of armored
attack

vehicles.

#PRTO_British_Rifleman

^[British Riflemen] are highly skilled in offense as well as defense. By the time you can build these, saltpeter is in
abundance and is not needed.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[British Riflemen] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor of the $LINK<Rifleman=PRTO_Rifleman>.

#DESC_PRTO_British_Rifleman

^Two developments in the 19th century made early firearms (such as the musket) obsolete. The first was the
invention

of a spiral groove, or "rifling", inside the barrel of a gun. Second was the development of the repeating rifle, which

could fire multiple shots before it required reloading. The rifle was a better weapon than its ancestors, with much
more accuracy over a greater range than the musket and a much higher rate of fire.

^Riflemen were first employed in large numbers during the American Civil War. The 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 dominated the battlefield until the appearance of armored
attack

vehicles.

#PRTO_Native_Rifleman

^[Native Riflemen] are highly skilled in offense as well as defense. By the time you can build these, saltpeter is in
abundance and is not needed.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Native Riflemen] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Sioux and Iroquois flavor of the $LINK<Rifleman=PRTO_Rifleman>.

#DESC_PRTO_Native_Rifleman

^Two developments in the 19th century made early firearms (such as the musket) obsolete. The first was the
invention

of a spiral groove, or "rifling", inside the barrel of a gun. Second was the development of the repeating rifle, which

could fire multiple shots before it required reloading. The rifle was a better weapon than its ancestors, with much

more accuracy over a greater range than the musket and a much higher rate of fire.

^Riflemen were first employed in large numbers during the American Civil War. The 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 dominated the battlefield until the appearance of armored
attack

vehicles.

#PRTO_Asian_Rifleman

^[Asian Riflemen] are highly skilled in offense as well as defense. By the time you can build these, saltpeter is in
abundance and is not needed.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Asian Riflemen] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Rifleman=PRTO_Rifleman>.

#DESC_PRTO_Asian_Rifleman

^Two developments in the 19th century made early firearms (such as the musket) obsolete. The first was the
invention

of a spiral groove, or "rifling", inside the barrel of a gun. Second was the development of the repeating rifle, which

could fire multiple shots before it required reloading. The rifle was a better weapon than its ancestors, with much

more accuracy over a greater range than the musket and a much higher rate of fire.

^Riflemen were first employed in large numbers during the American Civil War. The 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 dominated the battlefield until the appearance of armored
attack

vehicles.
#PRTO_Indian_Sepoy

^[Indian Sepoy] are highly skilled in offense as well as defense. By the time you can build these, saltpeter is in
abundance and is not needed.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Indian Sepoy] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian flavor of the $LINK<Rifleman=PRTO_Rifleman>.

#DESC_PRTO_Indian_Sepoy

^Two developments in the 19th century made early firearms (such as the musket) obsolete. The first was the
invention

of a spiral groove, or "rifling", inside the barrel of a gun. Second was the development of the repeating rifle, which

could fire multiple shots before it required reloading. The rifle was a better weapon than its ancestors, with much

more accuracy over a greater range than the musket and a much higher rate of fire.

^Riflemen were first employed in large numbers during the American Civil War. The 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 dominated the battlefield until the appearance of armored
attack

vehicles.

#PRTO_Russian_Fusilier

^[Russian Fusiliers] are highly skilled in offense as well as defense. By the time you can build these, saltpeter is in
abundance and is not needed.

^
^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Russian Fusiliers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Rifleman=PRTO_Rifleman>.

#DESC_PRTO_Russian_Fusilier

^Two developments in the 19th century made early firearms (such as the musket) obsolete. The first was the
invention

of a spiral groove, or "rifling", inside the barrel of a gun. Second was the development of the repeating rifle, which

could fire multiple shots before it required reloading. The rifle was a better weapon than its ancestors, with much

more accuracy over a greater range than the musket and a much higher rate of fire.

^Riflemen were first employed in large numbers during the American Civil War. The 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 dominated the battlefield until the appearance of armored
attack

vehicles.

#PRTO_Trencher

^[Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Trenchers] can be airlifted between cities.

^
^[Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Trencher.]

#DESC_PRTO_Trencher

#PRTO_African_Trencher

^[African Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[African Trenchers] can be airlifted between cities.

^[African Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [African Trencher.]

#DESC_PRTO_African_Trencher

#PRTO_American_Trencher

^[American Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^
^[American Trenchers] can be airlifted between cities.

^[American Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [American Trencher.]

#DESC_PRTO_American_Trencher

#PRTO_Arabian_Trencher

^[Arabian Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Arabian Trenchers] can be airlifted between cities.

^[Arabian Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Arabian Trencher.]

#DESC_PRTO_Arabian_Trencher

#PRTO_British_Trencher

^[British Trenchers] are infantry units trained to execute attacks.

^
^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[British Trenchers] can be airlifted between cities.

^[British Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [British Trencher.]

#DESC_PRTO_British_Trencher

#PRTO_Chinese_Trencher

^[Chinese Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Chinese Trenchers] can be airlifted between cities.

^[Chinese Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Chinese Trencher.]

#DESC_PRTO_Chinese_Trencher

#PRTO_French_Trencher

^
^[French Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[French Trenchers] can be airlifted between cities.

^[French Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [French Trencher.]

#DESC_PRTO_French_Trencher

#PRTO_German_Trencher

^[German Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[German Trenchers] can be airlifted between cities.

^[German Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [German Trencher.]

#DESC_PRTO_German_Trencher
#PRTO_African_Trencher

^[African Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[African Trenchers] can be airlifted between cities.

^[African Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [African Trencher.]

#DESC_PRTO_African_Trencher

#PRTO_Greek_Trencher

^[Greek Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Greek Trenchers] can be airlifted between cities.

^[Greek Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Greek Trencher.]

#DESC_PRTO_Greek_Trencher
#PRTO_Indian_Trencher

^[Indian Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Indian Trenchers] can be airlifted between cities.

^[Indian Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Indian Trencher.]

#DESC_PRTO_Indian_Trencher

#PRTO_African_Trencher

^[African Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[African Trenchers] can be airlifted between cities.

^[African Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [African Trencher.]
#DESC_PRTO_African_Trencher

#PRTO_Italian_Trencher

^[Italian Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Italian Trenchers] can be airlifted between cities.

^[Italian Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Italian Trencher.]

#DESC_PRTO_Italian_Trencher

#PRTO_Japanese_Trencher

^[Japanese Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Japanese Trenchers] can be airlifted between cities.

^[Japanese Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.


^

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Japanese Trencher.]

#DESC_PRTO_Japanese_Trencher

#PRTO_Mexican_Trencher

^[Mexican Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Mexican Trenchers] can be airlifted between cities.

^[Mexican Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Mexican Trencher.]

#DESC_PRTO_Mexican_Trencher

#PRTO_Russian_Trencher

^[Russian Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Russian Trenchers] can be airlifted between cities.


^

^[Russian Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Russian Trencher.]

#DESC_PRTO_Russian_Trencher

#PRTO_Swedish_Trencher

^[Swedish Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Swedish Trenchers] can be airlifted between cities.

^[Swedish Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Swedish Trencher.]

#DESC_PRTO_Swedish_Trencher

#PRTO_Turkish_Trencher

^[Turkish Trenchers] are infantry units trained to execute attacks.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.
^

^[Turkish Trenchers] can be airlifted between cities.

^[Turkish Trenchers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Turkish Trencher.]

#DESC_PRTO_Turkish_Trencher

#PRTO_Machine_Gunner

^[Machine Gunners] are infantry units specially trained to hold defensive positions.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Machine Gunners] can be airlifted between cities.

^[Machine Gunners] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Machine Gunners.]

#DESC_PRTO_Machine_Gunner

^From the introduction of firearms in the late Middle Ages, attempts were made to design a weapon that would fire
more than one shot without reloading, typically by a cluster or row of barrels fired in sequence. In 1718 James
Puckle in London patented a machine gun that was actually produced; a model of it is in the Tower of London. Its
chief feature, a revolving cylinder that fed rounds into the gun's chamber, was a basic step toward the automatic
weapon; what prevented its success was the clumsy and undependable flintlock ignition. The introduction of the
percussion cap in the 19th century led to the invention of numerous machine guns in the United States, several of
which were employed in the American Civil War. In all of these either the cylinder or a cluster of barrels was hand-
cranked. The most successful was the Gatling gun, which in its later version incorporated the modern cartridge,
containing bullet, propellant, and means of ignition.

^The introduction of smokeless powder in the 1880s made it possible to convert the hand-cranked machine gun into
a truly automatic weapon, primarily because smokeless powder's even combustion made it possible to harness the
recoil so as to work the bolt, expel the spent cartridge, and reload. Hiram Stevens Maxim of the United States was
the first inventor to incorporate this effect in a weapon design. The Maxim machine gun (c. 1884) was quickly
followed by others—the Hotchkiss, Lewis, Browning, Madsen, Mauser, and other guns. Some of these utilized
another property of the even burning of smokeless powder: small amounts of the combustion gas were diverted
through a port to drive a piston or lever to open the breech as each round was fired, admitting the next round. As a
result, during World War I the battlefield was from the outset dominated by the machine gun, generally belt-fed,
water-cooled, and of a calibre matching that of the rifle. Except for synchronizing with aircraft propellers, the
machine gun remained little changed throughout World War I and into World War II. Since then, innovations such as
sheet-metal bodies and air-cooled, quick-changing barrels have made machine guns lighter and more reliable and
quick-firing, but they still operate under the same principles as in the days of Hiram Maxim.

#PRTO_African_HMG

^[Machine Gunners (HMG = Heavy Machine Gun] are infantry units specially trained to hold defensive positions.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Machine Gunners] can be airlifted between cities.

^[Machine Gunners] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Machine Gunners.]

#DESC_PRTO_African_HMG

^From the introduction of firearms in the late Middle Ages, attempts were made to design a weapon that would fire
more than one shot without reloading, typically by a cluster or row of barrels fired in sequence. In 1718 James
Puckle in London patented a machine gun that was actually produced; a model of it is in the Tower of London. Its
chief feature, a revolving cylinder that fed rounds into the gun's chamber, was a basic step toward the automatic
weapon; what prevented its success was the clumsy and undependable flintlock ignition. The introduction of the
percussion cap in the 19th century led to the invention of numerous machine guns in the United States, several of
which were employed in the American Civil War. In all of these either the cylinder or a cluster of barrels was hand-
cranked. The most successful was the Gatling gun, which in its later version incorporated the modern cartridge,
containing bullet, propellant, and means of ignition.

^The introduction of smokeless powder in the 1880s made it possible to convert the hand-cranked machine gun into
a truly automatic weapon, primarily because smokeless powder's even combustion made it possible to harness the
recoil so as to work the bolt, expel the spent cartridge, and reload. Hiram Stevens Maxim of the United States was
the first inventor to incorporate this effect in a weapon design. The Maxim machine gun (c. 1884) was quickly
followed by others—the Hotchkiss, Lewis, Browning, Madsen, Mauser, and other guns. Some of these utilized
another property of the even burning of smokeless powder: small amounts of the combustion gas were diverted
through a port to drive a piston or lever to open the breech as each round was fired, admitting the next round. As a
result, during World War I the battlefield was from the outset dominated by the machine gun, generally belt-fed,
water-cooled, and of a calibre matching that of the rifle. Except for synchronizing with aircraft propellers, the
machine gun remained little changed throughout World War I and into World War II. Since then, innovations such as
sheet-metal bodies and air-cooled, quick-changing barrels have made machine guns lighter and more reliable and
quick-firing, but they still operate under the same principles as in the days of Hiram Maxim.

#PRTO_Asian_HMG

^[Machine Gunners (HMG = Heavy Machine Gun] are infantry units specially trained to hold defensive positions.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Machine Gunners] can be airlifted between cities.

^[Machine Gunners] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Machine Gunners.]

#DESC_PRTO_Asian_HMG

^
^From the introduction of firearms in the late Middle Ages, attempts were made to design a weapon that would fire
more than one shot without reloading, typically by a cluster or row of barrels fired in sequence. In 1718 James
Puckle in London patented a machine gun that was actually produced; a model of it is in the Tower of London. Its
chief feature, a revolving cylinder that fed rounds into the gun's chamber, was a basic step toward the automatic
weapon; what prevented its success was the clumsy and undependable flintlock ignition. The introduction of the
percussion cap in the 19th century led to the invention of numerous machine guns in the United States, several of
which were employed in the American Civil War. In all of these either the cylinder or a cluster of barrels was hand-
cranked. The most successful was the Gatling gun, which in its later version incorporated the modern cartridge,
containing bullet, propellant, and means of ignition.

^The introduction of smokeless powder in the 1880s made it possible to convert the hand-cranked machine gun into
a truly automatic weapon, primarily because smokeless powder's even combustion made it possible to harness the
recoil so as to work the bolt, expel the spent cartridge, and reload. Hiram Stevens Maxim of the United States was
the first inventor to incorporate this effect in a weapon design. The Maxim machine gun (c. 1884) was quickly
followed by others—the Hotchkiss, Lewis, Browning, Madsen, Mauser, and other guns. Some of these utilized
another property of the even burning of smokeless powder: small amounts of the combustion gas were diverted
through a port to drive a piston or lever to open the breech as each round was fired, admitting the next round. As a
result, during World War I the battlefield was from the outset dominated by the machine gun, generally belt-fed,
water-cooled, and of a calibre matching that of the rifle. Except for synchronizing with aircraft propellers, the
machine gun remained little changed throughout World War I and into World War II. Since then, innovations such as
sheet-metal bodies and air-cooled, quick-changing barrels have made machine guns lighter and more reliable and
quick-firing, but they still operate under the same principles as in the days of Hiram Maxim.

#PRTO_British_HMG

^[Machine Gunners (HMG = Heavy Machine Gun] are infantry units specially trained to hold defensive positions.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Machine Gunners] can be airlifted between cities.

^[Machine Gunners] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Machine Gunners.]
#DESC_PRTO_British_HMG

^From the introduction of firearms in the late Middle Ages, attempts were made to design a weapon that would fire
more than one shot without reloading, typically by a cluster or row of barrels fired in sequence. In 1718 James
Puckle in London patented a machine gun that was actually produced; a model of it is in the Tower of London. Its
chief feature, a revolving cylinder that fed rounds into the gun's chamber, was a basic step toward the automatic
weapon; what prevented its success was the clumsy and undependable flintlock ignition. The introduction of the
percussion cap in the 19th century led to the invention of numerous machine guns in the United States, several of
which were employed in the American Civil War. In all of these either the cylinder or a cluster of barrels was hand-
cranked. The most successful was the Gatling gun, which in its later version incorporated the modern cartridge,
containing bullet, propellant, and means of ignition.

^The introduction of smokeless powder in the 1880s made it possible to convert the hand-cranked machine gun into
a truly automatic weapon, primarily because smokeless powder's even combustion made it possible to harness the
recoil so as to work the bolt, expel the spent cartridge, and reload. Hiram Stevens Maxim of the United States was
the first inventor to incorporate this effect in a weapon design. The Maxim machine gun (c. 1884) was quickly
followed by others—the Hotchkiss, Lewis, Browning, Madsen, Mauser, and other guns. Some of these utilized
another property of the even burning of smokeless powder: small amounts of the combustion gas were diverted
through a port to drive a piston or lever to open the breech as each round was fired, admitting the next round. As a
result, during World War I the battlefield was from the outset dominated by the machine gun, generally belt-fed,
water-cooled, and of a calibre matching that of the rifle. Except for synchronizing with aircraft propellers, the
machine gun remained little changed throughout World War I and into World War II. Since then, innovations such as
sheet-metal bodies and air-cooled, quick-changing barrels have made machine guns lighter and more reliable and
quick-firing, but they still operate under the same principles as in the days of Hiram Maxim.

#PRTO_Eastern_HMG

^[Machine Gunners (HMG = Heavy Machine Gun] are infantry units specially trained to hold defensive positions.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Machine Gunners] can be airlifted between cities.

^[Machine Gunners] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^
^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic
resource=GCON_ResourcesS> box to build a [Machine Gunners.]

#DESC_PRTO_Eastern_HMG

^From the introduction of firearms in the late Middle Ages, attempts were made to design a weapon that would fire
more than one shot without reloading, typically by a cluster or row of barrels fired in sequence. In 1718 James
Puckle in London patented a machine gun that was actually produced; a model of it is in the Tower of London. Its
chief feature, a revolving cylinder that fed rounds into the gun's chamber, was a basic step toward the automatic
weapon; what prevented its success was the clumsy and undependable flintlock ignition. The introduction of the
percussion cap in the 19th century led to the invention of numerous machine guns in the United States, several of
which were employed in the American Civil War. In all of these either the cylinder or a cluster of barrels was hand-
cranked. The most successful was the Gatling gun, which in its later version incorporated the modern cartridge,
containing bullet, propellant, and means of ignition.

^The introduction of smokeless powder in the 1880s made it possible to convert the hand-cranked machine gun into
a truly automatic weapon, primarily because smokeless powder's even combustion made it possible to harness the
recoil so as to work the bolt, expel the spent cartridge, and reload. Hiram Stevens Maxim of the United States was
the first inventor to incorporate this effect in a weapon design. The Maxim machine gun (c. 1884) was quickly
followed by others—the Hotchkiss, Lewis, Browning, Madsen, Mauser, and other guns. Some of these utilized
another property of the even burning of smokeless powder: small amounts of the combustion gas were diverted
through a port to drive a piston or lever to open the breech as each round was fired, admitting the next round. As a
result, during World War I the battlefield was from the outset dominated by the machine gun, generally belt-fed,
water-cooled, and of a calibre matching that of the rifle. Except for synchronizing with aircraft propellers, the
machine gun remained little changed throughout World War I and into World War II. Since then, innovations such as
sheet-metal bodies and air-cooled, quick-changing barrels have made machine guns lighter and more reliable and
quick-firing, but they still operate under the same principles as in the days of Hiram Maxim.

#PRTO_Egyptian_Camel_HMG

^[Machine Gunners (HMG = Heavy Machine Gun] are infantry units specially trained to hold defensive positions.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Machine Gunners] can be airlifted between cities.

^[Machine Gunners] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.


^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Machine Gunners.]

#DESC_PRTO_Egyptian_Camel_HMG

^From the introduction of firearms in the late Middle Ages, attempts were made to design a weapon that would fire
more than one shot without reloading, typically by a cluster or row of barrels fired in sequence. In 1718 James
Puckle in London patented a machine gun that was actually produced; a model of it is in the Tower of London. Its
chief feature, a revolving cylinder that fed rounds into the gun's chamber, was a basic step toward the automatic
weapon; what prevented its success was the clumsy and undependable flintlock ignition. The introduction of the
percussion cap in the 19th century led to the invention of numerous machine guns in the United States, several of
which were employed in the American Civil War. In all of these either the cylinder or a cluster of barrels was hand-
cranked. The most successful was the Gatling gun, which in its later version incorporated the modern cartridge,
containing bullet, propellant, and means of ignition.

^The introduction of smokeless powder in the 1880s made it possible to convert the hand-cranked machine gun into
a truly automatic weapon, primarily because smokeless powder's even combustion made it possible to harness the
recoil so as to work the bolt, expel the spent cartridge, and reload. Hiram Stevens Maxim of the United States was
the first inventor to incorporate this effect in a weapon design. The Maxim machine gun (c. 1884) was quickly
followed by others—the Hotchkiss, Lewis, Browning, Madsen, Mauser, and other guns. Some of these utilized
another property of the even burning of smokeless powder: small amounts of the combustion gas were diverted
through a port to drive a piston or lever to open the breech as each round was fired, admitting the next round. As a
result, during World War I the battlefield was from the outset dominated by the machine gun, generally belt-fed,
water-cooled, and of a calibre matching that of the rifle. Except for synchronizing with aircraft propellers, the
machine gun remained little changed throughout World War I and into World War II. Since then, innovations such as
sheet-metal bodies and air-cooled, quick-changing barrels have made machine guns lighter and more reliable and
quick-firing, but they still operate under the same principles as in the days of Hiram Maxim.

#PRTO_French_HMG

^[Machine Gunners (HMG = Heavy Machine Gun] are infantry units specially trained to hold defensive positions.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^
^[Machine Gunners] can be airlifted between cities.

^[Machine Gunners] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Machine Gunners.]

#DESC_PRTO_French_HMG

^From the introduction of firearms in the late Middle Ages, attempts were made to design a weapon that would fire
more than one shot without reloading, typically by a cluster or row of barrels fired in sequence. In 1718 James
Puckle in London patented a machine gun that was actually produced; a model of it is in the Tower of London. Its
chief feature, a revolving cylinder that fed rounds into the gun's chamber, was a basic step toward the automatic
weapon; what prevented its success was the clumsy and undependable flintlock ignition. The introduction of the
percussion cap in the 19th century led to the invention of numerous machine guns in the United States, several of
which were employed in the American Civil War. In all of these either the cylinder or a cluster of barrels was hand-
cranked. The most successful was the Gatling gun, which in its later version incorporated the modern cartridge,
containing bullet, propellant, and means of ignition.

^The introduction of smokeless powder in the 1880s made it possible to convert the hand-cranked machine gun into
a truly automatic weapon, primarily because smokeless powder's even combustion made it possible to harness the
recoil so as to work the bolt, expel the spent cartridge, and reload. Hiram Stevens Maxim of the United States was
the first inventor to incorporate this effect in a weapon design. The Maxim machine gun (c. 1884) was quickly
followed by others—the Hotchkiss, Lewis, Browning, Madsen, Mauser, and other guns. Some of these utilized
another property of the even burning of smokeless powder: small amounts of the combustion gas were diverted
through a port to drive a piston or lever to open the breech as each round was fired, admitting the next round. As a
result, during World War I the battlefield was from the outset dominated by the machine gun, generally belt-fed,
water-cooled, and of a calibre matching that of the rifle. Except for synchronizing with aircraft propellers, the
machine gun remained little changed throughout World War I and into World War II. Since then, innovations such as
sheet-metal bodies and air-cooled, quick-changing barrels have made machine guns lighter and more reliable and
quick-firing, but they still operate under the same principles as in the days of Hiram Maxim.

#PRTO_German_HMG

^[Machine Gunners (HMG = Heavy Machine Gun] are infantry units specially trained to hold defensive positions.

^
^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Machine Gunners] can be airlifted between cities.

^[Machine Gunners] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Machine Gunners.]

#DESC_PRTO_German_HMG

^From the introduction of firearms in the late Middle Ages, attempts were made to design a weapon that would fire
more than one shot without reloading, typically by a cluster or row of barrels fired in sequence. In 1718 James
Puckle in London patented a machine gun that was actually produced; a model of it is in the Tower of London. Its
chief feature, a revolving cylinder that fed rounds into the gun's chamber, was a basic step toward the automatic
weapon; what prevented its success was the clumsy and undependable flintlock ignition. The introduction of the
percussion cap in the 19th century led to the invention of numerous machine guns in the United States, several of
which were employed in the American Civil War. In all of these either the cylinder or a cluster of barrels was hand-
cranked. The most successful was the Gatling gun, which in its later version incorporated the modern cartridge,
containing bullet, propellant, and means of ignition.

^The introduction of smokeless powder in the 1880s made it possible to convert the hand-cranked machine gun into
a truly automatic weapon, primarily because smokeless powder's even combustion made it possible to harness the
recoil so as to work the bolt, expel the spent cartridge, and reload. Hiram Stevens Maxim of the United States was
the first inventor to incorporate this effect in a weapon design. The Maxim machine gun (c. 1884) was quickly
followed by others—the Hotchkiss, Lewis, Browning, Madsen, Mauser, and other guns. Some of these utilized
another property of the even burning of smokeless powder: small amounts of the combustion gas were diverted
through a port to drive a piston or lever to open the breech as each round was fired, admitting the next round. As a
result, during World War I the battlefield was from the outset dominated by the machine gun, generally belt-fed,
water-cooled, and of a calibre matching that of the rifle. Except for synchronizing with aircraft propellers, the
machine gun remained little changed throughout World War I and into World War II. Since then, innovations such as
sheet-metal bodies and air-cooled, quick-changing barrels have made machine guns lighter and more reliable and
quick-firing, but they still operate under the same principles as in the days of Hiram Maxim.

#PRTO_Greek_HMG

^
^[Machine Gunners (HMG = Heavy Machine Gun] are infantry units specially trained to hold defensive positions.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Machine Gunners] can be airlifted between cities.

^[Machine Gunners] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Machine Gunners.]

#DESC_PRTO_Greek_HMG

^From the introduction of firearms in the late Middle Ages, attempts were made to design a weapon that would fire
more than one shot without reloading, typically by a cluster or row of barrels fired in sequence. In 1718 James
Puckle in London patented a machine gun that was actually produced; a model of it is in the Tower of London. Its
chief feature, a revolving cylinder that fed rounds into the gun's chamber, was a basic step toward the automatic
weapon; what prevented its success was the clumsy and undependable flintlock ignition. The introduction of the
percussion cap in the 19th century led to the invention of numerous machine guns in the United States, several of
which were employed in the American Civil War. In all of these either the cylinder or a cluster of barrels was hand-
cranked. The most successful was the Gatling gun, which in its later version incorporated the modern cartridge,
containing bullet, propellant, and means of ignition.

^The introduction of smokeless powder in the 1880s made it possible to convert the hand-cranked machine gun into
a truly automatic weapon, primarily because smokeless powder's even combustion made it possible to harness the
recoil so as to work the bolt, expel the spent cartridge, and reload. Hiram Stevens Maxim of the United States was
the first inventor to incorporate this effect in a weapon design. The Maxim machine gun (c. 1884) was quickly
followed by others—the Hotchkiss, Lewis, Browning, Madsen, Mauser, and other guns. Some of these utilized
another property of the even burning of smokeless powder: small amounts of the combustion gas were diverted
through a port to drive a piston or lever to open the breech as each round was fired, admitting the next round. As a
result, during World War I the battlefield was from the outset dominated by the machine gun, generally belt-fed,
water-cooled, and of a calibre matching that of the rifle. Except for synchronizing with aircraft propellers, the
machine gun remained little changed throughout World War I and into World War II. Since then, innovations such as
sheet-metal bodies and air-cooled, quick-changing barrels have made machine guns lighter and more reliable and
quick-firing, but they still operate under the same principles as in the days of Hiram Maxim.
#PRTO_Italian_HMG

^[Machine Gunners (HMG = Heavy Machine Gun] are infantry units specially trained to hold defensive positions.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Machine Gunners] can be airlifted between cities.

^[Machine Gunners] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Machine Gunners.]

#DESC_PRTO_Italian_HMG

^From the introduction of firearms in the late Middle Ages, attempts were made to design a weapon that would fire
more than one shot without reloading, typically by a cluster or row of barrels fired in sequence. In 1718 James
Puckle in London patented a machine gun that was actually produced; a model of it is in the Tower of London. Its
chief feature, a revolving cylinder that fed rounds into the gun's chamber, was a basic step toward the automatic
weapon; what prevented its success was the clumsy and undependable flintlock ignition. The introduction of the
percussion cap in the 19th century led to the invention of numerous machine guns in the United States, several of
which were employed in the American Civil War. In all of these either the cylinder or a cluster of barrels was hand-
cranked. The most successful was the Gatling gun, which in its later version incorporated the modern cartridge,
containing bullet, propellant, and means of ignition.

^The introduction of smokeless powder in the 1880s made it possible to convert the hand-cranked machine gun into
a truly automatic weapon, primarily because smokeless powder's even combustion made it possible to harness the
recoil so as to work the bolt, expel the spent cartridge, and reload. Hiram Stevens Maxim of the United States was
the first inventor to incorporate this effect in a weapon design. The Maxim machine gun (c. 1884) was quickly
followed by others—the Hotchkiss, Lewis, Browning, Madsen, Mauser, and other guns. Some of these utilized
another property of the even burning of smokeless powder: small amounts of the combustion gas were diverted
through a port to drive a piston or lever to open the breech as each round was fired, admitting the next round. As a
result, during World War I the battlefield was from the outset dominated by the machine gun, generally belt-fed,
water-cooled, and of a calibre matching that of the rifle. Except for synchronizing with aircraft propellers, the
machine gun remained little changed throughout World War I and into World War II. Since then, innovations such as
sheet-metal bodies and air-cooled, quick-changing barrels have made machine guns lighter and more reliable and
quick-firing, but they still operate under the same principles as in the days of Hiram Maxim.
#PRTO_Russian_HMG

^[Machine Gunners (HMG = Heavy Machine Gun] are infantry units specially trained to hold defensive positions.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Machine Gunners] can be airlifted between cities.

^[Machine Gunners] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Machine Gunners.]

#DESC_PRTO_Russian_HMG

^From the introduction of firearms in the late Middle Ages, attempts were made to design a weapon that would fire
more than one shot without reloading, typically by a cluster or row of barrels fired in sequence. In 1718 James
Puckle in London patented a machine gun that was actually produced; a model of it is in the Tower of London. Its
chief feature, a revolving cylinder that fed rounds into the gun's chamber, was a basic step toward the automatic
weapon; what prevented its success was the clumsy and undependable flintlock ignition. The introduction of the
percussion cap in the 19th century led to the invention of numerous machine guns in the United States, several of
which were employed in the American Civil War. In all of these either the cylinder or a cluster of barrels was hand-
cranked. The most successful was the Gatling gun, which in its later version incorporated the modern cartridge,
containing bullet, propellant, and means of ignition.

^The introduction of smokeless powder in the 1880s made it possible to convert the hand-cranked machine gun into
a truly automatic weapon, primarily because smokeless powder's even combustion made it possible to harness the
recoil so as to work the bolt, expel the spent cartridge, and reload. Hiram Stevens Maxim of the United States was
the first inventor to incorporate this effect in a weapon design. The Maxim machine gun (c. 1884) was quickly
followed by others—the Hotchkiss, Lewis, Browning, Madsen, Mauser, and other guns. Some of these utilized
another property of the even burning of smokeless powder: small amounts of the combustion gas were diverted
through a port to drive a piston or lever to open the breech as each round was fired, admitting the next round. As a
result, during World War I the battlefield was from the outset dominated by the machine gun, generally belt-fed,
water-cooled, and of a calibre matching that of the rifle. Except for synchronizing with aircraft propellers, the
machine gun remained little changed throughout World War I and into World War II. Since then, innovations such as
sheet-metal bodies and air-cooled, quick-changing barrels have made machine guns lighter and more reliable and
quick-firing, but they still operate under the same principles as in the days of Hiram Maxim.

#PRTO_AT-Infantry

^[AT-Infantry] uses a missile system to fight tanks (AT=Anti Tank). They also exert a $LINK<zone of
control=GCON_ZOC> over the surrounding territory.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[AT-Infantry] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[AT-Infantry] can be airlifted between cities.

#DESC_PRTO_AT-Infantry

#PRTO_Bazooka-Infantry

^[Bazooka-Infantry] uses a missile system to fight tanks. They also exert a $LINK<zone of control=GCON_ZOC> over
the surrounding territory.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Bazooka-Infantry] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^
^[Bazooka-Infantry] can be airlifted between cities.

#DESC_PRTO_Bazooka-Infantry

#PRTO_British_AT-Infantry

^[British AT-Infantry] uses a missile system to fight tanks (AT=Anti Tank). They also exert a $LINK<zone of
control=GCON_ZOC> over the surrounding territory.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[British AT-Infantry] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[British AT-Infantry] can be airlifted between cities.

#DESC_PRTO_British_AT-Infantry

#PRTO_French_AT-Infantry

^[French AT-Infantry] uses a missile system to fight tanks (AT=Anti Tank). They also exert a $LINK<zone of
control=GCON_ZOC> over the surrounding territory.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.
^

^[French AT-Infantry] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[French AT-Infantry] can be airlifted between cities.

#DESC_PRTO_French_AT-Infantry

#PRTO_German_AT-Infantry

^[German AT-Infantry] uses a missile system to fight tanks (AT=Anti Tank). They also exert a $LINK<zone of
control=GCON_ZOC> over the surrounding territory.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[German AT-Infantry] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[German AT-Infantry] can be airlifted between cities.

#DESC_PRTO_German_AT-Infantry

#PRTO_TOW_Infantry

^
^[TOW Infantry] uses high-tech missile systems to fight tanks. They also exert a $LINK<zone of control=GCON_ZOC>
over the surrounding territory.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[TOW Infantry] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[TOW Infantry] can be airlifted between cities.

#DESC_PRTO_TOW_Infantry

^TOW stands for Tube-launched Optically-tracked Wire-guided (missile). A TOW missile can be fired by a lone
infantry soldier; its purpose is armor penetration, meaning that TOW-armed infantry units can effectively fight tanks,
destroying very expensive and difficult-to-train units at the risk of a substantially cheaper one. TOW missiles are
especially effective in tank-unfriendly terrain, permitting pot-shots from heavy cover. TOW missiles are gaining
popularity in nations whose armed forces are not cutting edge, although they are still a little too expensive for wide
use among poorly funded irregular forces.

#PRTO_Infantry

^[Infantry] make up the bulk of most modern armies, and the infantry battalion is the basic building block of any
modern army. Infantry represents the first well organized ground troops with semi-automatic rifles. They are
extremely good attackers but are also formidable on the defensive. They move two tiles per turn.

^[Infantry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Infantry] can be airlifted between cities.

^$LINK<Flavor Units=GCON_Flavor>{:} $LINK<Indian=PRTO_Indian_Infantry>,


$LINK<Chinese=PRTO_Chinese_Infantry>, $LINK<Eastern=PRTO_Eastern_Infantry>,
$LINK<African=PRTO_African_Infantry>, $LINK<Aztec=PRTO_Aztec_Infantry> and
$LINK<Incan=PRTO_Incan_Infantry>, $LINK<American=PRTO_American_Infantry>,
$LINK<British=PRTO_British_Infantry>, $LINK<German=PRTO_German_Infantry>,
$LINK<Italian=PRTO_Italian_Infantry>, $LINK<Japanese=PRTO_Japanese_Infantry> and
$LINK<Russian=PRTO_Russian_Infantry>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Infantry.]

#DESC_PRTO_Infantry

^Infantry units are given the challenging task of taking and holding terrain, which 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 trained to be specialists, allowing them access to

anti-tank weapons or light machine guns. Experienced in concealment and patrolling close to the enemy, these

hard-fighting men play an important and versatile role in modern military conflicts.

#PRTO_African_Infantry

^[Infantry] make up the bulk of most modern armies, and the infantry battalion is the basic building block of any
modern army. Infantry represents the first well organized ground troops with semi-automatic rifles. They are
extremely good attackers but are also formidable on the defensive. They move two tiles per turn.

^[African Infantry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[African Infantry] can be airlifted between cities.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Infantry=PRTO_Infantry>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [African Infantry.]
#DESC_PRTO_African_Infantry

#PRTO_American_Infantry

^[Infantry] make up the bulk of most modern armies, and the infantry battalion is the basic building block of any
modern army. Infantry represents the first well organized ground troops with semi-automatic rifles. They are
extremely good attackers but are also formidable on the defensive. They move two tiles per turn.

^[American Infantry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[American Infantry] can be airlifted between cities.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Infantry=PRTO_Infantry>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [American Infantry.]

#DESC_PRTO_American_Infantry

#PRTO_Aztec_Infantry

^[Infantry] make up the bulk of most modern armies, and the infantry battalion is the basic building block of any
modern army. Infantry represents the first well organized ground troops with semi-automatic rifles. They are
extremely good attackers but are also formidable on the defensive. They move two tiles per turn.

^[Aztec Infantry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Aztec Infantry] can be airlifted between cities.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Aztec flavor of the $LINK<Infantry=PRTO_Infantry>.

^
^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic
resource=GCON_ResourcesS> box to build a [Aztec Infantry.]

#DESC_PRTO_Aztec_Infantry

#PRTO_British_Infantry

^[Infantry] make up the bulk of most modern armies, and the infantry battalion is the basic building block of any
modern army. Infantry represents the first well organized ground troops with semi-automatic rifles. They are
extremely good attackers but are also formidable on the defensive. They move two tiles per turn.

^[British Infantry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[British Infantry] can be airlifted between cities.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor of the $LINK<Infantry=PRTO_Infantry>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [British Infantry.]

#DESC_PRTO_British_Infantry

#PRTO_Chinese_Infantry

^[Infantry] make up the bulk of most modern armies, and the infantry battalion is the basic building block of any
modern army. Infantry represents the first well organized ground troops with semi-automatic rifles. They are
extremely good attackers but are also formidable on the defensive. They move two tiles per turn.

^[Chinese Infantry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.
^[Chinese Infantry] can be airlifted between cities.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Chinese flavor of the $LINK<Infantry=PRTO_Infantry>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Chinese Infantry.]

#DESC_PRTO_Chinese_Infantry

#PRTO_Eastern_Infantry

^[Infantry] make up the bulk of most modern armies, and the infantry battalion is the basic building block of any
modern army. Infantry represents the first well organized ground troops with semi-automatic rifles. They are
extremely good attackers but are also formidable on the defensive. They move two tiles per turn.

^[Eastern Infantry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Eastern Infantry] can be airlifted between cities.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Eastern flavor of the $LINK<Infantry=PRTO_Infantry>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Eastern Infantry.]

#DESC_PRTO_Eastern_Infantry

#PRTO_German_Infantry
^[Infantry] make up the bulk of most modern armies, and the infantry battalion is the basic building block of any
modern army. Infantry represents the first well organized ground troops with semi-automatic rifles. They are
extremely good attackers but are also formidable on the defensive. They move two tiles per turn.

^[German Infantry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[German Infantry] can be airlifted between cities.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Infantry=PRTO_Infantry>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [German Infantry.]

#DESC_PRTO_German_Infantry

#PRTO_Incan_Infantry

^[Infantry] make up the bulk of most modern armies, and the infantry battalion is the basic building block of any
modern army. Infantry represents the first well organized ground troops with semi-automatic rifles. They are
extremely good attackers but are also formidable on the defensive. They move two tiles per turn.

^[Incan Infantry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Incan Infantry] can be airlifted between cities.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Incan flavor of the $LINK<Infantry=PRTO_Infantry>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Incan Infantry.]

#DESC_PRTO_Incan_Infantry
#PRTO_Indian_Infantry

^[Infantry] make up the bulk of most modern armies, and the infantry battalion is the basic building block of any
modern army. Infantry represents the first well organized ground troops with semi-automatic rifles. They are
extremely good attackers but are also formidable on the defensive. They move two tiles per turn.

^[Indian Infantry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Indian Infantry] can be airlifted between cities.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian flavor of the $LINK<Infantry=PRTO_Infantry>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Indian Infantry.]

#DESC_PRTO_Indian_Infantry

#PRTO_Italian_Infantry

^[Infantry] make up the bulk of most modern armies, and the infantry battalion is the basic building block of any
modern army. Infantry represents the first well organized ground troops with semi-automatic rifles. They are
extremely good attackers but are also formidable on the defensive. They move two tiles per turn.

^[Italian Infantry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Italian Infantry] can be airlifted between cities.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Infantry=PRTO_Infantry>.

^
^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic
resource=GCON_ResourcesS> box to build a [Italian Infantry.]

#DESC_PRTO_Italian_Infantry

#PRTO_Japanese_Infantry

^[Infantry] make up the bulk of most modern armies, and the infantry battalion is the basic building block of any
modern army. Infantry represents the first well organized ground troops with semi-automatic rifles. They are
extremely good attackers but are also formidable on the defensive. They move two tiles per turn.

^[Japanese Infantry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Japanese Infantry] can be airlifted between cities.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese flavor of the $LINK<Infantry=PRTO_Infantry>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Japanese Infantry.]

#DESC_PRTO_Japanese_Infantry

#PRTO_Russian_Infantry

^[Infantry] make up the bulk of most modern armies, and the infantry battalion is the basic building block of any
modern army. Infantry represents the first well organized ground troops with semi-automatic rifles. They are
extremely good attackers but are also formidable on the defensive. They move two tiles per turn.

^[Russian Infantry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.
^[Russian Infantry] can be airlifted between cities.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Infantry=PRTO_Infantry>.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Russian Infantry.]

#DESC_PRTO_Russian_Infantry

#PRTO_Grunt

^[Grunts] are modern day infantry units. Grunts are better attackers and defenders than
$LINK<Infantry=PRTO_Infantry> They move two tiles per turn.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Grunt] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^[Grunts] can be airlifted between cities.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Grunt.]

#DESC_PRTO_Grunt

^After World War II and the advent of the Cold War, military technology developed in leaps and bounds as the two
world

super powers struggled for an edge in the game of world domination. As a result fully automatic weapons were put
in

the hands of not just unit specialists but every squad member, multiplying the destructive force a military force was

able to bring to bear on a target. To counter the assault rifle, military scientists developed kevlar body armor,

lightweight synthetic material capable of preventing penetration of most small arms ammunitions. The Grunt, so
named
because they do the grunt of the work, makes up the bulk of modern armies.

#PRTO_Modern_Infantry

^[Modern Infantry] are later modern day infantry units. They move two tiles per turn.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Modern Infantry] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Modern Infantry] can be airlifted between cities.

#DESC_PRTO_Modern Infantry

#PRTO_African_Mod.Infantry

^[African Modern Infantry] are later modern day infantry units. They move two tiles per turn.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [African Modern Infantry] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[African Modern Infantry] can be airlifted between cities.

#DESC_PRTO_African_Mod.Infantry
#PRTO_Arab_Infantry

^[Arab Modern Infantry] are later modern day infantry units. They move two tiles per turn.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Arab Modern Infantry] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Arab Modern Infantry] can be airlifted between cities.

#DESC_PRTO_Arab_Infantry

#PRTO_Polynesian_Infantry

^[Polynesian Modern Infantry] are later modern day infantry units. They move two tiles per turn.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Polynesian Modern Infantry] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Polynesian Modern Infantry] can be airlifted between cities.

#DESC_PRTO_Polynesian_Infantry

#PRTO_British_Mod.Infantry

^
^[British Modern Infantry] are later modern day infantry units. They move two tiles per turn.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [British Modern Infantry] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[British Modern Infantry] can be airlifted between cities.

#DESC_PRTO_British_Mod.Infantry

#PRTO_Bundeswehr_Infantry

^[Bundeswehr Infantry] are later modern day infantry units. They move two tiles per turn.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Bundeswehr Infantry] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Bundeswehr Infantry] can be airlifted between cities.

#DESC_PRTO_Bundeswehr_Infantry

#PRTO_DPRK_Infantry

^[DPRK Infantry] are later modern day infantry units. They move two tiles per turn.

^
^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [DPRK Infantry] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[DPRK Infantry] can be airlifted between cities.

#DESC_PRTO_DPRK_Infantry

#PRTO_Indian_Mod.Infantry

^[Indian Modern Infantry] are later modern day infantry units. They move two tiles per turn.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Indian Modern Infantry] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Indian Modern Infantry] can be airlifted between cities.

#DESC_PRTO_Indian_Mod.Infantry

#PRTO_JSDF_Infantry

^[JSDF Infantry] are later modern day infantry units. They move two tiles per turn.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^
^The [JSDF Infantry] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[JSDF Infantry] can be airlifted between cities.

#DESC_PRTO_JSDF_Infantry

#PRTO_Latin_Infantry

^[Latin Modern Infantry] are later modern day infantry units. They move two tiles per turn.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Latin Modern Infantry] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Latin Modern Infantry] can be airlifted between cities.

#DESC_PRTO_Latin_Infantry

#PRTO_Mongolian_Infantry

^[Mongolian Modern Infantry] are later modern day infantry units. They move two tiles per turn.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Mongolian Modern Infantry] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Mongolian Modern Infantry] can be airlifted between cities.


#DESC_PRTO_Mongolian_Infantry

#PRTO_PLA_Infantry

^[PLA Modern Infantry] are later modern day infantry units. They move two tiles per turn.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [PLA Modern Infantry] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[PLA Modern Infantry] can be airlifted between cities.

#DESC_PRTO_PLA_Infantry

#PRTO_Revolutionary_Guard

^[Revolutionary Guards] are later modern day infantry units. They move two tiles per turn.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Revolutionary Guards] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Revolutionary Guards] can be airlifted between cities.

#DESC_PRTO_Revolutionary_Guard
#PRTO_Russian_Mod.Infantry

^[Russian Modern Infantry] are later modern day infantry units. They move two tiles per turn.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Russian Modern Infantry] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Russian Modern Infantry] can be airlifted between cities.

#DESC_PRTO_Russian_Mod.Infantry

#PRTO_US_Infantry

^[US Modern Infantry] are later modern day infantry units. They move two tiles per turn.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [US Modern Infantry] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[US Modern Infantry] can be airlifted between cities.

#DESC_PRTO_US_Infantry

#PRTO_Vietnamese_Infantry

^
^[Vietnamese Modern Infantry] are later modern day infantry units. They move two tiles per turn.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Vietnamese Modern Infantry] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Vietnamese Modern Infantry] can be airlifted between cities.

#DESC_PRTO_Vietnamese_Infantry

#PRTO_Colonial_Marine

^[Colonial Marines] are the first trained gunpowder units available to all civilizations. They are strong attackers and
adequate defensive units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Colonial Marines] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Colonial Marine.]

^[Colonial Marines] are musketmen units specially trained to execute [amphibious assaults,] attacking directly from
a boat to a land tile or a city.

#DESC_PRTO_Colonial_Marine

#PRTO_Marine_Infantry
^

^[Marine Infantry] are highly skilled in offense and adequate in defense. By the time you can build these, saltpeter is
in abundance and is not needed.

^[Marine Infantry] are Rifleman units specially trained to execute [amphibious assaults,] attacking directly from a
boat to a land tile or a city.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Marine Infantry] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Marine Infantry] can be airlifted between cities.

^ This is the amphibious version of the $LINK<Rifleman=PRTO_Rifleman>.

#DESC_PRTO_Marine_Infantry

#PRTO_Amphibious_Infantry

^[Amphibious Infantry ] are infantry units specially trained to execute [amphibious assaults,] attacking directly from
a boat to a land tile or a city.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Amphibious Infantry] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Amphibious Infantry] can be airlifted between cities.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Amphibious Infantry.]
#DESC_PRTO_Amphibious_Infantry

#PRTO_Marine

^[Marines] are infantry units specially trained to execute [amphibious assaults,] attacking directly from a boat to a
land tile or a city.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Marine] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^[Marines] can be airlifted between cities.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Marine.]

^$LINK<Flavor Units=GCON_Flavor>{:} $LINK<African Marine=PRTO_African_Marine>.

#DESC_PRTO_Marine

^The Marines Corps is a branch of the military service whose training prepares them to carry out integrated land,
sea,

and air operations. The first marines were commissioned during the American Revolution, only to be inactivated
after

the war. Congress permanently reestablished the Marine Corps in July, 1798. Legendary for their toughness, rigid
codes

of behavior, and adaptability, they have played an important role in almost every major war and conflict of the 19th

and 20th centuries.


^Perhaps their time of greatest use was in the defending and the retaking of islands that had been overrun by the
Japanese in World War 2. Leaving amphibious transports to attack an enemy that was often waiting behind concrete
defenses is a near suicidal task, but one that the Marines undertook time and time again.

#PRTO_African_Marine

^[Marines] are infantry units specially trained to execute [amphibious assaults,] attacking directly from a boat to a
land tile or a city.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [African Marine] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^[African Marines] can be airlifted between cities.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [African Marine.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Marine=PRTO_Marine>.

#DESC_PRTO_African_Marine

^The Marines Corps is a branch of the military service whose training prepares them to carry out integrated land,
sea,

and air operations. The first marines were commissioned during the American Revolution, only to be inactivated
after

the war. Congress permanently reestablished the Marine Corps in July, 1798. Legendary for their toughness, rigid
codes

of behavior, and adaptability, they have played an important role in almost every major war and conflict of the 19th

and 20th centuries.


^Perhaps their time of greatest use was in the defending and the retaking of islands that had been overrun by the
Japanese in World War 2. Leaving amphibious transports to attack an enemy that was often waiting behind concrete
defenses is a near suicidal task, but one that the Marines undertook time and time again.

#PRTO_Modern_Marine

^[Modern Marines] are Modern day infantry units specially trained to execute [amphibious assaults,] attacking
directly from a boat to a land tile or a city.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Modern Marines] can be airlifted between cities.

^A [Modern Marine] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

#DESC_PRTO_Modern_Marine

^The Marines Corps is a branch of the military service whose training prepares them to carry out integrated land,
sea,

and air operations. The first marines were commissioned during the American Revolution, only to be inactivated
after

the war. Congress permanently reestablished the Marine Corps in July, 1798. Legendary for their toughness, rigid
codes

of behavior, and adaptability, they have played an important role in almost every major war and conflict of the 19th

and 20th centuries.

^Perhaps their time of greatest use was in the defending and the retaking of islands that had been overrun by the
Japanese in World War 2. Leaving amphibious transports to attack an enemy that was often waiting behind concrete
defenses is a near suicidal task, but one that the Marines undertook time and time again.

#PRTO_Paratrooper
^[Paratroops] are infantrymen specially trained to execute [airdrops]. To launch an airdrop, when a paratrooper is
active in a city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range. [Paratroops]
can move two tiles per turn over land, regardless of terrain. [Paratroops] can be airlifted between cities.

^[Paratroops] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Paratrooper.]

^{Unique Units:} The $LINK<Americans=RACE_AMERICAN> build $LINK<Airborne Rangers=PRTO_Airborne_Ranger>


instead.

^$LINK<Flavor Units=GCON_Flavor>{:} $LINK<German Fallschirmjager=PRTO_Fallschirmjager>, $LINK<Eastern


Paratroopers=PRTO_Eastern_Paratrooper> and $LINK<Asian Paratroopers=PRTO_Asian_Paratrooper>.

#DESC_PRTO_Paratrooper

^Although the idea of the parachute was suggested in the 16th century drawings of Leonardo da Vinci, the first

parachute was not invented until the late 1700s. For years, parachutes were standard emergency equipment for

balloonists. Claire Chennault, an American pioneer of aviation pursuit 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. These can range from such forces as the American Delta force, one designed for a fast assault then a fast
exit to the British SAS, troops that can be sent in to enemy territory for months at a time.

#PRTO_Eastern_Paratrooper

^[Eastern Paratroops] are infantrymen specially trained to execute [airdrops]. To launch an airdrop, when a
paratrooper is active in a city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within
range. [Eastern Paratroops] can move two tiles per turn over land, regardless of terrain. [Eastern Paratroops] can be
airlifted between cities.

^[Eastern Paratroops] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Eastern Paratrooper.]

^{Unique Units:} The $LINK<Americans=RACE_AMERICAN> build $LINK<Airborne Rangers=PRTO_Airborne_Ranger>


instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Eastern flavor of the $LINK<Paratrooper=PRTO_Paratrooper>.

#DESC_PRTO_Eastern_Paratrooper

^Although the idea of the parachute was suggested in the 16th century drawings of Leonardo da Vinci, the first

parachute was not invented until the late 1700s. For years, parachutes were standard emergency equipment for

balloonists. Claire Chennault, an American pioneer of aviation pursuit 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. These can range from such forces as the American Delta force, one designed for a fast assault then a fast
exit to the British SAS, troops that can be sent in to enemy territory for months at a time.

^The Eastern Paratrooper is the flavour unit for African and Middle Eastern Civilizations.

#PRTO_Asian_Paratrooper
^[Asian Paratroops] are infantrymen specially trained to execute [airdrops]. To launch an airdrop, when a
paratrooper is active in a city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within
range. [Asian Paratroops] can move two tiles per turn over land, regardless of terrain. [Asian Paratroops] can be
airlifted between cities.

^[Asian Paratroops] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Asian Paratrooper.]

^{Unique Units:} The $LINK<Americans=RACE_AMERICAN> build $LINK<Airborne Rangers=PRTO_Airborne_Ranger>


instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Paratrooper=PRTO_Paratrooper>.

#DESC_PRTO_Asian_Paratrooper

^Although the idea of the parachute was suggested in the 16th century drawings of Leonardo da Vinci, the first

parachute was not invented until the late 1700s. For years, parachutes were standard emergency equipment for

balloonists. Claire Chennault, an American pioneer of aviation pursuit 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. These can range from such forces as the American Delta force, one designed for a fast assault then a fast
exit to the British SAS, troops that can be sent in to enemy territory for months at a time.

^The Asian Paratrooper is the flavour unit for Asian and Pacific Civilizations.
#PRTO_Fallschirmjager

^[Fallschirmjäger] are infantrymen specially trained to execute [airdrops]. To launch an airdrop, when a paratrooper
is active in a city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range.
[Fallschirmjäger] can move two tiles per turn over land, regardless of terrain. [Fallschirmjäger] can be airlifted
between cities.

^[Fallschirmjäger] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Fallschirmjäger.]

^{Unique Units:} The $LINK<Americans=RACE_AMERICAN> build $LINK<Airborne Rangers=PRTO_Airborne_Ranger>


instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Paratrooper=PRTO_Paratrooper>.

#DESC_PRTO_Fallschirmjager

^Although the idea of the parachute was suggested in the 16th century drawings of Leonardo da Vinci, the first

parachute was not invented until the late 1700s. For years, parachutes were standard emergency equipment for

balloonists. Claire Chennault, an American pioneer of aviation pursuit 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. These can range from such forces as the American Delta force, one designed for a fast assault then a fast
exit to the British SAS, troops that can be sent in to enemy territory for months at a time.

#PRTO_Airborne_Ranger
^[Airborne Rangers] are infantrymen specially trained to execute [airdrops]. To launch an airdrop, when a Airborne
Ranger is active in a city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range.
They exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. [Airborne Rangers] can move two
tiles per turn over land, regardless of terrain. [Airborne Rangers] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^An [Airborne Ranger] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<America=RACE_AMERICAN>. Other nations build $LINK<Paratroopers=PRTO_Paratrooper> instead.

#DESC_PRTO_Airborne_Ranger

^Although the idea of the parachute was suggested in the 16th century drawings of Leonardo da Vinci, the first

parachute was not invented until the late 1700s. For years, parachutes were standard emergency equipment for

balloonists. Claire Chennault, an American pioneer of aviation pursuit 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. These can range from such forces as the American Delta force, one designed for a fast assault then a fast
exit to the British SAS, troops that can be sent in to enemy territory for months at a time.

^The Airborne Ranger is the Paratrooper unit for the American Civilization. It is the Unique Unit for America and can
trigger a Golden Age.

^The Airborne Ranger unit represents USA forces such as the 82nd Airborne Division. The 101st Airborne Division -
The Screaming Eagles. The 160th Special Operations Aviation Regiment (SOAR).
#PRTO_Airborne

^[Airborne] are infantrymen specially trained to execute [airdrops]. To launch an airdrop, when a Airborne is active
in a city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range. They exert a
$LINK<zone of control=GCON_ZOC> over the surrounding territory. [Airborne] can move two tiles per turn over land,
regardless of terrain. [Airborne] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^An [Airborne] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

#DESC_PRTO_Airborne

#PRTO_African_Airborne

^[African Airborne] are infantrymen specially trained to execute [airdrops]. To launch an airdrop, when an Airborne
is active in a city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range. They exert
a $LINK<zone of control=GCON_ZOC> over the surrounding territory. [African Airborne] can move two tiles per turn
over land, regardless of terrain. [African Airborne] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^An [African Airborne] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

#DESC_PRTO_African_Airborne

#PRTO_British_Airborne

^[British Airborne] are infantrymen specially trained to execute [airdrops]. To launch an airdrop, when an Airborne is
active in a city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range. They exert a
$LINK<zone of control=GCON_ZOC> over the surrounding territory. [British Airborne] can move two tiles per turn
over land, regardless of terrain. [British Airborne] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [British Airborne] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

#DESC_PRTO_British_Airborne

#PRTO_Chinese_Airborne

^[Chinese Airborne] are infantrymen specially trained to execute [airdrops]. To launch an airdrop, when an Airborne
is active in a city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range. They exert
a $LINK<zone of control=GCON_ZOC> over the surrounding territory. [Chinese Airborne] can move two tiles per turn
over land, regardless of terrain. [Chinese Airborne] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Chinese Airborne] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

#DESC_PRTO_Chinese_Airborne

#PRTO_Soviet_Airborne

^[Soviet Airborne] are infantrymen specially trained to execute [airdrops]. To launch an airdrop, when an Airborne is
active in a city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range. They exert a
$LINK<zone of control=GCON_ZOC> over the surrounding territory. [Soviet Airborne] can move two tiles per turn
over land, regardless of terrain. [Soviet Airborne] can be airlifted between cities.

^
^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Soviet Airborne] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

#DESC_PRTO_Soviet_Airborne

#PRTO_US_GreenBeret

^[Green Berets] are infantrymen specially trained to execute [airdrops]. To launch an airdrop, when a Green Beret is
active in a city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range. They exert a
$LINK<zone of control=GCON_ZOC> over the surrounding territory. [Green Berets] can move two tiles per turn over
land, regardless of terrain. [Green Berets] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Green Beret] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

#DESC_PRTO_US_GreenBeret

#PRTO_Fallschirmjaeger_(BW)

^[Fallschirmjaeger (Bundeswehr)] are infantrymen specially trained to execute [airdrops]. To launch an airdrop,
when a Fallschirmjaeger (Bundeswehr) is active in a city with an $LINK<airport=BLDG_Airport>, press [A] and then
click a target tile within range. They exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.
[Fallschirmjaeger (Bundeswehr)] can move two tiles per turn over land, regardless of terrain. [Fallschirmjaeger
(Bundeswehr)] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^
^A [Fallschirmjaeger (Bundeswehr)] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

#DESC_PRTO_Fallschirmjaeger_(BW)

#PRTO_Commando

^[Commando] troops are specially trained to execute [airdrops]. To launch an airdrop, when a Commando unit is
active in a city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range. They can
also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory and can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^[Commando] can move two tiles per turn over land, regardless of terrain. [Commando] can be airlifted between
cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Commandos] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

#DESC_PRTO_Commando

#PRTO_Special_Forces

^[Special_Forces] troops are specially trained to execute [airdrops]. To launch an airdrop, when a Special_Forces unit
is active in a city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range. On the
ground, they are fast and move four tiles, regardless of terrain. They can also exert a $LINK<zone of
control=GCON_ZOC> over the surrounding territory and can make [amphibious assaults,] attacking directly from a
boat to a land tile or a city. [Special Forces] can be airlifted between cities.

^[Special Forces] can detect invisible units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Special_Forces] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.


^

^$LINK<Flavor Units=GCON_Flavor>{:} The Russian $LINK<Spetsnaz=PRTO_Spetsnaz>, American $LINK<Delta


Force=PRTO_Delta_Force>,

^French $LINK<RPIMa=PRTO_RPIMa>, German $LINK<KSK=PRTO_KSK> and the British $LINK<SAS=PRTO_SAS>.

#DESC_PRTO_Special_Forces

^[Special Forces] are now seen as the key tool in future warfare against both conventional forces and terrorists.

^No one knows where or when they will strike.

^They can strike from land, from the air or from the sea. They can attack conventional forces, terrorists or irregular
armies.

^ Over 60+ countries now have some form of [Special Forces] whether on land, sea, air or counter-revolutionary.

#PRTO_Chinese_Special_Force

^[Special_Forces] troops are specially trained to execute [airdrops]. To launch an airdrop, when a Special_Forces unit
is active in a city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range. On the
ground, they are fast and move four tiles, regardless of terrain. They can also exert a $LINK<zone of
control=GCON_ZOC> over the surrounding territory and can make [amphibious assaults,] attacking directly from a
boat to a land tile or a city. [Special Forces] can be airlifted between cities.

^[Special Forces] can detect invisible units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Special_Forces] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

#DESC_PRTO_Chinese_Special_Force
^

^ The Chinese have a number of Special Forces that are organised into spearhead units for large scale assaults ahead
of the conventional forces. They are known as the 6th and 8th Special Warfare Groups and the 12th Special Warfare
SF Detachment.

^China is more secretive about the equipment and roles of it Special Forces, however it is known that they are
deployed regularly for reconnaissance and intelligence gathering across it's borders.

#PRTO_Spetsnaz

^[Spetsnaz] units are specially trained to execute [airdrops]. To launch an airdrop, when a Spetsnaz is active in a city
with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range. On the ground, they are
fast and move four tiles, regardless of terrain. They can also exert a $LINK<zone of control=GCON_ZOC> over the
surrounding territory and can make [amphibious assaults,] attacking directly from a boat to a land tile or a city.
[Spetsnaz] can be airlifted between cities.

^[Spetsnaz] can detect invisible units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Spetsnaz] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Special Forces=PRTO_Special_Forces>.

#DESC_PRTO_Spetsnaz

^At the height of the Cold War the Spetnaz were the most feared of all special forces from the former Soviet Bloc.
Experts at sabotage and reconnaissance their original purpose was to pave the way for a main Soviet attack of
Western Europe. Since the break-up of the Soviet Union the Spetnaz has since been restructured along the lines of
the British SAS and the USA Delta Force.

^There are three known Spetnaz Units:

^[Razvedchiki] - A battalion of two companies one, for airborne the other for long range reconnaissance patrols.

^[Rejdoviki] - A brigade that operates battalion or company sized reconnaissance units.


^[Vysotniki] - A brigade that operates 11-man units carrying out SAS style missions.

#PRTO_Delta_Force

^[Delta Force] troops are specially trained to execute [airdrops]. To launch an airdrop, when a Delta Force unit is
active in a city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range. On the
ground, they are fast and move four tiles, regardless of terrain. They can also exert a $LINK<zone of
control=GCON_ZOC> over the surrounding territory and can make [amphibious assaults,] attacking directly from a
boat to a land tile or a city. [Delta Force] can be airlifted between cities.

^[Delta Force] can detect invisible units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Delta Force] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Special


Forces=PRTO_Special_Forces>.

#DESC_PRTO_Delta_Force

^Delta Force is now regarded as the best trained and equipped counter terrorist unit in the world.

^It was formed in 1977 and in 2002 had about 800 trained operators. Their base camp is protected by razor wire
fences, armed checkpoints, motion detectors and infra-red cameras, thus making it virtually impregnable.

^Although initially set up as an overseas counter terrorist unit, it soon was used for other missions including: snatch
and grab, and covert reconnaissance. Although based on the British SAS, some operational methods were changed
to incorporate close-quarter-battle techniques and greater firepower.

^Its first operation was in April 1980 in Tehran when hostages were taken in the USA embassy. It has since been used
successfully in many operations including - Panama, the Gulf, Balkans and many other places.
#PRTO_RPIMa

^[RPIMa] troops are specially trained to execute [airdrops]. To launch an airdrop, when a RPIMa unit is active in a
city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range. On the ground, they are
fast and move four tiles, regardless of terrain. They can also exert a $LINK<zone of control=GCON_ZOC> over the
surrounding territory and can make [amphibious assaults,] attacking directly from a boat to a land tile or a city.
[RPIMa] can be airlifted between cities.

^[RPIMa] can detect invisible units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [RPIMa] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Special Forces=PRTO_Special_Forces>.

#DESC_PRTO_RPIMa

^The 11th Parachute division contains 11,000 personnel. It consists mainly of long service professionals who are
highly experienced and well motivated. It is currently part of the French rapid intervention force.

^The 11th Parachute division has two brigades that are formed from seven battalion sized units:

^1, 3, 6 and 8 RPIMa,

^2 REP (Foreign Legion),

^1 and 9 RCP (Light Infantry)

#PRTO_SAS

^[SAS] troops are specially trained to execute [airdrops]. To launch an airdrop, when a SAS unit is active in a city with
an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range. On the ground, they are fast and
move four tiles, regardless of terrain. They can also exert a $LINK<zone of control=GCON_ZOC> over the
surrounding territory and can make [amphibious assaults,] attacking directly from a boat to a land tile or a city. [SAS]
can be airlifted between cities.
^

^[SAS] can detect invisible units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [SAS] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor of the $LINK<Special Forces=PRTO_Special_Forces>.

#DESC_PRTO_SAS

^The SAS was first formed in 1941 to carry out hit and run attacks on German and Italian airfields in North Africa. It
was disbanded at the end of the war.

^It was reformed in 1950 to fight Communist terrorists in Malaya and has been operating throughout the world ever
since, participating in more wars and conflicts than any other special forces unit.

^Its existence was mainly unknown around the world until 5th May 1980, when it was used to rescue hostages at the
Iranian Embassy in London. They were sent in after the terrorists killed one of the hostages. They freed the hostages
killing 5 of the 6 terrorists. The terrorist who survived did so because he was not armed. The whole operation lasted
less than 45 minutes and was broadcast live on TV. around the world.

^The SAS consists of one regular regiment (22 SAS) and two part-time Territorial Army (21 Artists Rifles and 23
SAS).They are supported by two signal squadrons (one part-time again). It is not very large consisting of about 700
highly trained personnel. They are deployed as 4 or 8 men teams when on operations.

#PRTO_KSK

^[KSK] troops are specially trained to execute [airdrops]. To launch an airdrop, when a KSK unit is active in a city with
an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range. On the ground, they are fast and
move four tiles, regardless of terrain. They can also exert a $LINK<zone of control=GCON_ZOC> over the
surrounding territory and can make [amphibious assaults,] attacking directly from a boat to a land tile or a city. [KSK]
can be airlifted between cities.

^
^[KSK] can detect invisible units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [KSK] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Special Forces=PRTO_Special_Forces>.

#DESC_PRTO_KSK

^The German KSK [Kommando Spezialkrafte] was only recently formed in 1995 to safeguard the countries national
interests abroad. It operates globally in a similar manner to the GSG-9 [Grenzschutzgruppe 9]. GSG-9 is a
counterterrorist force which by law (as it is a Federal Border Guards unit) can only operate on German soil .

^Even though KSK is trained for hostage rescue operations, it is not another counterterrorist force. It is a military unit
to be used in military operations.

^At the present time the KSK is building up to brigade strength of 1000 men. Whilst not yet at full strength it has
enough fully trained men to undertake low level operations. This was demonstrated in 1999 when a detachment was
deployed in Kosovo as a close-protection detail for high-ranking German officials.

#PRTO_Mobile_Infantry

^The most advanced infantry unit available, the [Mobile Infantry] are exceptionally good defenders, able to repel
attacks by most enemy units. Mobile Infantry are fast units, moving 10 tiles per turn regardless of terrain, and are
able to [withdraw] from combat if losing the battle (unless fighting another fast unit). They can be used to make
[amphibious assaults,] attacking directly from a boat to a land tile or a city and can attack as much as [five times] in
one turn. If that wasn't enough, they can also be [airdropped] into enemy territory.

^A [Mobile Infantry] unit can also $LINK<attack at a range=GCON_Bomb_Expand> of 1 tile without entering melee
combat, and exert a $LINK<zone of control=GCON_ZOC> over their area.

^[Mobile Infantry] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.


^

^{Requires:} A city must have $LINK<Uranium=BLDG_Uranium> and $LINK<Aluminum=BLDG_Aluminum> in its


$LINK<strategic resource=GCON_ResourcesS> box to build [Mobile Infantry.]

#DESC_PRTO_Mobile_Infantry

^The Mobile Infantry Unit is an army in and of itself. Wearing the most advanced body armor ever seen on the
battlefield and armed the latest and greatest in high-tech weaponry, the Mobile Infantry Soldier is a human tank.

^As the Mobile Infantry unit approaches the enemy compound, a sentry shouts an alarm and the soldiers duck
beneath a hail of gunfire. The point man drops to the ground and stretches a flap of his battle suit in front of him;
with the push of a button it hardens into an instant shield. Two commandos move left, away from the forest cover
into a rocky outcropping. As they move, the browns and greens of their camouflage change to shades of gray. Two
move right, but one man is hit in the leg. Immediately, sensors relay information about his injury and location to field
headquarters, where doctors instruct his suit to administer painkillers, apply pressure to the wound, and harden into
a cast around his leg. Sensors tell HQ which soldier is closest to the wounded man; new orders and the target's
position appear on the rescuer's heads-up display. To reach his comrade, the soldier must cross 20 feet of open
ground-which he does with a single leap through the air.

#PRTO_Shadow_Force

^[Shadow Forces] are the last of the modern/Future day infantry units.

^[Shadow Force] troops are specially trained to execute [airdrops]. To launch an airdrop, when a Shadow Force unit
is active in a city with an $LINK<airport=BLDG_Airport>, press [A] and then click a target tile within range. On the
ground, they are fast and move four tiles, regardless of terrain. They also exert a $LINK<zone of control=GCON_ZOC>
over the surrounding territory and can make [amphibious assaults,] attacking directly from a boat to a land tile or a
city. With their devastating weapons [Shadow Forces] can attack two times per turn. [Shadow Forces] can be
airlifted between cities.

^[Shadow Forces] can detect invisible units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^The [Shadow Force] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

#DESC_PRTO_Shadow_Force
#PRTO_Patriot

^[Patriots] are skilled snipers and can move 2 tiles per turn regardless of terrain. Although not as strong they are
cheaper to build than the $LINK<Musketman=PRTO_Musketman>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

#DESC_PRTO_Patriot

#PRTO_Partisan

^[Partisans] are skilled snipers, and can move up to 4 tiles per turn regardless of terrain. They are able to attack
twice in one turn.

^[Partisans] can be airlifted between cities.

^[Partisans] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

#DESC_PRTO_Partisan

^[Partisans] are militant groups who pledge their support to a leader or a system of government. Partisans differ
from

fanatics in their methods. Whereas fanatics are usually radicals prone to use terrorist tactics, partisans are usually

trained soldiers who practice the more organized tactics of guerrilla warfare. Partisan groups have existed at various

times throughout history. Partisans were particularly active in the Nazi occupied countries of Europe during World
War

II, where their acts of sabotage against their conquerors often kept German troops busy quelling partisan uprisings
while they should have been fighting on the front lines. Because of their unflagging dedication to their cause,

partisans make formidable opponents.

#PRTO_Guerrilla

^The [Guerrillas] are skilled snipers, and can move 4 tiles per turn regardless of terrain. They are able to attack twice
in one turn.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^[Guerrillas] can be airlifted between cities.

^[Guerrillas] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

#DESC_PRTO_Guerrilla

; Mounted Units --------------------------------------------------------------

#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).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Limitations:} A [Chariot] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.
^

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build [Chariots.]

^{Unique Units:} The $LINK<Egyptians=RACE_EGYPTIANS> build $LINK<War Chariots=PRTO_War_Chariot> instead.

#DESC_PRTO_Chariot

^The chariot was the first true fighting vehicle. Ancient armies used it to transport archers and other troops to the

battlefield, where they would disembark and fight. The Assyrians, whose archers and spearmen fought from inside
the

chariot itself, turned the vehicle into a fearsome offensive weapon. 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_Asiatic_Chariot

^The first wheeled unit you can build, [Asiatic Chariots] move fast and [withdraw] from combat if losing the battle
(unless fighting another fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Limitations:} An [Asiatic Chariot] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,


or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build an [Asiatic Chariot.]

^{Unique Units:} The $LINK<Egyptians=RACE_EGYPTIANS> build $LINK<War Chariots=PRTO_War_Chariot> instead.


#DESC_PRTO_Asiatic_Chariot

^The chariot was the first true fighting vehicle. Ancient armies used it to transport archers and other troops to the

battlefield, where they would disembark and fight. The Assyrians, whose archers and spearmen fought from inside
the

chariot itself, turned the vehicle into a fearsome offensive weapon. 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_Eastern_Chariot

^The first wheeled unit you can build, [Eastern Chariots] move fast and [withdraw] from combat if losing the battle
(unless fighting another fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Limitations:} An [Eastern Chariot] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,


or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build an [Eastern Chariot.]

^{Unique Units:} The $LINK<Egyptians=RACE_EGYPTIANS> build $LINK<War Chariots=PRTO_War_Chariot> instead.

#DESC_PRTO_Eastern_Chariot

^The chariot was the first true fighting vehicle. Ancient armies used it to transport archers and other troops to the

battlefield, where they would disembark and fight. The Assyrians, whose archers and spearmen fought from inside
the
chariot itself, turned the vehicle into a fearsome offensive weapon. 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_Iberian_Chariot

^The first wheeled unit you can build, [Iberian Chariots] move fast and [withdraw] from combat if losing the battle
(unless fighting another fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Limitations:} An [Iberian Chariot] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,


or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build an [Iberian Chariot.]

^{Unique Units:} The $LINK<Egyptians=RACE_EGYPTIANS> build $LINK<War Chariots=PRTO_War_Chariot> instead.

#DESC_PRTO_Iberian_Chariot

^The chariot was the first true fighting vehicle. Ancient armies used it to transport archers and other troops to the

battlefield, where they would disembark and fight. The Assyrians, whose archers and spearmen fought from inside
the

chariot itself, turned the vehicle into a fearsome offensive weapon. 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_MidEast_Chariot

^The first wheeled unit you can build, [MidEast Chariots] move fast and [withdraw] from combat if losing the battle
(unless fighting another fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Limitations:} A [MidEast Chariot] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,


or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build a [MidEast Chariot.]

^{Unique Units:} The $LINK<Egyptians=RACE_EGYPTIANS> build $LINK<War Chariots=PRTO_War_Chariot> instead.

#DESC_PRTO_MidEast_Chariot

^The chariot was the first true fighting vehicle. Ancient armies used it to transport archers and other troops to the

battlefield, where they would disembark and fight. The Assyrians, whose archers and spearmen fought from inside
the

chariot itself, turned the vehicle into a fearsome offensive weapon. 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_Mycenean_Chariot

^The first wheeled unit you can build, [Asiatic Chariots] move fast and [withdraw] from combat if losing the battle
(unless fighting another fast unit).

^
^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Limitations:} A [Mycenean Chariot] cannot travel through $LINK<Jungle=TERR_Jungle>,


$LINK<Marsh=TERR_Marsh>, or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build a [Mycenean Chariot.]

^{Unique Units:} The $LINK<Egyptians=RACE_EGYPTIANS> build $LINK<War Chariots=PRTO_War_Chariot> instead.

#DESC_PRTO_Mycenean_Chariot

^The chariot was the first true fighting vehicle. Ancient armies used it to transport archers and other troops to the

battlefield, where they would disembark and fight. The Assyrians, whose archers and spearmen fought from inside
the

chariot itself, turned the vehicle into a fearsome offensive weapon. 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_Northeuropean_Chariot

^The first wheeled unit you can build, [Northeuropean Chariots] move fast and [withdraw] from combat if losing the
battle (unless fighting another fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Limitations:} A [Northeuropean Chariot] cannot travel through $LINK<Jungle=TERR_Jungle>,


$LINK<Marsh=TERR_Marsh>, or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^
^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>
box to build a [Northeuropean Chariot.]

^{Unique Units:} The $LINK<Egyptians=RACE_EGYPTIANS> build $LINK<War Chariots=PRTO_War_Chariot> instead.

#DESC_PRTO_Northeuropean_Chariot

^The chariot was the first true fighting vehicle. Ancient armies used it to transport archers and other troops to the

battlefield, where they would disembark and fight. The Assyrians, whose archers and spearmen fought from inside
the

chariot itself, turned the vehicle into a fearsome offensive weapon. 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_Ratha

^The first wheeled unit you can build, [Rathas] move fast and [withdraw] from combat if losing the battle (unless
fighting another fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Limitations:} A [Ratha] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build a [Ratha.]

^{Unique Units:} The $LINK<Egyptians=RACE_EGYPTIANS> build $LINK<War Chariots=PRTO_War_Chariot> instead.

#DESC_PRTO_Ratha
^

^The chariot was the first true fighting vehicle. Ancient armies used it to transport archers and other troops to the

battlefield, where they would disembark and fight. The Assyrians, whose archers and spearmen fought from inside
the

chariot itself, turned the vehicle into a fearsome offensive weapon. 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_Roman_Chariot

^The first wheeled unit you can build, [Roman Chariots] move fast and [withdraw] from combat if losing the battle
(unless fighting another fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Limitations:} A [Roman Chariot] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,


or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build a [Roman Chariot.]

^{Unique Units:} The $LINK<Egyptians=RACE_EGYPTIANS> build $LINK<War Chariots=PRTO_War_Chariot> instead.

#DESC_PRTO_Roman_Chariot

^The chariot was the first true fighting vehicle. Ancient armies used it to transport archers and other troops to the

battlefield, where they would disembark and fight. The Assyrians, whose archers and spearmen fought from inside
the

chariot itself, turned the vehicle into a fearsome offensive weapon. 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_War_Chariot

^[Egyptian War Chariots] take the place of normal chariots. They move quickly and will [withdraw] from combat if
they are losing (unless fighting another fast unit).

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [War Chariot] receives a 1-point $LINK<bonus to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Limitations:} A [War Chariot] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} An Egyptian city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [War Chariots.]

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Egypt=RACE_EGYPTIANS>. Other nations build $LINK<Chariots=PRTO_Chariot> instead.

#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 not true chariots but four-wheeled
carts

with solid wooden wheels, heavy and cumbersome and lacking a pivoting front axle. The Hyksos apparently
introduced the

Assyrian chariot into Egypt shortly thereafter, where it was perfected for transportation and warfare. Within 500

years, Egyptian, Hittite and Palestinian chariots were extraordinarily 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 means 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 horses with sufficient strength and stamina to carry an armed man into battle.

Armed horsemen replaced the chariot in most Mediterranean civilizations. The use of chariots in war lingered in
areas

of slower technological advance, but in classical Egypt they were retained mainly for ceremonial functions.

#PRTO_Horseman

^The first mounted unit you can build, [Horsemen] move fast and will [withdraw] from combat if losing (unless
fighting another fast unit). They are slightly better attackers than $LINK<Chariots=PRTO_Chariot> as they are not
restricted from moving through $LINK<Jungles=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or
$LINK<Mountains=TERR_Mountains>.

^A [Horseman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may


$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [Horseman].

#DESC_PRTO_Horseman

^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of
some

ancient armies would ride horses to get from one engagement to another, dismounting 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 allowed this concept of mobility to go one step further. Stirrups

provided the stability and leverage necessary to allow 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_African_Horseman

^The first mounted unit you can build, [African Horsemen] move fast and will [withdraw] from combat if losing
(unless fighting another fast unit). They are slightly better attackers than $LINK<Chariots=PRTO_Chariot> as they are
not restricted from moving through $LINK<Jungles=TERR_Jungle>, $LINK<Marsh=TERR_Marsh> or
$LINK<Mountains=TERR_Mountains>.

^An [African Horseman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [African Horseman].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Horseman=PRTO_Horseman>.

#DESC_PRTO_African_Horseman

^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of
some

ancient armies would ride horses to get from one engagement to another, dismounting 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 allowed this concept of mobility to go one step further. Stirrups

provided the stability and leverage necessary to allow 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_Arabian_Horseman

^
^The first mounted unit you can build, [Arabian Horsemen] move fast and will [withdraw] from combat if losing
(unless fighting another fast unit). They are slightly better attackers than $LINK<Chariots=PRTO_Chariot> as they are
not restricted from moving through $LINK<Jungles=TERR_Jungle>, $LINK<Marsh=TERR_Marsh> or
$LINK<Mountains=TERR_Mountains>.

^An [Arabian Horseman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [Arabian Horseman].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Arabian flavor of the $LINK<Horseman=PRTO_Horseman>.

#DESC_PRTO_Arabian_Horseman

^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of
some

ancient armies would ride horses to get from one engagement to another, dismounting 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 allowed this concept of mobility to go one step further. Stirrups

provided the stability and leverage necessary to allow 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_Asian_Horseman

^The first mounted unit you can build, [Asian Horsemen] move fast and will [withdraw] from combat if losing (unless
fighting another fast unit). They are slightly better attackers than $LINK<Chariots=PRTO_Chariot> as they are not
restricted from moving through $LINK<Jungles=TERR_Jungle>, $LINK<Marsh=TERR_Marsh> or
$LINK<Mountains=TERR_Mountains>.

^
^An [Asian Horseman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [Asian Horseman].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Horseman=PRTO_Horseman>.

#DESC_PRTO_Asian_Horseman

^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of
some

ancient armies would ride horses to get from one engagement to another, dismounting 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 allowed this concept of mobility to go one step further. Stirrups

provided the stability and leverage necessary to allow 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_Briton_Horseman

^The first mounted unit you can build, [Briton Horsemen] move fast and will [withdraw] from combat if losing
(unless fighting another fast unit). They are slightly better attackers than $LINK<Chariots=PRTO_Chariot> as they are
not restricted from moving through $LINK<Jungles=TERR_Jungle>, $LINK<Marsh=TERR_Marsh> or
$LINK<Mountains=TERR_Mountains>.

^A [Briton Horseman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [Briton Horseman].
^

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British and Celtic flavor of the $LINK<Horseman=PRTO_Horseman>.

#DESC_PRTO_Briton_Horseman

^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of
some

ancient armies would ride horses to get from one engagement to another, dismounting 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 allowed this concept of mobility to go one step further. Stirrups

provided the stability and leverage necessary to allow 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_Gallic_Horseman

^The first mounted unit you can build, [Gallic Horsemen] move fast and will [withdraw] from combat if losing (unless
fighting another fast unit). They are slightly better attackers than $LINK<Chariots=PRTO_Chariot> as they are not
restricted from moving through $LINK<Jungles=TERR_Jungle>, $LINK<Marsh=TERR_Marsh> or
$LINK<Mountains=TERR_Mountains>.

^A [Gallic Horseman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [Gallic Horseman].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Horseman=PRTO_Horseman>.

#DESC_PRTO_Gallic_Horseman
^

^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of
some

ancient armies would ride horses to get from one engagement to another, dismounting 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 allowed this concept of mobility to go one step further. Stirrups

provided the stability and leverage necessary to allow 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_Germanic_Horseman

^The first mounted unit you can build, [Germanic Horsemen] move fast and will [withdraw] from combat if losing
(unless fighting another fast unit). They are slightly better attackers than $LINK<Chariots=PRTO_Chariot> as they are
not restricted from moving through $LINK<Jungles=TERR_Jungle>, $LINK<Marsh=TERR_Marsh> or
$LINK<Mountains=TERR_Mountains>.

^A [Germanic Horseman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [Germanic Horseman].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Horseman=PRTO_Horseman>.

#DESC_PRTO_Germanic_Horseman

^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of
some

ancient armies would ride horses to get from one engagement to another, dismounting 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 allowed this concept of mobility to go one step further. Stirrups

provided the stability and leverage necessary to allow 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_Indian_Horseman

^The first mounted unit you can build, [Indian Horsemen] move fast and will [withdraw] from combat if losing
(unless fighting another fast unit). They are slightly better attackers than $LINK<Chariots=PRTO_Chariot> as they are
not restricted from moving through $LINK<Jungles=TERR_Jungle>, $LINK<Marsh=TERR_Marsh> or
$LINK<Mountains=TERR_Mountains>.

^An [Indian Horseman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [Indian Horseman].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian flavor of the $LINK<Horseman=PRTO_Horseman>.

#DESC_PRTO_Indian_Horseman

^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of
some

ancient armies would ride horses to get from one engagement to another, dismounting 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 allowed this concept of mobility to go one step further. Stirrups

provided the stability and leverage necessary to allow 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_Macedonian_Horseman

^The first mounted unit you can build, [Macedonian Horsemen] move fast and will [withdraw] from combat if losing
(unless fighting another fast unit). They are slightly better attackers than $LINK<Chariots=PRTO_Chariot> as they are
not restricted from moving through $LINK<Jungles=TERR_Jungle>, $LINK<Marsh=TERR_Marsh> or
$LINK<Mountains=TERR_Mountains>.

^A [Macedonian Horseman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [Macedonian Horseman].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Greek flavor of the $LINK<Horseman=PRTO_Horseman>.

#DESC_PRTO_Macedonian_Horseman

^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of
some

ancient armies would ride horses to get from one engagement to another, dismounting 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 allowed this concept of mobility to go one step further. Stirrups

provided the stability and leverage necessary to allow 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_Meso_Horseman

^The first mounted unit you can build, [Meso Horsemen] move fast and will [withdraw] from combat if losing (unless
fighting another fast unit). They are slightly better attackers than $LINK<Chariots=PRTO_Chariot> as they are not
restricted from moving through $LINK<Jungles=TERR_Jungle>, $LINK<Marsh=TERR_Marsh> or
$LINK<Mountains=TERR_Mountains>.

^A [Meso Horseman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [Meso Horseman].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Aztec and Incan flavor of the $LINK<Horseman=PRTO_Horseman>.

#DESC_PRTO_Meso_Horseman

^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of
some

ancient armies would ride horses to get from one engagement to another, dismounting 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 allowed this concept of mobility to go one step further. Stirrups

provided the stability and leverage necessary to allow 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_Mideast_Horseman

^
^The first mounted unit you can build, [Mideast Horsemen] move fast and will [withdraw] from combat if losing
(unless fighting another fast unit). They are slightly better attackers than $LINK<Chariots=PRTO_Chariot> as they are
not restricted from moving through $LINK<Jungles=TERR_Jungle>, $LINK<Marsh=TERR_Marsh> or
$LINK<Mountains=TERR_Mountains>.

^A [Mideast Horseman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [Mideast Horseman].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Babylonian and Ottoman flavor of the


$LINK<Horseman=PRTO_Horseman>.

#DESC_PRTO_Mideast_Horseman

^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of
some

ancient armies would ride horses to get from one engagement to another, dismounting 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 allowed this concept of mobility to go one step further. Stirrups

provided the stability and leverage necessary to allow 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_Persian_Horseman

^The first mounted unit you can build, [Persian Horsemen] move fast and will [withdraw] from combat if losing
(unless fighting another fast unit). They are slightly better attackers than $LINK<Chariots=PRTO_Chariot> as they are
not restricted from moving through $LINK<Jungles=TERR_Jungle>, $LINK<Marsh=TERR_Marsh> or
$LINK<Mountains=TERR_Mountains>.
^

^A [Persian Horseman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [Persian Horseman].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Persian flavor of the $LINK<Horseman=PRTO_Horseman>.

#DESC_PRTO_Persian_Horseman

^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of
some

ancient armies would ride horses to get from one engagement to another, dismounting 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 allowed this concept of mobility to go one step further. Stirrups

provided the stability and leverage necessary to allow 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_Ptolemaic_Horseman

^The first mounted unit you can build, [Ptolemaic Horsemen] move fast and will [withdraw] from combat if losing
(unless fighting another fast unit). They are slightly better attackers than $LINK<Chariots=PRTO_Chariot> as they are
not restricted from moving through $LINK<Jungles=TERR_Jungle>, $LINK<Marsh=TERR_Marsh> or
$LINK<Mountains=TERR_Mountains>.

^A [Ptolemaic Horseman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^
^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>
box to build the [Ptolemaic Horseman].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Egyptian flavor of the $LINK<Horseman=PRTO_Horseman>.

#DESC_PRTO_Ptolemaic_Horseman

^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of
some

ancient armies would ride horses to get from one engagement to another, dismounting 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 allowed this concept of mobility to go one step further. Stirrups

provided the stability and leverage necessary to allow 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_Silla_Horseman

^The first mounted unit you can build, [Silla Horsemen] move fast and will [withdraw] from combat if losing (unless
fighting another fast unit). They are slightly better attackers than $LINK<Chariots=PRTO_Chariot> as they are not
restricted from moving through $LINK<Jungles=TERR_Jungle>, $LINK<Marsh=TERR_Marsh> or
$LINK<Mountains=TERR_Mountains>.

^A [Silla Horseman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [Silla Horseman].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Korean flavor of the $LINK<Horseman=PRTO_Horseman>.


#DESC_PRTO_Silla_Horseman

^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of
some

ancient armies would ride horses to get from one engagement to another, dismounting 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 allowed this concept of mobility to go one step further. Stirrups

provided the stability and leverage necessary to allow 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_Slavic_Horseman

^The first mounted unit you can build, [Slavic Horsemen] move fast and will [withdraw] from combat if losing (unless
fighting another fast unit). They are slightly better attackers than $LINK<Chariots=PRTO_Chariot> as they are not
restricted from moving through $LINK<Jungles=TERR_Jungle>, $LINK<Marsh=TERR_Marsh> or
$LINK<Mountains=TERR_Mountains>.

^A [Slavic Horseman] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [Slavic Horseman].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Horseman=PRTO_Horseman>.

#DESC_PRTO_Slavic_Horseman

^
^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of
some

ancient armies would ride horses to get from one engagement to another, dismounting 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 allowed this concept of mobility to go one step further. Stirrups

provided the stability and leverage necessary to allow 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_Cataphract

^A [Cataphract] is an armored cavalry unit armed with bow and lance.

^ This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Iron=BLDG_Iron> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Cataphract.]

#DESC_PRTO_Cataphract

^The Byzantine Empire, as the continuation of the Roman Empire, maintained the legions, however, while they
found

that the legions were remarkably adept as they were in dealing with the barbarians of the west, they were unable

to compete with the mounted archers of the east. After an extended period of dependence on Teutonic and Hunnish

mercenary cavalry, the reforms of emperors Maurice and Heraclius in the 6th and 7th centuries developed a

provincial militia based on the institution of [pronoia], the award of nonhereditary grants of land capable of

supporting an armored horse archer called a cataphract. The Byzantine cataphract was armed with a bow, lance,
sword and dagger, and wore a shirt of mail or scale armor (the cataphract, from which the warriors took their name).

This armor was so heavy that even halberds, pikes, and other counter-cavalry polearms had trouble penetrating it.

In addition to their suit of armor, cataphracts also wore an iron helm and carried a small, round, ironbound shield

of wood that could be strapped to the forearm or slung from the waist. The cataphracts’ horses were carefully bred

over the centuries to be the perfect warhorse, and were heavily armored as well, creating tremendous mass for the

initial impact of the charge. Cataphracts used both missile tactics and shock tactics, and became the mainstay of

the Byzantine army. This elite cavalry was employed for over 600 years.

#PRTO_Roman_Cataphract

^A [Roman Cataphract] is an armored cavalry unit armed with bow and lance.

^ This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Iron=BLDG_Iron> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Roman Cataphract.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Cataphract=PRTO_Cataphract>.

#DESC_PRTO_Roman_Cataphract

^The Byzantine Empire, as the continuation of the Roman Empire, maintained the legions, however, while they
found

that the legions were remarkably adept as they were in dealing with the barbarians of the west, they were unable

to compete with the mounted archers of the east. After an extended period of dependence on Teutonic and Hunnish

mercenary cavalry, the reforms of emperors Maurice and Heraclius in the 6th and 7th centuries developed a

provincial militia based on the institution of [pronoia], the award of nonhereditary grants of land capable of

supporting an armored horse archer called a cataphract. The Byzantine cataphract was armed with a bow, lance,

sword and dagger, and wore a shirt of mail or scale armor (the cataphract, from which the warriors took their name).

This armor was so heavy that even halberds, pikes, and other counter-cavalry polearms had trouble penetrating it.
In addition to their suit of armor, cataphracts also wore an iron helm and carried a small, round, ironbound shield

of wood that could be strapped to the forearm or slung from the waist. The cataphracts’ horses were carefully bred

over the centuries to be the perfect warhorse, and were heavily armored as well, creating tremendous mass for the

initial impact of the charge. Cataphracts used both missile tactics and shock tactics, and became the mainstay of

the Byzantine army. This elite cavalry was employed for over 600 years.

#PRTO_Eastern_Cataphract

^A [Eastern Cataphract] is an armored cavalry unit armed with bow and lance.

^ This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Iron=BLDG_Iron> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Eastern Cataphract.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Eastern flavor of the $LINK<Cataphract=PRTO_Cataphract>.

#DESC_PRTO_Eastern_Cataphract

^The Byzantine Empire, as the continuation of the Roman Empire, maintained the legions, however, while they
found

that the legions were remarkably adept as they were in dealing with the barbarians of the west, they were unable

to compete with the mounted archers of the east. After an extended period of dependence on Teutonic and Hunnish

mercenary cavalry, the reforms of emperors Maurice and Heraclius in the 6th and 7th centuries developed a

provincial militia based on the institution of [pronoia], the award of nonhereditary grants of land capable of

supporting an armored horse archer called a cataphract. The Byzantine cataphract was armed with a bow, lance,

sword and dagger, and wore a shirt of mail or scale armor (the cataphract, from which the warriors took their name).

This armor was so heavy that even halberds, pikes, and other counter-cavalry polearms had trouble penetrating it.

In addition to their suit of armor, cataphracts also wore an iron helm and carried a small, round, ironbound shield
of wood that could be strapped to the forearm or slung from the waist. The cataphracts’ horses were carefully bred

over the centuries to be the perfect warhorse, and were heavily armored as well, creating tremendous mass for the

initial impact of the charge. Cataphracts used both missile tactics and shock tactics, and became the mainstay of

the Byzantine army. This elite cavalry was employed for over 600 years.

#PRTO_Persian_Cataphract

^A [Persian Cataphract] is an armored cavalry unit armed with bow and lance.

^ This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Iron=BLDG_Iron> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Persian Cataphract.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Persian flavor of the $LINK<Cataphract=PRTO_Cataphract>.

#DESC_PRTO_Persian_Cataphract

^The Byzantine Empire, as the continuation of the Roman Empire, maintained the legions, however, while they
found

that the legions were remarkably adept as they were in dealing with the barbarians of the west, they were unable

to compete with the mounted archers of the east. After an extended period of dependence on Teutonic and Hunnish

mercenary cavalry, the reforms of emperors Maurice and Heraclius in the 6th and 7th centuries developed a

provincial militia based on the institution of [pronoia], the award of nonhereditary grants of land capable of

supporting an armored horse archer called a cataphract. The Byzantine cataphract was armed with a bow, lance,

sword and dagger, and wore a shirt of mail or scale armor (the cataphract, from which the warriors took their name).

This armor was so heavy that even halberds, pikes, and other counter-cavalry polearms had trouble penetrating it.

In addition to their suit of armor, cataphracts also wore an iron helm and carried a small, round, ironbound shield

of wood that could be strapped to the forearm or slung from the waist. The cataphracts’ horses were carefully bred
over the centuries to be the perfect warhorse, and were heavily armored as well, creating tremendous mass for the

initial impact of the charge. Cataphracts used both missile tactics and shock tactics, and became the mainstay of

the Byzantine army. This elite cavalry was employed for over 600 years.

#PRTO_Asian_Cataphract

^An [Asian Cataphract] is an armored cavalry unit armed with bow and lance.

^ This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Iron=BLDG_Iron> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Asian Cataphract.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Cataphract=PRTO_Cataphract>.

#DESC_PRTO_Asian_Cataphract

^The Byzantine Empire, as the continuation of the Roman Empire, maintained the legions, however, while they
found

that the legions were remarkably adept as they were in dealing with the barbarians of the west, they were unable

to compete with the mounted archers of the east. After an extended period of dependence on Teutonic and Hunnish

mercenary cavalry, the reforms of emperors Maurice and Heraclius in the 6th and 7th centuries developed a

provincial militia based on the institution of [pronoia], the award of nonhereditary grants of land capable of

supporting an armored horse archer called a cataphract. The Byzantine cataphract was armed with a bow, lance,

sword and dagger, and wore a shirt of mail or scale armor (the cataphract, from which the warriors took their name).

This armor was so heavy that even halberds, pikes, and other counter-cavalry polearms had trouble penetrating it.

In addition to their suit of armor, cataphracts also wore an iron helm and carried a small, round, ironbound shield

of wood that could be strapped to the forearm or slung from the waist. The cataphracts’ horses were carefully bred

over the centuries to be the perfect warhorse, and were heavily armored as well, creating tremendous mass for the
initial impact of the charge. Cataphracts used both missile tactics and shock tactics, and became the mainstay of

the Byzantine army. This elite cavalry was employed for over 600 years.

#PRTO_Carthaginian_Cataphract

^A [Carthaginian Cataphract] is an armored cavalry unit armed with bow and lance.

^ This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Iron=BLDG_Iron> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Carthaginian Cataphract.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Carthaginian flavor of the $LINK<Cataphract=PRTO_Cataphract>.

#DESC_PRTO_Carthaginian_Cataphract

^The Byzantine Empire, as the continuation of the Roman Empire, maintained the legions, however, while they
found

that the legions were remarkably adept as they were in dealing with the barbarians of the west, they were unable

to compete with the mounted archers of the east. After an extended period of dependence on Teutonic and Hunnish

mercenary cavalry, the reforms of emperors Maurice and Heraclius in the 6th and 7th centuries developed a

provincial militia based on the institution of [pronoia], the award of nonhereditary grants of land capable of

supporting an armored horse archer called a cataphract. The Byzantine cataphract was armed with a bow, lance,

sword and dagger, and wore a shirt of mail or scale armor (the cataphract, from which the warriors took their name).

This armor was so heavy that even halberds, pikes, and other counter-cavalry polearms had trouble penetrating it.

In addition to their suit of armor, cataphracts also wore an iron helm and carried a small, round, ironbound shield

of wood that could be strapped to the forearm or slung from the waist. The cataphracts’ horses were carefully bred

over the centuries to be the perfect warhorse, and were heavily armored as well, creating tremendous mass for the

initial impact of the charge. Cataphracts used both missile tactics and shock tactics, and became the mainstay of
the Byzantine army. This elite cavalry was employed for over 600 years.

#PRTO_Heavy_Horseman

^[Heavy Horsemen] are fast [and] powerful. They are lightly-armored units, but excel in offensive abilities. Heavy
Horsemen will [withdraw] from combat if they are losing (unless fighting another fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Heavy Horseman].

#DESC_PRTO_Heavy_Horseman

#PRTO_Auxilia_Cavalry

^[Auxilia Cavalry] are fast [and] powerful. They are lightly-armored units, but excel in offensive abilities. Auxilia
Cavalry will [withdraw] from combat if they are losing (unless fighting another fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Auxilia Cavalry].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Heavy


Horseman=PRTO_Heavy_Horseman>.
#DESC_PRTO_Auxilia_Cavalry

#PRTO_Brythonic_Cavalry

^[Brythonic Cavalry] are fast [and] powerful. They are lightly-armored units, but excel in offensive abilities. Brythonic
Cavalry will [withdraw] from combat if they are losing (unless fighting another fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Brythonic Cavalry].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor of the $LINK<Heavy


Horseman=PRTO_Heavy_Horseman>.

#DESC_PRTO_Brythonic_Cavalry

#PRTO_Gupta_Cavalry

^[Gupta Cavalry] are fast [and] powerful. They are lightly-armored units, but excel in offensive abilities. Gupta
Cavalry will [withdraw] from combat if they are losing (unless fighting another fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Gupta Cavalry].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian flavor of the $LINK<Heavy


Horseman=PRTO_Heavy_Horseman>.
#DESC_PRTO_Gupta_Cavalry

#PRTO_Elephant_Rider

^[Elephant Riders] are powerful offensive units. The elephant riders can be thought of as the precursor to the
modern tank. With their thick hides providing excellent protection from enemy weapons, the elephant rider can last
much longer in battle than regular horse cavalry. They are good attackers but not very good at defending
themselves.

^All elephant units pass through $LINK<Jungles=TERR_Jungle> and $LINK<Forests=TERR_Forest> as if they were
passing through Grassland. Unlike other military units they can clear forests and jungle. They can also build roads.

^Through sheer toughness, [Elephant Riders] receive a 1-point $LINK<bonus to hit points=GCON_Experience>. This
unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Elephants=BLDG_Elephant> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Elephant Riders.]

#DESC_PRTO_Elephant_Rider

^The elephant is the largest living land mammal, reaching a size of 10 to 13 feet in height depending on the species.

Descended from the ancient mammoths and mastodons, elephants can be trained to serve humans in many fields of
endeavor.

One such use of elephants in ancient times was as beasts of war. Elephants were used in battle against Alexander
the

Great in 326 BC, and they were used both as pack animals and in battle by Hannibal of Carthage in his famous alpine

crossing in 218 BC. Although generally impractical as mounts due to their slow speed, the mere mental impact of
seeing

such massive beasts included in the advancing enemy ranks could provide an attacker with the element of surprise.

^Elephants were tamed in antiquity but never domesticated. They were

most useful as beasts of burden, but were employed in battle by

several cultures, including the Phoenicians, Persians, and


Indians. Elephants were much more intimidating than horses and much

tougher as well. In addition, horses avoided elephants, making

elephants, in theory, a great weapon against enemy cavalry. In

practice, unfortunately, elephants rarely proved useful. They were

difficult to acquire, train, and maintain. Hannibal attempted to take

elephants across the Alps to attack Rome, but only one survived. No

account of Alexander the Great's battles makes any mention of Persian

elephants being effective. Elephants were difficult to control in

battle and were likely to charge in any direction but the one desired,

especially after being wounded. They were apparently more dangerous to

friend than foe, being already nearer to friends and most likely to

charge away from perceived danger through the friendly army arrayed

around them.

#PRTO_Asian_WarElephant

^[Elephant Riders] are powerful offensive units. The elephant riders can be thought of as the precursor to the
modern tank. With their thick hides providing excellent protection from enemy weapons, the elephant rider can last
much longer in battle than regular horse cavalry. They are good attackers but not very good at defending
themselves.

^All elephant units pass through $LINK<Jungles=TERR_Jungle> and $LINK<Forests=TERR_Forest> as if they were
passing through Grassland. Unlike other military units they can clear forests and jungle. They can also build roads.

^Through sheer toughness, [Elephant Riders] receive a 1-point $LINK<bonus to hit points=GCON_Experience>. This
unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Elephants=BLDG_Elephant> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Elephant Riders.]

#DESC_PRTO_Asian_WarElephant

^The elephant is the largest living land mammal, reaching a size of 10 to 13 feet in height depending on the species.
Descended from the ancient mammoths and mastodons, elephants can be trained to serve humans in many fields of
endeavor.

One such use of elephants in ancient times was as beasts of war. Elephants were used in battle against Alexander
the

Great in 326 BC, and they were used both as pack animals and in battle by Hannibal of Carthage in his famous alpine

crossing in 218 BC. Although generally impractical as mounts due to their slow speed, the mere mental impact of
seeing

such massive beasts included in the advancing enemy ranks could provide an attacker with the element of surprise.

^Elephants were tamed in antiquity but never domesticated. They were

most useful as beasts of burden, but were employed in battle by

several cultures, including the Phoenicians, Persians, and

Indians. Elephants were much more intimidating than horses and much

tougher as well. In addition, horses avoided elephants, making

elephants, in theory, a great weapon against enemy cavalry. In

practice, unfortunately, elephants rarely proved useful. They were

difficult to acquire, train, and maintain. Hannibal attempted to take

elephants across the Alps to attack Rome, but only one survived. No

account of Alexander the Great's battles makes any mention of Persian

elephants being effective. Elephants were difficult to control in

battle and were likely to charge in any direction but the one desired,

especially after being wounded. They were apparently more dangerous to

friend than foe, being already nearer to friends and most likely to

charge away from perceived danger through the friendly army arrayed

around them.

#PRTO_Punic_WarElephant

^[Elephant Riders] are powerful offensive units. The elephant riders can be thought of as the precursor to the
modern tank. With their thick hides providing excellent protection from enemy weapons, the elephant rider can last
much longer in battle than regular horse cavalry. They are good attackers but not very good at defending
themselves.
^

^All elephant units pass through $LINK<Jungles=TERR_Jungle> and $LINK<Forests=TERR_Forest> as if they were
passing through Grassland. Unlike other military units they can clear forests and jungle. They can also build roads.

^Through sheer toughness, [Elephant Riders] receive a 1-point $LINK<bonus to hit points=GCON_Experience>. This
unit may $LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Elephants=BLDG_Elephant> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Elephant Riders.]

#DESC_PRTO_Punic_WarElephant

^The elephant is the largest living land mammal, reaching a size of 10 to 13 feet in height depending on the species.

Descended from the ancient mammoths and mastodons, elephants can be trained to serve humans in many fields of
endeavor.

One such use of elephants in ancient times was as beasts of war. Elephants were used in battle against Alexander
the

Great in 326 BC, and they were used both as pack animals and in battle by Hannibal of Carthage in his famous alpine

crossing in 218 BC. Although generally impractical as mounts due to their slow speed, the mere mental impact of
seeing

such massive beasts included in the advancing enemy ranks could provide an attacker with the element of surprise.

^Elephants were tamed in antiquity but never domesticated. They were

most useful as beasts of burden, but were employed in battle by

several cultures, including the Phoenicians, Persians, and

Indians. Elephants were much more intimidating than horses and much

tougher as well. In addition, horses avoided elephants, making

elephants, in theory, a great weapon against enemy cavalry. In

practice, unfortunately, elephants rarely proved useful. They were

difficult to acquire, train, and maintain. Hannibal attempted to take

elephants across the Alps to attack Rome, but only one survived. No

account of Alexander the Great's battles makes any mention of Persian

elephants being effective. Elephants were difficult to control in

battle and were likely to charge in any direction but the one desired,
especially after being wounded. They were apparently more dangerous to

friend than foe, being already nearer to friends and most likely to

charge away from perceived danger through the friendly army arrayed

around them.

#PRTO_Horse_Archer

^[Horse Archers] move quickly and will [withdraw] from combat if they are losing (unless fighting another fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[Horse Archers] suffer a 1-point $LINK<penalty to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build a [Horse Archer.]

^{Unique Units:} The $LINK<Sioux=RACE_Sioux> train $LINK<Mounted Warriors=PRTO_Mounted_Warrior> and the


$LINK<Mongols=RACE_Mongols> train $LINK<Keshiks=PRTO_Keshik> instead.

#DESC_PRTO_Horse_Archer

^ For thousands of years, the bow was the hunting and battle weapon amongst the people of Asia. Through time, the
bows

became more and more effective. The horse archers were trained for battle at the early age of 6. They were taught
by

riding sheep, as they would horses, to practice archery from a moving mount. These young archers grew up to be
fierce

warriors.

^The horsemen were adept archers, and could shoot in almost any direction from horseback. They could shoot off
horseback facing forward, sideways, backwards, and even under the horse or lying down on top of it. The use of

stirrups, unknown in Europe at that time, allowed the horse archers full upper body rotation and the complete
freedom

of their hands. Unlike the knights, the horse archers do not employ heavy armor or weapons, relying instead on
tough

leather armor, short, mildly curved swords, and their bows, and thus they were both swift and highly mobile. The
horse

archers would often charge the opposing army, and then feign retreat; after a lengthy and often overzealous pursuit,

their adversaries would become tired and thinly strung, and were easily picked off by horse archer arrows. Their
most

famous battle technique however, was to pretend to retreat and then shoot a flurry of arrows backwards at the
enemy.

Their victory came not in accuracy but in volume. They could shoot several dozen arrows in the span of a minute,
which

would rain down on the enemy and ensure victory for the horse archers.

#PRTO_Shoni_No_Kagesuke

^[Shoni No Kagesuke] move quickly and will [withdraw] from combat if they are losing (unless fighting another fast
unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[Shoni no Kagesuke] suffer a 1-point $LINK<penalty to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build [Shoni no Kagesuke.]

^{Unique Units:} The $LINK<Sioux=RACE_Sioux> train $LINK<Mounted Warriors=PRTO_Mounted_Warrior> and the


$LINK<Mongols=RACE_Mongols> train $LINK<Keshiks=PRTO_Keshik> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Horse Archer=PRTO_Horse_Archer>.


#DESC_PRTO_Shoni_No_Kagesuke

#PRTO_Mounted_Warrior

^[Sioux Mounted Warriors] take the place of $LINK<Horse Archers=PRTO_Horse_Archer> and are better defensively.
They move quickly and will [withdraw] from combat if they are losing (unless fighting another fast unit).

^Using bow and arrows, [Mounted Warriors] are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand>
when attacked, which may completely kill low-health attackers.

^ This unit may $LINK<enslave=GCON_Enslavement> enemy units. They exert a $LINK<zone of control=GCON_ZOC>
over the surrounding terrain.

^{Requirements:} A Sioux city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Mounted Warrior.]

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for the
$LINK<Sioux=RACE_Sioux>. Other nations build $LINK<Horse Archers=PRTO_Horse_Archer> instead. (Except the
Mongols)

#DESC_PRTO_Mounted_Warrior

^Around the year 1600 AD, Spanish horses were introduced into the

Americas and spread 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 Iroquois 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 subsequent destruction of the

Confederacy, many of the chiefs of the Six Nations themselves rode

into combat.
#PRTO_Keshik

^[Mongol Keshiks] are better offensively than normal $LINK<Horse Archers=PRTO_Horse_Archer>. Keshiks will
[withdraw] from combat if they are losing (unless fighting another fast unit). In addition, they can cross
$LINK<Hills=TERR_Hills> and $LINK<Mountains=TERR_Mountains> tiles as if they were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Keshik] exerts a $LINK<zone of control=GCON_ZOC> over the surrounding terrain. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A Mongol city needs only $LINK<Horses=BLDG_Horses> in its $LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Keshik].

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Mongolia=RACE_Mongols>. Other nations build $LINK<Horse Archers=PRTO_Horse_Archer> instead. (Except
the Sioux)

#DESC_PRTO_Keshik

^The skill of a Mongol on horseback was notoriously keen. Having been taught to ride on horseback from the age

of three, and by five given bow and arrows to use from horseback for hunting and war, it was a natural way for

the Mongols to conduct war. The Mongol's harsh, nomadic lifestyle had prepared them well for the rigors of war;

they often thrived in conditions that would be considered intolerable by any other military of its time. When

the need arose Mongol horsemen could last up to ten days at a time without cooking food, during which they would

sustain themselves by drinking the blood and milk of their horses.

#PRTO_African_Horse_Archer

^[African Horse Archers] move quickly and will [withdraw] from combat if they are losing (unless fighting another
fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.


^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[African Horse Archers] suffer a 1-point $LINK<penalty to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build an [African Horse Archer.]

^{Unique Units:} The $LINK<Sioux=RACE_Sioux> train $LINK<Mounted Warriors=PRTO_Mounted_Warrior> and the


$LINK<Mongols=RACE_Mongols> train $LINK<Keshiks=PRTO_Keshik> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Horse Archer=PRTO_Horse_Archer>.

#DESC_PRTO_African_Horse_Archer

^ For thousands of years, the bow was the hunting and battle weapon amongst the people of Asia. Through time, the
bows

became more and more effective. The horse archers were trained for battle at the early age of 6. They were taught
by

riding sheep, as they would horses, to practice archery from a moving mount. These young archers grew up to be
fierce

warriors.

^The horsemen were adept archers, and could shoot in almost any direction from horseback. They could shoot off

horseback facing forward, sideways, backwards, and even under the horse or lying down on top of it. The use of

stirrups, unknown in Europe at that time, allowed the horse archers full upper body rotation and the complete
freedom

of their hands. Unlike the knights, the horse archers do not employ heavy armor or weapons, relying instead on
tough

leather armor, short, mildly curved swords, and their bows, and thus they were both swift and highly mobile. The
horse

archers would often charge the opposing army, and then feign retreat; after a lengthy and often overzealous pursuit,

their adversaries would become tired and thinly strung, and were easily picked off by horse archer arrows. Their
most
famous battle technique however, was to pretend to retreat and then shoot a flurry of arrows backwards at the
enemy.

Their victory came not in accuracy but in volume. They could shoot several dozen arrows in the span of a minute,
which

would rain down on the enemy and ensure victory for the horse archers.

#PRTO_Arabic_Horse_Archer

^[Arabic Horse Archers] move quickly and will [withdraw] from combat if they are losing (unless fighting another fast
unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[Arabic Horse Archers] suffer a 1-point $LINK<penalty to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build an [Arabic Horse Archer.]

^{Unique Units:} The $LINK<Sioux=RACE_Sioux> train $LINK<Mounted Warriors=PRTO_Mounted_Warrior> and the


$LINK<Mongols=RACE_Mongols> train $LINK<Keshiks=PRTO_Keshik> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Arabic flavor of the $LINK<Horse Archer=PRTO_Horse_Archer>.

#DESC_PRTO_Arabic_Horse_Archer

^ For thousands of years, the bow was the hunting and battle weapon amongst the people of Asia. Through time, the
bows

became more and more effective. The horse archers were trained for battle at the early age of 6. They were taught
by

riding sheep, as they would horses, to practice archery from a moving mount. These young archers grew up to be
fierce

warriors.

^
^The horsemen were adept archers, and could shoot in almost any direction from horseback. They could shoot off

horseback facing forward, sideways, backwards, and even under the horse or lying down on top of it. The use of

stirrups, unknown in Europe at that time, allowed the horse archers full upper body rotation and the complete
freedom

of their hands. Unlike the knights, the horse archers do not employ heavy armor or weapons, relying instead on
tough

leather armor, short, mildly curved swords, and their bows, and thus they were both swift and highly mobile. The
horse

archers would often charge the opposing army, and then feign retreat; after a lengthy and often overzealous pursuit,

their adversaries would become tired and thinly strung, and were easily picked off by horse archer arrows. Their
most

famous battle technique however, was to pretend to retreat and then shoot a flurry of arrows backwards at the
enemy.

Their victory came not in accuracy but in volume. They could shoot several dozen arrows in the span of a minute,
which

would rain down on the enemy and ensure victory for the horse archers.

#PRTO_Byzantine_Horse_Archer

^[Byzantine Horse Archers] move quickly and will [withdraw] from combat if they are losing (unless fighting another
fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[Byzantine Horse Archers] suffer a 1-point $LINK<penalty to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build a [Byzantine Horse Archer.]

^{Unique Units:} The $LINK<Sioux=RACE_Sioux> train $LINK<Mounted Warriors=PRTO_Mounted_Warrior> and the


$LINK<Mongols=RACE_Mongols> train $LINK<Keshiks=PRTO_Keshik> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Greek flavor of the $LINK<Horse Archer=PRTO_Horse_Archer>.


#DESC_PRTO_Byzantine_Horse_Archer

^ For thousands of years, the bow was the hunting and battle weapon amongst the people of Asia. Through time, the
bows

became more and more effective. The horse archers were trained for battle at the early age of 6. They were taught
by

riding sheep, as they would horses, to practice archery from a moving mount. These young archers grew up to be
fierce

warriors.

^The horsemen were adept archers, and could shoot in almost any direction from horseback. They could shoot off

horseback facing forward, sideways, backwards, and even under the horse or lying down on top of it. The use of

stirrups, unknown in Europe at that time, allowed the horse archers full upper body rotation and the complete
freedom

of their hands. Unlike the knights, the horse archers do not employ heavy armor or weapons, relying instead on
tough

leather armor, short, mildly curved swords, and their bows, and thus they were both swift and highly mobile. The
horse

archers would often charge the opposing army, and then feign retreat; after a lengthy and often overzealous pursuit,

their adversaries would become tired and thinly strung, and were easily picked off by horse archer arrows. Their
most

famous battle technique however, was to pretend to retreat and then shoot a flurry of arrows backwards at the
enemy.

Their victory came not in accuracy but in volume. They could shoot several dozen arrows in the span of a minute,
which

would rain down on the enemy and ensure victory for the horse archers.

#PRTO_Carthaginian_Horse_Archer

^[Carthaginian Horse Archers] move quickly and will [withdraw] from combat if they are losing (unless fighting
another fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.
^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[Carthaginian Horse Archers] suffer a 1-point $LINK<penalty to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build a [Carthaginian Horse Archer.]

^{Unique Units:} The $LINK<Sioux=RACE_Sioux> train $LINK<Mounted Warriors=PRTO_Mounted_Warrior> and the


$LINK<Mongols=RACE_Mongols> train $LINK<Keshiks=PRTO_Keshik> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Carthaginian flavor of the $LINK<Horse


Archer=PRTO_Horse_Archer>.

#DESC_PRTO_Carthaginian_Horse_Archer

^ For thousands of years, the bow was the hunting and battle weapon amongst the people of Asia. Through time, the
bows

became more and more effective. The horse archers were trained for battle at the early age of 6. They were taught
by

riding sheep, as they would horses, to practice archery from a moving mount. These young archers grew up to be
fierce

warriors.

^The horsemen were adept archers, and could shoot in almost any direction from horseback. They could shoot off

horseback facing forward, sideways, backwards, and even under the horse or lying down on top of it. The use of

stirrups, unknown in Europe at that time, allowed the horse archers full upper body rotation and the complete
freedom

of their hands. Unlike the knights, the horse archers do not employ heavy armor or weapons, relying instead on
tough

leather armor, short, mildly curved swords, and their bows, and thus they were both swift and highly mobile. The
horse

archers would often charge the opposing army, and then feign retreat; after a lengthy and often overzealous pursuit,

their adversaries would become tired and thinly strung, and were easily picked off by horse archer arrows. Their
most

famous battle technique however, was to pretend to retreat and then shoot a flurry of arrows backwards at the
enemy.
Their victory came not in accuracy but in volume. They could shoot several dozen arrows in the span of a minute,
which

would rain down on the enemy and ensure victory for the horse archers.

#PRTO_Chinese_Horse_Archer

^[Chinese Horse Archers] move quickly and will [withdraw] from combat if they are losing (unless fighting another
fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[Chinese Horse Archers] suffer a 1-point $LINK<penalty to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build a [Chinese Horse Archer.]

^{Unique Units:} The $LINK<Sioux=RACE_Sioux> train $LINK<Mounted Warriors=PRTO_Mounted_Warrior> and the


$LINK<Mongols=RACE_Mongols> train $LINK<Keshiks=PRTO_Keshik> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Chinese flavor of the $LINK<Horse Archer=PRTO_Horse_Archer>.

#DESC_PRTO_Chinese_Horse_Archer

^ For thousands of years, the bow was the hunting and battle weapon amongst the people of Asia. Through time, the
bows

became more and more effective. The horse archers were trained for battle at the early age of 6. They were taught
by

riding sheep, as they would horses, to practice archery from a moving mount. These young archers grew up to be
fierce

warriors.

^The horsemen were adept archers, and could shoot in almost any direction from horseback. They could shoot off
horseback facing forward, sideways, backwards, and even under the horse or lying down on top of it. The use of

stirrups, unknown in Europe at that time, allowed the horse archers full upper body rotation and the complete
freedom

of their hands. Unlike the knights, the horse archers do not employ heavy armor or weapons, relying instead on
tough

leather armor, short, mildly curved swords, and their bows, and thus they were both swift and highly mobile. The
horse

archers would often charge the opposing army, and then feign retreat; after a lengthy and often overzealous pursuit,

their adversaries would become tired and thinly strung, and were easily picked off by horse archer arrows. Their
most

famous battle technique however, was to pretend to retreat and then shoot a flurry of arrows backwards at the
enemy.

Their victory came not in accuracy but in volume. They could shoot several dozen arrows in the span of a minute,
which

would rain down on the enemy and ensure victory for the horse archers.

#PRTO_English_Horse_Archer

^[English Horse Archers] move quickly and will [withdraw] from combat if they are losing (unless fighting another
fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[English Horse Archers] suffer a 1-point $LINK<penalty to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build an [English Horse Archer.]

^{Unique Units:} The $LINK<Sioux=RACE_Sioux> train $LINK<Mounted Warriors=PRTO_Mounted_Warrior> and the


$LINK<Mongols=RACE_Mongols> train $LINK<Keshiks=PRTO_Keshik> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the English flavor of the $LINK<Horse Archer=PRTO_Horse_Archer>.


#DESC_PRTO_English_Horse_Archer

^ For thousands of years, the bow was the hunting and battle weapon amongst the people of Asia. Through time, the
bows

became more and more effective. The horse archers were trained for battle at the early age of 6. They were taught
by

riding sheep, as they would horses, to practice archery from a moving mount. These young archers grew up to be
fierce

warriors.

^The horsemen were adept archers, and could shoot in almost any direction from horseback. They could shoot off

horseback facing forward, sideways, backwards, and even under the horse or lying down on top of it. The use of

stirrups, unknown in Europe at that time, allowed the horse archers full upper body rotation and the complete
freedom

of their hands. Unlike the knights, the horse archers do not employ heavy armor or weapons, relying instead on
tough

leather armor, short, mildly curved swords, and their bows, and thus they were both swift and highly mobile. The
horse

archers would often charge the opposing army, and then feign retreat; after a lengthy and often overzealous pursuit,

their adversaries would become tired and thinly strung, and were easily picked off by horse archer arrows. Their
most

famous battle technique however, was to pretend to retreat and then shoot a flurry of arrows backwards at the
enemy.

Their victory came not in accuracy but in volume. They could shoot several dozen arrows in the span of a minute,
which

would rain down on the enemy and ensure victory for the horse archers.

#PRTO_European_Horse_Archer

^[European Horse Archers] move quickly and will [withdraw] from combat if they are losing (unless fighting another
fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.


^[European Horse Archers] suffer a 1-point $LINK<penalty to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build an [European Horse Archer.]

^{Unique Units:} The $LINK<Sioux=RACE_Sioux> train $LINK<Mounted Warriors=PRTO_Mounted_Warrior> and the


$LINK<Mongols=RACE_Mongols> train $LINK<Keshiks=PRTO_Keshik> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German, French and Viking flavor of the $LINK<Horse
Archer=PRTO_Horse_Archer>.

#DESC_PRTO_European_Horse_Archer

^ For thousands of years, the bow was the hunting and battle weapon amongst the people of Asia. Through time, the
bows

became more and more effective. The horse archers were trained for battle at the early age of 6. They were taught
by

riding sheep, as they would horses, to practice archery from a moving mount. These young archers grew up to be
fierce

warriors.

^The horsemen were adept archers, and could shoot in almost any direction from horseback. They could shoot off

horseback facing forward, sideways, backwards, and even under the horse or lying down on top of it. The use of

stirrups, unknown in Europe at that time, allowed the horse archers full upper body rotation and the complete
freedom

of their hands. Unlike the knights, the horse archers do not employ heavy armor or weapons, relying instead on
tough

leather armor, short, mildly curved swords, and their bows, and thus they were both swift and highly mobile. The
horse

archers would often charge the opposing army, and then feign retreat; after a lengthy and often overzealous pursuit,

their adversaries would become tired and thinly strung, and were easily picked off by horse archer arrows. Their
most

famous battle technique however, was to pretend to retreat and then shoot a flurry of arrows backwards at the
enemy.
Their victory came not in accuracy but in volume. They could shoot several dozen arrows in the span of a minute,
which

would rain down on the enemy and ensure victory for the horse archers.

#PRTO_Mamluk_Horse_Archer

^[Mamluk Horse Archers] move quickly and will [withdraw] from combat if they are losing (unless fighting another
fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[Mamluk Horse Archers] suffer a 1-point $LINK<penalty to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build a [Mamluk Horse Archer.]

^{Unique Units:} The $LINK<Sioux=RACE_Sioux> train $LINK<Mounted Warriors=PRTO_Mounted_Warrior> and the


$LINK<Mongols=RACE_Mongols> train $LINK<Keshiks=PRTO_Keshik> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Egyptian and Ottoman flavor of the $LINK<Horse
Archer=PRTO_Horse_Archer>.

#DESC_PRTO_Mamluk_Horse_Archer

^ For thousands of years, the bow was the hunting and battle weapon amongst the people of Asia. Through time, the
bows

became more and more effective. The horse archers were trained for battle at the early age of 6. They were taught
by

riding sheep, as they would horses, to practice archery from a moving mount. These young archers grew up to be
fierce

warriors.

^The horsemen were adept archers, and could shoot in almost any direction from horseback. They could shoot off
horseback facing forward, sideways, backwards, and even under the horse or lying down on top of it. The use of

stirrups, unknown in Europe at that time, allowed the horse archers full upper body rotation and the complete
freedom

of their hands. Unlike the knights, the horse archers do not employ heavy armor or weapons, relying instead on
tough

leather armor, short, mildly curved swords, and their bows, and thus they were both swift and highly mobile. The
horse

archers would often charge the opposing army, and then feign retreat; after a lengthy and often overzealous pursuit,

their adversaries would become tired and thinly strung, and were easily picked off by horse archer arrows. Their
most

famous battle technique however, was to pretend to retreat and then shoot a flurry of arrows backwards at the
enemy.

Their victory came not in accuracy but in volume. They could shoot several dozen arrows in the span of a minute,
which

would rain down on the enemy and ensure victory for the horse archers.

#PRTO_Meso_Horse_Archer

^[Meso Horse Archers] move quickly and will [withdraw] from combat if they are losing (unless fighting another fast
unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[Meso Horse Archers] suffer a 1-point $LINK<penalty to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build a [Meso Horse Archer.]

^{Unique Units:} The $LINK<Sioux=RACE_Sioux> train $LINK<Mounted Warriors=PRTO_Mounted_Warrior> and the


$LINK<Mongols=RACE_Mongols> train $LINK<Keshiks=PRTO_Keshik> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Aztec and Incan flavor of the $LINK<Horse
Archer=PRTO_Horse_Archer>.
#DESC_PRTO_Meso_Horse_Archer

^ For thousands of years, the bow was the hunting and battle weapon amongst the people of Asia. Through time, the
bows

became more and more effective. The horse archers were trained for battle at the early age of 6. They were taught
by

riding sheep, as they would horses, to practice archery from a moving mount. These young archers grew up to be
fierce

warriors.

^The horsemen were adept archers, and could shoot in almost any direction from horseback. They could shoot off

horseback facing forward, sideways, backwards, and even under the horse or lying down on top of it. The use of

stirrups, unknown in Europe at that time, allowed the horse archers full upper body rotation and the complete
freedom

of their hands. Unlike the knights, the horse archers do not employ heavy armor or weapons, relying instead on
tough

leather armor, short, mildly curved swords, and their bows, and thus they were both swift and highly mobile. The
horse

archers would often charge the opposing army, and then feign retreat; after a lengthy and often overzealous pursuit,

their adversaries would become tired and thinly strung, and were easily picked off by horse archer arrows. Their
most

famous battle technique however, was to pretend to retreat and then shoot a flurry of arrows backwards at the
enemy.

Their victory came not in accuracy but in volume. They could shoot several dozen arrows in the span of a minute,
which

would rain down on the enemy and ensure victory for the horse archers.

#PRTO_Persian_Horse_Archer

^[Persian Horse Archers] move quickly and will [withdraw] from combat if they are losing (unless fighting another
fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.


^[Persian Horse Archers] suffer a 1-point $LINK<penalty to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build a [Persian Horse Archer.]

^{Unique Units:} The $LINK<Sioux=RACE_Sioux> train $LINK<Mounted Warriors=PRTO_Mounted_Warrior> and the


$LINK<Mongols=RACE_Mongols> train $LINK<Keshiks=PRTO_Keshik> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Persian flavor of the $LINK<Horse Archer=PRTO_Horse_Archer>.

#DESC_PRTO_Persian_Horse_Archer

^ For thousands of years, the bow was the hunting and battle weapon amongst the people of Asia. Through time, the
bows

became more and more effective. The horse archers were trained for battle at the early age of 6. They were taught
by

riding sheep, as they would horses, to practice archery from a moving mount. These young archers grew up to be
fierce

warriors.

^The horsemen were adept archers, and could shoot in almost any direction from horseback. They could shoot off

horseback facing forward, sideways, backwards, and even under the horse or lying down on top of it. The use of

stirrups, unknown in Europe at that time, allowed the horse archers full upper body rotation and the complete
freedom

of their hands. Unlike the knights, the horse archers do not employ heavy armor or weapons, relying instead on
tough

leather armor, short, mildly curved swords, and their bows, and thus they were both swift and highly mobile. The
horse

archers would often charge the opposing army, and then feign retreat; after a lengthy and often overzealous pursuit,

their adversaries would become tired and thinly strung, and were easily picked off by horse archer arrows. Their
most

famous battle technique however, was to pretend to retreat and then shoot a flurry of arrows backwards at the
enemy.

Their victory came not in accuracy but in volume. They could shoot several dozen arrows in the span of a minute,
which
would rain down on the enemy and ensure victory for the horse archers.

#PRTO_Roman_Horse_Archer

^[Roman Horse Archers] move quickly and will [withdraw] from combat if they are losing (unless fighting another
fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[Roman Horse Archers] suffer a 1-point $LINK<penalty to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build a [Roman Horse Archer.]

^{Unique Units:} The $LINK<Sioux=RACE_Sioux> train $LINK<Mounted Warriors=PRTO_Mounted_Warrior> and the


$LINK<Mongols=RACE_Mongols> train $LINK<Keshiks=PRTO_Keshik> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Horse Archer=PRTO_Horse_Archer>.

#DESC_PRTO_Roman_Horse_Archer

^ For thousands of years, the bow was the hunting and battle weapon amongst the people of Asia. Through time, the
bows

became more and more effective. The horse archers were trained for battle at the early age of 6. They were taught
by

riding sheep, as they would horses, to practice archery from a moving mount. These young archers grew up to be
fierce

warriors.

^The horsemen were adept archers, and could shoot in almost any direction from horseback. They could shoot off

horseback facing forward, sideways, backwards, and even under the horse or lying down on top of it. The use of
stirrups, unknown in Europe at that time, allowed the horse archers full upper body rotation and the complete
freedom

of their hands. Unlike the knights, the horse archers do not employ heavy armor or weapons, relying instead on
tough

leather armor, short, mildly curved swords, and their bows, and thus they were both swift and highly mobile. The
horse

archers would often charge the opposing army, and then feign retreat; after a lengthy and often overzealous pursuit,

their adversaries would become tired and thinly strung, and were easily picked off by horse archer arrows. Their
most

famous battle technique however, was to pretend to retreat and then shoot a flurry of arrows backwards at the
enemy.

Their victory came not in accuracy but in volume. They could shoot several dozen arrows in the span of a minute,
which

would rain down on the enemy and ensure victory for the horse archers.

#PRTO_Russian_Horse_Archer

^[Russian Horse Archers] move quickly and will [withdraw] from combat if they are losing (unless fighting another
fast unit).

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[Russian Horse Archers] suffer a 1-point $LINK<penalty to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build a [Russian Horse Archer.]

^{Unique Units:} The $LINK<Sioux=RACE_Sioux> train $LINK<Mounted Warriors=PRTO_Mounted_Warrior> and the


$LINK<Mongols=RACE_Mongols> train $LINK<Keshiks=PRTO_Keshik> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Horse Archer=PRTO_Horse_Archer>.

#DESC_PRTO_Russian_Horse_Archer
^

^ For thousands of years, the bow was the hunting and battle weapon amongst the people of Asia. Through time, the
bows

became more and more effective. The horse archers were trained for battle at the early age of 6. They were taught
by

riding sheep, as they would horses, to practice archery from a moving mount. These young archers grew up to be
fierce

warriors.

^The horsemen were adept archers, and could shoot in almost any direction from horseback. They could shoot off

horseback facing forward, sideways, backwards, and even under the horse or lying down on top of it. The use of

stirrups, unknown in Europe at that time, allowed the horse archers full upper body rotation and the complete
freedom

of their hands. Unlike the knights, the horse archers do not employ heavy armor or weapons, relying instead on
tough

leather armor, short, mildly curved swords, and their bows, and thus they were both swift and highly mobile. The
horse

archers would often charge the opposing army, and then feign retreat; after a lengthy and often overzealous pursuit,

their adversaries would become tired and thinly strung, and were easily picked off by horse archer arrows. Their
most

famous battle technique however, was to pretend to retreat and then shoot a flurry of arrows backwards at the
enemy.

Their victory came not in accuracy but in volume. They could shoot several dozen arrows in the span of a minute,
which

would rain down on the enemy and ensure victory for the horse archers.

#PRTO_Crusader

^Religious fanatics, the [Crusaders] are deadly Northern European horsemen. Fast [and] powerful attackers, but very
poor defensively, they will [withdraw] from combat if they are losing (unless fighting another fast unit).

^The [Crusader] is available to $LINK<France=RACE_FRENCH>, $LINK<England=RACE_ENGLISH>, and


$LINK<Celts=RACE_Celts>.

^
^$LINK<Flavor Units=GCON_Flavor>{:} The old [Fanatic] unit has been split up into several flavors, including this one
for Northern European civs. The others are the $LINK<Teutonic Knight=PRTO_Teutonic_Knight>, American
$LINK<Ghost Dancers=PRTO_Ghost_Dancer>, Mediterranean $LINK<Inquisitors=PRTO_Inquisitor>, Middle-Eastern
$LINK<Mujahids=PRTO_Mujahid> and Asian $LINK<Shaolin Monks=PRTO_Shaolin_Monk>.

#DESC_PRTO_Crusader

^Between 1095 and 1270, European Christians waged a series of wars known as the Crusades. These holy wars,
sanctioned by the Pope, were fought to free the Christian Holy Lands from Muslim control. The crusaders
themselves were a mixed lot, with many different backgrounds and reasons for fighting. Most of them joined the
ranks out of religious fervor, and a feeling that their personal salvation was guaranteed when fighting for such a holy
cause. Despite the fact that the crusaders fought with all the strength of their religious conviction, the Crusades
accomplished very

little in a military sense - briefly regaining control of Jerusalem; however the European economy and desire for
exploration was greatly increased.

#PRTO_Teutonic_Knight

^Religious fanatics, the [Teutonic Knights] are deadly horsemen. Fast [and] powerful attackers, but very poor
defensively, they will [withdraw] from combat if they are losing (unless fighting another fast unit).

^The [Teutonic Knight] is available to $LINK<Germany=RACE_GERMANS>, $LINK<Russians=RACE_RUSSIAN>, and


$LINK<Vikings=RACE_Vikings>.

^$LINK<Flavor Units=GCON_Flavor>{:} The old [Fanatic] unit has been split up into several flavors. The others are the
$LINK<Crusader=PRTO_Crusader>, American $LINK<Ghost Dancers=PRTO_Ghost_Dancer>, Mediterranean
$LINK<Inquisitors=PRTO_Inquisitor>, Middle-Eastern $LINK<Mujahids=PRTO_Mujahid> and Asian $LINK<Shaolin
Monks=PRTO_Shaolin_Monk>.

#DESC_PRTO_Teutonic_Knight

^In 1189–90, when crusading forces were besieging Acre, some German merchants from Bremen and Lübeck formed
a fraternity to nurse the sick there. After the capture of Acre (1191), this fraternity took over a hospital in the town
and began to describe itself as the Hospital of St. Mary of the German House in Jerusalem. Pope Clement III
approved it, and it adopted a rule like that of the original Hospital of St. John of Jerusalem (i.e., the Knights of Malta).
^

^The death of the Hohenstaufen emperor Henry VI in 1197, when he was planning a great expedition to Palestine,
caused an important change: a number of German crusaders who had arrived in Palestine decided to return home.
In order to fill the gap, the German princes and bishops, together with King Amalric II of Jerusalem, in 1198
militarized the fraternity, making it a religious order of knights. The new order was put under a monastic and military
rule like that of the Templars. It received privileges from Popes Celestine III and Innocent III and extensive grants of
land, not only in the kingdom of Jerusalem but also in Germany and elsewhere. Innocent III in 1205 granted the
Teutonic knights the use of the white habit with a black cross.

The knights left Palestine forever toward the end of the Crusades, with the final fall of the country to Islam 1291.

^The Teutonic Order's rule in Prussia came to an end in 1525, when the grand master Albert, under Protestant
influence, dissolved the order there and accepted its territory as a secular duchy for himself under Polish suzerainty.
In 1526 a new grand master, Walter of Cronenberg (Kronenberg), fixed his residence at Mergentheim in Franconia
(Württemberg). After the loss of Prussia the order still retained in Europe several territories. But in 1558 the Livonian
territory was lost, partitioned between Russia, Sweden, and Poland-Lithuania. In 1580 the secession of Utrecht
meant the loss of territory in the Low Countries. In the late 17th century Louis XIV secularized its possessions in
France. In 1801 the Treaty of Luneville stripped the order of its German possession on the left bank of the Rhine. In
1809 the emperor Napoleon, at war with Austria, declared the order to be dissolved and distributed most of its
remaining lands among other principalities.

#PRTO_Ghost_Dancer

^Religious fanatics, the [Ghost Dancers] are deadly native American horsemen. Fast [and] powerful attackers, but
very poor defensively, they will [withdraw] from combat if they are losing (unless fighting another fast unit).

^The [Ghost Dancer] is available to $LINK<America=RACE_AMERICAN>, $LINK<Aztecs=RACE_AZTECS>,


$LINK<Iroquois=RACE_IROQUOIS>,

$LINK<Inca=RACE_Inca>, and $LINK<Sioux=RACE_Sioux>.

^$LINK<Flavor Units=GCON_Flavor>{:} The old [Fanatic] unit has been split up into several flavors, including this one
for American civs. The others are North European $LINK<Crusaders=PRTO_Crusader>, $LINK<Teutonic
Knight=PRTO_Teutonic_Knight>, Mediterranean $LINK<Inquisitors=PRTO_Inquisitor>, Middle-Eastern
$LINK<Mujahids=PRTO_Mujahid> and Asian $LINK<Shaolin Monks=PRTO_Shaolin_Monk>.

#DESC_PRTO_Ghost_Dancer

#PRTO_Inquisitor
^

^Religious fanatics, the [Inquisitors] are deadly Mediterranean horsemen. Fast [and] powerful attackers, but very
poor defensively, they will [withdraw] from combat if they are losing (unless fighting another fast unit).

^The [Inquisitor] is available to $LINK<Rome=RACE_ROMANS>, $LINK<Greece=RACE_GREEKS>,


$LINK<Spanish=RACE_Spanish>,

$LINK<Ethiopia=RACE_Ethiopia>.

^$LINK<Flavor Units=GCON_Flavor>{:} The old [Fanatic] unit has been split up into several flavors, including this one
for Mediterranean civs. The others are North European $LINK<Crusaders=PRTO_Crusader>, $LINK<Teutonic
Knight=PRTO_Teutonic_Knight>, American $LINK<Ghost Dancers=PRTO_Ghost_Dancer>, Middle-Eastern
$LINK<Mujahids=PRTO_Mujahid> and Asian $LINK<Shaolin Monks=PRTO_Shaolin_Monk>.

; Behold, the Easter Egg. Text is a modification of the below webpage.

; http://www.ai.mit.edu/people/paulfitz/spanish/script.html

#DESC_PRTO_Inquisitor

^[In the early years of the 16th century, to combat the rising tide of

religious unorthodoxy, the Pope gave Cardinal Ximinez of

Spain leave to move without let or hindrance throughout

the land, in a reign of violence, terror and torture that

makes a smashing film. This was the Spanish Inquisition...]

^{Ximinez:} Now, old woman -- you are accused of heresy on three

counts -- heresy by thought, heresy by word, heresy by deed, and heresy

by action -- [four] counts. Do you confess?

^{Dear Old Lady:} I don't understand what I'm accused of.

^{Ximinez:} Ha! Then we'll make you understand! Biggles!

Fetch...THE CUSHIONS! [(JARRING CHORD)]

^[Biggles holds out two ordinary modern household cushions]

^{Biggles:} Here they are, lord.

^{Ximinez:} Now, old lady--you have one last chance.


Confess the heinous sin of heresy, reject the works of the

ungodly--[two] last chances. And you shall be free--[three]

last chances. You have three last chances, the nature of which

I have divulged in my previous utterance.

^{Dear Old Lady:} I don't know what you're talking about.

^{Ximinez:} Right! If that's the way you want it -- Cardinal!

Poke her with the soft cushions!

^[Biggles carries out this rather pathetic torture]

^{Ximinez:} Confess! Confess! Confess!

^{Biggles:} It doesn't seem to be hurting her, lord.

^{Ximinez:} Have you got all the stuffing up one end?

^{Biggles:} Yes, lord.

^{Ximinez} [angrily hurling away the cushions]: Hm! She is

made of harder stuff! Cardinal Fang! Fetch...THE COMFY CHAIR!

^[(JARRING CHORD)] [Zoom into Fang's horrified face]

^{Fang }[terrified]: The...Comfy Chair?

^^{NOBODY} expects the Spanish Inquisition!

^Our chief weapon is surprise...surprise and fear...fear and

surprise.... Our two weapons are fear and surprise...and ruthless

efficiency.... Our [three] weapons are fear, surprise, and ruthless

efficiency...and an almost fanatical devotion to the Pope.... Our

[four]...no... [Amongst] our weapons.... Amongst our weaponry...are

such elements as fear, surprise.... I'll come in again...

#PRTO_Mujahid

^Religious fanatics, the [Mujahid] are deadly Middle Eastern horsemen. Fast [and] powerful attackers, but very poor
defensively, they will [withdraw] from combat if they are losing (unless fighting another fast unit).
^

^The [Mujahid] is available to $LINK<Egypt=RACE_EGYPTIANS>, $LINK<Babylon=RACE_BABYLON>,


$LINK<Persia=RACE_PERSIAN>, $LINK<Zulu=RACE_ZULU>,

$LINK<Ottomans=RACE_Ottomans>, $LINK<Arabs=RACE_Arabs>, $LINK<Carthage=RACE_Carthaginians>, and


$LINK<Mali=RACE_Mali>.

^$LINK<Flavor Units=GCON_Flavor>{:} The old [Fanatic] unit has been split up into several flavors, including this one
for Middle Eastern civs. The others are North European $LINK<Crusaders=PRTO_Crusader>, $LINK<Teutonic
Knight=PRTO_Teutonic_Knight>, American $LINK<Ghost Dancers=PRTO_Ghost_Dancer>, Mediterranean
$LINK<Inquisitors=PRTO_Inquisitor> and Asian $LINK<Shaolin Monks=PRTO_Shaolin_Monk>.

#DESC_PRTO_Mujahid

^The Mujaheddin are Islamic fundamentalist guerillas of contemporary

Afghanistan and Iran. The name comes from the Arabic [mujahid] (fighters)

which itself comes from from [jihad] (holy war).

#PRTO_Shaolin_Monk

^Religious fanatics, the [Shaolin Monks] are deadly Asian martial artists. Fast [and] powerful attackers, but very poor
defensively, they will [withdraw] from combat if they are losing (unless fighting another fast unit).

^The [Shaolin Monk] is available to $LINK<China=RACE_CHINESE>, $LINK<Japan=RACE_JAPANESE>,


$LINK<India=RACE_INDIAN>, $LINK<Mongolia=RACE_Mongols>,

$LINK<Korea=RACE_Koreans>, $LINK<Polynesia=RACE_Polynesia>, $LINK<Siam=RACE_Siam>, and


$LINK<Tibet=RACE_Tibet>.

^$LINK<Flavor Units=GCON_Flavor>{:} The old [Fanatic] unit has been split up into several flavors, including this one
for Asian civs. The others are North European $LINK<Crusaders=PRTO_Crusader>, $LINK<Teutonic
Knight=PRTO_Teutonic_Knight>, American $LINK<Ghost Dancers=PRTO_Ghost_Dancer>,

Mediterranean $LINK<Inquisitors=PRTO_Inquisitor> and Middle-Eastern $LINK<Mujahids=PRTO_Mujahid>.


#DESC_PRTO_Shaolin_Monk

#PRTO_Knight

^[Knights] are fast [and] powerful. They are well-armored units, but excel in offensive abilities. Knights will
[withdraw] from combat if they are losing (unless fighting another fast unit).

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Knight].

^{Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider>, the


$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman>, the
$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant> and the
$LINK<Arabs=RACE_Arabs> build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

#DESC_PRTO_Knight

^Knights were heavily armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of
ancient

Japan, knights had a strict code that covered their behavior both in battle and in their personal pursuits, although
the extent to which this code was followed does depend upon the source that is read.

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 development of gunpowder that knights were

rendered obsolete, their armor causing them to be far slower than other combatants on the battlefield.

#PRTO_Arabian_Knight

^
^[Mideast Knights] are fast [and] powerful. They are well-armored units, but excel in offensive abilities. Knights will
[withdraw] from combat if they are losing (unless fighting another fast unit).

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Mideast Knight].

^{Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider>, the


$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman>, the
$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant> and the
$LINK<Arabs=RACE_Arabs> build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Egyptian, Babylonian, Persian, Ottoman and Carthaginian flavor of
the $LINK<Knight=PRTO_Knight>.

#DESC_PRTO_Mideast_Knight

^Knights were heavily armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of
ancient

Japan, knights had a strict code that covered their behavior both in battle and in their personal pursuits, although
the extent to which this code was followed does depend upon the source that is read.

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 development of gunpowder that knights were

rendered obsolete, their armor causing them to be far slower than other combatants on the battlefield.

#PRTO_Samurai

^[Samurai] are fast [and] powerful. They are well-armored units, but excel in offensive abilities. They will [withdraw]
from combat if they are losing (unless fighting another fast unit).

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic
Resource=GCON_ResourcesS> box to build the [Samurai].

^{Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider>, the


$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman>, the
$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant> and the
$LINK<Arabs=RACE_Arabs> build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese flavor of the $LINK<Knight=PRTO_Knight>.

#DESC_PRTO_Samurai

^ Similar to the European knights, Japanese samurai were landowners who volunteered military service in exchange
for a

larger warlord's protection. Their handsome lacquer armor gave them durable protection on the battlefield. The
warrior

code of "Bushido" placed exacting restrictions on their behavior, both 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 weaponry and skilled marksmen relegated them to
administrative

and leadership roles. The samurai caste was abolished in 1868.

#PRTO_Asian_Knight

^[Asian Knights] are fast [and] powerful. They are well-armored units, but excel in offensive abilities. Knights will
[withdraw] from combat if they are losing (unless fighting another fast unit).

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Asian Knight].

^{Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider>, the


$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman>, the
$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant> and the
$LINK<Arabs=RACE_Arabs> build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Siamese and Tibet flavor of the $LINK<Knight=PRTO_Knight>.

#DESC_PRTO_Asian_Knight

^Knights were heavily armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of
ancient

Japan, knights had a strict code that covered their behavior both in battle and in their personal pursuits, although
the extent to which this code was followed does depend upon the source that is read.

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 development of gunpowder that knights were

rendered obsolete, their armor causing them to be far slower than other combatants on the battlefield.

#PRTO_Korean_Knight

^[Korean Knights] are fast [and] powerful. They are well-armored units, but excel in offensive abilities. Knights will
[withdraw] from combat if they are losing (unless fighting another fast unit).

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Korean Knight].

^{Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider>, the


$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman>, the
$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant> and the
$LINK<Arabs=RACE_Arabs> build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Korean flavor of the $LINK<Knight=PRTO_Knight>.


#DESC_PRTO_Korean_Knight

^Knights were heavily armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of
ancient

Japan, knights had a strict code that covered their behavior both in battle and in their personal pursuits, although
the extent to which this code was followed does depend upon the source that is read.

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 development of gunpowder that knights were

rendered obsolete, their armor causing them to be far slower than other combatants on the battlefield.

#PRTO_Meso_Knight

^[Meso Knights] are fast [and] powerful. They are well-armored units, but excel in offensive abilities. Knights will
[withdraw] from combat if they are losing (unless fighting another fast unit).

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Meso Knight].

^{Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider>, the


$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman> and the
$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant>,y,] the $LINK<Arabs=RACE_Arabs>
build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Aztec and Incan flavor of the $LINK<Knight=PRTO_Knight>.

#DESC_PRTO_Meso_Knight

^Knights were heavily armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of
ancient

Japan, knights had a strict code that covered their behavior both in battle and in their personal pursuits, although
the extent to which this code was followed does depend upon the source that is read.
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 development of gunpowder that knights were

rendered obsolete, their armor causing them to be far slower than other combatants on the battlefield.

#PRTO_Mongolian_Knight

^[Mongolian Knights] are fast [and] powerful. They are well-armored units, but excel in offensive abilities. Knights
will [withdraw] from combat if they are losing (unless fighting another fast unit).

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Mongolian Knight].

^{Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider>, the


$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman>, the
$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant> and the
$LINK<Arabs=RACE_Arabs> build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Mongolian flavor of the $LINK<Knight=PRTO_Knight>.

#DESC_PRTO_Mongolian_Knight

^Knights were heavily armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of
ancient

Japan, knights had a strict code that covered their behavior both in battle and in their personal pursuits, although
the extent to which this code was followed does depend upon the source that is read.

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 development of gunpowder that knights were

rendered obsolete, their armor causing them to be far slower than other combatants on the battlefield.
#PRTO_Russian_Knight

^[Russian Knights] are fast [and] powerful. They are well-armored units, but excel in offensive abilities. Knights will
[withdraw] from combat if they are losing (unless fighting another fast unit).

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Russian Knight].

^{Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider>, the


$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman>, the
$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant> and the
$LINK<Arabs=RACE_Arabs> build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Knight=PRTO_Knight>.

#DESC_PRTO_Russian_Knight

^Knights were heavily armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of
ancient

Japan, knights had a strict code that covered their behavior both in battle and in their personal pursuits, although
the extent to which this code was followed does depend upon the source that is read.

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 development of gunpowder that knights were

rendered obsolete, their armor causing them to be far slower than other combatants on the battlefield.

#PRTO_Swedish_Knight

^[Swedish Knights] are fast [and] powerful. They are well-armored units, but excel in offensive abilities. Knights will
[withdraw] from combat if they are losing (unless fighting another fast unit).
^

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Swedish Knight].

^{Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider>, the


$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman>, the
$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant> and the
$LINK<Arabs=RACE_Arabs> build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Viking flavor of the $LINK<Knight=PRTO_Knight>.

#DESC_PRTO_Swedish_Knight

^Knights were heavily armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of
ancient

Japan, knights had a strict code that covered their behavior both in battle and in their personal pursuits, although
the extent to which this code was followed does depend upon the source that is read.

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 development of gunpowder that knights were

rendered obsolete, their armor causing them to be far slower than other combatants on the battlefield.

#PRTO_German_Knight

^[German Knights] are fast [and] powerful. They are well-armored units, but excel in offensive abilities. Knights will
[withdraw] from combat if they are losing (unless fighting another fast unit).

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [German Knight].

^
^{Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider>, the
$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman>, the
$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant> and the
$LINK<Arabs=RACE_Arabs> build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Knight=PRTO_Knight>.

#DESC_PRTO_German_Knight

^Knights were heavily armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of
ancient

Japan, knights had a strict code that covered their behavior both in battle and in their personal pursuits, although
the extent to which this code was followed does depend upon the source that is read.

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 development of gunpowder that knights were

rendered obsolete, their armor causing them to be far slower than other combatants on the battlefield.

#PRTO_English_Knight

^[English Knights] are fast [and] powerful. They are well-armored units, but excel in offensive abilities. Knights will
[withdraw] from combat if they are losing (unless fighting another fast unit).

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [English Knight].

^{Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider>, the


$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman>, the
$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant> and the
$LINK<Arabs=RACE_Arabs> build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the English flavor of the $LINK<Knight=PRTO_Knight>.


#DESC_PRTO_English_Knight

^Knights were heavily armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of
ancient

Japan, knights had a strict code that covered their behavior both in battle and in their personal pursuits, although
the extent to which this code was followed does depend upon the source that is read.

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 development of gunpowder that knights were

rendered obsolete, their armor causing them to be far slower than other combatants on the battlefield.

#PRTO_French_Knight

^[French Knights] are fast [and] powerful. They are well-armored units, but excel in offensive abilities. Knights will
[withdraw] from combat if they are losing (unless fighting another fast unit).

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [French Knight].

^{Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider>, the


$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman>, the
$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant> and the
$LINK<Arabs=RACE_Arabs> build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Knight=PRTO_Knight>.

#DESC_PRTO_French_Knight

^Knights were heavily armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of
ancient
Japan, knights had a strict code that covered their behavior both in battle and in their personal pursuits, although
the extent to which this code was followed does depend upon the source that is read.

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 development of gunpowder that knights were

rendered obsolete, their armor causing them to be far slower than other combatants on the battlefield.

#PRTO_Italian_Knight

^[Italian Knights] are fast [and] powerful. They are well-armored units, but excel in offensive abilities. Knights will
[withdraw] from combat if they are losing (unless fighting another fast unit).

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Italian Knight].

^{Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider>, the


$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman>, the
$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant> and the
$LINK<Arabs=RACE_Arabs> build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Knight=PRTO_Knight>.

#DESC_PRTO_Italian_Knight

^Knights were heavily armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of
ancient

Japan, knights had a strict code that covered their behavior both in battle and in their personal pursuits, although
the extent to which this code was followed does depend upon the source that is read.

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 development of gunpowder that knights were
rendered obsolete, their armor causing them to be far slower than other combatants on the battlefield.

#PRTO_Spanish_Knight

^[Spanish Knights] are fast [and] powerful. They are well-armored units, but excel in offensive abilities. Knights will
[withdraw] from combat if they are losing (unless fighting another fast unit).

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Spanish Knight].

^{Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider>, the


$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman>, the
$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant> and the
$LINK<Arabs=RACE_Arabs> build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Spanish flavor of the $LINK<Knight=PRTO_Knight>.

#DESC_PRTO_Spanish_Knight

^Knights were heavily armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of
ancient

Japan, knights had a strict code that covered their behavior both in battle and in their personal pursuits, although
the extent to which this code was followed does depend upon the source that is read.

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 development of gunpowder that knights were

rendered obsolete, their armor causing them to be far slower than other combatants on the battlefield.

#PRTO_African_Knight

^
^[African Knights] are fast [and] powerful. They are well-armored units, but excel in offensive abilities. Knights will
[withdraw] from combat if they are losing (unless fighting another fast unit).

^{Requirements:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [African Knight].

^{Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider>, the


$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman>, the
$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant> and the
$LINK<Arabs=RACE_Arabs> build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Knight=PRTO_Knight>.

#DESC_PRTO_African_Knight

^Knights were heavily armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of
ancient

Japan, knights had a strict code that covered their behavior both in battle and in their personal pursuits, although
the extent to which this code was followed does depend upon the source that is read.

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 development of gunpowder that knights were

rendered obsolete, their armor causing them to be far slower than other combatants on the battlefield.

#PRTO_Rider

^[Chinese Riders] are faster than normal Knights and will [withdraw] from combat if they are losing (unless fighting
another fast unit).

^A [Rider] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A Chinese city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its
$LINK<Strategic
Resource=GCON_ResourcesS> box to build the [Rider].

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<China=RACE_CHINESE>. Other nations build $LINK<Knights=PRTO_Knight> instead.

^{Other Unique Units:} The $LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy


Horsemen=PRTO_Mali_Heavy_Horseman> the $LINK<Indians=RACE_INDIAN> build $LINK<War
Elephants=PRTO_War_Elephant> and the $LINK<Arabs=RACE_Arabs> build $LINK<Ansar
Warriors=PRTO_Ansar_Warrior>.

#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 tactics 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 from the region suggests that horses were first
mounted

about 4000 BC, but their role in warfare was trivial until the 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. These were mated with the sturdy Mongolian horses, and for the
next

several centuries the Chinese emperors employed both horse archers and armored horsemen to guard the borders
against

barbarian incursions and the vital Silk Road caravans from raiders. Ironically, the invading Mongols would eventually

turn these against Chinese rulers themselves, beginning the mongul dynasty in China.

#PRTO_Ansar_Warrior

^[Arabian Ansar Warriors] are better offensively than normal Knights and will [withdraw] from combat if they are
losing (unless fighting another fast unit). In addition, they can cross $LINK<Desert=TERR_Desert> tiles as if they were
grassland.

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.


^An [Ansar Warrior] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} An Arab city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its
$LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Ansar Warrior].

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Arabia=RACE_Arabs>. Other nations build $LINK<Knights=PRTO_Knight> instead.

^{Other Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider> the


$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman> and the
$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant>.

#DESC_PRTO_Ansar_Warrior

^While early Muslim forces consisted of very few soldiers, it's understood that they retained higher morale and

mobility than their enemies, as well as the luxury to retreat into the desert where they alone knew the location

of water and grazing land. The one military unit that was present in nearly all of the Arabic expansion of the

7th to 9th centuries was the Ansar Warrior. Directly translated as "Helper of Muhammad", these warriors

participated as infantry, but most commonly rode on horseback. The quality of the Arabian horses quickly led

to these soldiers dominating the battlefield, making ample use of their array of weaponry, which consisted of

javelins, a sword, as well as bow and arrows.

#PRTO_Mali_Heavy_Horseman

^[Malinese Heavy Horsemen] are better defensively than normal Knights and will [withdraw] from combat if they are
losing (unless fighting another fast unit). In addition, they can cross $LINK<Desert=TERR_Desert> tiles as if they were
grassland.

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^A [Heavy Horseman] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A Malinese city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its
$LINK<Strategic
Resource=GCON_ResourcesS> box to build the [Heavy Horseman].

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Mali=RACE_Mali>. Other nations build $LINK<Knights=PRTO_Knight> instead.

^{Other Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider> the


$LINK<Indians=RACE_INDIAN> build $LINK<War Elephants=PRTO_War_Elephant> and the
$LINK<Arabs=RACE_Arabs> build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

#DESC_PRTO_Mali_Heavy_Horseman

#PRTO_War_Elephant

^[Indian War Elephants] are tougher than normal Knights and will [withdraw] from combat if they are losing (unless
fighting another fast unit). In addition, They can cross $LINK<Jungles=TERR_Jungle> and
$LINK<Forests=TERR_Forest> as if they were grassland.

^The thick-skinned [War Elephant] receives a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} An Indian city needs only $LINK<Elephants=BLDG_Elephant> in its $LINK<Strategic

Resource=GCON_ResourcesS> box to build the [War Elephant].

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<India=RACE_INDIAN>. Other nations build $LINK<Knights=PRTO_Knight> instead.

^{Other Unique Units:} The $LINK<Chinese=RACE_CHINESE> build $LINK<Riders=PRTO_Rider>, the


$LINK<Malinese=RACE_Mali> build $LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman> and the
$LINK<Arabs=RACE_Arabs> build $LINK<Ansar Warriors=PRTO_Ansar_Warrior>.

#DESC_PRTO_War_Elephant

^The war elephant was first used in India and was known to the

Persians by the 4th 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 army during his transit of

the Alps into the heart of Rome in 218 BC established their reputation

as a fearsome weapon. 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 20th Century, as with so many

traditional weapons, the utility of elephants in war ended with the

widespread use of gunpowder.

#PRTO_Cavalier

^Members of the Chivalric orders, [Cavaliers] are trained to strike first, and efficiently. They are able to [withdraw]
from combat if they are losing (unless fighting another fast unit).

^{Requires:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Horses=BLDG_Horses> in its $LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Cavalier].

^{Unique Units:} The $LINK<Japanese=RACE_JAPANESE> build $LINK<Kensai=PRTO_Kensai> instead.

#DESC_PRTO_Cavalier

^A Cavalier is a horseman of noble birth and was used mainly to describe

male supporters of Charles I in the English Civil War (1642-1651).

These horsemen typically wore courtly dress and had long hair.

#PRTO_Kensai
^

^The [Japanese Kensai] replace the Cavalier and are formidable opponents, trained to strike first and strike well. No
contemporary defense will last long under their attack. They are able to [withdraw] from combat if they are losing
(unless fighting another fast unit) and travel on foot rather than on horseback.

^[Kensai] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} An Japanese city needs only $LINK<Iron=BLDG_Iron> in its $LINK<Strategic

Resource=GCON_ResourcesS> box to build the [Kensai].

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Japan=RACE_JAPANESE>. Other nations build $LINK<Cavalier=PRTO_Cavalier> instead.

#DESC_PRTO_Kensai

#PRTO_Cuirassier

^The [Cuirassiers] are faster than $LINK<cavaliers=PRTO_Cavalier>, moving 3 tiles per turn. They exert a $LINK<zone
of control=GCON_ZOC> over the surrounding tiles.

^A [Cuirassier] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build [Cuirassiers.]

^{Unique Units:} The $LINK<Ottomans=RACE_Ottomans> build $LINK<Sipahi=PRTO_Sipahi> instead.

#DESC_PRTO_Cuirassier

#PRTO_Caballero
^

^The [Caballeros] are faster than $LINK<cavaliers=PRTO_Cavalier>, moving 3 tiles per turn. They exert a $LINK<zone
of control=GCON_ZOC> over the surrounding tiles.

^A [Caballero] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build [Caballero.]

^{Unique Units:} The $LINK<Ottomans=RACE_Ottomans> build $LINK<Sipahi=PRTO_Sipahi> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Aztec and Incan flavor of the $LINK<Cuirassier=PRTO_Cuirassier>.

#DESC_PRTO_Caballero

#PRTO_German_Reiter

^The [German Reiter] are faster than $LINK<cavaliers=PRTO_Cavalier>, moving 3 tiles per turn. They exert a
$LINK<zone of control=GCON_ZOC> over the surrounding tiles.

^A [German Reiter] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [German Reiter.]

^{Unique Units:} The $LINK<Ottomans=RACE_Ottomans> build $LINK<Sipahi=PRTO_Sipahi> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Cuirassier=PRTO_Cuirassier>.

#DESC_PRTO_German_Reiter
#PRTO_English_Ironside

^The [English Ironsides] are faster than $LINK<cavaliers=PRTO_Cavalier>, moving 3 tiles per turn. They exert a
$LINK<zone of control=GCON_ZOC> over the surrounding tiles.

^An [English Ironside] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [English Ironside.]

^{Unique Units:} The $LINK<Ottomans=RACE_Ottomans> build $LINK<Sipahi=PRTO_Sipahi> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the English flavor of the $LINK<Cuirassier=PRTO_Cuirassier>.

#DESC_PRTO_English_Ironside

#PRTO_Spanish_Cuirassier

^The [Spanish_Cuirassiers] are faster than $LINK<cavaliers=PRTO_Cavalier>, moving 3 tiles per turn. They exert a
$LINK<zone of control=GCON_ZOC> over the surrounding tiles.

^A [Spanish_Cuirassier] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [Spanish_Cuirassier.]

^{Unique Units:} The $LINK<Ottomans=RACE_Ottomans> build $LINK<Sipahi=PRTO_Sipahi> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Spanish flavor of the $LINK<Cuirassier=PRTO_Cuirassier>.


#DESC_PRTO_Spanish_Cuirassier

#PRTO_Native_Horse_Archer

^The [Native Horse Archers] are faster than $LINK<cavaliers=PRTO_Cavalier>, moving 3 tiles per turn. They exert a
$LINK<zone of control=GCON_ZOC> over the surrounding tiles.

^A [Native Horse Archer] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build the [Native Horse Archer.]

^{Unique Units:} The $LINK<Ottomans=RACE_Ottomans> build $LINK<Sipahi=PRTO_Sipahi> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Sioux and Iroquois flavor of the


$LINK<Cuirassier=PRTO_Cuirassier>.

#DESC_PRTO_Native_Horse_Archer

#PRTO_Sipahi

^The [Ottoman Sipahi] replaces the Cuirassier; they are better defenders and last slightly longer in combat. They also
exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Sipahi] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} An Ottoman city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic


resource=GCON_ResourcesS> to build [Sipahi.]

^
^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for the
$LINK<Ottomans=RACE_Ottomans>. Other nations build $LINK<Cuirassiers=PRTO_Cuirassier> instead.

#DESC_PRTO_Sipahi

^During the 15th century and beyond the Ottomans imported expertise in firearms and gunpowder. A form of
Turkish

heavy cavalry, known as Sipahi, became the predominating military unit utilized by the Ottoman Empire. The

earliest variations of these soldiers were well-armored men on well-armored horses, who typically used a mace

as their primary weapon. During the 17th century the Sipahi replaced their archaic weaponry with sabers and

pistols, establishing them as a fearsome presence on the battlefield. While European infantry were more than

a match for the standard Ottoman infantry, the Sipahi were far superior to any medieval knights.

#PRTO_Hussar

^Fast and well-organized, [Hussars] pack a huge offensive punch but will [withdraw] if losing (unless fighting another
fast unit). They are weak in defense and should be supported by better defensive units.

^A [Hussar] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build [Hussars.]

#DESC_PRTO_Hussar

#PRTO_Spanish_Hussar

^Fast and well-organized, [Spanish Hussars] pack a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit). They are weak in defense and should be supported by better defensive units.

^
^A [Spanish Hussar] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build [Spanish Hussars.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Spanish flavor of the $LINK<Hussar=PRTO_Hussar>.

#DESC_PRTO_Spanish_Hussar

#PRTO_Italian_Hussar

^Fast and well-organized, [Italian Hussars] pack a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit). They are weak in defense and should be supported by better defensive units.

^An [Italian Hussar] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build [Italian Hussars.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Italian flavor of the $LINK<Hussar=PRTO_Hussar>.

#DESC_PRTO_Italian_Hussar

#PRTO_French_Hussar

^Fast and well-organized, [French Hussars] pack a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit). They are weak in defense and should be supported by better defensive units.

^A [French Hussar] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^
^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>
box to build [French Hussars.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Hussar=PRTO_Hussar>.

#DESC_PRTO_French_Hussar

#PRTO_Prussian_Hussar

^Fast and well-organized, [Prussian Hussars] pack a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit). They are weak in defense and should be supported by better defensive units.

^A [Prussian Hussar] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build [Prussian Hussars.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Hussar=PRTO_Hussar>.

#DESC_PRTO_Prussian_Hussar

#PRTO_Swedish_Hussar

^Fast and well-organized, [Swedish Hussars] pack a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit). They are weak in defense and should be supported by better defensive units.

^A [Swedish Hussar] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build [Swedish Hussars.]
^

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Swedish flavor of the $LINK<Hussar=PRTO_Hussar>.

#DESC_PRTO_Swedish_Hussar

#PRTO_Spanish_Hussar

^Fast and well-organized, [Spanish Hussars] pack a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit). They are weak in defense and should be supported by better defensive units.

^A [Spanish Hussar] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build [Spanish Hussars.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Spanish flavor of the $LINK<Hussar=PRTO_Hussar>.

#DESC_PRTO_Spanish_Hussar

#PRTO_Russian_Hussar

^Fast and well-organized, [Russian Hussars] pack a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit). They are weak in defense and should be supported by better defensive units.

^A [Russian Hussar] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build [Russian Hussars.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Hussar=PRTO_Hussar>.


#DESC_PRTO_Russian_Hussar

#PRTO_British_Lifeguard

^Fast and well-organized, [British Lifeguards] pack a huge offensive punch but will [withdraw] if losing (unless
fighting another fast unit). They are weak in defense and should be supported by better defensive units.

^A [British Lifeguard] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build [British Lifeguards.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor of the $LINK<Hussar=PRTO_Hussar>.

#DESC_PRTO_British_Lifeguard

#PRTO_Mameluke

^Fast and well-organized, [Mamelukes] pack a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit). They are weak in defense and should be supported by better defensive units.

^A [Mameluke] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build [Mamelukes.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Ottoman, Arab, Egyptian and Carthaginian flavor of the
$LINK<Hussar=PRTO_Hussar>.
#DESC_PRTO_Mameluke

#PRTO_Steppes_Rider

^Fast and well-organized, [Steppes Riders] pack a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit). They are weak in defense and should be supported by better defensive units.

^A [Steppes Rider] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build [Steppes Riders.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Persian, Babylonian and Mongol flavor of the
$LINK<Hussar=PRTO_Hussar>.

#DESC_PRTO_Steppes_Rider

#PRTO_Asian_Rider

^Fast and well-organized, [Asian Riders] pack a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit). They are weak in defense and should be supported by better defensive units.

^An [Asian Rider] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build [Asian Riders.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Hussar=PRTO_Hussar>.

#DESC_PRTO_Asian_Rider
#PRTO_Native_Horselancer

^Fast and well-organized, [Native Horselancers] pack a huge offensive punch but will [withdraw] if losing (unless
fighting another fast unit). They are weak in defense and should be supported by better defensive units.

^A [Native Horselancer] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS>


box to build [Native Horselancers.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Sioux and Iroquois flavor of the $LINK<Hussar=PRTO_Hussar>.

#DESC_PRTO_Native_Horselancer

#PRTO_Dragoon

^Fast and well-organized, [Dragoons] pack a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit).

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Dragoon] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Saltpeter=BLDG_Saltpeter> in its


$LINK<strategic resource=GCON_ResourcesS> box to build [Dragoons.]

^{Unique Units:} $LINK<Russia=RACE_RUSSIAN> builds $LINK<Cossacks=PRTO_Cossack> instead.

#DESC_PRTO_Dragoon
^

^[Dragoons] were mounted soldiers armed with short muskets who fought, both on horseback and on foot, during
the time of

the American Revolution. The name comes from the French word for "dragon", and refers to the "fire breathing
weapons"

used by these troops. British general John Burgoyne utilized a force of Hessian dragoons to attack an American
supply

base in the Battle of Bennington in 1777. Despite their large numbers, the dragoon mercenaries were severely
routed by

several detachments from the New Hampshire militia.

#PRTO_Spanish_Dragoon

^Fast and well-organized, [Spanish Dragoons] pack a huge offensive punch but will [withdraw] if losing (unless
fighting another fast unit).

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Spanish Dragoon] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Saltpeter=BLDG_Saltpeter> in its


$LINK<strategic resource=GCON_ResourcesS> box to build [Spanish Dragoons.]

^{Unique Units:} $LINK<Russia=RACE_RUSSIAN> builds $LINK<Cossacks=PRTO_Cossack> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Spanish flavor of the $LINK<Dragoon=PRTO_Dragoon>.

#DESC_PRTO_Spanish_Dragoon

^[Dragoons] were mounted soldiers armed with short muskets who fought, both on horseback and on foot, during
the time of

the American Revolution. The name comes from the French word for "dragon", and refers to the "fire breathing
weapons"
used by these troops. British general John Burgoyne utilized a force of Hessian dragoons to attack an American
supply

base in the Battle of Bennington in 1777. Despite their large numbers, the dragoon mercenaries were severely
routed by

several detachments from the New Hampshire militia.

#PRTO_Italian_Dragoon

^Fast and well-organized, [Italian Dragoons] pack a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit).

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^An [Italian Dragoon] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Saltpeter=BLDG_Saltpeter> in its


$LINK<strategic resource=GCON_ResourcesS> box to build [Italian Dragoons.]

^{Unique Units:} $LINK<Russia=RACE_RUSSIAN> builds $LINK<Cossacks=PRTO_Cossack> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Italian flavor of the $LINK<Dragoon=PRTO_Dragoon>.

#DESC_PRTO_Italian_Dragoon

^[Dragoons] were mounted soldiers armed with short muskets who fought, both on horseback and on foot, during
the time of

the American Revolution. The name comes from the French word for "dragon", and refers to the "fire breathing
weapons"

used by these troops. British general John Burgoyne utilized a force of Hessian dragoons to attack an American
supply

base in the Battle of Bennington in 1777. Despite their large numbers, the dragoon mercenaries were severely
routed by

several detachments from the New Hampshire militia.


#PRTO_French_Dragoon

^Fast and well-organized, [French Dragoons] pack a huge offensive punch but will [withdraw] if losing (unless
fighting another fast unit).

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [French Dragoon] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Saltpeter=BLDG_Saltpeter> in its


$LINK<strategic resource=GCON_ResourcesS> box to build [French Dragoons.]

^{Unique Units:} $LINK<Russia=RACE_RUSSIAN> builds $LINK<Cossacks=PRTO_Cossack> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Dragoon=PRTO_Dragoon>.

#DESC_PRTO_French_Dragoon

^[Dragoons] were mounted soldiers armed with short muskets who fought, both on horseback and on foot, during
the time of

the American Revolution. The name comes from the French word for "dragon", and refers to the "fire breathing
weapons"

used by these troops. British general John Burgoyne utilized a force of Hessian dragoons to attack an American
supply

base in the Battle of Bennington in 1777. Despite their large numbers, the dragoon mercenaries were severely
routed by

several detachments from the New Hampshire militia.

#PRTO_British_Dragoon

^
^Fast and well-organized, [British Dragoons] pack a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit).

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [British Dragoon] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Saltpeter=BLDG_Saltpeter> in its


$LINK<strategic resource=GCON_ResourcesS> box to build [British Dragoons.]

^{Unique Units:} $LINK<Russia=RACE_RUSSIAN> builds $LINK<Cossacks=PRTO_Cossack> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor of the $LINK<Dragoon=PRTO_Dragoon>.

#DESC_PRTO_British_Dragoon

^[Dragoons] were mounted soldiers armed with short muskets who fought, both on horseback and on foot, during
the time of

the American Revolution. The name comes from the French word for "dragon", and refers to the "fire breathing
weapons"

used by these troops. British general John Burgoyne utilized a force of Hessian dragoons to attack an American
supply

base in the Battle of Bennington in 1777. Despite their large numbers, the dragoon mercenaries were severely
routed by

several detachments from the New Hampshire militia.

#PRTO_Prussian_Dragoon

^Fast and well-organized, [Prussian Dragoons] pack a huge offensive punch but will [withdraw] if losing (unless
fighting another fast unit).

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.
^A [Prussian Dragoon] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Saltpeter=BLDG_Saltpeter> in its


$LINK<strategic resource=GCON_ResourcesS> box to build [Prussian Dragoons.]

^{Unique Units:} $LINK<Russia=RACE_RUSSIAN> builds $LINK<Cossacks=PRTO_Cossack> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Dragoon=PRTO_Dragoon>.

#DESC_PRTO_Prussian_Dragoon

^[Dragoons] were mounted soldiers armed with short muskets who fought, both on horseback and on foot, during
the time of

the American Revolution. The name comes from the French word for "dragon", and refers to the "fire breathing
weapons"

used by these troops. British general John Burgoyne utilized a force of Hessian dragoons to attack an American
supply

base in the Battle of Bennington in 1777. Despite their large numbers, the dragoon mercenaries were severely
routed by

several detachments from the New Hampshire militia.

#PRTO_Swedish_Dragoon

^Fast and well-organized, [Swedish Dragoons] pack a huge offensive punch but will [withdraw] if losing (unless
fighting another fast unit).

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Swedish Dragoon] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Saltpeter=BLDG_Saltpeter> in its


$LINK<strategic resource=GCON_ResourcesS> box to build [Swedish Dragoons.]
^

^{Unique Units:} $LINK<Russia=RACE_RUSSIAN> builds $LINK<Cossacks=PRTO_Cossack> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Viking flavor of the $LINK<Dragoon=PRTO_Dragoon>.

#DESC_PRTO_Swedish_Dragoon

^[Dragoons] were mounted soldiers armed with short muskets who fought, both on horseback and on foot, during
the time of

the American Revolution. The name comes from the French word for "dragon", and refers to the "fire breathing
weapons"

used by these troops. British general John Burgoyne utilized a force of Hessian dragoons to attack an American
supply

base in the Battle of Bennington in 1777. Despite their large numbers, the dragoon mercenaries were severely
routed by

several detachments from the New Hampshire militia.

#PRTO_American_Dragoon

^Fast and well-organized, [American Dragoons] pack a huge offensive punch but will [withdraw] if losing (unless
fighting another fast unit).

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^An [American Dragoon] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Saltpeter=BLDG_Saltpeter> in its


$LINK<strategic resource=GCON_ResourcesS> box to build [American Dragoons.]

^{Unique Units:} $LINK<Russia=RACE_RUSSIAN> builds $LINK<Cossacks=PRTO_Cossack> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Dragoon=PRTO_Dragoon>.


#DESC_PRTO_American_Dragoon

^[Dragoons] were mounted soldiers armed with short muskets who fought, both on horseback and on foot, during
the time of

the American Revolution. The name comes from the French word for "dragon", and refers to the "fire breathing
weapons"

used by these troops. British general John Burgoyne utilized a force of Hessian dragoons to attack an American
supply

base in the Battle of Bennington in 1777. Despite their large numbers, the dragoon mercenaries were severely
routed by

several detachments from the New Hampshire militia.

#PRTO_Asian_Dragoon

^Fast and well-organized, [Asian Dragoons] pack a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit).

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^An [Asian Dragoon] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Saltpeter=BLDG_Saltpeter> in its


$LINK<strategic resource=GCON_ResourcesS> box to build [Asian Dragoons.]

^{Unique Units:} $LINK<Russia=RACE_RUSSIAN> builds $LINK<Cossacks=PRTO_Cossack> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Dragoon=PRTO_Dragoon>.

#DESC_PRTO_Asian_Dragoon

^
^[Dragoons] were mounted soldiers armed with short muskets who fought, both on horseback and on foot, during
the time of

the American Revolution. The name comes from the French word for "dragon", and refers to the "fire breathing
weapons"

used by these troops. British general John Burgoyne utilized a force of Hessian dragoons to attack an American
supply

base in the Battle of Bennington in 1777. Despite their large numbers, the dragoon mercenaries were severely
routed by

several detachments from the New Hampshire militia.

#PRTO_Indian_Dragoon

^Fast and well-organized, [Indian Dragoons] pack a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit).

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^An [Indian Dragoon] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Saltpeter=BLDG_Saltpeter> in its


$LINK<strategic resource=GCON_ResourcesS> box to build [Indian Dragoons.]

^{Unique Units:} $LINK<Russia=RACE_RUSSIAN> builds $LINK<Cossacks=PRTO_Cossack> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian flavor of the $LINK<Dragoon=PRTO_Dragoon>.

#DESC_PRTO_Indian_Dragoon

^[Dragoons] were mounted soldiers armed with short muskets who fought, both on horseback and on foot, during
the time of

the American Revolution. The name comes from the French word for "dragon", and refers to the "fire breathing
weapons"
used by these troops. British general John Burgoyne utilized a force of Hessian dragoons to attack an American
supply

base in the Battle of Bennington in 1777. Despite their large numbers, the dragoon mercenaries were severely
routed by

several detachments from the New Hampshire militia.

#PRTO_African_Dragoon

^Fast and well-organized, [African Dragoons] pack a huge offensive punch but will [withdraw] if losing (unless
fighting another fast unit).

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^An [African Dragoon] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Saltpeter=BLDG_Saltpeter> in its


$LINK<strategic resource=GCON_ResourcesS> box to build [African Dragoons.]

^{Unique Units:} $LINK<Russia=RACE_RUSSIAN> builds $LINK<Cossacks=PRTO_Cossack> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African flavor of the $LINK<Dragoon=PRTO_Dragoon>.

#DESC_PRTO_African_Dragoon

^[Dragoons] were mounted soldiers armed with short muskets who fought, both on horseback and on foot, during
the time of

the American Revolution. The name comes from the French word for "dragon", and refers to the "fire breathing
weapons"

used by these troops. British general John Burgoyne utilized a force of Hessian dragoons to attack an American
supply

base in the Battle of Bennington in 1777. Despite their large numbers, the dragoon mercenaries were severely
routed by

several detachments from the New Hampshire militia.


#PRTO_Mounted_Musketwarrior

^Fast and well-organized, [Mounted Musketwarriors] pack a huge offensive punch but will [withdraw] if losing
(unless fighting another fast unit).

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Mounted Musketwarrior] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Horses=BLDG_Horses> and $LINK<Saltpeter=BLDG_Saltpeter> in its


$LINK<strategic resource=GCON_ResourcesS> box to build [Mounted Musketwarriors.]

^{Unique Units:} $LINK<Russia=RACE_RUSSIAN> builds $LINK<Cossacks=PRTO_Cossack> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Sioux and Iroquois flavor of the $LINK<Dragoon=PRTO_Dragoon>.

#DESC_PRTO_Mounted_Musketwarrior

^[Dragoons] were mounted soldiers armed with short muskets who fought, both on horseback and on foot, during
the time of

the American Revolution. The name comes from the French word for "dragon", and refers to the "fire breathing
weapons"

used by these troops. British general John Burgoyne utilized a force of Hessian dragoons to attack an American
supply

base in the Battle of Bennington in 1777. Despite their large numbers, the dragoon mercenaries were severely
routed by

several detachments from the New Hampshire militia.

#PRTO_Cossack
^Fast and well-organized, [Russian Cossacks] pack a huge offensive punch as they can {attack more than once} in the
turn, but will [withdraw] if losing (unless fighting another fast unit).

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Cossacks] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A Russian city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Cossacks.]

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Russia=RACE_RUSSIAN>. Other nations build $LINK<Dragoons=PRTO_Dragoon> instead.

^The [Cossacks] do not pay any support costs.

#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 received privileges from the Russian

government in return for military services. In the 16th century there were six major Cossack hosts: the Don, the
Greben

(in Caucasia), the Yaik (along the Ural River), the Volga, the Dnieper and 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 Civil War (1918-20), the Cossacks in southern Russia formed
the

core of the White armies there and suffered extensively. Cossacks joined the Nazis in the war against the USSR, and
were given their own country of Cossackia in the mountain border between Italy and Switzerland as a reward. The
Cossacks that were fighting with the Nazis surrendered to the western Allies after the war, hoping to be saved from
Stalin. All were sent back to the USSR, and all were exterminated.

^Under Soviet rule, the Cossack communities ceased to function as distinctive entities due to savage repression
resulting in the extermination of whole families.
#PRTO_Cavalry

^Fast and well-organized, [Cavalry] packs a huge offensive punch but will [withdraw] if losing (unless fighting

another fast unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^[Cavalry] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Cavalry] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city {does not} need to have $LINK<Horses=BLDG_Horses> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Cavalry.] They are now assumed to be in plentiful supply by controlled
breeding.

#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 and troops. Although warriors fighting from

horseback with a variety of weapons date back to ancient Egypt, horse-mounted cavalry as we generally think of it
today

actually began in the late 1700s. Under Napoleon, the cavalry became an elite force, frequently deployed
simultaneously

with foot soldiers to mask the movements 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, horse-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.

^In WW1, the "tacticians" who had grown up with the cavalry being used to penetrate the enemy lines and be used
as the decisive weapon in a battle tried to utilize cavalry. Unfortunately for the cavalry involved, in the few cases that
a breakthrough was achieved at the start of the conflict, the cavalry was slaughtered by the remaining machine gun
nests. Today, the roles once performed by horse-mounted cavalry have been assumed by troops utilizing armored
assault vehicles and aircraft. Experiments using purely helicopters were attempted by the 1st Cavalry division in
Vietnam, but did not achieve the expected successes. They returned to relying on APCs after this conflict.

#PRTO_Italian_Cavalry

^Fast and well-organized, [Italian Cavalry] packs a huge offensive punch but will [withdraw] if losing (unless fighting

another fast unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^[Italian Cavalry] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Italian Cavalry] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city {does not} need to have $LINK<Horses=BLDG_Horses> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Italian Cavalry.] They are now assumed to be in plentiful supply by
controlled breeding.

#DESC_PRTO_Italian_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 and troops. Although warriors fighting from

horseback with a variety of weapons date back to ancient Egypt, horse-mounted cavalry as we generally think of it
today

actually began in the late 1700s. Under Napoleon, the cavalry became an elite force, frequently deployed
simultaneously

with foot soldiers to mask the movements 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, horse-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.

^In WW1, the "tacticians" who had grown up with the cavalry being used to penetrate the enemy lines and be used
as the decisive weapon in a battle tried to utilize cavalry. Unfortunately for the cavalry involved, in the few cases that
a breakthrough was achieved at the start of the conflict, the cavalry was slaughtered by the remaining machine gun
nests. Today, the roles once performed by horse-mounted cavalry have been assumed by troops utilizing armored
assault vehicles and aircraft. Experiments using purely helicopters were attempted by the 1st Cavalry division in
Vietnam, but did not achieve the expected successes. They returned to relying on APCs after this conflict.

#PRTO_French_Cavalry

^Fast and well-organized, [French Cavalry] packs a huge offensive punch but will [withdraw] if losing (unless fighting

another fast unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^[French Cavalry] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[French Cavalry] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city {does not} need to have $LINK<Horses=BLDG_Horses> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [French Cavalry.] They are now assumed to be in plentiful supply by
controlled breeding.

#DESC_PRTO_French_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 and troops. Although warriors fighting from

horseback with a variety of weapons date back to ancient Egypt, horse-mounted cavalry as we generally think of it
today
actually began in the late 1700s. Under Napoleon, the cavalry became an elite force, frequently deployed
simultaneously

with foot soldiers to mask the movements 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, horse-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.

^In WW1, the "tacticians" who had grown up with the cavalry being used to penetrate the enemy lines and be used
as the decisive weapon in a battle tried to utilize cavalry. Unfortunately for the cavalry involved, in the few cases that
a breakthrough was achieved at the start of the conflict, the cavalry was slaughtered by the remaining machine gun
nests. Today, the roles once performed by horse-mounted cavalry have been assumed by troops utilizing armored
assault vehicles and aircraft. Experiments using purely helicopters were attempted by the 1st Cavalry division in
Vietnam, but did not achieve the expected successes. They returned to relying on APCs after this conflict.

#PRTO_British_Cavalry

^Fast and well-organized, [British Cavalry] packs a huge offensive punch but will [withdraw] if losing (unless fighting

another fast unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^[British Cavalry] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[British Cavalry] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city {does not} need to have $LINK<Horses=BLDG_Horses> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [British Cavalry.] They are now assumed to be in plentiful supply by
controlled breeding.

#DESC_PRTO_British_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 and troops. Although warriors fighting from

horseback with a variety of weapons date back to ancient Egypt, horse-mounted cavalry as we generally think of it
today

actually began in the late 1700s. Under Napoleon, the cavalry became an elite force, frequently deployed
simultaneously

with foot soldiers to mask the movements 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, horse-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.

^In WW1, the "tacticians" who had grown up with the cavalry being used to penetrate the enemy lines and be used
as the decisive weapon in a battle tried to utilize cavalry. Unfortunately for the cavalry involved, in the few cases that
a breakthrough was achieved at the start of the conflict, the cavalry was slaughtered by the remaining machine gun
nests. Today, the roles once performed by horse-mounted cavalry have been assumed by troops utilizing armored
assault vehicles and aircraft. Experiments using purely helicopters were attempted by the 1st Cavalry division in
Vietnam, but did not achieve the expected successes. They returned to relying on APCs after this conflict.

#PRTO_German_Cavalry

^Fast and well-organized, [German Cavalry] packs a huge offensive punch but will [withdraw] if losing (unless fighting

another fast unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^[German Cavalry] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[German Cavalry] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^
^{Requirements:} A city {does not} need to have $LINK<Horses=BLDG_Horses> in its $LINK<strategic
resource=GCON_ResourcesS> box to build [German Cavalry.] They are now assumed to be in plentiful supply by
controlled breeding.

#DESC_PRTO_German_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 and troops. Although warriors fighting from

horseback with a variety of weapons date back to ancient Egypt, horse-mounted cavalry as we generally think of it
today

actually began in the late 1700s. Under Napoleon, the cavalry became an elite force, frequently deployed
simultaneously

with foot soldiers to mask the movements 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, horse-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.

^In WW1, the "tacticians" who had grown up with the cavalry being used to penetrate the enemy lines and be used
as the decisive weapon in a battle tried to utilize cavalry. Unfortunately for the cavalry involved, in the few cases that
a breakthrough was achieved at the start of the conflict, the cavalry was slaughtered by the remaining machine gun
nests. Today, the roles once performed by horse-mounted cavalry have been assumed by troops utilizing armored
assault vehicles and aircraft. Experiments using purely helicopters were attempted by the 1st Cavalry division in
Vietnam, but did not achieve the expected successes. They returned to relying on APCs after this conflict.

#PRTO_Swedish_Cavalry

^Fast and well-organized, [Swedish Cavalry] packs a huge offensive punch but will [withdraw] if losing (unless
fighting

another fast unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^[Swedish Cavalry] can be airlifted between cities.

^
^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Swedish Cavalry] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city {does not} need to have $LINK<Horses=BLDG_Horses> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Swedish Cavalry.] They are now assumed to be in plentiful supply by
controlled breeding.

#DESC_PRTO_Swedish_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 and troops. Although warriors fighting from

horseback with a variety of weapons date back to ancient Egypt, horse-mounted cavalry as we generally think of it
today

actually began in the late 1700s. Under Napoleon, the cavalry became an elite force, frequently deployed
simultaneously

with foot soldiers to mask the movements 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, horse-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.

^In WW1, the "tacticians" who had grown up with the cavalry being used to penetrate the enemy lines and be used
as the decisive weapon in a battle tried to utilize cavalry. Unfortunately for the cavalry involved, in the few cases that
a breakthrough was achieved at the start of the conflict, the cavalry was slaughtered by the remaining machine gun
nests. Today, the roles once performed by horse-mounted cavalry have been assumed by troops utilizing armored
assault vehicles and aircraft. Experiments using purely helicopters were attempted by the 1st Cavalry division in
Vietnam, but did not achieve the expected successes. They returned to relying on APCs after this conflict.

#PRTO_Russian_Cavalry

^Fast and well-organized, [Russian Cavalry] packs a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^[Russian Cavalry] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Russian Cavalry] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city {does not} need to have $LINK<Horses=BLDG_Horses> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Russian Cavalry.] They are now assumed to be in plentiful supply by
controlled breeding.

#DESC_PRTO_Russian_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 and troops. Although warriors fighting from

horseback with a variety of weapons date back to ancient Egypt, horse-mounted cavalry as we generally think of it
today

actually began in the late 1700s. Under Napoleon, the cavalry became an elite force, frequently deployed
simultaneously

with foot soldiers to mask the movements 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, horse-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.

^In WW1, the "tacticians" who had grown up with the cavalry being used to penetrate the enemy lines and be used
as the decisive weapon in a battle tried to utilize cavalry. Unfortunately for the cavalry involved, in the few cases that
a breakthrough was achieved at the start of the conflict, the cavalry was slaughtered by the remaining machine gun
nests. Today, the roles once performed by horse-mounted cavalry have been assumed by troops utilizing armored
assault vehicles and aircraft. Experiments using purely helicopters were attempted by the 1st Cavalry division in
Vietnam, but did not achieve the expected successes. They returned to relying on APCs after this conflict.
#PRTO_Eastern_Cavalry

^Fast and well-organized, [Eastern Cavalry] packs a huge offensive punch but will [withdraw] if losing (unless fighting

another fast unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^[Eastern Cavalry] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Eastern Cavalry] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city {does not} need to have $LINK<Horses=BLDG_Horses> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Eastern Cavalry.] They are now assumed to be in plentiful supply by
controlled breeding.

#DESC_PRTO_Eastern_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 and troops. Although warriors fighting from

horseback with a variety of weapons date back to ancient Egypt, horse-mounted cavalry as we generally think of it
today

actually began in the late 1700s. Under Napoleon, the cavalry became an elite force, frequently deployed
simultaneously

with foot soldiers to mask the movements 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, horse-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.

^In WW1, the "tacticians" who had grown up with the cavalry being used to penetrate the enemy lines and be used
as the decisive weapon in a battle tried to utilize cavalry. Unfortunately for the cavalry involved, in the few cases that
a breakthrough was achieved at the start of the conflict, the cavalry was slaughtered by the remaining machine gun
nests. Today, the roles once performed by horse-mounted cavalry have been assumed by troops utilizing armored
assault vehicles and aircraft. Experiments using purely helicopters were attempted by the 1st Cavalry division in
Vietnam, but did not achieve the expected successes. They returned to relying on APCs after this conflict.

#PRTO_Asian_Cavalry

^Fast and well-organized, [Asian Cavalry] packs a huge offensive punch but will [withdraw] if losing (unless fighting

another fast unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^[Asian Cavalry] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Asian Cavalry] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city {does not} need to have $LINK<Horses=BLDG_Horses> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Asian Cavalry.] They are now assumed to be in plentiful supply by
controlled breeding.

#DESC_PRTO_Asian_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 and troops. Although warriors fighting from

horseback with a variety of weapons date back to ancient Egypt, horse-mounted cavalry as we generally think of it
today

actually began in the late 1700s. Under Napoleon, the cavalry became an elite force, frequently deployed
simultaneously

with foot soldiers to mask the movements 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, horse-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.

^In WW1, the "tacticians" who had grown up with the cavalry being used to penetrate the enemy lines and be used
as the decisive weapon in a battle tried to utilize cavalry. Unfortunately for the cavalry involved, in the few cases that
a breakthrough was achieved at the start of the conflict, the cavalry was slaughtered by the remaining machine gun
nests. Today, the roles once performed by horse-mounted cavalry have been assumed by troops utilizing armored
assault vehicles and aircraft. Experiments using purely helicopters were attempted by the 1st Cavalry division in
Vietnam, but did not achieve the expected successes. They returned to relying on APCs after this conflict.

#PRTO_American_Cavalry

^Fast and well-organized, [American Cavalry] packs a huge offensive punch but will [withdraw] if losing (unless
fighting

another fast unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^[American Cavalry] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[American Cavalry] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city {does not} need to have $LINK<Horses=BLDG_Horses> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [American Cavalry.] They are now assumed to be in plentiful supply by
controlled breeding.

#DESC_PRTO_American_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 and troops. Although warriors fighting from

horseback with a variety of weapons date back to ancient Egypt, horse-mounted cavalry as we generally think of it
today
actually began in the late 1700s. Under Napoleon, the cavalry became an elite force, frequently deployed
simultaneously

with foot soldiers to mask the movements 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, horse-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.

^In WW1, the "tacticians" who had grown up with the cavalry being used to penetrate the enemy lines and be used
as the decisive weapon in a battle tried to utilize cavalry. Unfortunately for the cavalry involved, in the few cases that
a breakthrough was achieved at the start of the conflict, the cavalry was slaughtered by the remaining machine gun
nests. Today, the roles once performed by horse-mounted cavalry have been assumed by troops utilizing armored
assault vehicles and aircraft. Experiments using purely helicopters were attempted by the 1st Cavalry division in
Vietnam, but did not achieve the expected successes. They returned to relying on APCs after this conflict.

#PRTO_Mesoamerican_Cavalry

^Fast and well-organized, [Mesoamerican Cavalry] packs a huge offensive punch but will [withdraw] if losing (unless
fighting

another fast unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^[Mesoamerican Cavalry] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Mesoamerican Cavalry] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city {does not} need to have $LINK<Horses=BLDG_Horses> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Mesoamerican Cavalry.] They are now assumed to be in plentiful supply
by controlled breeding.

#DESC_PRTO_Mesoamerican_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 and troops. Although warriors fighting from

horseback with a variety of weapons date back to ancient Egypt, horse-mounted cavalry as we generally think of it
today

actually began in the late 1700s. Under Napoleon, the cavalry became an elite force, frequently deployed
simultaneously

with foot soldiers to mask the movements 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, horse-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.

^In WW1, the "tacticians" who had grown up with the cavalry being used to penetrate the enemy lines and be used
as the decisive weapon in a battle tried to utilize cavalry. Unfortunately for the cavalry involved, in the few cases that
a breakthrough was achieved at the start of the conflict, the cavalry was slaughtered by the remaining machine gun
nests. Today, the roles once performed by horse-mounted cavalry have been assumed by troops utilizing armored
assault vehicles and aircraft. Experiments using purely helicopters were attempted by the 1st Cavalry division in
Vietnam, but did not achieve the expected successes. They returned to relying on APCs after this conflict.

#PRTO_Camel_Rider

^[Camel Riders] are similar to the $LINK<Horseman=PRTO_Horseman> counterpart.

^All camel units pass through $LINK<Desert=TERR_Desert> as if they were passing through Grassland.

^A [Camel Rider] suffers a 2-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Camels=GOOD_Camel> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Camel Riders.]

#DESC_PRTO_Camel_Rider
#PRTO_Arabian_Camel_Rider

^[Camel Riders] are similar to the $LINK<Horseman=PRTO_Horseman> counterpart.

^All camel units pass through $LINK<Desert=TERR_Desert> as if they were passing through Grassland.

^A [Camel Rider] suffers a 2-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Camels=GOOD_Camel> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Camel Riders.]

#DESC_PRTO_Arabian_Camel_Rider

#PRTO_Roman_Camel_Trooper

^[Camel Riders] are similar to the $LINK<Horseman=PRTO_Horseman> counterpart.

^All camel units pass through $LINK<Desert=TERR_Desert> as if they were passing through Grassland.

^A [Camel Rider] suffers a 2-point $LINK<penalty to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A city must have $LINK<Camels=GOOD_Camel> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Camel Riders.]

#DESC_PRTO_Roman_Camel_Trooper

#PRTO_Camel_Archer
^

^[Camel Archers] are similar to the $LINK<Cuirassier=PRTO_Cuirassier> counterpart.

^All camel units pass through $LINK<Desert=TERR_Desert> as if they were passing through Grassland.

^{Requirements:} A city must have $LINK<Camels=GOOD_Camel> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Camel Archers.]

#DESC_PRTO_Arabian_Camel_Rider

#PRTO_Arabian_Camel_Archer

^[Camel Archers] are similar to the $LINK<Cuirassier=PRTO_Cuirassier> counterpart.

^All camel units pass through $LINK<Desert=TERR_Desert> as if they were passing through Grassland.

^{Requirements:} A city must have $LINK<Camels=GOOD_Camel> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Camel Archers.]

#DESC_PRTO_Arabian_Camel_Archer

#PRTO_Eastern_Camel_Archer

^[Camel Archers] are similar to the $LINK<Cuirassier=PRTO_Cuirassier> counterpart.

^All camel units pass through $LINK<Desert=TERR_Desert> as if they were passing through Grassland.

^{Requirements:} A city must have $LINK<Camels=GOOD_Camel> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Camel Archers.]
#DESC_PRTO_Eastern_Camel_Archer

#PRTO_War_Camel

^[War Camels] are the knights of the desert, with slightly less offensive training. They are much faster in
$LINK<Desert=TERR_Desert> terrain, moving as if they were moving through grassland.

^A [War Camel] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Camels=GOOD_Camel> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [War Camel].

#DESC_PRTO_War_Camel

#PRTO_Mameluk

^The [Mameluk] is similar to their contemporaries, the $LINK<Cuirassiers=PRTO_Cuirassier>, although their training
has been weighed slightly more towards the defensive. They pass through $LINK<Deserts=TERR_Desert> as if they
were passing through grassland.

^{Requirements:} A city needs only $LINK<Camels=GOOD_Camel> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Mameluks.]

#DESC_PRTO_Mameluk

^Members of a powerful political class that dominated Egypt from the

13th to 17th Centuries, the Mameluks were descended from freed Turkish
slaves. They formed the royal bodyguard in the 13th Century. In 1250 they

placed one of their own members on the throne. The Mameluk sultans ruled

Egypt until the Turkish conquest of 1517, and they remained the ruling

class until 1811 when they were massacred by Mehmet Ali.

#PRTO_Bedouin_Raider

^[Bedouin Raiders] are fast-moving attackers, slightly better defensively than $LINK<Cavalry=PRTO_Cavalry>. They
are well-adapted to moving through $LINK<Desert=TERR_Desert> tiles, doing so as if they were grassland. Bedouin
Raiders exert a $LINK<zone of control=GCON_ZOC> over the surrounding area.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Bedouin Raiders] can be airlifted between cities.

^[Bedouin Raiders] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Camels=GOOD_Camel> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Bedouin Raiders.]

#DESC_PRTO_Bedouin_Raider

#PRTO_Tank

^The early [Tanks] are fast-moving offensive units that can [withdraw] from combat if they are losing (unless fighting
another fast unit, of course). They race over $LINK<Desert=TERR_Desert> terrain as if it were grassland, but they
need roads to cross other territory.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.
^[Tanks] are tough, receiving a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Tanks] can be airlifted between cities.

^{Limitations:} A [Tank] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<Strategic

Resource=GCON_ResourcesS> box to build a [Tank.]

#DESC_PRTO_Tank

^The rise in the use of semi-automatic and automatic firearms in the

late 19th and early 20th century led to the demise of horse-mounted

cavalry - very literally in those cases where they were still used. As

a result, attackers lost a significant advantage 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 once 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. The first tanks were unwieldly, prone to breakdown and slow, but

in terms of a novel idea were very successful.

#PRTO_AV7

^The early [AV7s] are fast-moving offensive units that can [withdraw] from combat if they are losing (unless fighting
another fast unit, of course). They race over $LINK<Desert=TERR_Desert> terrain as if it were grassland, but they
need roads to cross other territory.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[AV7s] are tough, receiving a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[AV7s] can be airlifted between cities.


^{Limitations:} An [AV7] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or
$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<Strategic

Resource=GCON_ResourcesS> box to build an [AV7.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Tank=PRTO_Tank>

#DESC_PRTO_AV7

^The rise in the use of semi-automatic and automatic firearms in the

late 19th and early 20th century led to the demise of horse-mounted

cavalry - very literally in those cases where they were still used. As

a result, attackers lost a significant advantage 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 once 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. The first tanks were unwieldly, prone to breakdown and slow, but

in terms of a novel idea were very successful.

#PRTO_MKIV

^The early [MKIVs] are fast-moving offensive units that can [withdraw] from combat if they are losing (unless
fighting another fast unit, of course). They race over $LINK<Desert=TERR_Desert> terrain as if it were grassland, but
they need roads to cross other territory.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[MKIVs] can be airlifted between cities.


^[MKIVs] are tough, receiving a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} An [MKIV] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<Strategic

Resource=GCON_ResourcesS> box to build an [MKIV.]

#DESC_PRTO_MKIV

^The rise in the use of semi-automatic and automatic firearms in the

late 19th and early 20th century led to the demise of horse-mounted

cavalry - very literally in those cases where they were still used. As

a result, attackers lost a significant advantage 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 once 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. The first tanks were unwieldly, prone to breakdown and slow, but

in terms of a novel idea were very successful.

#PRTO_Fiat_2000

^The early [Fiat 2000s] are fast-moving offensive units that can [withdraw] from combat if they are losing (unless
fighting another fast unit, of course). They race over $LINK<Desert=TERR_Desert> terrain as if it were grassland, but
they need roads to cross other territory.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Fiat 2000s] are tough, receiving a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Fiat 2000s] can be airlifted between cities.


^{Limitations:} A [Fiat 2000] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or
$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<Strategic

Resource=GCON_ResourcesS> box to build a [Fiat 2000.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Italian flavor of the $LINK<Tank=PRTO_Tank>

#DESC_PRTO_Fiat_2000

^The rise in the use of semi-automatic and automatic firearms in the

late 19th and early 20th century led to the demise of horse-mounted

cavalry - very literally in those cases where they were still used. As

a result, attackers lost a significant advantage 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 once 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. The first tanks were unwieldly, prone to breakdown and slow, but

in terms of a novel idea were very successful.

#PRTO_Renault_FT17

^The early [Renault FT17s] are fast-moving offensive units that can [withdraw] from combat if they are losing (unless
fighting another fast unit, of course). They race over $LINK<Desert=TERR_Desert> terrain as if it were grassland, but
they need roads to cross other territory.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Renault FT17s] are tough, receiving a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Renault FT17s] can be airlifted between cities.


^{Limitations:} A [Renault FT17] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or
$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<Strategic

Resource=GCON_ResourcesS> box to build a [Renault FT17.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Tank=PRTO_Tank>

#DESC_PRTO_Renault_FT17

^The rise in the use of semi-automatic and automatic firearms in the

late 19th and early 20th century led to the demise of horse-mounted

cavalry - very literally in those cases where they were still used. As

a result, attackers lost a significant advantage 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 once 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. The first tanks were unwieldly, prone to breakdown and slow, but

in terms of a novel idea were very successful.

#PRTO_Armor

^[Armors] are improved tanks that move 3 tiles. They race over $LINK<Desert=TERR_Desert> terrain as if it were
grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Armor] can be airlifted between cities.

^The tough [Armor] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.


^

^{Limitations:} [Armor] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [Armor.]

^{Unique Units:} $LINK<Germany=RACE_GERMANS> builds $LINK<Panther=PRTO_Panther> instead.

#DESC_PRTO_Armor

#PRTO_Churchill

^[Churchill] Armors are improved tanks that move 3 tiles. They race over $LINK<Desert=TERR_Desert> terrain as if it
were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Armor] can be airlifted between cities.

^The tough [Churchill] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Churchill] Armor cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [Churchill.]

^{Unique Units:} $LINK<Germany=RACE_GERMANS> builds $LINK<Panther=PRTO_Panther> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British-flavor of $LINK<Armor=PRTO_Armor>.

#DESC_PRTO_Churchill
#PRTO_T-34

^[T-34] Armors are improved tanks that move 3 tiles. They race over $LINK<Desert=TERR_Desert> terrain as if it
were grassland. This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which
may completely kill low-health attackers.

^[Armor] can be airlifted between cities.

^The tough [T-34] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [T-34] Armor cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [T-34.]

^{Unique Units:} $LINK<Germany=RACE_GERMANS> builds $LINK<Panther=PRTO_Panther> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian-flavor of $LINK<Armor=PRTO_Armor>.

#DESC_PRTO_T-34

#PRTO_M-4A2_Sherman

^[Sherman] Armors are improved tanks that move 3 tiles. They race over $LINK<Desert=TERR_Desert> terrain as if it
were grassland. This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which
may completely kill low-health attackers.

^[Shermans] can be airlifted between cities.

^The tough [Sherman] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Sherman] Armor cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [Sherman.]

^
^{Unique Units:} $LINK<Germany=RACE_GERMANS> builds $LINK<Panther=PRTO_Panther> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American-flavor of $LINK<Armor=PRTO_Armor>.

#DESC_PRTO_M-4A2_Sherman

#PRTO_Nahuel_DL_43

^[Nahuel DL43] Armors are improved tanks that move 3 tiles. They race over $LINK<Desert=TERR_Desert> terrain as
if it were grassland. This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked,
which may completely kill low-health attackers.

^[Nahuel DL43] can be airlifted between cities.

^The tough [Nahuel DL43] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Nahuel DL43] Armor cannot travel through $LINK<Jungle=TERR_Jungle>,


$LINK<Marsh=TERR_Marsh>, or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [Nahuel DL43.]

^{Unique Units:} $LINK<Germany=RACE_GERMANS> builds $LINK<Panther=PRTO_Panther> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Aztec and Incan-flavor of $LINK<Armor=PRTO_Armor>.

#DESC_PRTO_Nahuel_DL_43

#PRTO_Somua35

^[Somua35] Armors are improved tanks that move 3 tiles. They race over $LINK<Desert=TERR_Desert> terrain as if it
were grassland. This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which
may completely kill low-health attackers.

^[Somua35] can be airlifted between cities.

^The tough [Somua35] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^
^{Limitations:} [Somua35] Armor cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,
or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [Somua35.]

^{Unique Units:} $LINK<Germany=RACE_GERMANS> builds $LINK<Panther=PRTO_Panther> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of $LINK<Armor=PRTO_Armor>.

#DESC_PRTO_Somua35

#PRTO_Kha-go

^[Kha-Go] Armors are improved tanks that move 3 tiles. They race over $LINK<Desert=TERR_Desert> terrain as if it
were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Armor] can be airlifted between cities.

^The tough [Kha-Go] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Kha-Go] Armor cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [Kha-Go.]

^{Unique Units:} $LINK<Germany=RACE_GERMANS> builds $LINK<Panther=PRTO_Panther> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese-flavor of $LINK<Armor=PRTO_Armor>.

#DESC_PRTO_Kha-go

#PRTO_Panther
^[Panther tanks] are faster and stronger than regular Armor, moving 4 tiles in a single turn. They exert a $LINK<zone
of control=GCON_ZOC> over the surrounding territory. They race over $LINK<Desert=TERR_Desert> terrain as if it
were grassland. This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which
may completely kill low-health attackers.

^[Panther] can be airlifted between cities.

^The very tough [Panther] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Panther] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A German city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Panther.]

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Germany=RACE_GERMANS>. Other nations build $LINK<Armor=PRTO_Armor> instead.

#DESC_PRTO_Panther

^[Panzer] is a term that is used to cover a variety of tanks that were used by the German Nazi forces before and
during World War 2. The whole list incorporates the Panzer Mark I only used in training exercises - mounted 2
machine guns, II, III and IV, of which there were several designs of the mark IV. Other tanks that were used by the
Nazis were the heavier Tiger and Panther tanks. Although the tanks themselves were mainly well designed, (the early
Panthers tended to catch on fire due to engine overheating) they were not in themselves the reason for the early
Nazi successes. It was the tactics that were employed that were the key, as unlike the other powers such as France,
England and the USSR, the German tanks were not spread out amongst the front, but were used in units that were
comprised solely of tanks. This allowed a vast increase in speed and attacking strength, as the tanks would easily
outnumber those being deployed by the adversary on the front that was being assaulted.

^Eventually these lessons were learned by the allies at the cost of much territory and men. The true turning point
came at the battles of El-Almein where Montgommery finally beat the Desert Fox in a massed tank battle; the other
battle was the battle of Kursk where the Soviet forces lured the Germans into a massed tank battle that they could
not win, breaking the back of the German armored forces.

#PRTO_Main_Battle_Tank

^[Main Battle Tanks] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome
war machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They
race over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^[Main Battle Tank] can be airlifted between cities.


^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Main Battle Tank] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Main Battle Tank] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,


or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Main Battle Tank.]

#DESC_PRTO_Main_Battle_Tank

#PRTO_M48_Patton

^[M48 Pattons] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They race
over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^The [M48 Patton] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [M48 Patton] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [M48 Pattons] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [M48 Patton.]

#DESC_PRTO_M48_Patton
#PRTO_M60_Patton

^[M60 Pattons] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They race
over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^The [M60 Patton] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [M60 Patton] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [M60 Pattons] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [M60 Patton.]

#DESC_PRTO_M60_Patton

#PRTO_T-54

^[T-54s] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war machines
that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland.

^The [T-54] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [T-54] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} The [T-54] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [T-54.]
#DESC_PRTO_T-54

#PRTO_T-55

^[T-55s] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war machines
that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland.

^The [T-55] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [T-55] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} The [T-55] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [T-55.]

#DESC_PRTO_T-55

#PRTO_Type_59

^[Type 59s] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They race
over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^The [Type 59] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Type 59] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^
^{Limitations:} The [Type 59] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or
$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Type 59.]

#DESC_PRTO_Type_59

#PRTO_Type_74

^[Type 74s] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They race
over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^The [Type 74] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Type 74] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} The [Type 74] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Type 74.]

#DESC_PRTO_Type_74

#PRTO_Stridsvagn_103

^[Stridsvagn 103] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They race
over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^The [Stridsvagn 103] can be airlifted between cities.


^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Stridsvagn 103] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Stridsvagn 103] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Stridsvagn 103.]

#DESC_PRTO_Stridsvagn_103

#PRTO_AMX-30

^[AMX-30s] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They race
over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^The [AMX-30] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^An [AMX-30] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [AMX-30s] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build an [AMX-30.]

#DESC_PRTO_AMX-30
#PRTO_Leopard

^[Leopards] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They race
over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^The [Leopard] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Leopard] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Leopards] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Leopard.]

#DESC_PRTO_Leopard

#PRTO_Chieftain

^[Chieftains] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They race
over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^[The Chieftain] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Chieftain] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Chieftains] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Chieftain.]
#DESC_PRTO_Chieftain

#PRTO_Chieftain_(Desert)

^[Chieftains] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They race
over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^[The Chieftain] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Chieftain] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Chieftains] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Chieftain.]

#DESC_PRTO_Chieftain_(Desert)

#PRTO_Modern_Armor

^[Modern Armor] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They also
exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland. It fires at enemy air units that attempt to bomb it.
[Modern Armor] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Modern Armor] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Modern Armor.]
^{Limitations:} [Modern Armor] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or
$LINK<Mountains=TERR_Mountains> without the presence of roads.

#DESC_PRTO_Modern_Armor

^Modern armor's goal is to provide versatile firepower that can

operate in any battlefield condition, while at the same time ensuring

the safety of its crew. Sophisticated electronics allows modern 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 tracked vehicles are equipped

with 100mm+ cannons, in addition to other smaller caliber machine

guns. Depending on the assignment, some versions include "reactive"

armor, which helps to thwart the advanced armor-penetrating

munitions seen on today's battlefields.

#PRTO_M1A1_Abrams

^[M1A1 Abrams] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They exert
a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over $LINK<Desert=TERR_Desert>
terrain as if it were grassland and can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^It fires at enemy air units that attempt to bomb it.

^A [M1A1 Abrams] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [M1A1 Abrams] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [M1A1 Abrams.]
^$LINK<Flavor Units=GCON_Flavor>{:} This is the American, Egyptian, Arab, Sioux and Polynesian flavor of the
$LINK<Modern Armor=PRTO_Modern_Armor>.

#DESC_PRTO_M1A1_Abrams

#PRTO_Leclerc

^[Leclercs] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They also
exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland. [Leclerc] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^It fires at enemy air units that attempt to bomb it.

^A [Leclerc] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Leclerc] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Leclerc.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Modern Armor=PRTO_Modern_Armor>.

#DESC_PRTO_Leclerc

#PRTO_Leopard_2

^[Leopard 2s] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They also
exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland. [Leopard_2] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^It fires at enemy air units that attempt to bomb it.

^A [Leopard 2] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.


^{Limitations:} [Leopard_2] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or
$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Leopard 2.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Modern


Armor=PRTO_Modern_Armor>.

#DESC_PRTO_Leopard_2

^Introduced first in 1979, the Leopard 2 was constantly modernized and is still one of the fastest battle tanks in the
world. Powered by a 1500HP Diesel engine, this 60t vehicle reaches an official maximum speed of 68km/h (but is
known for occasionally more than 100km/h on the German Autobahn…) Even more surprisingly, it has an
operational range of more than 500km -- quite far compared to other heavy tanks. The 120mm gun can be fired at
full speed in heavy terrain, having a devastating effect against other Cold War Era tanks, which usually need to stop
before aiming. Modern composite armour -- especially for the turret, -- a capable anti-ABC system, state-of-the-art
electronics and the ability to effectively fight Helicopters within a range of 3000m offer excellent protection against
all kinds of threats.

^The Leopard 2 is the main Battle Tank of the German Army; it is also the main tank of the armies of a number of
other European countries, including NATO members like the Netherlands and Spain, and Neutrals like Switzerland
and Austria. Requests by some other armies (e.g. Turkey and Saudi-Arabia) were refused by the German government
due to political reasons.

^On a side note, the Leopard 2 prototype was tested by the US Army against the Chrysler M1 prototypes when NATO
attempted to standardize their equipment in the mid-1970s, but since the Leopard 2 at that evolutionary stage
turned out to be superior, this standardization never happened.

#PRTO_Type_90

^[Type 90s] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They also
exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland. [Type 90] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^It fires at enemy air units that attempt to bomb it.

^A [Type 90] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.


^{Limitations:} [Type 90] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or
$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Type 90.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese flavor of the $LINK<Modern


Armor=PRTO_Modern_Armor>.

#DESC_PRTO_Type_90

#PRTO_Type_99

^[Type 99s] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They also
exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland. [Type 99] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^It fires at enemy air units that attempt to bomb it.

^A [Type 99] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Type_99] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Type 99.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Chinese flavor of the $LINK<Modern


Armor=PRTO_Modern_Armor>.

#DESC_PRTO_Type_99

#PRTO_K2_Black_Panther

^[Black Panthers] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They also
exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland. [Black Panthers] can be airlifted between cities.
^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^It fires at enemy air units that attempt to bomb it.

^A [Black Panther] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Black Panthers] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Black Panther.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Korean flavor of the $LINK<Modern


Armor=PRTO_Modern_Armor>.

#DESC_PRTO_K2_Black_Panther

#PRTO_IS3M

^[IS3Ms] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war machines
that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They also exert a
$LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over $LINK<Desert=TERR_Desert>
terrain as if it were grassland. [IS3M] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^It fires at enemy air units that attempt to bomb it.

^A [IS3M] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [IS3M] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [IS3M.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the African and partial Middle Eastern flavor of the $LINK<Modern
Armor=PRTO_Modern_Armor>.

#DESC_PRTO_IS3M
#PRTO_Challenger_2

^[Challenger 2s] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They also
exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland. [Challenger 2] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^It fires at enemy air units that attempt to bomb it.

^A [Challenger 2] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Challenger 2] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Challenger 2.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British, Iroquois and Celtic flavor of the $LINK<Modern
Armor=PRTO_Modern_Armor>.

#DESC_PRTO_Challenger_2

#PRTO_T-90

^[T-90s] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war machines
that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They also exert a
$LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over $LINK<Desert=TERR_Desert>
terrain as if it were grassland. [T-90] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^It fires at enemy air units that attempt to bomb it.

^A [T-90] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [T-90] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [T-90.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian and partial Middle Eastern flavor of the $LINK<Modern
Armor=PRTO_Modern_Armor>.
#DESC_PRTO_T-90

#PRTO_T-90_(Bhishma)

^[T-90 (Bhishma)] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They also
exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland. The [T-90 (Bhishma)] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^It fires at enemy air units that attempt to bomb it.

^A [T-90 (Bhishma)] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [T-90 (Bhishma)] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [T-90 (Bhishma).]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian flavor of the $LINK<Modern Armor=PRTO_Modern_Armor>.

#DESC_PRTO_T-90_(Bhishma)

#PRTO_T-90_(Mahgreb)

^[T-90s] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war machines
that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They also exert a
$LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over $LINK<Desert=TERR_Desert>
terrain as if it were grassland. [T-90] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^It fires at enemy air units that attempt to bomb it.

^A [T-90] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [T-90] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.
^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its
$LINK<strategic resource=GCON_ResourcesS> box to build a [T-90.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Carthaginian flavor of the $LINK<Modern


Armor=PRTO_Modern_Armor>.

#DESC_PRTO_T-90_(Mahgreb)

#PRTO_Arjun

^[Arjuns] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war machines
that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They exert a
$LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over $LINK<Desert=TERR_Desert>
terrain as if it were grassland. [Arjun] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^It fires at enemy air units that attempt to bomb it.

^An [Arjun] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Arjun] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build an [Arjun.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian flavor of the $LINK<Modern Armor=PRTO_Modern_Armor>.

#DESC_PRTO_Arjun

#PRTO_Ariete

^[Arietes] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war machines
that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They exert a
$LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over $LINK<Desert=TERR_Desert>
terrain as if it were grassland. [Ariete] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.
^It fires at enemy air units that attempt to bomb it.

^An [Ariete] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Ariete] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build an [Ariete.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Modern


Armor=PRTO_Modern_Armor>.

#DESC_PRTO_Ariete

#PRTO_Leopard_2_(Export)

^[Leopard 2] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They exert
a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over $LINK<Desert=TERR_Desert>
terrain as if it were grassland. The [Leopard 2] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^It fires at enemy air units that attempt to bomb it.

^A [Leopard 2] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} The [Leopard 2] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Leopard 2.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Greek, spanish and Ottoman flavor of the $LINK<Modern
Armor=PRTO_Modern_Armor>.

#DESC_PRTO_Leopard_2_(Export)

#PRTO_Leopard_2_(Chile)
^[Leopard 2] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They exert
a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over $LINK<Desert=TERR_Desert>
terrain as if it were grassland. The [Leopard 2] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^It fires at enemy air units that attempt to bomb it.

^A [Leopard 2] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} The [Leopard 2] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Leopard 2.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Incan flavor of the $LINK<Modern Armor=PRTO_Modern_Armor>.

#DESC_PRTO_Leopard_2_(Chile)

#PRTO_Stridsvagn_121

^[Stridsvagn 121] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They exert
a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over $LINK<Desert=TERR_Desert>
terrain as if it were grassland.

The [Stridsvagn 121] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^It fires at enemy air units that attempt to bomb it.

^A [Stridsvagn 121] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} The [Stridsvagn 121] cannot travel through $LINK<Jungle=TERR_Jungle>,


$LINK<Marsh=TERR_Marsh>, or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Stridsvagn 121.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Viking flavor of the $LINK<Modern Armor=PRTO_Modern_Armor>.


#DESC_PRTO_Stridsvagn_121

#PRTO_T-72S_Shilden

^[T-72S Shilden] are faster and more powerful than older $LINK<Armors=PRTO_Armor>. These are awesome war
machines that can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They exert
a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over $LINK<Desert=TERR_Desert>
terrain as if it were grassland.

The [T-72S Shilden] can be airlifted between cities.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^It fires at enemy air units that attempt to bomb it.

^A [T-72S Shilden] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} The [T-72S Shilden] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,


or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [T-72S Shilden.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Persian, Babylonian, Mongol, Ethiopian and Malinese flavor of the
$LINK<Modern Armor=PRTO_Modern_Armor>.

#DESC_PRTO_T-72S_Shilden

#PRTO_Motorized_Infantry

^[Motorized Infantry] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting
another fast unit). They race over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Motorized Infantry] can be airlifted between cities.

^[Motorized Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Motorized Infantry] cannot travel through $LINK<Jungle=TERR_Jungle>,


$LINK<Marsh=TERR_Marsh>, or $LINK<Mountains=TERR_Mountains> without the presence of roads.
^

^{Requirements}: A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build [Motorized Infantry.]

#DESC_PRTO_Motorized_Infantry

#PRTO_Mechanized_Infantry

^[Mechanized Infantry] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting
another fast unit). They race over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Mechanized Infantry] can be airlifted between cities.

^[Mechanized Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Mech Infantry] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build [Mechanized Infantry.]

#DESC_PRTO_Mechanized_Infantry

#PRTO_Panzergrenadiere

^[Panzergrenadiere] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting
another fast unit). They race over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Panzergrenadiere] can be airlifted between cities.

^[Panzergrenadiere] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.


^

^{Limitations:} [Panzergrenadiere] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,


or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build [Panzergrenadiere.]

#DESC_PRTO_Panzergrenadiere

#PRTO_UK_Mech.Infantry

^[UK Mechanized Infantry] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting
another fast unit). They race over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[UK Mechanized Infantry] can be airlifted between cities.

^[UK Mechanized Infantry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [UK Mechanized Infantry] cannot travel through $LINK<Jungle=TERR_Jungle>,


$LINK<Marsh=TERR_Marsh>, or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build [UK Mechanized Infantry.]

#DESC_PRTO_UK_Mech.Infantry

#PRTO_BTR-152

^[BTR-152] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting another fast
unit). They race over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^
^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[BTR-152] can be airlifted between cities.

^[BTR-152] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [BTR-152] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build [BTR-152s.]

#DESC_PRTO_BTR-152

#PRTO_Arab BTR-152

^[Arab BTR-152] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting another
fast unit). They race over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Arab BTR-152] can be airlifted between cities.

^[Arab BTR-152] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Arab BTR-152] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build [Arab BTR-152s.]

#DESC_PRTO_Arab BTR-152

#PRTO_BTR-40
^[BTR-40] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting another fast
unit). They race over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[BTR-40] can be airlifted between cities.

^[BTR-40] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [BTR-40] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build [BTR-40s.]

#DESC_PRTO_BTR-40

#PRTO_Type_1_Ho-Ha

^[Type_1_Ho-Ha] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting another
fast unit). They race over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Type_1_Ho-Ha] can be airlifted between cities.

^[Type_1_Ho-Ha] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Type_1_Ho-Ha] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build [Type_1_Ho-Has.]

#DESC_PRTO_Type_1_Ho-Ha
#PRTO_Mech_Infantry

^[Mechanized Infantry] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting
another fast unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race
over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Mech Infantry] can be airlifted between cities.

^[Mech Infantry] receive a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Mech Infantry] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build [Mech Infantry.]

^$LINK<Flavor Units=GCON_Flavor>{:} Middle Eastern $LINK<Rooikats=PRTO_Rooikat>, Russian/Chinese


$LINK<BTR80=PRTO_BTR80>, and German $LINK<Marder=PRTO_Marder>; Korean $LINK<KAFV=PRTO_KAFV> and
Viking $LINK<CV9040=PRTO_CV9040>.

#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 World War II, was designed to move in quickly and

defend the conquered area behind the tanks. Infantry were mounted 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_Rooikat

^[Rooikat] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting another fast
unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [Rooikat] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^[Rooikat] can be airlifted between cities.

^{Limitations:} [Rooikats] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Rooikat.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Middle Eastern flavor of the $LINK<Mech


Infantry=PRTO_Mech_Infantry>.

#DESC_PRTO_Rooikat

#PRTO_BTR-80

^[BTR-80s] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting another fast
unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [BTR-80] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^[BTR-80] can be airlifted between cities.

^{Limitations:} [BTR-80s] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [BTR-80.]
^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian, Chinese and Korean flavor of the $LINK<Mech
Infantry=PRTO_Mech_Infantry>.

#DESC_PRTO_BTR-80

#PRTO_M2A1_Bradley

^[M2A1 Bradleys] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting another
fast unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^A [M2A1 Bradley] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^[M2A1 Bradleys] can be airlifted between cities.

^{Limitations:} [M2A1 Bradleys] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [M2A1 Bradley.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Mech


Infantry=PRTO_Mech_Infantry>.

#DESC_PRTO_M2A1_Bradley

#PRTO_AMX-10P

^[AMX-10Ps] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting another fast
unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.
^An [AMX-10P] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^[AMX-10P] can be airlifted between cities.

^{Limitations:} [AMX-10Ps] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build an [AMX-10P.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French, Greek and Aztec flavor of the $LINK<Mech
Infantry=PRTO_Mech_Infantry>.

#DESC_PRTO_AMX-10P

#PRTO_KAFV

^[KAFVs] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting another fast
unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[KAFV] can be airlifted between cities.

^A [KAFV] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [KAFVs] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [KAFV.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is Korean-flavor $LINK<Mech Infantry=PRTO_Mech_Infantry>.

#DESC_PRTO_KAFV
#PRTO_Marder

^[Marders] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting another fast
unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Marder] can be airlifted between cities.

^A [Marder] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Marders] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Marder.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Mech Infantry=PRTO_Mech_Infantry>.

#DESC_PRTO_Marder

^The combined operations of tanks and mechanized infantry has been military doctrine of the Bundeswehr from the
beginning, but it took until 1970 -- with the introduction of the Marder -- for the German army to be supplied with a
modern APC to replace the light M-113 and the SP30. The Marder's technical conception -- front engine, with the
driver placed left to it, and a big rear flap, -- offered additional protection from the front and the possibility to
quickly dismount a group of infantry. Originally armed with a 20mm automatic gun and two 7.92mm machine guns,
the Marder carried a crew of twelve soldiers: commander, driver, gunner and nine [Panzergrenadiere.] With a
maximum speed of 75km/h and an operational range of more than 500km, the Marder was a very good complement
to the contemporary German combat tank, the Leopard I. Until 1975, the Bundeswehr was equipped with more than
2,100 Marders. With introduction of the new Leopard II tank, it became evident that the Marder isn't really able to
hold pace with this modern combat tank, a problem further aggravated when necessary modifications to increase
the combat value (like better armament, optical systems and the anti-tank missile MILAN) raised the weight of the
Marder from 28t to 33t. Despite reducing the crew to nine and removing the rather useless remote rear
machinegun, the Marder can reach a maximum speed of only 65km/h now.

^Though the Marder never saw combat duty, it can be taken as a fact that it offers sufficient protection on the
battlefield. It is a bit underarmed, however, as the 2cm gun cannot penetrate the armament of modern combat
vehicles; additionally, the lack of a modern fire control system and elevation range makes it of limited use against
Aircrafts and Helicopters. Since the turret construction has reached its limits -- it was originally designed as a one-
man-turret, and already largely modified to make room for the commander, -- the Marder actually was scheduled to
be replaced in the late 1990s.
^

^Because of the end of the Cold War, this has yet to happen. Since the Balkan wars showed an extreme vulnerability
against modern anti-tank mines, about 300 Marders are now being modernized again in an attempt to bridge the
time-gap until the Igel hopefully becomes available in 2005.

#PRTO_CV9040

^[CV9040s] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting another fast
unit). They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They race over
$LINK<Desert=TERR_Desert> terrain as if it were grassland.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[CV9040] can be airlifted between cities.

^A [CV9040] receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [CV9040s] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements}: A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [CV9040.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is a Viking-flavor $LINK<Mech Infantry=PRTO_Mech_Infantry>.

#DESC_PRTO_CV9040

#PRTO_Air_Cavalry

^[Air Cavalry] are any kind of air-borne support troops, mainly helicopters armed with heavy guns. They are very
fast, moving 12 tiles per turn, regardless of terrain.

^[Air Cavalry] exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.
^

^[Air Cavalry] can be airlifted between cities.

^[Air Cavalry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build [Air Cavalry.]

#DESC_PRTO_Air_Cavalry

#PRTO_Eastern_Air_Cavalry

^[Eastern Air Cavalry] are any kind of air-borne support troops, mainly helicopters armed with heavy guns. They are
very fast, moving 12 tiles per turn, regardless of terrain.

^[Eastern Air Cavalry] exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[Eastern Air Cavalry] can be airlifted between cities.

^[Eastern Air Cavalry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build an [Eastern Air Cavalry.]

#DESC_PRTO_Eastern_Air_Cavalry

#PRTO_German_Air_Cavalry

^[German Air Cavalry] are any kind of air-borne support troops, mainly helicopters armed with heavy guns. They are
very fast, moving 12 tiles per turn, regardless of terrain.
^

^[German Air Cavalry] exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[German Air Cavalry] can be airlifted between cities.

^[German Air Cavalry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build a [German Air Cavalry.]

#DESC_PRTO_German_Air_Cavalry

#PRTO_French_Air_Cavalry

^[French Air Cavalry] are any kind of air-borne support troops, mainly helicopters armed with heavy guns. They are
very fast, moving 12 tiles per turn, regardless of terrain.

^[French Air Cavalry] exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers.

^[French Air Cavalry] can be airlifted between cities.

^[French Air Cavalry] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build a [French Air Cavalry.]

#DESC_PRTO_French_Air_Cavalry
#PRTO_Gunship

^[Gunships] are the perfect tool for taking out enemy Armor. They are very fast, moving 16 tiles regardless of
terrain. They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers, on land and sea.

^[Gunship] can be airlifted between cities.

^A [Gunship] is very tough and receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

#DESC_PRTO_Gunship

^ [Gunships] are fast, low-flying helicopters that carry a potent arsenal of rockets and guns. Helcicopters came into
widespread military use after World War 2, and were used extensively in both the Korean and the Vietnam wars
both offensively or defensively. Although the lack of need for a runway meant that troops or supplies could be
landed in far more inhospitable places, their comparatively low speed compared to planes meant that they were
vulnerable to gound fire. The Cobra gunship is an attack helicopter that was designed with this in mind. With the
gunner sitting in front of the Pilot, the target visibility from the gound is greatly reduced. The AH-64 Apache and the
AH-1 Cobra helicopters fire laser-guided Hellfire missiles, guided to tanks by ground observers or scout helicopters.
Hellfire is an acronym for (HELicopter Launched, FIRE and forget).

#PRTO_Apache_Longbow

^[Apache Longbows] are the perfect tool for taking out enemy Armor. They are very fast, moving 16 tiles regardless
of terrain. They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers, on land and sea.

^[Apache Longbow] can be airlifted between cities.

^An [Apache Longbow] is very tough and receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the USA flavor of the $LINK<Gunship=PRTO_Gunship>


#DESC_PRTO_Apache_Longbow

#PRTO_Eurocopter_Tiger

^[Eurocopter Tigers] are the perfect tool for taking out enemy Armor. They are very fast, moving 16 tiles regardless
of terrain. They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers, on land and sea.

^[Eurocopter Tiger] can be airlifted between cities.

^An [Eurocopter Tiger] is very tough and receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the European flavor of the $LINK<Gunship=PRTO_Gunship>

#DESC_PRTO_Eurocopter_Tiger

#PRTO_Hokum

^[Ka-50 Hokums] are the perfect tool for taking out enemy Armor. They are very fast, moving 16 tiles regardless of
terrain. They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers, on land and sea.

^[Ka-50 Hokum] can be airlifted between cities.

^A [Ka-50 Hokum] is very tough and receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Korean and Mongol flavor of the $LINK<Gunship=PRTO_Gunship>
#DESC_PRTO_Hokum

#PRTO_Mi-24_Hind_D

^[Mi-24 Hind D] are the perfect tool for taking out enemy Armor. They are very fast, moving 16 tiles regardless of
terrain. They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers, on land and sea.

^[Mi-24 Hind D] can be airlifted between cities.

^A [Mi-24 Hind D] is very tough and receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian, Chinese, Indian and Babylonian flavor of the
$LINK<Gunship=PRTO_Gunship>

#DESC_PRTO_Mi-24_Hind_D

#PRTO_EuroTiger

^[EuroTigers] are the perfect tool for taking out enemy Armor. They are very fast, moving 16 tiles regardless of
terrain. They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers, on land and sea.

^[EuroTigers] can be airlifted between cities.

^An [EuroTiger] is very tough and receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Gunship=PRTO_Gunship>

#DESC_PRTO_EuroTiger
#PRTO_A129_Mangusta

^[A129 Mangusta] are the perfect tool for taking out enemy Armor. They are very fast, moving 16 tiles regardless of
terrain. They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers, on land and sea.

^[A129 Mangusta] can be airlifted between cities.

^An [A129 Mangusta] is very tough and receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Italian and Ottoman flavor of the $LINK<Gunship=PRTO_Gunship>

#DESC_PRTO_A129_Mangusta

#PRTO_Rooivalk

^[Rooivalks] are the perfect tool for taking out enemy Armor. They are very fast, moving 16 tiles regardless of
terrain. They exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^This unit is able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> when attacked, which may completely
kill low-health attackers, on land and sea.

^[Rooivalks] can be airlifted between cities.

^A [Rooivalk] is very tough and receives a 5-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Zulu flavor of the $LINK<Gunship=PRTO_Gunship>

#DESC_PRTO_Rooivalk
; 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 soldiers. Catapults have no
attack or defense power, so they should be protected by an escort; their bombardment ability has a range of 1 tile.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^{Limitations:} A [Catapult] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^$LINK<Flavor Units=GCON_Flavor>{:} Roman $LINK<Roman Ballista=PRTO_Roman_Ballista>.

#DESC_PRTO_Catapult

^The catapult was one of the earliest forms of artillery. It was a

large mechanical arm that propelled heavy stones and other missiles

from a great distance, battering down walls and inflicting damage on

buildings and defenders. Though cumbersome and nearly useless on the

battlefield as it is practically impossible to maneuver, the catapult

was an effective weapon for siege operations.

#PRTO_Roman_Ballista

^Primitive artillery, the [Roman Ballista] are devastating siege weapons in Ancient Times. They are used to
$LINK<bombard=GCON_Combat> city defenses to soften the attack for accompanying soldiers. Catapults have no
attack or defense power, so they should be protected by an escort; their bombardment ability has a range of 1 tile.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.


^

^{Limitations:} A [Roman Ballista] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,


or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Catapult=PRTO_Catapult>.

#DESC_PRTO_Roman_Ballista

^The catapult was one of the earliest forms of artillery. It was a

large mechanical arm that propelled heavy stones and other missiles

from a great distance, battering down walls and inflicting damage on

buildings and defenders. Though cumbersome and nearly useless on the

battlefield as it is practically impossible to maneuver, the catapult

was an effective weapon for siege operations.

#PRTO_Trebuchet

^The [Trebuchet] is an improved catapult, which can sling projectiles with greater velocity, and thus has a greater
chance of damaging walls and other structures. They are used to $LINK<bombard=GCON_Combat> city defenses to
soften the attack for accompanying soldiers. Trebuchets have no attack or defense power, so they should be
protected by an escort; their bombardment ability has a range of 1 tile.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^{Limitations:} A [Trebuchet] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

#DESC_PRTO_Trebuchet

^
^Like the Catapult, a trebuchet is a medieval siege warfare weapon used to break down the walls of castles. It was an
improvement over the Catapult in that it could take heavier projectiles, and fling them farther without compromising
accuracy.

#PRTO_Bombard

^[Bombards] are an early form of cannon, firing rocks or sometimes sharp projectiles. They are used to
$LINK<bombard=GCON_Combat> city defenses to soften the attack for accompanying soldiers. Bombards have no
defense, so they should be protected by an escort; their bombardment ability has a range of 1 tile.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^{Limitations:} A [Bombard] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<Strategic


Resource=GCON_ResourcesS> box to build [Bombards.]

#DESC_PRTO_Bombard

#PRTO_Hwacha

^The [Korean Hwach'a] is perfect for defending fortifications throughout the Middle Ages by bombardment. They
exert a $LINK<zone of control=GCON_ZOC> over the surrounding area and is able to fire off a $LINK<defensive
volley=GCON_Bomb_Expand> when attacked, which may completely kill low-health attackers.

^[Korean Hwach'a] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Korea=RACE_Koreans>. Other nations build $LINK<Crossbowman=PRTO_Crossbowman> and later
$LINK<Cannons=PRTO_Cannon> instead.
#DESC_PRTO_Hwacha

^Some of the first anti-personnel devices created in Korea were

comprised of small rockets attached to arrows, which flung spikes upon

detonation. When it was discovered that several of these rockets

could be launched from the same container, larger versions of these

anti-personnel devices were created and utilized in battle. These

larger anti-personnel devices were designed to be transported on

wheeled vehicles such as a two-wheeled carts and wheelbarrows. The

Hwach'a, which was invented in 1451, allowed a single man to transport

approximately 100 rockets into battle, and was well suited to combat

the invading Japanese Samurai who typically advanced on the Koreans in

dense groups, presenting ideal targets for the Hwach'a operators.

#PRTO_Cannon

^The [Cannon] is a more advanced artillery unit. They are used to $LINK<bombard=GCON_Combat> city defenses to
soften the attack for accompanying soldiers. Cannons have minimal defense and will be destroyed if attacked, so
they should be protected by an escort; their bombardment ability has a range of 1 tile.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.

^This unit has {Lethal} sea bombardment.

^{Limitations:} A [Cannon] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Unique Units:} The $LINK<Koreans=RACE_Koreans> retain the $LINK<Hwacha=PRTO_Hwacha>.

^{Requirements:} A city must have $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<Strategic

Resource=GCON_ResourcesS> box to build [Cannons.]


#DESC_PRTO_Cannon

^Closely following the invention of gunpowder, the development of the cannon caused a revolution in siege warfare.

Invented by a German monk in the 14th century, early cannons used gunpowder 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 fate of the walls of Constantinople, which had held against countless

sieges for over a thousand years. Two massive Turkish cannons were used to bombard the walls, eventually causing
enough damage to enable the Turkish army to capture the city. The cannon quickly assumed an important role on
the battlefield. The first cannon were usually as dangerous to the persons using it as they were to the enemy - poor
manufacturing of the barrel led to many exploding; the resulting shrapnel could cause hideous wounds. To try to
prevent this, bands of iron were strapped to the cannon to improve its resistance to the shock of firing. As
techniques improved in making cannon, the range as well as the size of the cannons would be and was increased.

#PRTO_Light_Artillery

^The [Light Artillery] is used to $LINK<bombard=GCON_Combat> city defenses to soften the attack for
accompanying soldiers. Light Artillery have minimal defense and will be destroyed if attacked, so they should be
protected by an escort; their bombardment ability has a range of 1 tile.

^[Light Artillery] can be airlifted between cities.

#DESC_PRTO_Light_Artillery

#PRTO_Artillery

^The [Artillery] is the first long-range unit of its type. They are used to $LINK<bombard=GCON_Combat> city
defenses to soften the attack for accompanying soldiers. Bombards have minimal defense and will be destroyed if
attacked, so they should be protected by an escort; their bombardment ability has a range of 2 tiles.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory.


^[Artillery] can be airlifted between cities.

^This unit has {Lethal} sea bombardment.

^{Requirements:} A city must have $LINK<Iron=BLDG_Iron> and $LINK<Oil=BLDG_Oil> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Artillery.]

^{Limitations:} An [Artillery] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

#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 effective

against small, concealed or walled 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 firing position to another. This

is an important capability when fighting a moving battle or when

avoiding enemy fire.

#PRTO_Heavy_Artillery

^The [Heavy Artillery] is the second long-range unit of its type. They are used to $LINK<bombard=GCON_Combat>
city defenses to soften the attack for accompanying soldiers. Heavy Artillery have minimal defense and will be
destroyed if attacked, so they should be protected by an escort; their bombardment ability has a range of 3 tiles.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. This unit has {Lethal} sea
bombardment.

^[Heavy Artillery] can be airlifted between cities.


^[Heavy Artillery] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build [Heavy Artillery.]

^{Limitations:} An [Heavy Artillery] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,


or $LINK<Mountains=TERR_Mountains> without the presence of roads.

#DESC_PRTO_Heavy_Artillery

#PRTO_BR-2_Mortar

^The [BR-2 Mortar] is the second long-range unit of its type. They are used to $LINK<bombard=GCON_Combat> city
defenses to soften the attack for accompanying soldiers. BR-2 Mortars have minimal defense and will be destroyed if
attacked, so they should be protected by an escort; their bombardment ability has a range of 3 tiles.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. This unit has {Lethal} sea
bombardment.

^[BR-2 Mortars] can be airlifted between cities.

^[BR-2 Mortarss] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build a [BR-2 Mortar.]

^{Limitations:} A [BR-2 Mortar] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>, or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^The BR-2 Mortar is the flavour unit for Russia.

#DESC_PRTO_BR-2_Mortar

#PRTO_150mm_Howitzer

^The [150mm Howitzer] is the second long-range unit of its type. They are used to $LINK<bombard=GCON_Combat>
city defenses to soften the attack for accompanying soldiers. 150mm Howitzers have minimal defense and will be
destroyed if attacked, so they should be protected by an escort; their bombardment ability has a range of 3 tiles.

^
^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. This unit has {Lethal} sea
bombardment.

^[150mm Howitzers] can be airlifted between cities.

^[150mm Howitzers] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build a [150mm Howitzer.]

^{Limitations:} A [150mm Howitzer] cannot travel through $LINK<Jungle=TERR_Jungle>,


$LINK<Marsh=TERR_Marsh>, or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^The 150mm Howitzer is the flavour unit for Germany.

#DESC_PRTO_150mm_Howitzer

#PRTO_152mm_Artillery

^The [152mm Artillery] is the second long-range unit of its type. They are used to $LINK<bombard=GCON_Combat>
city defenses to soften the attack for accompanying soldiers. 152mm Artillery has minimal defense and will be
destroyed if attacked, so it should be protected by an escort; its bombardment ability has a range of 3 tiles.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. This unit has {Lethal} sea
bombardment.

^[152mm Artillery] can be airlifted between cities.

^[152mm Artillery] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to


build the [152mm Artillery.]

^{Limitations:} The [152mm Artillery] cannot travel through $LINK<Jungle=TERR_Jungle>,


$LINK<Marsh=TERR_Marsh>, or $LINK<Mountains=TERR_Mountains> without the presence of roads.

#DESC_PRTO_152mm_Artillery

#PRTO_Self-Propelled_Artillery
^The [Self Propelled Artillery] is the third long-range unit of its type. They are used to
$LINK<bombard=GCON_Combat> city defenses to soften the attack for accompanying soldiers. Self Propelled
Artillery have reasonable defense but may be destroyed if attacked, so they should be protected by an escort; their
bombardment ability has a range of 3 tiles.

^[Self Propelled Artillery] can be airlifted between cities.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. This unit has {Lethal} sea
bombardment. [Self Propelled Artillery] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Self Propelled Artillery.]

^{Limitations:} An [Self Propelled Artillery] cannot travel through $LINK<Jungle=TERR_Jungle>,


$LINK<Marsh=TERR_Marsh>, or $LINK<Mountains=TERR_Mountains> without the presence of roads.

#DESC_PRTO_Self-Propelled_Artillery

#PRTO_GCT_155 mm

^The [Self Propelled Artillery] is the third long-range unit of its type. They are used to
$LINK<bombard=GCON_Combat> city defenses to soften the attack for accompanying soldiers. Self Propelled
Artillery have reasonable defense but may be destroyed if attacked, so they should be protected by an escort; their
bombardment ability has a range of 3 tiles.

^[Self Propelled Artillery] can be airlifted between cities.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. This unit has {Lethal} sea
bombardment. [Self Propelled Artillery] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [GCT 155 mm.]

^{Limitations:} An [Self Propelled Artillery] cannot travel through $LINK<Jungle=TERR_Jungle>,


$LINK<Marsh=TERR_Marsh>, or $LINK<Mountains=TERR_Mountains> without the presence of roads.

#DESC_PRTO_GCT_155 mm
#PRTO_2S3_Akacija

^The [Self Propelled Artillery] is the third long-range unit of its type. They are used to
$LINK<bombard=GCON_Combat> city defenses to soften the attack for accompanying soldiers. Self Propelled
Artillery have reasonable defense but may be destroyed if attacked, so they should be protected by an escort; their
bombardment ability has a range of 3 tiles.

^[Self Propelled Artillery] can be airlifted between cities.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. This unit has {Lethal} sea
bombardment. [Self Propelled Artillery] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [2S3 Akacija.]

^{Limitations:} An [Self Propelled Artillery] cannot travel through $LINK<Jungle=TERR_Jungle>,


$LINK<Marsh=TERR_Marsh>, or $LINK<Mountains=TERR_Mountains> without the presence of roads.

#DESC_PRTO_2S3_Akacija

#PRTO_AS-90

^The [Self Propelled Artillery] is the third long-range unit of its type. They are used to
$LINK<bombard=GCON_Combat> city defenses to soften the attack for accompanying soldiers. Self Propelled
Artillery have reasonable defense but may be destroyed if attacked, so they should be protected by an escort; their
bombardment ability has a range of 3 tiles.

^[Self Propelled Artillery] can be airlifted between cities.

^They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. This unit has {Lethal} sea
bombardment. [Self Propelled Artillery] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A city must have $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its


$LINK<strategic resource=GCON_ResourcesS> box to build [Self Propelled Artillery.]

^{Limitations:} An [Self Propelled Artillery] cannot travel through $LINK<Jungle=TERR_Jungle>,


$LINK<Marsh=TERR_Marsh>, or $LINK<Mountains=TERR_Mountains> without the presence of roads.

#DESC_PRTO_AS-90
#PRTO_Flak

^[Flak] is a mobile anti-aircraft cannon. It has a good [Anti-Air] rating.

^[Flak] can be airlifted between cities.

^[Flak] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

#DESC_PRTO_Flak

^Flak, an acronym for the German Fliegerabwehrkanone (flyer defense cannon), is a type of short-to-medium range
air defense system. Flak cannons fire shells that explode in the air, generating shrapnel and shock waves that
damage enemy aircraft -- they are not aimed at specific aircraft but at formations and to screen avenues of bombing
attack. They are usually employed in large numbers, creating screens and clouds of shell explosions in the air. Since
they are as much a danger to friendly aircraft as to enemy, they are typically the last line of air defense. The earliest
flak cannons were used during World War I, targeting enemy observation balloons and aircraft.

#PRTO_Mobile_SAM

^The [Mobile SAM] is a powerful anti-aircraft weapon.

^[Mobile SAM] receives a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Mobile SAM] can be airlifted between cities.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Mobile SAM.]

#DESC_PRTO_Mobile_SAM
^

^SAMs, or Surface to Air Missiles, are the primary means by which modern armies defend themselves against air
attack. They come in a staggering variety of cost, effectiveness, and portability, and can be used against enemy
planes or missiles. During the Soviet invasion of Afghanistan in 1979, Afghan rebels made extensive use of U.S.-
supplied Stinger missiles, a type of shoulder-launched SAM, to inflict massive losses on the Soviet helicopter forces.
Some SAMs are fired from much larger launchers and use sophisticated radar systems, or communications systems
that link them to dedicated radar arrays, to target supersonic aircraft at high altitudes. The neutralization of an
enemy's SAM defense capability is often the first objective for an attacking air force.

#PRTO_SA-4_Ganef

^The [SA-4 Ganef] is a powerful anti-aircraft weapon.

^A [SA-4 Ganef] receives a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[SA-4 Ganefs] can be airlifted between cities.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [SA-4 Ganef.]

#DESC_PRTO_SA-4_Ganef

^SAMs, or Surface to Air Missiles, are the primary means by which modern armies defend themselves against air
attack. They come in a staggering variety of cost, effectiveness, and portability, and can be used against enemy
planes or missiles. During the Soviet invasion of Afghanistan in 1979, Afghan rebels made extensive use of U.S.-
supplied Stinger missiles, a type of shoulder-launched SAM, to inflict massive losses on the Soviet helicopter forces.
Some SAMs are fired from much larger launchers and use sophisticated radar systems, or communications systems
that link them to dedicated radar arrays, to target supersonic aircraft at high altitudes. The neutralization of an
enemy's SAM defense capability is often the first objective for an attacking air force.
#PRTO_Radar_Artillery

^[Radar Artillery] are highly advanced stand-off attack units. They are used to $LINK<bombard=GCON_Combat> city
defenses to soften the attack for accompanying soldiers. Radar Artillery have reasonable defense but may be
destroyed if attacked, so they should be protected by an escort. Their [radar] allows them to see up to 6 tiles distant,
regardless of blocking terrain, and fire that far as well. As a consequence, they exert a $LINK<zone of
control=GCON_ZOC> over the surrounding terrain. This unit has {Lethal} sea bombardment.

^[Radar Artillery] receive a 2-point $LINK<bonus to hit points=GCON_Experience>. [Radar Artillery] can be airlifted
between cities.

^They are well adapted to $LINK<Desert=TERR_Desert>, moving through it with the same speed as they would
through grassland.

^{Limitations:} A [Radar Artillery] cannot travel through $LINK<Jungle=TERR_Jungle>, $LINK<Marsh=TERR_Marsh>,


or $LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> 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 artillery

to return fire more quickly and accurately. While increasing the

technical sophistication of indirect fire weapons (including the

support personnel required to maintain such high tech devices), it has

also increased their flexibility. Radar has enabled the precise

targeting of enemies at any time of day, in any weather condition.

; Naval Units ---------------------------------------------------------------


#PRTO_Curragh

^The [Curragh] is only available to Seafaring Civilizations. It is one of the first naval units you can build. It is a tiny,
primitive boat used for exploration that can move 4 tiles per turn. They move through $LINK<Sea=TERR_Sea> and
$LINK<Ocean=TERR_Ocean> tiles with the same speed they travel through Coastal tiles.

^A [Curragh] suffers a 3-point $LINK<penalty to hit points=GCON_Experience>.

^{Limitations:} It must end each turn in a $LINK<coastal=TERR_Coast> tile -- they are in danger of sinking if they end
their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> tile.

#DESC_PRTO_Curragh

^"Curragh" is an Irish name for a small boat made of skin stretched over a frame of wood. The origins of this small
boat

date back many thousands of years, predating the more sophisticated and larger war galley. In the game the curragh

can represent any small boat (papyrus, wooden canoes or rafts, etc.) used by ancient people to expedite movement
up and

down waterways and along coastal shorelines.

#PRTO_Canoe

^The [Canoe] is the first naval unit you can build. It has no ability to attack, and though it can defend itself, it is no
match for more advanced vessels. It can carry only 1 unit.

^A [Canoe] suffers a 3-point $LINK<penalty to hit points=GCON_Experience>.

^
^{Limitations:} These tiny, primitive ships must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking.
They cannot end their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

^$LINK<Flavor Units=GCON_Flavor>{:} Asian $LINK<Micronesian Raft=PRTO_Micronesian_Raft>.

#DESC_PRTO_Canoe

^Canoes are the first naval unit that a civilization receives, although to term a canoe a "naval" unit is perhaps a
misnomer. Small canoes are entirely defenseless against attackers of any sort, and are mainly used for elementary
discovery, as their requirement to be in constant sight of land and their inability to defend themselves limits other
uses that they could have. If attacked by other naval units, the canoe will be captured. At a speed of 1, the canoe is
unable to explore to any great degree either.

#PRTO_Micronesian_Raft

^The [Micronesian_Raft] is the first naval unit you can build. It has no ability to attack, and though it can defend
itself, it is no match for more advanced vessels. It can carry only 1 unit.

^A [Micronesian_Raft] suffers a 3-point $LINK<penalty to hit points=GCON_Experience>.

^{Limitations:} These tiny, primitive ships must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking.
They cannot end their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Canoe=PRTO_Canoe>.

#DESC_PRTO_Micronesian_Raft

^Canoes or Micronesian rafts are the first naval unit that a civilization receives, although to term a canoe a "naval"
unit is perhaps a misnomer. Small canoes are entirely defenseless against attackers of any sort, and are mainly used
for elementary discovery, as their requirement to be in constant sight of land and their inability to defend
themselves limits other uses that they could have. If attacked by other naval units, the canoe will be captured. At a
speed of 1, the canoe is unable to explore to any great degree either.

#PRTO_Trading_Ship

^The first lesson of the naval merchant, is to never let his [Trading Ships] leave harbor unguarded. Designed with
transportation in mind, it is unable to attack and is only lightly defended, but it travels fast and can carry 3 units.

^{Limitations:} [Trading Ships] can end each turn in either a $LINK<Coastal=TERR_Coast> or $LINK<Sea=TERR_Sea>
tile. They cannot enter an $LINK<Ocean=TERR_Ocean> tile even when the knowledge of
$LINK<Magnetism=TECH_Magnetism> is gained.

^A [Trading Ship] suffers a 2-point $LINK<penalty to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

#DESC_PRTO_Trading_Ship

#PRTO_Merchant_Ship

^The first lesson of the naval merchant, is to never let his [Merchant Ships] leave harbor unguarded. Designed with
transportation in mind, it is unable to attack and is only lightly defended, but it travels fast and can carry 3 units.

^{Limitations:} [Merchant Ships] can end each turn in either a $LINK<Coastal=TERR_Coast> or $LINK<Sea=TERR_Sea>
tile. They cannot enter an $LINK<Ocean=TERR_Ocean> tile even when the knowledge of
$LINK<Magnetism=TECH_Magnetism> is gained.

^A [Merchant Ship] suffers a 2-point $LINK<penalty to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the European flavor of the $LINK<Trading Ship=PRTO_Trading_Ship>.

#DESC_PRTO_Merchant_Ship

#PRTO_Dhow

^The first lesson of the naval merchant, is to never let his [Dhows] leave harbor unguarded. Designed with
transportation in mind, it is unable to attack and is only lightly defended, but it travels fast and can carry 3 units.

^{Limitations:} [Dhows] can end each turn in either a $LINK<Coastal=TERR_Coast> or $LINK<Sea=TERR_Sea> tile.
They cannot enter an $LINK<Ocean=TERR_Ocean> tile even when the knowledge of
$LINK<Magnetism=TECH_Magnetism> is gained.

^A [Dhow] suffers a 2-point $LINK<penalty to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian, Middle Eastern and African flavor of the $LINK<Trading
Ship=PRTO_Trading_Ship>.

#DESC_PRTO_Dhow

#PRTO_Early_Junk

^The first lesson of the naval merchant, is to never let his [Junks] leave harbor unguarded. Designed with
transportation in mind, it is unable to attack and is only lightly defended, but it travels fast and can carry 3 units.

^{Limitations:} [Early Junks] can end each turn in either a $LINK<Coastal=TERR_Coast> or $LINK<Sea=TERR_Sea> tile.
They cannot enter an $LINK<Ocean=TERR_Ocean> tile even when the knowledge of
$LINK<Magnetism=TECH_Magnetism> is gained.

^A [Junk] suffers a 2-point $LINK<penalty to hit points=GCON_Experience>.


^This unit has {Lethal} sea bombardment.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Trading Ship=PRTO_Trading_Ship>.

#DESC_PRTO_Early_Junk

#PRTO_Galley

^The [Galley] is an upgrade to the $LINK<Canoe=PRTO_Canoe>. It is able to attack (though it is weak), and is only
lightly defended, but it travels fast and can carry 2 units.

^{Limitations:} [Galleys] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They cannot end
their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

^A [Galley] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

^{Unique Units:} $LINK<Polynesia=RACE_Polynesia> builds $LINK<Outriggers=PRTO_Outrigger> instead.

#DESC_PRTO_Galley

^The framework of the Greek galley was made of naturally curved timber, or crooks, in a manner similar to that used
in

present-day shipbuilding. A superstructure was built at the after end of the deck to house and protect the captain
and

officers, and at the forward end of the ship the deck was also raised to form a structure called a forecastle. Galleys

were also equipped with one or two masts for sailing. Because of its long, narrow hull, the galley was very unstable

in all but the calmest waters, and as a consequence its crew rarely ventured out of sight of land for long periods of

time, lest the ship be caught in a storm and sunk.


#PRTO_Egyptian_Galley

^The [Egyptian Galley] is an upgrade to the $LINK<Canoe=PRTO_Canoe>. It is able to attack (though it is weak), and
is only lightly defended, but it travels fast and can carry 2 units.

^{Limitations:} [Egyptian Galleys] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They
cannot end their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

^An [Egyptian Galley] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

^{Unique Units:} $LINK<Polynesia=RACE_Polynesia> builds $LINK<Outriggers=PRTO_Outrigger> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Egyptian flavor of the $LINK<Galley=PRTO_Galley>.

#DESC_PRTO_Egyptian_Galley

^The framework of the galley was made of naturally curved timber, or crooks, in a manner similar to that used in

present-day shipbuilding. A superstructure was built at the after end of the deck to house and protect the captain
and

officers, and at the forward end of the ship the deck was also raised to form a structure called a forecastle. Galleys

were also equipped with one or two masts for sailing. Because of its long, narrow hull, the galley was very unstable

in all but the calmest waters, and as a consequence its crew rarely ventured out of sight of land for long periods of

time, lest the ship be caught in a storm and sunk.

#PRTO_Bireme

^The [Bireme] is an upgrade to the $LINK<Canoe=PRTO_Canoe>. It is able to attack (though it is weak), and is only
lightly defended, but it travels fast and can carry 2 units.

^{Limitations:} [Biremes] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They cannot end
their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

^A [Bireme] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

^{Unique Units:} $LINK<Polynesia=RACE_Polynesia> builds $LINK<Outriggers=PRTO_Outrigger> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Carthaginian flavor of the $LINK<Galley=PRTO_Galley>.

#DESC_PRTO_Bireme

^The framework of the galley was made of naturally curved timber, or crooks, in a manner similar to that used in

present-day shipbuilding. A superstructure was built at the after end of the deck to house and protect the captain
and

officers, and at the forward end of the ship the deck was also raised to form a structure called a forecastle. Galleys

were also equipped with one or two masts for sailing. Because of its long, narrow hull, the galley was very unstable

in all but the calmest waters, and as a consequence its crew rarely ventured out of sight of land for long periods of

time, lest the ship be caught in a storm and sunk.

#PRTO_Northern_Transportship

^The [Northern Transportship] is an upgrade to the $LINK<Canoe=PRTO_Canoe>. It is able to attack (though it is


weak), and is only lightly defended, but it travels fast and can carry 2 units.

^{Limitations:} [Northern Transportships] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking.
They cannot end their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

^A [Northern Transportship] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

^
^{Unique Units:} $LINK<Polynesia=RACE_Polynesia> builds $LINK<Outriggers=PRTO_Outrigger> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian, German, English, Celtic and Viking flavor of the
$LINK<Galley=PRTO_Galley>.

#DESC_PRTO_Northern_Transportship

^The framework of the galley was made of naturally curved timber, or crooks, in a manner similar to that used in

present-day shipbuilding. A superstructure was built at the after end of the deck to house and protect the captain
and

officers, and at the forward end of the ship the deck was also raised to form a structure called a forecastle. Galleys

were also equipped with one or two masts for sailing. Because of its long, narrow hull, the galley was very unstable

in all but the calmest waters, and as a consequence its crew rarely ventured out of sight of land for long periods of

time, lest the ship be caught in a storm and sunk.

#PRTO_Torora

^The [Torora] is an upgrade to the $LINK<Canoe=PRTO_Canoe>. It is able to attack (though it is weak), and is only
lightly defended, but it travels fast and can carry 2 units.

^{Limitations:} [Tororas] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They cannot end
their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

^A [Torora] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

^{Unique Units:} $LINK<Polynesia=RACE_Polynesia> builds $LINK<Outriggers=PRTO_Outrigger> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Incan and Aztec flavor of the $LINK<Galley=PRTO_Galley>.

#DESC_PRTO_Torora

^
^The framework of the galley was made of naturally curved timber, or crooks, in a manner similar to that used in

present-day shipbuilding. A superstructure was built at the after end of the deck to house and protect the captain
and

officers, and at the forward end of the ship the deck was also raised to form a structure called a forecastle. Galleys

were also equipped with one or two masts for sailing. Because of its long, narrow hull, the galley was very unstable

in all but the calmest waters, and as a consequence its crew rarely ventured out of sight of land for long periods of

time, lest the ship be caught in a storm and sunk.

#PRTO_Native_Transportship

^The [Native Transportship] is an upgrade to the $LINK<Canoe=PRTO_Canoe>. It is able to attack (though it is weak),
and is only lightly defended, but it travels fast and can carry 2 units.

^{Limitations:} [Native Transportships] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They
cannot end their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

^A [Native Transportship] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

^{Unique Units:} $LINK<Polynesia=RACE_Polynesia> builds $LINK<Outriggers=PRTO_Outrigger> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Sioux, Iroquois and American flavor of the
$LINK<Galley=PRTO_Galley>.

#DESC_PRTO_Native_Transportship

^The framework of the galley was made of naturally curved timber, or crooks, in a manner similar to that used in

present-day shipbuilding. A superstructure was built at the after end of the deck to house and protect the captain
and

officers, and at the forward end of the ship the deck was also raised to form a structure called a forecastle. Galleys

were also equipped with one or two masts for sailing. Because of its long, narrow hull, the galley was very unstable

in all but the calmest waters, and as a consequence its crew rarely ventured out of sight of land for long periods of
time, lest the ship be caught in a storm and sunk.

#PRTO_Transport_Ship

^The [Transport Ship] is an upgrade to the $LINK<Canoe=PRTO_Canoe>. It is able to attack (though it is weak), and is
only lightly defended, but it travels fast and can carry 2 units.

^{Limitations:} [Transport Ships] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They
cannot end their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

^A [Transport Ship] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

^{Unique Units:} $LINK<Polynesia=RACE_Polynesia> builds $LINK<Outriggers=PRTO_Outrigger> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Galley=PRTO_Galley>.

#DESC_PRTO_Transport_Ship

^The framework of the galley was made of naturally curved timber, or crooks, in a manner similar to that used in

present-day shipbuilding. A superstructure was built at the after end of the deck to house and protect the captain
and

officers, and at the forward end of the ship the deck was also raised to form a structure called a forecastle. Galleys

were also equipped with one or two masts for sailing. Because of its long, narrow hull, the galley was very unstable

in all but the calmest waters, and as a consequence its crew rarely ventured out of sight of land for long periods of

time, lest the ship be caught in a storm and sunk.

#PRTO_Kublai_Transport

^The [Kublai Transport] is an upgrade to the $LINK<Micronesian_Raft=PRTO_Micronesian_Raft>. It is able to attack


(though it is weak), and is only lightly defended, but it travels fast and can carry 2 units.

^
^{Limitations:} [Kublai_Transports] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They
cannot end their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

^A [Kublai Transport] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

^{Unique Units:} $LINK<Polynesia=RACE_Polynesia> builds $LINK<Outriggers=PRTO_Outrigger> instead.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Galley=PRTO_Galley>.

#DESC_PRTO_Kublai_Transport

^The Kublai_Transport is the Asian flavor unit of the Galley.

^The framework of the galley was made of naturally curved timber, or crooks, in a manner similar to that used in

present-day shipbuilding. A superstructure was built at the after end of the deck to house and protect the captain
and

officers, and at the forward end of the ship the deck was also raised to form a structure called a forecastle. Galleys

were also equipped with one or two masts for sailing. Because of its long, narrow hull, the galley was very unstable

in all but the calmest waters, and as a consequence its crew rarely ventured out of sight of land for long periods of

time, lest the ship be caught in a storm and sunk.

#PRTO_Outrigger

^Polynesian [Outriggers] are a faster and sturdier version of the Galley, able to venture into parts of the sea where
other early ships don't dare to go. They can carry 2 units. They move through $LINK<Sea=TERR_Sea> and
$LINK<Ocean=TERR_Ocean> tiles with the same speed they travel through Coastal tiles.

^
^{Limitations:} [Outriggers] must end each turn in a $LINK<Coastal=TERR_Coast> or $LINK<Sea=TERR_Sea> tile or
risk sinking. They cannot end their turn safely in an $LINK<Ocean=TERR_Ocean> tile until knowledge of
$LINK<Magnetism=TECH_Magnetism>.

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for
$LINK<Polynesia=RACE_Polynesia>. Other nations build $LINK<Galleys=PRTO_Galley> instead.

#DESC_PRTO_Outrigger

#PRTO_Longboat

^The [Long Ship] is created with versatility in mind. It is an effective transport with the ability to defend itself and
even initiate combat. They can carry 2 units.

^{Limitations:} [Long Ships] must end each turn in a $LINK<Coastal=TERR_Coast> or $LINK<Sea=TERR_Sea> tile or
risk sinking. They cannot end their turn safely in an $LINK<Ocean=TERR_Ocean> tile until knowledge of
$LINK<Magnetism=TECH_Magnetism>.

They are also the first widely available units that can venture out into the ocean.

^This unit has {Lethal} sea bombardment.

#DESC_PRTO_Longboat

^The longboat represented a significant evolution in ship design. The longboat incorporated iron nails with a clinker
hull of overlapping planks to strengthen the hull. Longboat were oceangoing vessels propelled by both oars and sails,

developed by the Vikings and Danes in Scandinavia. The smallest class of these ships, called snekkja, had about 30

oars, and larger classes had 64 or even more. The remains of a snekkja, found in a burial mound in Norway during
the

latter part of the 19th century, was 23.8 m (78 ft) in length, 5 m (16.5 ft) in width, and slightly under 1.8 m (under

6 ft) in depth. The round ship, or skuta, which was primarily a sailing vessel that could also be rowed, was used in
Viking expeditions to Greenland and Iceland, and also by the various Scandinavian kings who invaded the British
Isles.

This type was adapted by the Saxons, notably under Alfred the Great, for defense against raiders.

#PRTO_Caravel

^The [Caravel] is an upgrade to the $LINK<Galley=PRTO_Galley>, $LINK<Trading Ship=PRTO_Trading_Ship> and


$LINK<Long Ship=PRTO_Longboat>. It is lightly defended and can carry 5 units. Caravels move through
$LINK<Sea=TERR_Sea> tiles with the same speed they travel through Coastal tiles.

^This unit has {Lethal} sea bombardment.

#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 in order to discover great riches in the Name of Spain.

#PRTO_Native_American_Caravel

^The [Native American Caravel] is an upgrade to the $LINK<Galley=PRTO_Galley>, $LINK<Trading


Ship=PRTO_Trading_Ship> and $LINK<Long Ship=PRTO_Longboat>. It is lightly defended and can carry 5 units.
Caravels move through $LINK<Sea=TERR_Sea> tiles with the same speed they travel through Coastal tiles.

^
^This unit has {Lethal} sea bombardment.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Native American, Sioux and Iroquois flavor of the
$LINK<Caravel=PRTO_Caravel>.

#DESC_PRTO_Native_American_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 in order to discover great riches in the Name of Spain.

#PRTO_Cog

^The [Cog] is an upgrade to the $LINK<Galley=PRTO_Galley>, $LINK<Trading Ship=PRTO_Trading_Ship> and


$LINK<Long Ship=PRTO_Longboat>. It is lightly defended and can carry 5 units. Cogs move through
$LINK<Sea=TERR_Sea> tiles with the same speed they travel through Coastal tiles.

^This unit has {Lethal} sea bombardment.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the North European flavor of the $LINK<Caravel=PRTO_Caravel>.

#DESC_PRTO_Cog

^The Cog is the West European flavor unit of the 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 in order to discover great riches in the Name of Spain.

#PRTO_Junk

^The [Junk] is an upgrade to the $LINK<Early Junk=PRTO_Early_Junk, $LINK<Trading Ship=PRTO_Trading_Ship> and


$LINK<Long Ship=PRTO_Longboat>. It is lightly defended and can carry 5 units. Junks move through
$LINK<Sea=TERR_Sea> tiles with the same speed they travel through Coastal tiles.

^This unit has {Lethal} sea bombardment.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Caravel=PRTO_Caravel>.

#DESC_PRTO_Junk

^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 in order to discover great riches in the Name of Spain.

#PRTO_Dhow_(Cannons)
^The [Dhow (Cannons)] is an upgrade to the $LINK<Early Junk=PRTO_Early_Junk, $LINK<Trading
Ship=PRTO_Trading_Ship> and $LINK<Long Ship=PRTO_Longboat>. It is lightly defended and can carry 5 units.They
move through $LINK<Sea=TERR_Sea> tiles with the same speed they travel through Coastal tiles.

^This unit has {Lethal} sea bombardment.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Indian, Middleeast and African flavor of the
$LINK<Caravel=PRTO_Caravel>.

#DESC_PRTO_Dhow_(Cannons)

^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 in order to discover great riches in the Name of Spain.

#PRTO_QuetzalcoatlShip

^The [QuetzalcoatlShip] is lightly defended and can carry 5 units. ^QuetzalcoatlShips move through
$LINK<Sea=TERR_Sea> tiles with the same speed they travel through Coastal tiles.

^This unit has {Lethal} sea bombardment.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Aztec and Incan flavor of the $LINK<Caravel=PRTO_Caravel>.

#DESC_PRTO_QuetzalcoatlShip

^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 in order to discover great riches in the Name of Spain.

#PRTO_Polynesian_Transport

^The [Polynesian Transport] is lightly defended and can carry 5 units. ^Polynesian Transports move through
$LINK<Sea=TERR_Sea> tiles with the same speed they travel through Coastal tiles.

^This unit has {Lethal} sea bombardment.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Polynesian flavor of the $LINK<Caravel=PRTO_Caravel>.

#DESC_PRTO_Polynesian_Transport

^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 in order to discover great riches in the Name of Spain.

#PRTO_Galleon

^The [Galleon] is a large, lightly-armed, wooden transport. It is incapable of bombardment but can carry 7 units. The
Galleon is fast,

moving thru $LINK<Sea=TERR_Sea> and $LINK<Ocean=TERR_Ocean> as if it were $LINK<Coastal=TERR_Coast> tiles.


^

^A [Galleon] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

#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 were three- or

four-masted ships, built high in both the forecastle and the

stern. Developed in the 15th and 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. It was only upon the industrial

age and the invention of steam engines that sailing ships became

obsolete.

#PRTO_Baode_Luan

^The [Baode Luan] is a large, lightly-armed, wooden transport. It is incapable of bombardment but can carry 7 units.
The Baode Luan is fast,

moving thru $LINK<Sea=TERR_Sea> and $LINK<Ocean=TERR_Ocean> as if it were $LINK<Coastal=TERR_Coast> tiles.

^A [Baode Luan] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Galleon=PRTO_Galleon>.


#DESC_PRTO_Baode_Luan

#PRTO_East_Indiaman

^The [East Indiaman] is a large, lightly-armed, wooden transport. It is incapable of bombardment but can carry 7
units. The Baode Luan is fast,

moving thru $LINK<Sea=TERR_Sea> and $LINK<Ocean=TERR_Ocean> as if it were $LINK<Coastal=TERR_Coast> tiles.

^An [East Indiaman] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Northern Europe flavor of the $LINK<Galleon=PRTO_Galleon>.

#DESC_PRTO_East_Indiaman

#PRTO_Clipper

^[Clippers] are an upgrade to $LINK<Galleons=PRTO_Galleon>, mainly designed to be well-defended transport


vessels. They can carry 8 units and are quite fast, moving 12 tiles regardless of ocean depth.

^[Clippers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

#DESC_PRTO_Clipper
#PRTO_Landing_Craft

^The [Landing Craft] can move small quantities of military forces over the "bounding main" very quickly. A Landing
Craft carrying [amphibious] units like

$LINK<Marines=PRTO_Marine> can be a an off-shore threat to any nation. Though not designed to engage in
combat, they have limited defense capability should it be necessary. They are a fast naval unit, moving 18 tiles per
turn, regardless of ocean depth. As the name [Landing Craft] implies, moving troops is their main duty and they can
carry up to 12 units.

^[Landing Craft] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Landing Craft.]

#DESC_PRTO_Landing_Craft

#PRTO_Transport

^The [Transport] can move large quantities of military forces over the "bounding main" very quickly. A transport
carrying [amphibious] units like

$LINK<Marines=PRTO_Marine> can be a significant off-shore threat to any nation. Though not designed to engage in
combat, they have limited defense capability should it be necessary. They are a fast naval unit, moving 12 tiles per
turn, regardless of ocean depth. As the name [Transport] implies, moving troops is their main duty and they can
carry up to 24 units.

^{Requirements:} A coastal city needs $LINK<Coal=BLDG_Coal> in its $LINK<strategic resource=GCON_ResourcesS>


box to build a [Transport.]

#DESC_PRTO_Transport

^The troop transport ship, which in peacetime serves as a cargo or passenger vessel, is the principle means used by
modern powers to move large quantities of military equipment and personnel over long distances. Because
transports lack offensive weaponry, they require armed vessels as escorts 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. The
large amount of cargo that these ships can carry makes even one hostile ship appearing unannounced on the
coastline can cause major problems.

#PRTO_Troopship

^The [Troopship] can move large quantities of military forces over the "bounding main" very quickly. A transport
carrying [amphibious] units like

$LINK<Marines=PRTO_Marine> can be a significant off-shore threat to any nation. Though not designed to engage in
combat, they have limited defense capability should it be necessary. They are a fast naval unit, moving 14 tiles per
turn, regardless of ocean depth. As the name [Troopship] implies, moving troops is their main duty and they can
carry up to 24 units.

^[Troopships] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Troopship.]

#DESC_PRTO_Troopship

^The troop transport ship, which in peacetime serves as a cargo or passenger vessel, is the principle means used by
modern powers to move large quantities of military equipment and personnel over long distances. Because
transports lack offensive weaponry, they require armed vessels as escorts 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. The
large amount of cargo that these ships can carry makes even one hostile ship appearing unannounced on the
coastline can cause major problems.

#PRTO_Assault_Transport

^The [Assault Transport] can move large quantities of military forces over the "bounding main" very quickly. A
transport carrying [amphibious] units like

$LINK<Marines=PRTO_Marine> can be a significant off-shore threat to any nation. Though not designed to engage in
combat, they have reasonable defense capability should it be necessary. They are the faster than the [Transport],
moving 16 tiles per turn, regardless of ocean depth. As the name [Transport] implies, moving troops is their main
duty, they can carry up to 24 units.
^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment> and it attacks enemy air units that
attempt to bomb it.

^[Assault Transports] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Assault Transport.]

#DESC_PRTO_Assault_Transport

#PRTO_Trireme

^The [Trireme] is cheapest of the early offensive naval units you can build. It cannot carry any additional units.

^{Limitations:} [Tiremes] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They cannot end
their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

#DESC_PRTO_Trireme

^The [trireme] was the first ship designed for war. Introduced by the Greeks, triremes were powered by three 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, bronze "beak" mounted at the bow of the ship was used to
ram

and sink enemy ships. Because of its long, narrow hull, the galley was very unstable in all but the calmest waters,

and as a consequence its crew rarely ventured out of sight of land for long periods of time, lest the ship be caught

in a storm and sunk.


#PRTO_Roman_Trireme

^The [Roman Trireme] is cheapest of the early offensive naval units you can build. It cannot carry any additional
units.

^{Limitations:} [Roman Tiremes] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They
cannot end their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

#DESC_PRTO_Roman_Trireme

^The [trireme] was the first ship designed for war. Introduced by the Greeks, triremes were powered by three 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, bronze "beak" mounted at the bow of the ship was used to
ram

and sink enemy ships. Because of its long, narrow hull, the galley was very unstable in all but the calmest waters,

and as a consequence its crew rarely ventured out of sight of land for long periods of time, lest the ship be caught

in a storm and sunk.

#PRTO_Mongol_Warship

^The [Mongol Warship] is cheapest of the early offensive naval units you can build. It cannot carry any additional
units.

^{Limitations:} [Mongol Warships] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They
cannot end their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

#DESC_PRTO_Mongol_Warship

^
^The [Mongol Warship] was the first ship designed for war. Introduced by the Greeks, triremes were powered by
three 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, bronze "beak" mounted at the bow of the ship was used to
ram

and sink enemy ships. Because of its long, narrow hull, the galley was very unstable in all but the calmest waters,

and as a consequence its crew rarely ventured out of sight of land for long periods of time, lest the ship be caught

in a storm and sunk.

#PRTO_War_Torora

^The [War Torora] is cheapest of the early offensive naval units you can build. It cannot carry any additional units.

^{Limitations:} [War Tororas] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They cannot
end their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

#DESC_PRTO_War_Torora

^The [War Torora] was the first ship designed for war. Introduced by the Greeks, triremes were powered by three
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, bronze "beak" mounted at the bow of the ship was used to
ram

and sink enemy ships. Because of its long, narrow hull, the galley was very unstable in all but the calmest waters,

and as a consequence its crew rarely ventured out of sight of land for long periods of time, lest the ship be caught

in a storm and sunk.

#PRTO_Egyptian_Galleass
^

^The [Egyptian Galleas] is cheapest of the early offensive naval units you can build. It cannot carry any additional
units.

^{Limitations:} [Egyptian Galleases] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They
cannot end their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Egyptian flavor of the $LINK<Trireme=PRTO_Trireme>.

#DESC_PRTO_Egyptian_Galleass

^The [trireme] was the first ship designed for war. Introduced by the Greeks, triremes were powered by three 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, bronze "beak" mounted at the bow of the ship was used to
ram

and sink enemy ships. Because of its long, narrow hull, the galley was very unstable in all but the calmest waters,

and as a consequence its crew rarely ventured out of sight of land for long periods of time, lest the ship be caught

in a storm and sunk.

#PRTO_War_Galley

^[War Galleys] are the battleships of the Ancient age, with a powerful attack and good defense. They are also the
first widely available units that can venture out into the ocean.

^A [War Galley] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [War Galleys] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They cannot
end their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.
#DESC_PRTO_War_Galley

#PRTO_Castleship

^[Castleships] are the battleships of the Ancient age, with a powerful attack and good defense. They are also the first
widely available units that can venture out into the ocean.

^A [Castleship] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Castleships] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They cannot end
their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

#DESC_PRTO_Castleship

#PRTO_Asian_Catapultship

^[Asian Catapultships] are the battleships of the Ancient age, with a powerful attack and good defense. They are also
the first widely available units that can venture out into the ocean.

^An [Asian Catapultship] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Asian Catapultships] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They
cannot end their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

#DESC_PRTO_Asian_Catapultship
#PRTO_Galleas

^The [Galleass] is a multi-purpose military naval vessel, essentially a low-cost version of the $LINK<Great
Galleass=PRTO_Great_Galleass>. It is capable of $LINK<bombarding=GCON_Combat> other ships or coastal land tiles
which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^A [Galleass] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Galleasses] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They cannot end
their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

#DESC_PRTO_Galleas

#PRTO_Great_Galleass

^The [Great Galleass] is a powerful but expensive early sailing ship. It is capable of
$LINK<bombarding=GCON_Combat> other ships or coastal land tiles which are 1 tile away, doing more damage than
the contemporary $LINK<Galleas=PRTO_Galleas>.

^A [Great Galleass] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Great Galleasses] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They
cannot end their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

#DESC_PRTO_Great_Galleass
#PRTO_Galleass_(Cannons)

^The [Galleass (Cannons)] is a multi-purpose military naval vessel. It is capable of


$LINK<bombarding=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^A [Galleass] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Limitations:} [Galleasses] must end each turn in a $LINK<Coastal=TERR_Coast> tile or risk sinking. They cannot end
their turn safely in a $LINK<Sea=TERR_Sea> tile unless under influence of the $LINK<Great
Lighthouse=BLDG_Lighthouse> or until knowledge of $LINK<Seafaring=TECH_Seafaring> is gained. They cannot enter
an $LINK<Ocean=TERR_Ocean> tile even when you have knowledge of $LINK<Magnetism=TECH_Magnetism>.

#DESC_PRTO_Galleass_(Cannons)

#PRTO_Carrack

^The [Carrack] is a purely military naval unit. It is capable of $LINK<bombarding=GCON_Combat> other ships or
coastal land tiles which are 1 tile away. They move through $LINK<Sea=TERR_Sea> tiles with the same speed they
travel through Coastal tiles.

^A [Carrack] receives a 1-point $LINK<bonus to hit points=GCON_Experience>. This unit may


$LINK<enslave=GCON_Enslavement> enemy units.

^This unit has {Lethal} sea bombardment.

#DESC_PRTO_Carrack
#PRTO_Turtle_Ship

^The [Turtle Ship] is a purely military naval unit. It is capable of $LINK<bombarding=GCON_Combat> other ships or
coastal land tiles which are 1 tile away. They move through $LINK<Sea=TERR_Sea> tiles with the same speed they
travel through Coastal tiles.

^A [Turtle Ship] receives a 1-point $LINK<bonus to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^This unit has {Lethal} sea bombardment.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Carrack=PRTO_Carrack>.

#DESC_PRTO_Turtle_Ship

#PRTO_Atakabune

^The [Atakabune] is a purely military naval unit. It is capable of $LINK<bombarding=GCON_Combat> other ships or
coastal land tiles which are 1 tile away. They move through $LINK<Sea=TERR_Sea> tiles with the same speed they
travel through Coastal tiles.

^An [Atakabune] receives a 1-point $LINK<bonus to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^This unit has {Lethal} sea bombardment.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese flavor of the $LINK<Carrack=PRTO_Carrack>.

#DESC_PRTO_Atakabune
#PRTO_War_Galleon

^The [War Galleon] is a military naval unit not as fast as the $LINK<Corvette=PRTO_Corvette>, but it is more
powerful in battle. It moves 8 tiles per turn, regardless of ocean depth, and can $LINK<bombard=GCON_Combat>
other ships or coastal land tiles which are 1 tile away.

^[War Galleons] receive a 2-point $LINK<bonus to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units and it has {Lethal} sea bombardment.

^{Requirements:} A coastal city needs $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [War Galleon].

#DESC_PRTO_War_Galleon

#PRTO_Sloop

^The [Sloop-of-War] is a military naval unit which is faster than the $LINK<Corvette=PRTO_Corvette>, but not as
offensively powerful. It moves 10 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^[Sloops-of-War] receive a 2-point $LINK<bonus to hit points=GCON_Experience>. This unit may


$LINK<enslave=GCON_Enslavement> enemy units and it has {Lethal} sea bombardment.

^{Requirements:} A coastal city needs $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Sloop-of-War].

#DESC_PRTO_Sloop

#PRTO_Privateer
^[Privateers] are small frigates with [hidden nationality.] This lack of nationality markings means they can attack (or
be attacked) without a state of war, allowing one civ to "peacefully" harass the shipping lanes of another civ. They
move 9 tiles per turn, regardless of ocean depth, and can lightly $LINK<bombard=GCON_Combat> other ships or
coastal land tiles which are 1 tile away.

^A [Privateer] exerts a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^This unit has {Lethal} sea bombardment.

^[Privateers] receive a 1-point $LINK<bonus to hit points=GCON_Experience>. This unit may


$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A coastal city needs $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Privateer].

^$LINK<Flavor Units=GCON_Flavor>{:} The Asian Civilizations build the $LINK<Corsair=PRTO_Corsair>

#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 their duties. While this made the

profession popular with their crew, it eventually became a critical element of the practices disbanding. When nations

attempted to staff their own navies for brewing conflicts, they frequently were unable to secure the manpower
needed

(all able bodied sailors already in privateering). Privateers were wide-spread throughout most European history, but

they finally vanished during the 19th century.

#PRTO_Corsair

^[Corsairs] are small frigates with [hidden nationality.] This lack of nationality markings means they can attack (or be
attacked) without a state of war, allowing one civ to "peacefully" harass the shipping lanes of another civ. They move
9 tiles per turn, regardless of ocean depth, and can lightly $LINK<bombard=GCON_Combat> other ships or coastal
land tiles which are 1 tile away.

^A [Corsair] exerts a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^This unit has {Lethal} sea bombardment.


^[Corsairs] receive a 1-point $LINK<bonus to hit points=GCON_Experience>. This unit may
$LINK<enslave=GCON_Enslavement> enemy units.

^{Requirements:} A coastal city needs $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Corsair].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Privateer=PRTO_Privateer>

#DESC_PRTO_Corsair

#PRTO_Corvette

^The [Corvette] is designed to be a military naval unit. It moves 10 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit may $LINK<enslave=GCON_Enslavement> enemy units.

^This unit has {Lethal} sea bombardment.

^[Corvettes] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs no special resources to build the [Corvette].

#DESC_PRTO_Corvette

^Corvettes were small warships classed between a frigate and a sloop-of-war. Corvettes usually were flush-decked
and

carried fewer than 28 guns. They were widely employed in escorting convoys and attacking merchant ships during
the
great naval wars of the late 18th and early 19th cent., but corvettes passed from use with the transition from sail to

steam. At the beginning of World War II the term was reintroduced to designate a small vessel of about 1,000 tons

displacement, armed with depth charges and a single 4-in. (10.2-cm) gun. In the early years of the war, large
numbers

of these vessels were employed by the British and Canadian navies as convoy escorts in the North Atlantic; later they

were supplanted by the larger, faster, and better-armed frigates.

#PRTO_Frigate

^The [Frigate] is a multi-purpose military naval unit, slower but more powerful than earlier such units. It moves 7
tiles per turn, regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles
which are 1 tile away.

^[Frigates] receive a 2-point $LINK<bonus to hit points=GCON_Experience>. This unit may


$LINK<enslave=GCON_Enslavement> enemy units and has {Lethal} sea bombardment.

^{Requirements:} A coastal city needs $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Frigate].

^$LINK<Flavor Units=GCON_Flavor>{:} Asian $LINK<Tongkangs=PRTO_Tongkang>

#DESC_PRTO_Frigate

^The frigate was a fast and powerful warship that evolved to fill

several important 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 powerful 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 times of war. The

frigate remained the most useful and dominant naval vessel until the

development of the ironclad. The name Frigate was also used to

describe modern ships that were larger in size than Corvettes. These

modern frigates were used extensively in World War 2 to protect

Merchant shipping coming from the USA to the UK.

#PRTO_Tongkang

^The [Tongkang] is a multi-purpose military naval unit, slower but more powerful than earlier such units. It moves 7
tiles per turn, regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles
which are 1 tile away.

^[Tongkangs] receive a 2-point $LINK<bonus to hit points=GCON_Experience>. This unit may


$LINK<enslave=GCON_Enslavement> enemy units and has {Lethal} sea bombardment.

^{Requirements:} A coastal city needs $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Tongkang].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Frigate=PRTO_Frigate>.

#DESC_PRTO_Tongkang

^The Tongang is the Asian flavor unit of the Frigate.

^The frigate was a fast and powerful warship that evolved to fill

several important 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 powerful 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 times of war. The

frigate remained the most useful and dominant naval vessel until the

development of the ironclad. The name Frigate was also used to

describe modern ships that were larger in size than Corvettes. These

modern frigates were used extensively in World War 2 to protect

Merchant shipping coming from the USA to the UK.

#PRTO_Ship_of_the_line

^[Ships-of-the-Line] are powerful, heavily armored naval vessels. They move 6 tiles per turn, regardless of ocean
depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^[Ships-of-the-line] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

^{Requirements:} A coastal city needs $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Ship-of-the-Line].

^{Unique Units:} The $LINK<English=RACE_ENGLISH> build $LINK<Man-O-War=PRTO_Man-O-War>.

#DESC_PRTO_Ship_of_the_line

#PRTO_Ship_of_the_Line_France

^
^[Ships-of-the-Line] are powerful, heavily armored naval vessels. They move 6 tiles per turn, regardless of ocean
depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^[Ships-of-the-line] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

^{Requirements:} A coastal city needs $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Ship-of-the-Line].

^{Unique Units:} The $LINK<English=RACE_ENGLISH> build $LINK<Man-O-War=PRTO_Man-O-War>.

#DESC_PRTO_Ship_of_the_Line_France

#PRTO_Rocket_Tongkang

^[Rocket Tongkangs] are powerful, heavily armored naval vessels. They move 6 tiles per turn, regardless of ocean
depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^[Rocket Tongkangs] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Rocket Tongkang].

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Ship Of the


Line=PRTO_Ship_of_the_line>.
#DESC_PRTO_Rocket_Tongkang

#PRTO_Man-O-War

^The [Man-O-War] is a powerful Ship-of-the-Line and no other unit in this era is able to match the firepower of this
vessel. They move 6 tiles per turn, regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships
or coastal land tiles which are 1 tile away.

^A [Man-O-War] exerts a $LINK<zone of control=GCON_ZOC> over the surrounding terrain. This unit has {Lethal} sea
bombardment.

^[Men-O-War] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for the
$LINK<English=RACE_ENGLISH>. Other nations build $LINK<Ship Of the Line=PRTO_Ship_of_the_line> instead.

^{Requirements:} A coastal city needs $LINK<Saltpeter=BLDG_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 ships 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 the true man-o-war class reached its

culmination in England's Prince Royal of 1610 and the larger Sovereign

of the Seas of 1637, mounting guns on three decks; the Sovereign of

the Seas, the most formidable ship afloat in its time, carried 100

guns. By the mid-1700s, great ships-of-the-line such as the British

Victory and French L'Orient dominated naval warfare, and would


continue to do so until the advent of the ironclad. Tactics allowed

Britain to become the major naval power after destroying Armadas from

both Spain and France; notable admirals were Sir Walter Raleigh and

Admiral Nelson, scourge of the French.

#PRTO_Heavy_Frigate

^The [Heavy Frigate] is an improved version of the $LINK<Frigate=PRTO_Frigate>. It moves 7 tiles per turn,
regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile
away.

^[Heavy Frigates] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit has {Lethal} sea bombardment.

^{Requirements:} A coastal city needs $LINK<Saltpeter=BLDG_Saltpeter> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Heavy Frigate.]

#DESC_PRTO_Heavy_Frigate

#PRTO_Ironclad

^The forerunner of the modern battleship, the [Ironclad] is a tough defender against anything but more modern
warships. It has strong combat capabilities but limited movement for its era, moving only 5 tiles per turn and
traveling more slowly in $LINK<Sea=TERR_Sea> tiles. They can $LINK<bombard=GCON_Combat> other ships or
coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^
^{Limitations:} They cannot enter Ocean tiles.

^[Ironclads] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [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 metal

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, and 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 lasted for several hours before the "Merrimack" was

forced to withdraw. The design of the two ships was very different,

reflecting ingenuity on both sides. The southern "Merrimack" had a

wooden hull with strips of railway track bolted to the hull to provide

the outer carapace (due to the South's shortage of Iron). The North's

"Monitor" was of a revolutionary design, for although it only boasted

two guns, these were placed on a movable turret, allowing the ship to

fire regardless of position. Both ships were more than a match for any

wooden ships of the day, the Merrimack being responsible for damaging

at least 5 enemy frigates in one engagement, whereas the Frigates were

unable to pierce the Merrimack's thick hull.


#PRTO_Iron_Frigate

^The [Iron Frigate] is an improved version of the $LINK<Frigate=PRTO_Frigate>. It moves 10 tiles per turn, regardless
of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^[Iron Frigates] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Iron Frigate.]

#DESC_PRTO_Iron_Frigate

#PRTO_Predreadnought

^The [Iron Frigate] is an improved version of the $LINK<Iron Frigate=PRTO_Iron_Frigate>. It moves 10 tiles per turn,
regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile
away.

^This unit has {Lethal} sea bombardment.

^[Iron Frigates] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Predreadnought.]

#DESC_PRTO_Predreadnought

#PRTO_Zhenyuan Class
^

^The [Zhenyuan Class] is an improved version of the $LINK<Iron Frigate=PRTO_Iron_Frigate>. It moves 10 tiles per
turn, regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are
1 tile away.

^This unit has {Lethal} sea bombardment.

^The [Zhenyuan Class] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Zhenyuan Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Chinese flavor of the


$LINK<Predreadnought=PRTO_Predreadnought>.

#DESC_PRTO_Zhenyuan Class

^Originally commissioned as the Zhenyuan was a German-built Chinese Beiyang Fleet turret ship of the 19th century.
Her sister ship was the Dingyuan. Built with 14-inch (360 mm) thick armour and modern Krupp guns, they were
superior to any in the Imperial Japanese Navy at the time.

^Captured by the Japanese after the Battle of Weihaiwei on 17 February 1895, Zhenyuan was taken as a prize of war.
Rebuilt in 1896/7 and commissioned under the name Chin'en (the Japanese rendition of the ship's original Chinese
name), Zhenyuan was the only battleship in the Imperial Japanese Navy until the commissioning of the Fuji. She
served during the Boxer Rebellion of 1900 in escorting Japanese troopships to the Asian mainland.

^In 1901, she was renovated by replacement of her two old 6-inch (150 mm) Krupp guns by four rapid-fire 6-inch
Armstrong cannon. One gun remained in a small nose gun turret; however, her rear turret was removed, with the
stern gun mounted behind a gun shield. The remaining 6-inch guns were retained in the massive turret behind the
bridge. She also received two 57-millimetre (2.2 in), eight 47-millimetre (1.9 in) and two 37-millimetre (1.5 in) rapid-
fire guns, and improvements to her boilers brought her speed up to 10.5 knots (19.4 km/h; 12.1 mph). However, on
27 May 1903 during a training exercise, an explosion in one of her main guns killed her gun crew of 12 crewmen.

#PRTO_Charlemagne Class

^
^The [Charlemagne Class] is an improved version of the $LINK<Iron Frigate=PRTO_Iron_Frigate>. It moves 10 tiles
per turn, regardless of ocean depth, and can $LINK<bombard=GCON_Combat>

other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^The [Charlemagne Class] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Charlemagne Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the


$LINK<Predreadnought=PRTO_Predreadnought>.

#DESC_PRTO_Charlemagne Class

^The Charlemagne class was a class of pre-dreadnought battleships of the French Navy built in 1895.

#PRTO_Canopus Class

^The [Canopus Class] is an improved version of the $LINK<Iron Frigate=PRTO_Iron_Frigate>. It moves 10 tiles per
turn, regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are
1 tile away.

^This unit has {Lethal} sea bombardment.

^The [Canopus Class] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Canopus Class.]

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor of the
$LINK<Predreadnought=PRTO_Predreadnought>.

#DESC_PRTO_Canopus Class

^The Canopus class was a group of six pre-dreadnought battleships of the Royal Navy which were designed by Sir
William White for use in the Far East and entered service between 1899 and 1902. The class had a primary
armament consisting of four 12 inch (305 mm) 35 calibre long guns and twelve 6-inch (152 mm) 40 calibre long guns
and saw service across the globe: In home waters, on the China Station, in the Mediterranean Fleet, in the Atlantic,
in Africa and at Archangel.

#PRTO_Brandenburg Class

^The [Brandenburg Class] is an improved version of the $LINK<Iron Frigate=PRTO_Iron_Frigate>. It moves 10 tiles
per turn, regardless of ocean depth, and can $LINK<bombard=GCON_Combat>

other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^The [Brandenburg Class] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Brandenburg Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the


$LINK<Predreadnought=PRTO_Predreadnought>.

#DESC_PRTO_Brandenburg Class

^The four Brandenburg-class pre-dreadnought battleships were Germany's first ocean-going battleships. They were
also the first German warship, of any type, to be fitted with wireless communications. The class comprised
Brandenburg, Kurfürst Friedrich Wilhelm, Weissenburg, and Wörth. All were laid down in 1890 and completed by
1893, except for Weissenburg, which was completed in 1894. In 1900, the four ships were deployed to China during
the Boxer Rebellion, after which they were substantially modernized.
#PRTO_Peresvet Class

^The [Peresvet Class] is an improved version of the $LINK<Iron Frigate=PRTO_Iron_Frigate>. It moves 10 tiles per
turn, regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are
1 tile away.

^This unit has {Lethal} sea bombardment.

^The [Peresvet Class] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Peresvet Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the


$LINK<Predreadnought=PRTO_Predreadnought>.

#DESC_PRTO_Peresvet Class

^The Peresviet class were pre-dreadnought battleships of the Imperial Russian Navy. All three ships were lost by the
Russians in the Russo-Japanese war. One ship was sunk at the Battle of Tsushima and two were captured after being
sunk during the Siege of Port Arthur.

#PRTO_Mikasa Class

^The [Mikasa Class] is an improved version of the $LINK<Iron Frigate=PRTO_Iron_Frigate>. It moves 10 tiles per turn,
regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile
away.

^This unit has {Lethal} sea bombardment.

^
^The [Mikasa Class] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Mikasa Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese flavor of the


$LINK<Predreadnought=PRTO_Predreadnought>.

#DESC_PRTO_Mikasa Class

^Mikasa is a pre-dreadnought battleship built for the Imperial Japanese Navy in the late 1890s, and was the only ship
of her class. The Mikasa served as the flagship of Admiral Togo throughout the Russo-Japanese War of 1904–1905,
including the battles of Port Arthur, the Yellow Sea and Tsushima.

#PRTO_Iowa-BB4 Class

^The [Iowa-BB4 Class] is an improved version of the $LINK<Iron Frigate=PRTO_Iron_Frigate>. It moves 10 tiles per
turn, regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are
1 tile away.

^This unit has {Lethal} sea bombardment.

^The [Iowa-BB4 Class] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Iowa-BB4 Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the


$LINK<Predreadnought=PRTO_Predreadnought>.

#DESC_PRTO_Iowa-BB4 Class

^
^USS Iowa (Battleship No. 4) was America's first seagoing battleship. USS Iowa saw substantial action in the Spanish–
American War.

#PRTO_Destroyer_WWI

^[Destroyers] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^[Destroyers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} There is no special resource needed to build a [Destroyer WWI.]

#DESC_PRTO_Destroyer_WWI

^Destroyers are small escort ships that serve a variety of useful functions. These light, fast vessels are capable of
bombardment and normal naval combat.

#PRTO_Bouclier_Class

^[Destroyers of the Bouclier Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth,
and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^[Destroyesr of the Bouclier Class] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} There is no special resource needed to build a [Destroyer of the Bouclier Class.]

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Destroyer
WWI=PRTO_Destroyer_WWI>.

#DESC_PRTO_Bouclier_Class

^The Bouclier class, or Casque class, was a class of twelve destroyers of the French Navy built between 1910 and
1912, four of which were lost during the First World War. All but three (Bouclier, Capitaine Mehl and Francis Garnier)
of the ships in the class served in the Mediterranean Sea between 1914-1918.

^This 800-tonne class were built by various shipyards to a general specification that included oil-fired boilers and
steam turbines. This allowed for some variations in size (from 237–256 ft (72–78 m) in length) and machinery
(Bouclier and Casque had three shafts, all the others had two, while Casque has three funnels, all the rest had four).
Speeds also varied, Bory was the slowest at only 24 knots (44 km/h; 28 mph), while Bouclier achieved 35.5 knots
(65.7 km/h; 40.9 mph) in trails.

^All ships of the class received the standard armament of two 100 mm (3.9 in) 1893 Model guns, four 65 mm (2.6 in)
1902 Model guns and two twin trainable 450 mm (18 in) torpedo tubes. During World War I, a 45 mm (1.8 in) or 75
mm (3.0 in) anti-aircraft gun, two 8 mm (0.31 in) machine guns, and eight or ten Guiraud-type depth charges were
added.

#PRTO_Muavenet-i_Milliye_Class

^[Destroyers] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^[Destroyers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} There is no special resource needed to build a [Destroyer of the Muavenet-i Milliye Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Ottoman flavor of the $LINK<Destroyer


WWI=PRTO_Destroyer_WWI>.
#DESC_PRTO_Muavenet-i_Milliye_Class

^Muavenet-i Milliye or Muâvenet-i Millîye Class was a group of destroyers built for the Ottoman Navy by the
German Navy prior to World War I. The ship is most notable for sinking the British pre-dreadnought battleship
Goliath during the Dardanelles Campaign in World War I.

#PRTO_Rioja_Class

^[Destroyers of the Rioja Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth,
and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^[Destroyers of the Rioja Class] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} There is no special resource needed to build a [Destroyer of the Rioja Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Incan and Aztec flavor of the $LINK<Destroyer
WWI=PRTO_Destroyer_WWI>.

#DESC_PRTO_Rioja_Class

^Destroyers are small escort ships that serve a variety of useful functions. These light, fast vessels are capable of
bombardment and normal naval combat.

#PRTO_B_97_Class

^[Destroyers of the B 97 Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth, and
can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.


^

^[Destroyers of the B 97 Class] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} There is no special resource needed to build a [Destroyer of the B 97 Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Destroyer


WWI=PRTO_Destroyer_WWI>.

#DESC_PRTO_B_97_Class

^Destroyers are small escort ships that serve a variety of useful functions. These light, fast vessels are capable of
bombardment and normal naval combat.

#PRTO_Novik_Class

^[Destroyers of the Novik Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth,
and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^[Destroyers of the Novik Class] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} There is no special resource needed to build a [Destroyer of the Novik Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Destroyer


WWI=PRTO_Destroyer_WWI>.

#DESC_PRTO_Novik_Class

^Novík was a destroyer of the Russian Imperial Navy, commissioned in 1913 where she served with the Baltic Fleet
during World War I. She joined the Bolsheviks in November 1917 and was later renamed Yakov Sverdlov. The first
ship of its class, Novik was completed in 1910 at the Putilovsky Plant. She was originally designed by AG Vulcan
Stettin. The class included 52 other ships in four groups: Derzky class destroyer, Orfey class destroyer, Izijaslav class
destroyer and Fidonisy class destroyer.

^Novik was one of the best ships of the type during the First World War. Novik class ships were the first destroyers
to be powered by oil instead of coal. When first commissioned she was the fastest ship in the world.

#PRTO_R_Class

^[Destroyers of the R Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth, and
can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^[Destroyers of the R Class] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} There is no special resource needed to build a [Destroyer of the R Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor of the $LINK<Destroyer


WWI=PRTO_Destroyer_WWI>.

#DESC_PRTO_R_Class

^Destroyers are small escort ships that serve a variety of useful functions. These light, fast vessels are capable of
bombardment and normal naval combat.

#PRTO_Minekaze_Class

^[Destroyers of the Minekaze Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean
depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.


^

^[Destroyers of the Minekaze Class] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} There is no special resource needed to build a [Destroyer of the Minekaze Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese flavor of the $LINK<Destroyer


WWI=PRTO_Destroyer_WWI>.

#DESC_PRTO_Minekaze_Class

^Destroyers are small escort ships that serve a variety of useful functions. These light, fast vessels are capable of
bombardment and normal naval combat.

#PRTO_Wickes_Class

^[Destroyers of the Wickes Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth,
and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^[Destroyers of the Wickes Class] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} There is no special resource needed to build a [Destroyer of the Wickes Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Destroyer


WWI=PRTO_Destroyer_WWI>.

#DESC_PRTO_Wickes_Class

^Destroyers are small escort ships that serve a variety of useful functions. These light, fast vessels are capable of
bombardment and normal naval combat.
#PRTO_Destroyer

^[Destroyers] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Destroyers] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

#DESC_PRTO_Destroyer

^Destroyers are small escort ships that serve a variety of useful

functions. These 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 equipment to locate the subs, and their

batteries of depth charges and torpedoes to destroy them, the

destroyer forces of World War II were the key to the success of many

crucial naval operations. Modern destroyers are still used in much the

same role, as escorts for larger vessels and as submarine hunters. In

addition to five-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_Asian_Destroyer
^

^[Asian Destroyers] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Asian Destroyers] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build an [Asian Destroyer.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Destroyer=PRTO_Destroyer>.

#DESC_PRTO_Asian_Destroyer

^Destroyers are small escort ships that serve a variety of useful

functions. These 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 equipment to locate the subs, and their

batteries of depth charges and torpedoes to destroy them, the

destroyer forces of World War II were the key to the success of many

crucial naval operations. Modern destroyers are still used in much the

same role, as escorts for larger vessels and as submarine hunters. In

addition to five-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_Bourrasque_Class

^[Destroyers of the Bourrasque Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean
depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Destroyers of the Bourrasque Class] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Destroyer=PRTO_Destroyer>.

#DESC_PRTO_Bourrasque_Class

^Destroyers are small escort ships that serve a variety of useful

functions. These 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 equipment to locate the subs, and their

batteries of depth charges and torpedoes to destroy them, the

destroyer forces of World War II were the key to the success of many

crucial naval operations. Modern destroyers are still used in much the

same role, as escorts for larger vessels and as submarine hunters. In

addition to five-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_Fletcher_Class

^
^[Destroyers of the Fletcher Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth,
and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Destroyers of the Fletcher Class] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Destroyer=PRTO_Destroyer>.

#DESC_PRTO_Fletcher_Class

^Destroyers are small escort ships that serve a variety of useful

functions. These 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 equipment to locate the subs, and their

batteries of depth charges and torpedoes to destroy them, the

destroyer forces of World War II were the key to the success of many

crucial naval operations. Modern destroyers are still used in much the

same role, as escorts for larger vessels and as submarine hunters. In

addition to five-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_Kagero_Class

^[Destroyers of the Kagero Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth,
and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.
^

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Destroyers of the Kagero Class] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese flavor of the $LINK<Destroyer=PRTO_Destroyer>.

#DESC_PRTO_Kagero_Class

^Destroyers are small escort ships that serve a variety of useful

functions. These 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 equipment to locate the subs, and their

batteries of depth charges and torpedoes to destroy them, the

destroyer forces of World War II were the key to the success of many

crucial naval operations. Modern destroyers are still used in much the

same role, as escorts for larger vessels and as submarine hunters. In

addition to five-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_Navigatori_Class

^[Destroyers of the Navigatori Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean
depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.


^

^It attacks enemy air units that attempt to bomb it.

^[Destroyers of the Navigatori Class] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Destroyer=PRTO_Destroyer>.

#DESC_PRTO_Navigatori_Class

^Destroyers are small escort ships that serve a variety of useful

functions. These 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 equipment to locate the subs, and their

batteries of depth charges and torpedoes to destroy them, the

destroyer forces of World War II were the key to the success of many

crucial naval operations. Modern destroyers are still used in much the

same role, as escorts for larger vessels and as submarine hunters. In

addition to five-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_Tashkent_Class

^[Destroyers of the Tashkent Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth,
and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.


^

^[Destroyers of the Tashkent Class] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Destroyer=PRTO_Destroyer>.

#DESC_PRTO_Tashkent_Class

^Destroyers are small escort ships that serve a variety of useful

functions. These 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 equipment to locate the subs, and their

batteries of depth charges and torpedoes to destroy them, the

destroyer forces of World War II were the key to the success of many

crucial naval operations. Modern destroyers are still used in much the

same role, as escorts for larger vessels and as submarine hunters. In

addition to five-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_Tribal_Class

^[Destroyers of the Tribal Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth,
and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Destroyers of the Tribal Class] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.


^

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor of the $LINK<Destroyer=PRTO_Destroyer>.

#DESC_PRTO_Tribal_Class

^Destroyers are small escort ships that serve a variety of useful

functions. These 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 equipment to locate the subs, and their

batteries of depth charges and torpedoes to destroy them, the

destroyer forces of World War II were the key to the success of many

crucial naval operations. Modern destroyers are still used in much the

same role, as escorts for larger vessels and as submarine hunters. In

addition to five-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_Z_Class

^[Destroyers of the Z Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth, and
can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Destroyers of the Z Class] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Destroyer=PRTO_Destroyer>.


#DESC_PRTO_Z_Class

^Destroyers are small escort ships that serve a variety of useful

functions. These 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 equipment to locate the subs, and their

batteries of depth charges and torpedoes to destroy them, the

destroyer forces of World War II were the key to the success of many

crucial naval operations. Modern destroyers are still used in much the

same role, as escorts for larger vessels and as submarine hunters. In

addition to five-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_Modern_Destroyer

^[Modern Destroyers] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Modern Destroyers] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Modern Destroyer.]
#DESC_PRTO_Modern_Destroyer

^Destroyers are small escort ships that serve a variety of useful

functions. These 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 equipment to locate the subs, and their

batteries of depth charges and torpedoes to destroy them, the

destroyer forces of World War II were the key to the success of many

crucial naval operations. Modern destroyers are still used in much the

same role, as escorts for larger vessels and as submarine hunters. In

addition to five-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_Skory_Class

^[Destroyer of the Skory Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth, and
can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Destroyer of the Skory Class] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [destroyer of the Skory Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian, Chinese, Mongol, Arab and Carthaginian flavor of the
$LINK<Modern Destroyer=PRTO_Modern_Destroyer>.
#DESC_PRTO_Skory_Class

^Destroyers are small escort ships that serve a variety of useful

functions. These 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 equipment to locate the subs, and their

batteries of depth charges and torpedoes to destroy them, the

destroyer forces of World War II were the key to the success of many

crucial naval operations. Modern destroyers are still used in much the

same role, as escorts for larger vessels and as submarine hunters. In

addition to five-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_Gearing_Class

^[Destroyer of the Gearing Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth,
and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Destroyer of the Gearing Class] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [destroyer of the Gearing Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American, Japanese, Persian, Aztec, Zulu, Spanish, Ottoman,
Korean, Ethiopian, Malinese, Tibet and Siamese flavor of the $LINK<Modern Destroyer=PRTO_Modern_Destroyer>.
#DESC_PRTO_Gearing_Class

^The Gearing class was a group of 98 destroyers built for the US Navy during and shortly after World War II. The
Gearing design was a minor modification of the immediately preceding Allen M. Sumner class. The hull was
lengthened 14 ft (4.3 m) amidships, creating more storage space for fuel, thus giving the ships a larger range than
the Sumners.

^The first Gearings were not ready for service until mid-1945, so they saw relatively little wartime service. They
continued serving, with a series of upgrades, until the 1970s. At that time many were sold to other nations, where
they served many more years.

#PRTO_Daring_Class

^[Destroyer of the Daring Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth,
and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Destroyer of the Daring Class] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [destroyer of the Daring Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British, Indian, Iroquoise, Celtic, Incan and Polynesian flavor of the
$LINK<Modern Destroyer=PRTO_Modern_Destroyer>.

#DESC_PRTO_Daring_Class

^The Daring class was a class of eleven destroyers built for the Royal Navy (RN) and Royal Australian Navy (RAN).
Constructed after World War II, and entering service during the 1950s, eight ships were constructed for the RN, and
three ships for the RAN. Two of the RN destroyers were subsequently sold to and served in the Peruvian Navy
(MGP). A further eight ships were planned for the RN but were cancelled before construction commenced, while a
fourth RAN vessel was begun but was cancelled before launch and broken up on the slipway.

^The Daring-class ships were both the largest and most heavily armed ships serving in Commonwealth navies to be
classified as destroyers. They were also the last destroyers of the RN and RAN to possess guns as their main
armament (instead of guided missiles), which saw use during the Indonesian Confrontation and the Vietnam War.
The Daring-class destroyers were in service in the RN and RAN from the 1950s to the 1980s. Following
decommissioning, two RN Darings were sold to Peru, which operated one ship until 1993 and the other until 2007.
One ship of the class is preserved: HMAS Vampire as a museum ship at the Australian National Maritime Museum.

#PRTO_Hamburg_Class

^[Destroyer of the Hamburg Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth,
and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Destroyer of the Hamburg Class] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [destroyer of the Hamburg Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Modern


Destroyer=PRTO_Modern_Destroyer>.

#DESC_PRTO_Hamburg_Class

^The Type 101 Hamburg class was the only class of destroyers built in post-war Germany. They were specifically
designed to operate in the Baltic Sea, where armament and speed are more important than seaworthiness. They
were named after the "Bundesländer" (federated states) of West Germany.

^
^The German shipyard Stülcken was contracted to design and build the ships. Stülcken was rather inexperienced
with naval shipbuilding, but got the order, since the shipyards traditionally building warships for the German navies
like Blohm + Voss, Howaldtswerke or Lürssen were all occupied constructing commercial vessels (no naval ship had
been built in Germany since World War II). Originally they had only barreled weapons, but from 1976 to 1978 they
were upgraded with guided missiles to increase their effectiveness against modern surface warships and were
redesignated Type 101A. One 100 mm gun was replaced by two Exocet missile launchers, the Bofors were replaced
by Breda 40 mm, and the torpedo tubes were removed. Modifications were also made to the operations center,
radar and bridge.

^The design of the Hamburg class has been criticized for many of the same failures of the Kriegsmarine destroyers:
too top-heavy and bad sea-keeping capabilities. This is in part due to the low freeboard on the hull. They were
eventually replaced in the 1990s by the Brandenburg class frigates.

#PRTO_Missile_Destroyer

^[Missile Destroyers] are fast surface warships. They move 16 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 6 tile away. This represents the range of
the missiles.

^They can detect any submarines within their range. It attacks enemy air units that attempt to bomb it.

^This unit has {Lethal} land and sea bombardment.

^[Missile Destroyers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requires:} A coastal city needs $LINK<aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Missile Destroyer.]

#DESC_PRTO_Missile_Destroyer

#PRTO_Hangzhou_Class

^[Missile Destroyers of the Hangzhou Class] are fast surface warships. They move 16 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 6 tile away. This
represents the range of the missiles.

^
^They can detect any submarines within their range. It attacks enemy air units that attempt to bomb it.

^This unit has {Lethal} land and sea bombardment.

^[Missile Destroyers of the Hangzhou Class] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requires:} A coastal city needs $LINK<aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Missile Destroyer of the Hangzhou Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Chinese flavor of the $LINK<Missile


Destroyer=PRTO_Missile_Destroyer>.

#DESC_PRTO_Hangzhou_Class

#PRTO_Sovremenny_Class

^[Missile Destroyers of the Sovremenny Class] are fast surface warships. They move 16 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 6 tile away. This
represents the range of the missiles.

^They can detect any submarines within their range. It attacks enemy air units that attempt to bomb it.

^This unit has {Lethal} land and sea bombardment.

^[Missile Destroyers of the Sovremenny Class] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requires:} A coastal city needs $LINK<aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Missile Destroyer of the Sovremenny Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Missile


Destroyer=PRTO_Missile_Destroyer>.

#DESC_PRTO_Sovremenny_Class

#PRTO_Mimbelli_Class
^[Missile Destroyers of the Mimbelli Class] are fast surface warships. They move 16 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 6 tile away. This
represents the range of the missiles.

^They can detect any submarines within their range. It attacks enemy air units that attempt to bomb it.

^This unit has {Lethal} land and sea bombardment.

^[Missile Destroyers of the Mimbelli Class] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requires:} A coastal city needs $LINK<aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Missile Destroyer of the Mimbelli Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Missile


Destroyer=PRTO_Missile_Destroyer>.

#DESC_PRTO_Mimbelli_Class

^The Durand de la Penne class destroyers are two guided missile destroyers operated by the Marina Militare, the
Italian navy. The other ship is the Mimbelli. The original name of that class of ships was too long for the Editor.The
design is an updated version of the Audace class destroyers but these ships are larger, have CODOG machinery and
modern sensors. Initially four ships were planned but the second pair were cancelled as Italy had decided to join the
Horizon project.

#PRTO_Spruance_Class

^[Missile Destroyers of the Spruance Class] are fast surface warships. They move 16 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 6 tile away. This
represents the range of the missiles.

^They can detect any submarines within their range. It attacks enemy air units that attempt to bomb it.

^This unit has {Lethal} land and sea bombardment.

^[Missile Destroyers of the Spruance Class] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requires:} A coastal city needs $LINK<aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Missile Destroyer of the Spruance Class.]

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Missile
Destroyer=PRTO_Missile_Destroyer>.

#DESC_PRTO_Spruance_Class

#PRTO_Suffren_Class

^[Missile Destroyers of the Suffren Class] are fast surface warships. They move 16 tiles per turn, regardless of ocean
depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 6 tile away. This
represents the range of the missiles.

^They can detect any submarines within their range. It attacks enemy air units that attempt to bomb it.

^This unit has {Lethal} land and sea bombardment.

^[Missile Destroyers of the Suffren Class] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requires:} A coastal city needs $LINK<aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Missile Destroyer of the Suffren Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Missile


Destroyer=PRTO_Missile_Destroyer>.

#DESC_PRTO_Suffren_Class

#PRTO_Sachsen_Class

^[Guided Missile Frigates of the Sachsen Class] are fast surface warships. Although designated as frigates, they are
comparable to destroyers in capability and size. They move 16 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 6 tile away. This represents the range of
the missiles.

^They can detect any submarines within their range. It attacks enemy air units that attempt to bomb it.

^This unit has {Lethal} land and sea bombardment.

^
^[Guided Missile Frigates of the Sachsen Class] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requires:} A coastal city needs $LINK<aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Guided Missile Frigate of the Sachsen Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Missile


Destroyer=PRTO_Missile_Destroyer>.

#DESC_PRTO_Sachsen_Class

^The F124 Sachsen class is Germany's latest class of highly advanced air-defense frigates. The design of the Sachsen
class frigate is based on that of the F123 Brandenburg class but with enhanced stealth features intended to deceive
any opponent's radar and acoustic sensors and incorporate also the advanced multifunction radar APAR as well as
the SMART-L long-range radar which is claimed to be capable of detecting stealth aircraft and stealth missiles.

#PRTO_Type_23_Duke_Class

^[Guided Missile Frigates of the Duke Class] are fast surface warships. Although designated as frigates, they are
comparable to destroyers in capability and size. They move 16 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 6 tile away. This represents the range of
the missiles.

^They can detect any submarines within their range. It attacks enemy air units that attempt to bomb it.

^This unit has {Lethal} land and sea bombardment.

^[Guided Missile Frigates of the Duke Class] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requires:} A coastal city needs $LINK<aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Guided Missile Frigate of the Type 23 Duke Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor of the $LINK<Missile


Destroyer=PRTO_Missile_Destroyer>.

#DESC_PRTO_Type_23_Duke_Class
#PRTO_Cruiser

^The [Cruiser] is a late-industrial age war-ship. It is built on the philosophy that versatility is the key to success, and
can be used both for offensive and escort duties. It is extremely fast, moving 14 tiles per turn, regardless of ocean
depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Cruisers] receive a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Cruiser.]

#DESC_PRTO_Cruiser

#PRTO_County_Class

^The [Cruiser of the County Class] is a late-industrial age war-ship. It is built on the philosophy that versatility is the
key to success, and can be used both for offensive and escort duties. It is extremely fast, moving 14 tiles per turn,
regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile
away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Cruisers of the County Class] receive a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Cruiser of the County Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor of the $LINK<Cruiser=PRTO_Cruiser>.


#DESC_PRTO_County_Class

^The Kent class was a class of heavy cruisers built for the British Royal Navy in the years between the First and
Second World Wars. They were one of the first post-war cruiser construction for the Royal Navy and were designed
within the limits of the Washington Naval Conference of 1922. Such ships, with a limit of 10,000 tons standard
displacement and 8-inch calibre main guns may be referred to as "treaty cruisers"

^The initial seven ships – HM Ships Berwick, Cornwall, Cumberland, Kent, and Suffolk and HMAS Australia and
Canberra for the Royal Australian Navy – formed the Kent class. All were ordered in 1924 and commissioned in 1928.
It was quickly found necessary to heighten the funnels by some 15 feet (4.5 m) to clear the flue gasses from the aft
superstructure. The Australian ships, Australia and Canberra had them raised a further 3 feet (0.9 m). Between 1930
and 1933 the aircraft and catapult were added, as was a high-angle HACS director for the 4-inch guns. Kent received
an additional pair of 4-inch guns in 1934, and she, Berwick and Cornwall each received a pair of QF 0.5 inch Vickers
machine guns added abreast the fore funnel.

#PRTO_Admiral_Hipper_Class

^The [Cruiser of the Admiral Hipper Class] is a late-industrial age war-ship. It is built on the philosophy that versatility
is the key to success, and can be used both for offensive and escort duties. It is extremely fast, moving 14 tiles per
turn, regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are
1 tile away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Cruisers of the Admiral Hipper Class] receive a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Cruiser of the Admiral Hipper Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Cruiser=PRTO_Cruiser>.

#DESC_PRTO_Admiral_Hipper_Class

^The Admiral Hipper-class was a group of five heavy cruisers built by the German Kriegsmarine in the mid-1930s. The
class comprised Admiral Hipper, the lead ship, Blücher, Prinz Eugen, Seydlitz, and Lützow. Only the first three ships
of the class were completed to see action during World War II. Work on Seydlitz stopped when she was
approximately 95 percent complete; it was decided to convert her into an aircraft carrier, but this was not
completed either. Lützow was sold incomplete to the Soviet Union in 1940.

^Admiral Hipper and Blücher took part in Operation Weserübung, the invasion of Norway in April 1940. Blücher was
sunk by Norwegian coastal defenses outside Oslo while Admiral Hipper led the attack on Trondheim. She then
conducted sorties into the Atlantic to attack Allied merchant shipping. In 1942, she was deployed to northern
Norway to attack shipping to the Soviet Union, culminating in the Battle of the Barents Sea in December 1942, where
she was damaged by British cruisers. Prinz Eugen saw her first action during Operation Rheinübung with the
battleship Bismarck. She eventually returned to Germany during the Channel Dash in 1942, after which she too went
to Norway. After being torpedoed by a British submarine, she returned to Germany for repairs. Admiral Hipper while
decommissioned after returning to Germany in early 1943, was partially repaired and recommissioned in the fall of
1944 for a refugee transport mission in 1945. Only Prinz Eugen continued to serve in full commission and stayed in
the Baltic until the end of the war.

^Admiral Hipper was scuttled in Kiel in May 1945, leaving Prinz Eugen as the only member of the class to survive the
war. She was ceded to the US Navy, which ultimately expended the ship in the Operation Crossroads nuclear tests in
1946. Seydlitz was towed to Königsberg and scuttled before the advancing Soviet Army could seize the ship. She was
ultimately raised and broken up for scrap. Lützow, renamed Petropavlovsk, remained unfinished when the Germans
invaded the Soviet Union. The ship provided artillery support against advancing German forces until she was sunk in
September 1941. She was raised a year later and repaired enough to participate in the campaign to relieve the Siege
of Leningrad in 1944. She served on in secondary roles until the 1950s, when she was broken up.

#PRTO_Des_Moines_Class

^The [Cruiser of the Des Moines Class] is a late-industrial age war-ship. It is built on the philosophy that versatility is
the key to success, and can be used both for offensive and escort duties. It is extremely fast, moving 14 tiles per turn,
regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile
away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Cruisers of the Des Moines Class] receive a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Cruiser of the Des Moines Class.]

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Cruiser=PRTO_Cruiser>.

#DESC_PRTO_Des_Moines_Class

#PRTO_Duquesne_Class

^The [Cruiser of the Duquesne Class] is a late-industrial age war-ship. It is built on the philosophy that versatility is
the key to success, and can be used both for offensive and escort duties. It is extremely fast, moving 14 tiles per turn,
regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile
away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Cruisers of the Duquesne Class] receive a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Cruiser of the Duquesne Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Cruiser=PRTO_Cruiser>.

#DESC_PRTO_Duquesne_Class

^The Duquesne Class were the first class of post Washington Treaty heavy cruisers built for the French Navy. They
have been criticised by naval architects for having very little armour and being lightly built.[1] However, they were
considered to be good steamers and seaworthy vessels which could maintain 30 knots (35 mph) indefinitely at half
power.

#PRTO_Kirov_Class

^The [Cruiser of the Kirov Class] is a late-industrial age war-ship. It is built on the philosophy that versatility is the key
to success, and can be used both for offensive and escort duties. It is extremely fast, moving 14 tiles per turn,
regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile
away.
^

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Cruisers of the Kirov Class] receive a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Cruiser of the Kirov Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Cruiser=PRTO_Cruiser>.

#DESC_PRTO_Kirov_Class

^The Kirov-class (Project 26) cruisers were a class of six vessels built in the late 1930s for the Soviet Navy. After the
first two ships, armor protection was increased and subsequent ships are sometimes called the Maxim Gorky class.
These were the first large ships built by the Soviets from the keel up after the Russian Civil War, and they were
derived from the Italian light cruiser Raimondo Montecuccoli, being designed with assistance from the Italian
Ansaldo company. Two ships each were deployed in the Black and Baltic Seas during World War II, while the last pair
was still under construction in the Russian Far East and saw no combat during the war. The first four ships
bombarded Axis troops and facilities after the Germans invaded the Soviet Union in June 1941. All six ships survived
the war and lingered until the 1970s in training and other secondary roles before being scrapped.

#PRTO_Mogami_Class

^The [Cruiser of the Mogami Class] is a late-industrial age war-ship. It is built on the philosophy that versatility is the
key to success, and can be used both for offensive and escort duties. It is extremely fast, moving 14 tiles per turn,
regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile
away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Cruisers of the Mogami Class] receive a 5-point $LINK<bonus to hit points=GCON_Experience>.

^
^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box
to build a [Cruiser of the Mogami Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese flavor of the $LINK<Cruiser=PRTO_Cruiser>.

#DESC_PRTO_Mogami_Class

^The Mogami class were a class of four heavy cruisers built for the Imperial Japanese Navy (IJN) in the mid-1930s. All
four fought in World War II, and were sunk.

#PRTO_Trento_Class

^The [Cruiser of the Trento Class] is a late-industrial age war-ship. It is built on the philosophy that versatility is the
key to success, and can be used both for offensive and escort duties. It is extremely fast, moving 14 tiles per turn,
regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile
away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^[Cruisers of the Trento Class] receive a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Cruiser of the Trento Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Cruiser=PRTO_Cruiser>.

#DESC_PRTO_Trento_Class

^The Trento class was an Italian heavy cruiser design of the Regia Marina from the late 1920s. The three ships of the
class were named after the three unredeemed cities taken from the Austro-Hungarian empire after the victory in
World War I, Trento, Trieste, and Bolzano.

^The Trentos were the first ships designed specifically to the limitations of the Washington Naval Treaty. This limited
cruisers to 10,000 tons and 8 inch (203 mm) guns, a limitation that made firepower, speed and protection difficult to
build into a single design. A particular problem faced by the Italian designers was that their ships had to be able to
protect the lengthy Italian coastline from widely separated naval bases, meaning that high speed was a key feature.
In the end they chose to sacrifice armor and fuel storage, and thus range, in order to attain the required speed and
weight while still being armed with the latest 8 inch (203 mm) guns.

^Trento started construction in 1925 along with her sister ship, Trieste. Trieste was launched first in 1926 and
commissioned in 1928, while Trento followed in 1927 and 1929 respectively. A third, Bolzano, started construction in
1930 and was commissioned in 1933; the Bolzano was quite different from the other two vessels, and sometimes it
is considered a class on its own. It was later concluded that the tradeoff in armour put the ships at a disadvantage,
and an up-armored version of the design was produced as the highly rated Zara class in the early 1930s. The three
warship constituted Italian Navy's Third Division of cruisers.

#PRTO_AEGIS_Cruiser

^[AEGIS Cruisers] are the strongest naval defenders in the game and have excellent bombardment abilities. They also
have [radar,] allowing them to see two tiles regardless of blocking terrain, and can detect any submarines within
their radar range. All in all the AEGIS Cruiser is a formidable warship which moves 14 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 6 tiles away.

^It fires at enemy air units that attempt to bomb it.

^This unit has {Lethal} land and sea bombardment.

^[AEGIS Cruisers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Aluminum=BLDG_Aluminum> 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, screening carrier task forces and amphibious assaults from

enemy ships and aircraft. In recent years, the abilities of the

cruiser have been upgraded significantly. In addition to their

traditional five-inch guns, cruisers 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_Kongo_Class_(AEGIS)

^[AEGIS Cruisers] are the strongest naval defenders in the game and have excellent bombardment abilities. They also
have [radar,] allowing them to see two tiles regardless of blocking terrain, and can detect any submarines within
their radar range. All in all the AEGIS Cruiser is a formidable warship which moves 14 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 6 tiles away.

^It fires at enemy air units that attempt to bomb it.

^This unit has {Lethal} land and sea bombardment.

^[AEGIS Cruisers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [AEGIS Cruiser.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese flavor of the $LINK<AEGIS Cruiser=PRTO_AEGIS_Cruiser>.

#DESC_PRTO_Kongo_Class_(AEGIS)

^Cruisers have long served in the role of escort and defensive

vessels, screening carrier task forces and amphibious assaults from

enemy ships and aircraft. In recent years, the abilities of the

cruiser have been upgraded significantly. In addition to their

traditional five-inch guns, cruisers 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_Eastern_Missile_Cruiser

^[AEGIS Cruisers] are the strongest naval defenders in the game and have excellent bombardment abilities. They also
have [radar,] allowing them to see two tiles regardless of blocking terrain, and can detect any submarines within
their radar range. All in all the AEGIS Cruiser is a formidable warship which moves 14 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 6 tiles away.

^It fires at enemy air units that attempt to bomb it.

^This unit has {Lethal} land and sea bombardment.

^[AEGIS Cruisers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [AEGIS Cruiser.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Eastern world flavor of the $LINK<AEGIS


Cruiser=PRTO_AEGIS_Cruiser>.

#DESC_PRTO_Eastern_Missile_Cruiser

^Cruisers have long served in the role of escort and defensive

vessels, screening carrier task forces and amphibious assaults from

enemy ships and aircraft. In recent years, the abilities of the

cruiser have been upgraded significantly. In addition to their

traditional five-inch guns, cruisers 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_Dreadnought

^"The first class of Battleship" the [Dreadnought] packs a terrific punch both in traditional naval engagements and in
offshore bombardment. The [Dreadnought] moves 12 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^The tough [Dreadnought] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Dreadnought.]

#DESC_PRTO_Dreadnought

#PRTO_Salamis_Class

^"The first class of Battleship" the [Salamis Class] packs a terrific punch both in traditional naval engagements and in
offshore bombardment. The [Salamis Class] moves 12 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^The tough [Salamis Class] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a ship of the [Salamis Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Greek flavor of the $LINK<Dreadnought=PRTO_Dreadnought>.


#DESC_PRTO_Salamis_Class

^Salamis was a dreadnought battleship ordered for the Greek Navy from the AG Vulcan shipyard in Hamburg,
Germany in 1912. She was ordered in response to Ottoman naval expansion begun in 1911. The ship was to have
been 569 feet 11 inches (173.7 meters) long, armed with eight 14-inch (356 mm) guns, and have had a top speed of
23 knots (43 km/h; 26 mph). Salamis was named after the Greek naval victory over a Persian fleet at the battle of
Salamis in 480 BC.

^Work began on the keel on 23 July 1913, and the hull was launched on 11 November 1914. Construction stopped in
December 1914, following the outbreak of World War I in August of that year. The German navy employed the
unfinished ship as a floating barracks in Kiel. The armament for this ship was ordered from Bethlehem Steel in the
United States and could not be delivered due to the British blockade of Germany. Bethlehem sold the guns to Britain
instead and they were used to arm the four Abercrombie-class monitors. The hull of the ship remained intact after
the war and became the subject of a protracted legal dispute. She was finally awarded to the builders and the hull
was scrapped in 1932.

#PRTO_Conte_di_Cavour_Class

^"The first class of Battleship" the [Conte di Cavour Class] packs a terrific punch both in traditional naval
engagements and in offshore bombardment. The [Conte di Cavour Class] moves 12 tiles per turn, regardless of ocean
depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^The tough [Conte di Cavour Class] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a ship of the [Conte di Cavour Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Dreadnought=PRTO_Dreadnought>.

#DESC_PRTO_Conte_di_Cavour_Class

^The Conte di Cavour-class battleships were a group of three dreadnoughts built for the Royal Italian Navy (Regia
Marina) in the 1910s. The ships were completed during World War I, but none saw action before the end of
hostilities. Leonardo da Vinci was sunk by a magazine explosion in 1916 and sold for scrap in 1923. The two surviving
ships, Conte di Cavour and Giulio Cesare, supported operations during the Corfu Incident in 1923.

#PRTO_Courbet_Class

^"The first class of Battleship" the [Courbet Class] packs a terrific punch both in traditional naval engagements and in
offshore bombardment. The [Courbet Class] moves 12 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^The tough [Courbet Class] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a ship of the [Courbet Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Dreadnought=PRTO_Dreadnought>.

#DESC_PRTO_Courbet_Class

^The Courbet class battleships were the first dreadnoughts built for the French Navy before World War I.

#PRTO_Gangut_Class

^"The first class of Battleship" the [Gangut Class] packs a terrific punch both in traditional naval engagements and in
offshore bombardment. The [Gangut Class] moves 12 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^The tough [Gangut Class] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^
^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic
resource=GCON_ResourcesS> box to build a ship of the [Gangut Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Dreadnought=PRTO_Dreadnought>.

#DESC_PRTO_Gangut_Class

#PRTO_Iron_Duke_Class

^"The first class of Battleship" the [Iron Duke Class] packs a terrific punch both in traditional naval engagements and
in offshore bombardment. The [Iron Duke Class] moves 12 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^The tough [Iron Duke Class] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a ship of the [Iron Duke Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor of the $LINK<Dreadnought=PRTO_Dreadnought>.

#DESC_PRTO_Iron_Duke_Class

^The Iron Duke-class was a group of four dreadnought battleships built for the British Royal Navy before the First
World War. The class comprised four ships: Iron Duke, Marlborough, Benbow, and Emperor of India. Launched from
October 1912 to November 1913, this was the third class of Royal Navy super-dreadnoughts. The ships were
essentially King George V-class battleships; they retained the same ten 13.5 inch (34.3 cm) guns in five twin gun
turrets on the centreline. However, the Iron Dukes had improved armour and a more powerful secondary armament
of 6-inch weapons instead of the 4-inch mounted on the earlier ships.

#PRTO_Koenig_Class
^"The first class of Battleship" the [Koenig Class] packs a terrific punch both in traditional naval engagements and in
offshore bombardment. The [Koenig Class] moves 12 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^The tough [Koenig Class] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a ship of the [Koenig Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Dreadnought=PRTO_Dreadnought>.

#DESC_PRTO_Koenig_Class

^The König class was a group of four battleships built for the German Kaiserliche Marine on the eve of World War I.
The class was composed of König, Grosser Kurfürst, Markgraf, and Kronprinz. The most powerful warships of the
German High Seas Fleet at the outbreak of war in 1914, the class operated as a unit throughout World War I—the V
Division of the III Battle Squadron. The ships took part in a number of fleet operations during the war, including the
Battle of Jutland, where they acted as the vanguard of the German line. They survived the war and were interned at
Scapa Flow in November 1918. All four ships were scuttled on 21 June 1919 when Rear Admiral Ludwig von Reuter
ordered the sinking of the entire High Seas Fleet.

^The Königs were an improvement over the preceding Kaiser class; one of the primary changes being in the
disposition of the main gun battery. The Kaiser class ships mounted ten 30.5 cm (12 in) SK L/50 guns in five twin
turrets; one turret was mounted fore, two aft in a superfiring arrangement, and the other two as wing turrets in a
zig-zag "echelon" configuration amidships. For the König class, the use of main-gun wing turrets was abandoned.
Instead, a second turret was moved forward and placed in a superfiring arrangement, and a single rear-facing turret
was mounted centerline amidships; with a traverse allowing for broadsides but not forward-fire. The two superfiring
aft turrets remained. This allowed for a wider angle of fire on the broadside, as all 10 guns could fire on a large area.
It did, however, reduce the ship's forward-fire capabilities; from six guns with only limited traverse on the two wing
turrets, to four guns with full traverse.

#PRTO_Reshadieh_Class

^"The first class of Battleship" the [Reshadieh Class] packs a terrific punch both in traditional naval engagements and
in offshore bombardment. The [Reshadieh Class] moves 12 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.
^

^This unit has {Lethal} sea bombardment.

^The tough [Reshadieh Class] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a ship of the [Reshadieh Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Ottoman flavor of the $LINK<Dreadnought=PRTO_Dreadnought>.

#DESC_PRTO_Reshadieh_Class

^The Reshadieh class battleship was a class of three dreadnought battleships ordered from two British shipyards by
the Ottoman Navy. Only one of the class (Reshadieh) was completed, having been seized by the Royal Navy at the
outbreak of the First World War while under construction in Britain. This is regarded as one of the reasons Turkey
entered World War I on the side of the Central Powers. The second ship, the Reshad-I-Hammiss, was cancelled and
scrapped on the slipway in 1912, replaced by the Sultan Osman I. A third ship, slightly larger than the Reshad-I-
Hammiss and Reshadieh called the Fatih, had been ordered in 1914 and was expected to be completed in 1917. She
was scrapped on the slipway in 1914.

#PRTO_Rivadavia_Class

^"The first class of Battleship" the [Rivadavia Class] packs a terrific punch both in traditional naval engagements and
in offshore bombardment. The [Rivadavia Class] moves 12 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^The tough [Rivadavia Class] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a ship of the [Rivadavia Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Incan flavor of the $LINK<Dreadnought=PRTO_Dreadnought>.


#DESC_PRTO_Rivadavia_Class

^The Rivadavia class was a two-ship group of battleships designed by the American Fore River Shipbuilding Company
for the Argentine Navy (Armada de la República Argentina). Named Rivadavia and Moreno after important figures in
Argentine history, they were Argentina's counter to Brazil's two Minas Geraes-class battleships.

^In 1904, Brazil scrapped a previous naval building program in favor of an order that included three warships of the
new 'dreadnought' type, despite signs that such an action would spark a South American naval arms race. To counter
this acquisition by a major rival, Argentina began seeking bids for at least two dreadnoughts in 1908. Over the next
two years, multiple shipbuilders from five countries vied for the contracts, complemented by efforts from their
respective governments. Argentina was able to play this hyper-competitive environment to its own advantage by
rejecting all of the initial proposals and calling for new ones that required the best aspects of each. They then
repeated this process, despite complaints from shipbuilders that their trade secrets were being given away. The
contracts were awarded to the lowest bidder, Fore River, in early 1910. This move shocked the European bidders,
but could largely be explained by the American steel trust's ability to produce steel at a much lower cost than any
other country.

^During their construction, the Argentine battleships were frequently subject of rumors involving their sale to a
foreign country, especially after the beginning of the First World War. Under diplomatic pressure not to sell,
Argentina kept the two ships. Throughout their careers, Rivadavia and Moreno were based in Puerto Belgrano and
served principally as training ships and diplomatic envoys. They were modernized in the United States in 1924 and
1925 and were inactive for much of the Second World War due to Argentina's neutrality. Struck from the navy lists
on 1 February 1957, Rivadavia was scrapped in Italy beginning in 1959. Moreno was struck on 1 October 1956 and
was towed to Japan in 1957 for scrapping in what was then the world's longest tow (96 days).

#PRTO_USS_Delaware_Class

^"The first class of Battleship" the [USS Delaware Class] packs a terrific punch both in traditional naval engagements
and in offshore bombardment. The [USS Delaware Class] moves 12 tiles per turn, regardless of ocean depth, and can
$LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile away.

^This unit has {Lethal} sea bombardment.

^The tough [USS Delaware Class] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^
^{Requirements:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic
resource=GCON_ResourcesS> box to build a ship of the [USS Delaware Class.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Dreadnought=PRTO_Dreadnought>.

#DESC_PRTO_USS_Delaware_Class

^The Delaware-class battleships of the United States Navy were the second class of American dreadnoughts. With
this class, the 16,000-ton limit imposed on capital ships by the United States Congress was waived, which allowed
designers at the Navy's Bureau of Construction and Repair to correct what they considered flaws in the preceding
South Carolina class and produce ships not only more powerful but also more effective and rounded overall.
Launched in 1909, these ships became the first in U.S. naval history to exceed 20,000 tons.

^The Delawares carried a battery of ten 12"/45 caliber Mark 5 guns in five turrets, an increase of two guns over the
South Carolinas . With these ships, the U.S. Navy readopted a full-fledged medium-caliber weapon for anti-torpedo
boat defense. While the 5-inch (127 mm) gun was smaller than that used by other major navies, this would, with few
exceptions, become the standard medium-gun caliber for the U.S. Navy for the better part of the 20th century. As
for speed, the Delawares were capable of 21 knots (39 km/h), a significant improvement over the earlier class's 18.5
knots (34 km/h). This would become the speed for all American standard-type battleships. Propulsion systems were
mixed; while North Dakota was fitted with steam turbines, Delaware retained triple-expansion engines. U.S. turbines
at this point did not give great advantages in output or speed over triple-expansion systems, as the engineering
difficulties faced by turbine manufacturers there were still extremely great.

^These ships saw varied service during their careers. As part of Battleship Division Nine of the U.S. Atlantic Fleet,
Delaware was assigned to the British Grand Fleet after America's entry into World War I, where she escorted
convoys and participated in the blockade of the German High Seas Fleet. In contrast, North Dakota remained on the
American coast throughout the war, due in part to worries about her troublesome turbine engines. Post-war, they
conducted training cruises with the US Atlantic Fleet. In 1924, Delaware was broken up for scrap metal in accordance
with the Washington Naval Treaty of 1922. North Dakota survived until 1931, when she too was scrapped, under the
terms of the 1930 London Naval Treaty.

#PRTO_Battleship

^"The Queen of the Seas" the [Battleship] has increased bombardment range and packs a terrific punch both in
traditional naval engagements and in offshore bombardment. The Battleship moves 14 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 2 tiles away.

^This unit has {Lethal} sea bombardment.


^It attacks enemy air units that attempt to bomb it.

^The extremely tough [Battleship] receives a 6-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Battleship.]

^{The battleship cannot be upgraded. Instead, it disappears from the build queue} once you have discovered
$LINK<Naval Aviation=TECH_Naval_Aviation> and can construct aircraft carriers.

#DESC_PRTO_Battleship

^The battleship was once the most powerful vessel on the seas. Heavily

armored and difficult to destroy, its massive guns (often up to 14

inches, and in some cases over 20 inches) 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 the

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. This failure to address the failing use of the battleship was

one reason why Japan lost the battle of the Pacific - Superbattleships

like the Yamoto required enormous amounts of resources, but were easy

prey to the American Hellcats. The last of the U.S. Navy's

battleships was decommissioned shortly after the Vietnam War, but the

four battleships of the Iowa class were remodeled and re-commissioned

in the 1980s.

#PRTO_Bismarck_Class
^"The Queen of the Seas" the [Battleship] has increased bombardment range and packs a terrific punch both in
traditional naval engagements and in offshore bombardment. The Battleship moves 14 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 2 tiles away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^The extremely tough [Battleship] receives a 6-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Bismarck Class.]

^{The Bismarck Class cannot be upgraded. Instead, it disappears from the build queue} once you have discovered
$LINK<Naval Aviation=TECH_Naval_Aviation> and can construct aircraft carriers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Battleship=PRTO_Battleship>.

#DESC_PRTO_Bismarck_Class

^The Bismarck class was a pair of battleships built for the German Kriegsmarine shortly before the outbreak of World
War II. The ships were the largest warships built for the German Navy. Bismarck was laid down in July 1936 and
completed in September 1940, while her sister Tirpitz's keel was laid in October 1936 and work finished in February
1941. The two ships were broadly similar to the World War I-era Bayern class, in that they mounted a similar main
battery and were protected by a similar armour arrangement.

#PRTO_American_Battleship

^"The Queen of the Seas" the [Battleship] has increased bombardment range and packs a terrific punch both in
traditional naval engagements and in offshore bombardment. The Battleship moves 14 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 2 tiles away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^The extremely tough [Battleship] receives a 6-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build an [American Battleship.]
^{The American Battleship cannot be upgraded. Instead, it disappears from the build queue} once you have
discovered $LINK<Naval Aviation=TECH_Naval_Aviation> and can construct aircraft carriers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Amerindian flavor of the $LINK<Battleship=PRTO_Battleship>.

#DESC_PRTO_American_Battleship

^The battleship was once the most powerful vessel on the seas. Heavily

armored and difficult to destroy, its massive guns (often up to 14

inches, and in some cases over 20 inches) 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 the

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. This failure to address the failing use of the battleship was

one reason why Japan lost the battle of the Pacific - Superbattleships

like the Yamoto required enormous amounts of resources, but were easy

prey to the American Hellcats. The last of the U.S. Navy's

battleships was decommissioned shortly after the Vietnam War, but the

four battleships of the Iowa class were remodeled and re-commissioned

in the 1980s.

#PRTO_Asian_Battleship

^"The Queen of the Seas" the [Battleship] has increased bombardment range and packs a terrific punch both in
traditional naval engagements and in offshore bombardment. The Battleship moves 14 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 2 tiles away.

^This unit has {Lethal} sea bombardment.


^It attacks enemy air units that attempt to bomb it.

^The extremely tough [Battleship] receives a 6-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build an [Asian Battleship.]

^{The Asian Battleship cannot be upgraded. Instead, it disappears from the build queue} once you have discovered
$LINK<Naval Aviation=TECH_Naval_Aviation> and can construct aircraft carriers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Asian flavor of the $LINK<Battleship=PRTO_Battleship>.

#DESC_PRTO_Asian_Battleship

^The battleship was once the most powerful vessel on the seas. Heavily

armored and difficult to destroy, its massive guns (often up to 14

inches, and in some cases over 20 inches) 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 the

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. This failure to address the failing use of the battleship was

one reason why Japan lost the battle of the Pacific - Superbattleships

like the Yamoto required enormous amounts of resources, but were easy

prey to the American Hellcats. The last of the U.S. Navy's

battleships was decommissioned shortly after the Vietnam War, but the

four battleships of the Iowa class were remodeled and re-commissioned

in the 1980s.

#PRTO_Iowa_Class
^"The Queen of the Seas" the [Battleship] has increased bombardment range and packs a terrific punch both in
traditional naval engagements and in offshore bombardment. The Battleship moves 14 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 2 tiles away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^The extremely tough [Battleship] receives a 6-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Iowa Class.]

^{The Iowa Class cannot be upgraded. Instead, it disappears from the build queue} once you have discovered
$LINK<Naval Aviation=TECH_Naval_Aviation> and can construct aircraft carriers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Battleship=PRTO_Battleship>.

#DESC_PRTO_Iowa_Class

^The battleship was once the most powerful vessel on the seas. Heavily

armored and difficult to destroy, its massive guns (often up to 14

inches, and in some cases over 20 inches) 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 the

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. This failure to address the failing use of the battleship was

one reason why Japan lost the battle of the Pacific - Superbattleships

like the Yamoto required enormous amounts of resources, but were easy

prey to the American Hellcats. The last of the U.S. Navy's

battleships was decommissioned shortly after the Vietnam War, but the

four battleships of the Iowa class were remodeled and re-commissioned


in the 1980s.

#PRTO_King_George_V._Class

^"The Queen of the Seas" the [Battleship] has increased bombardment range and packs a terrific punch both in
traditional naval engagements and in offshore bombardment. The Battleship moves 14 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 2 tiles away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^The extremely tough [Battleship] receives a 6-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [King George V. Class.]

^{The King George V. Class cannot be upgraded. Instead, it disappears from the build queue} once you have
discovered $LINK<Naval Aviation=TECH_Naval_Aviation> and can construct aircraft carriers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor of the $LINK<Battleship=PRTO_Battleship>.

#DESC_PRTO_King_George_V._Class

^The King George V-class battleships were the most modern British battleships used during World War II. Five ships
of this class were commissioned: HMS King George V (1940), HMS Prince of Wales (1941), HMS Duke of York (1941),
HMS Howe (1942) and HMS Anson (1942).

^The Washington Naval Treaty of 1922 limited all of the number, displacement, and armaments of warships built
following its ratification, and this was extended by the First London Naval Treaty but these treaties were due to
expire in 1936. With increased tension between Britain, the United States, Japan, France and Italy, it was supposed
by the designers of these battleships that the treaty might not be renewed and the ships of the King George V class
were designed with this possibility in mind.

^All five battleships served during World War II, with Prince of Wales and King George V being heavily involved in the
pursuit and sinking of the German battleship Bismarck between 24 and 26 May 1941. Prince of Wales was later sunk
by a Japanese air attack during her deployment to Singapore off the eastern coast of Malaya along with the
battlecruiser HMS Repulse, making her the only ship of the class to be lost in combat. In 1943 Duke of York played a
key role in sinking the German battleship Scharnhorst. This battle was also the last time that British and German
capital ships fought each other during World War II. Howe and Anson had less notable careers as most of their
careers were spent in the Arctic Circle providing distant cover for the numerous convoys to and from Russia. The
four remaining ships were all deployed to the Pacific but Duke of York and Anson would both arrive too late to take
part in hostilities, whilst King George V and Howe provided off-shore bombardment against such targets as the
Ryukyu Islands. Following the end of World War II, the ships were slowly phased out of service and by 1957 all of the
ships had been sold off for scrap; a process that was completed by 1958.

#PRTO_Littorio_Class

^"The Queen of the Seas" the [Battleship] has increased bombardment range and packs a terrific punch both in
traditional naval engagements and in offshore bombardment. The Battleship moves 14 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 2 tiles away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^The extremely tough [Battleship] receives a 6-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Littorio Class.]

^{The Littorio Class cannot be upgraded. Instead, it disappears from the build queue} once you have discovered
$LINK<Naval Aviation=TECH_Naval_Aviation> and can construct aircraft carriers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Battleship=PRTO_Battleship>.

#DESC_PRTO_Littorio_Class

^The Littorio class, also known as the Vittorio Veneto class, was a class of battleship of the Regia Marina, the Italian
navy. The class was composed of four ships: Littorio, Vittorio Veneto, Roma, and Impero. Only the first three ships of
the class were completed, however. Built between 1934 and 1942, they were the most modern battleships used by
Italy during World War II. The Littorio-class ships were developed in response to the French Dunkerque-class
battleships, and were armed with 381-millimeter (15.0 in) guns and had a top speed of 30 knots (56 km/h; 35 mph).
The design was considered by the Spanish Navy, but the outbreak of World War II interrupted construction plans.

#PRTO_Richelieu_Class

^"The Queen of the Seas" the [Battleship] has increased bombardment range and packs a terrific punch both in
traditional naval engagements and in offshore bombardment. The Battleship moves 14 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 2 tiles away.

^
^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^The extremely tough [Battleship] receives a 6-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Richelieu Class.]

^{The Richelieu Class cannot be upgraded. Instead, it disappears from the build queue} once you have discovered
$LINK<Naval Aviation=TECH_Naval_Aviation> and can construct aircraft carriers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Battleship=PRTO_Battleship>.

#DESC_PRTO_Richelieu_Class

^The battleship was once the most powerful vessel on the seas. Heavily

armored and difficult to destroy, its massive guns (often up to 14

inches, and in some cases over 20 inches) 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 the

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. This failure to address the failing use of the battleship was

one reason why Japan lost the battle of the Pacific - Superbattleships

like the Yamoto required enormous amounts of resources, but were easy

prey to the American Hellcats. The last of the U.S. Navy's

battleships was decommissioned shortly after the Vietnam War, but the

four battleships of the Iowa class were remodeled and re-commissioned

in the 1980s.
#PRTO_Sovietsky_Soyuz_Class

^"The Queen of the Seas" the [Battleship] has increased bombardment range and packs a terrific punch both in
traditional naval engagements and in offshore bombardment. The Battleship moves 14 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 2 tiles away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^The extremely tough [Battleship] receives a 6-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Sovietsky Soyuz Class.]

^{The Sovietsky Soyuz Class cannot be upgraded. Instead, it disappears from the build queue} once you have
discovered $LINK<Naval Aviation=TECH_Naval_Aviation> and can construct aircraft carriers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Battleship=PRTO_Battleship>.

#DESC_PRTO_Sovietsky_Soyuz_Class

^The Sovetsky Soyuz-class battleships, also known as "Stalin's Republics", were a class of battleships begun by the
Soviet Union in the late 1930s but never brought into service. They were designed in response to the battleships
being built by Germany. Only four hulls of the sixteen originally planned had been laid down by 1940, when the
decision was made to cut the program to only three ships to divert resources to an expanded army rearmament
program.

^These ships would have rivaled the Imperial Japanese Yamato class and America's planned Montana class in size if
any had been completed, although with significantly weaker firepower: nine 406-millimeter (16.0 in) guns compared
to the nine 460-millimeter (18.1 in) guns of the Japanese ships and a dozen 16-inch (406.4 mm) on the Montanas.
However they would have been superior to their German rivals, the Bismarck class, at least on paper. The failure of
the Soviet armor plate industry to build cemented armor plates thicker than 230 millimeters (9.1 in) would have
negated any advantages from the Sovetsky Soyuz class's thicker armor in combat.

^Construction of the first four ships was plagued with difficulties as the Soviet shipbuilding and related industries
were not prepared to build such large ships. One battleship, Sovetskaya Belorussiya, was cancelled on 19 October
1940 after serious construction flaws were found. Construction of the other three ships was suspended shortly after
Nazi Germany invaded the Soviet Union in June 1941, and never resumed. All three of the surviving hulls were
scrapped in the late 1940s.
#PRTO_Yamato_Class

^"The Queen of the Seas" the [Battleship] has increased bombardment range and packs a terrific punch both in
traditional naval engagements and in offshore bombardment. The Battleship moves 14 tiles per turn, regardless of
ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 2 tiles away.

^This unit has {Lethal} sea bombardment.

^It attacks enemy air units that attempt to bomb it.

^The extremely tough [Battleship] receives a 6-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build the [Yamato Class.]

^{The Yamato Class cannot be upgraded. Instead, it disappears from the build queue} once you have discovered
$LINK<Naval Aviation=TECH_Naval_Aviation> and can construct aircraft carriers.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese flavor of the $LINK<Battleship=PRTO_Battleship>.

#DESC_PRTO_Yamato_Class

^The Yamato-class battleships were battleships of the Imperial Japanese Navy (IJN) constructed and operated during
World War II. Displacing 72,000 long tons (73,000 t) at full load, the vessels were the heaviest and most powerfully
armed battleships ever constructed. The class carried the largest naval artillery ever fitted to a warship, nine 460-
millimetre (18.1 in) naval guns, each capable of firing 2,998-pound (1,360 kg) shells over 26 miles (42 km). Two
battleships of the class (Yamato and Musashi) were completed, while a third (Shinano) was converted to an aircraft
carrier during construction.

#PRTO_Carrier_(WWII)

^[Aircraft Carriers (WWII)] carry up to 2 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units. Carriers have a very good long range bombardement due to their aircraft.

^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Carrier (WWII).]

^
^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Carrier_(WWII)

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar

had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Northern_Carrier_(WWII)

^[Aircraft Carriers (WWII)] carry up to 2 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units. Carriers have a very good long range bombardement due to their aircraft.

^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Northern Carrier (WWII).]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Northern_Carrier_(WWII)

^
^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar

had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Asian_Carrier_(WWII)

^[Aircraft Carriers (WWII)] carry up to 2 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units. Carriers have a very good long range bombardement due to their aircraft.

^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build an [Asian Carrier (WWII).]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Asian_Carrier_(WWII)

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from
carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar

had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Komsomolets_CVL

^[Aircraft Carriers (WWII)] carry up to 2 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units. Carriers have a very good long range bombardement due to their aircraft.

^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Komsomolets CVL.]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Komsomolets_CVL

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar

had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending


the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Bearn_Class

^[Aircraft Carriers (WWII)] carry up to 2 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units. Carriers have a very good long range bombardement due to their aircraft.

^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a carrier of the [Bearn_Class.]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Bearn_Class

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar

had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Dedalo_Class
^[Aircraft Carriers (WWII)] carry up to 2 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units. Carriers have a very good long range bombardement due to their aircraft.

^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a carrier of the [Dedalo Class.]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Dedalo_Class

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar

had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Aquila_Class

^[Aircraft Carriers (WWII)] carry up to 2 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units. Carriers have a very good long range bombardement due to their aircraft.

^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.


^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box
to build a carrier of the [Aquila_Class.]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Aquila_Class

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar

had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Graf_Zeppelin_Class

^[Aircraft Carriers (WWII)] carry up to 2 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units. Carriers have a very good long range bombardement due to their aircraft.

^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a carrier of the [Graf Zeppelin Class.]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.
#DESC_PRTO_Graf_Zeppelin_Class

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar

had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Ark_Royal_Class

^[Aircraft Carriers] carry up to 2 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units. Carriers have a very good long range bombardement due to their aircraft.

^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a carrier of the [Ark Royal Class.]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Ark_Royal_Class

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar

had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Lexington_Class

^[Aircraft Carriers] carry up to 2 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units. Carriers have a very good long range bombardement due to their aircraft.

^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a carrier of the [Lexington Class.]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Lexington_Class

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar
had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Kaga_Class

^[Aircraft Carriers] carry up to 2 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units. Carriers have a very good long range bombardement due to their aircraft.

^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a carrier of the [Kaga Class.]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Kaga_Class

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar

had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.


#PRTO_Carrier

^[Aircraft Carriers] carry up to 3 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units.

^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Carrier.]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Carrier

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar

had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Clemenceau_Class

^[Aircraft Carriers] carry up to 3 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units.

^
^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a carrier of the [Clemenceau Class.]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Clemenceau_Class

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar

had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Eagle_Class

^[Aircraft Carriers] carry up to 3 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units. Carriers have a very good long range bombardement due to their aircraft.

^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a carrier of the [Eagle Class.]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.
#DESC_PRTO_Eagle_Class

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar

had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Eastern_Carrier

^[Aircraft Carriers] carry up to 3 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units. Carriers have a very good long range bombardement due to their aircraft.

^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build an [Eastern Carrier.]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Eastern_Carrier

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar

had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Forrestal_Class

^[Aircraft Carriers] carry up to 3 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units. Carriers have a very good long range bombardement due to their aircraft.

^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a carrier of the [Forrestal Class.]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Forrestal_Class

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar
had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Gorshkov_Class

^[Aircraft Carriers] carry up to 3 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units. Carriers have a very good long range bombardement due to their aircraft.

^[Carriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a carrier of the [Gorshkov Class.]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Gorshkov_Class

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar

had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.


#PRTO_Nuclear_Carrier

^[Aircraft Carriers] carry up to 3 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers move fast, reaching a rate of 14
tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but should always
be escorted with strong naval units. Nuclear Carriers have a very good long range bombardement due to their
aircraft.

^[Nuclear Carriers] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Uranium=BLDG_Uranium> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Nuclear Carrier.]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Nuclear_Carrier

^The aircraft carrier first came into widespread use during World War

II. Carriers 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 out of range. The range of the aircraft launched from

carriers forever changed the methodology of naval battles. Opposing

fleets could now engage in battle without either fleet ever entering

the other's visual range (although to some degree the advent or radar

had already made this possible, as was the case in some World War 2

engagements - such as the British against the Italian Fleet), ending

the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Super_Carrier

^[Super Aircraft Carriers] carry up to 3 air units and are legitimate airbases. Air units may $LINK<re-
base=GCON_Air_Missions> to Super carriers, and can launch missions from them. Super Carriers are equipped with
[Radar], so they can see two tiles in all directions, regardless of any blocking terrain. Carriers move fast, reaching a
rate of 14 tiles per turn, regardless of ocean depth. They have good defense and limited offensive capability, but
should always be escorted with strong naval units. Super Carriers have an excellent long range bombardement due
to their aircraft.

^[Super Carriers] receive a 5-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Uranium=BLDG_Uranium> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Super Carrier.]

^This unit has {Lethal} sea bombardment and it attacks enemy air units that attempt to bomb it.

#DESC_PRTO_Super_Carrier

#PRTO_Early_Sub

^[Submersibles] {do not operate [invisibly]} to enemy units. This leaves them vulnerable to attack. They move 6 tiles
per turn, regardless of ocean depth.

^[Submersibles] exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build an [Submersibles.]

^This unit has {Lethal} sea bombardment.

#DESC_PRTO_Early_Sub

^The first submarine was constructed in 1620 for James I of England. A

naval submarine "Gymnote" was launched by France in 1888. The

conventional submarine of WW1 was driven by a diesel engine on the

surface and battery powered electric motors when submerged.


#PRTO_Submarine

^[Submarines] {do not operate [invisibly]} to enemy units. This leaves them vulnerable to attack. They move 8 tiles
per turn, regardless of ocean depth.

^[Submarines] exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[Submarines] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Submarine.]

^This unit has {Lethal} sea bombardment.

^This unit has $LINK<Stealth Attack=GCON_Stealth_Attack> Capability.

#DESC_PRTO_Submarine

^A submarine is a submersible warship, designed to attack enemy

vessels while remaining hidden underwater. Although defensively weak,

submarines are feared because of their ability to make an

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

extensively during World War I. Developments after the war, such as

sonar, made the submarine even more effective. During World War II,

submarines were used extensively by all the world's naval powers, more

successfully by some than others.

^At the start of the war most powers envisaged the submarine as

another unit in a great sea battle sinking capital ships, but it was

shown by the Germans that its true gift was sinking lightly protected

cargo ships, being able to sneak in unseen and leave before any
successful counter measures were in place. Towards the end of the war

this tactic failed due to the increase in technology that the Allies

were able to use, namely Sonar and aeroplanes using depth

charges. Britain and America both started out trying to attack large

enemy capital ships, and some success was had by both powers, although

again the most tonnage that was sunk was that of merchant

shipping. Japan stuck firmly to a policy of attempting so sink capital

ships, and due to this their submarines performed had a far worse

track record than the other powers, even though their subs were in

some respects far superior to all but Germany's submarines.

^Today's submarines, in addition to their role as fast attack

vessels, also carry nuclear weapons that can be fired from underwater

positions just off the coast of an enemy country, to ensure that if

armageddon takes place, all will be able to experience the feeling to

the full.

#PRTO_Uboat-Type_VII

^[Submarines] {do not operate [invisibly]} to enemy units. This leaves them vulnerable to attack. They move 8 tiles
per turn, regardless of ocean depth.

^[Submarines] exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[Submarines] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Submarine.]

^This unit has {Lethal} sea bombardment.

^This unit has $LINK<Stealth Attack=GCON_Stealth_Attack> Capability.


#DESC_PRTO_Uboat-Type_VII

^A submarine is a submersible warship, designed to attack enemy

vessels while remaining hidden underwater. Although defensively weak,

submarines are feared because of their ability to make an

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

extensively during World War I. Developments after the war, such as

sonar, made the submarine even more effective. During World War II,

submarines were used extensively by all the world's naval powers, more

successfully by some than others.

^At the start of the war most powers envisaged the submarine as

another unit in a great sea battle sinking capital ships, but it was

shown by the Germans that its true gift was sinking lightly protected

cargo ships, being able to sneak in unseen and leave before any

successful counter measures were in place. Towards the end of the war

this tactic failed due to the increase in technology that the Allies

were able to use, namely Sonar and aeroplanes using depth

charges. Britain and America both started out trying to attack large

enemy capital ships, and some success was had by both powers, although

again the most tonnage that was sunk was that of merchant

shipping. Japan stuck firmly to a policy of attempting so sink capital

ships, and due to this their submarines performed had a far worse

track record than the other powers, even though their subs were in

some respects far superior to all but Germany's submarines.

^Today's submarines, in addition to their role as fast attack

vessels, also carry nuclear weapons that can be fired from underwater

positions just off the coast of an enemy country, to ensure that if


armageddon takes place, all will be able to experience the feeling to

the full.

#PRTO_Gato_Class

^[Submarines] {do not operate [invisibly]} to enemy units. This leaves them vulnerable to attack. They move 8 tiles
per turn, regardless of ocean depth.

^[Submarines] exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[Submarines] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box


to build a [Submarine.]

^This unit has {Lethal} sea bombardment.

^This unit has $LINK<Stealth Attack=GCON_Stealth_Attack> Capability.

#DESC_PRTO_Gato_Class

^A submarine is a submersible warship, designed to attack enemy

vessels while remaining hidden underwater. Although defensively weak,

submarines are feared because of their ability to make an

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

extensively during World War I. Developments after the war, such as

sonar, made the submarine even more effective. During World War II,

submarines were used extensively by all the world's naval powers, more

successfully by some than others.


^At the start of the war most powers envisaged the submarine as

another unit in a great sea battle sinking capital ships, but it was

shown by the Germans that its true gift was sinking lightly protected

cargo ships, being able to sneak in unseen and leave before any

successful counter measures were in place. Towards the end of the war

this tactic failed due to the increase in technology that the Allies

were able to use, namely Sonar and aeroplanes using depth

charges. Britain and America both started out trying to attack large

enemy capital ships, and some success was had by both powers, although

again the most tonnage that was sunk was that of merchant

shipping. Japan stuck firmly to a policy of attempting so sink capital

ships, and due to this their submarines performed had a far worse

track record than the other powers, even though their subs were in

some respects far superior to all but Germany's submarines.

^Today's submarines, in addition to their role as fast attack

vessels, also carry nuclear weapons that can be fired from underwater

positions just off the coast of an enemy country, to ensure that if

armageddon takes place, all will be able to experience the feeling to

the full.

#PRTO_Attack_Submarine

^[Attack Submarines] are improved $LINK<Submarines=PRTO_Submarine> with increased attack and defense ratings
and 50% increase in movement rate. They can operate [invisibly] while detecting other invisible units. They remain
invisible until they attack a surface ship, after which they again disappear. However, other Attack submarines,
$LINK<Boomer Submarines=PRTO_Nuclear_Submarine>, $LINK<Missile Destroyers=PRTO_Missile_Destroyer> and
$LINK<AEGIS Cruisers=PRTO_AEGIS_Cruiser> can see them plainly, which may leave them vulnerable to attack. They
move 12 tiles per turn, regardless of ocean depth.

^[Attach Submarines] exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[Attack Submarines] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^
^{Requirements:} A coastal city needs $LINK<Uranium=BLDG_Uranium> in its $LINK<strategic
resource=GCON_ResourcesS> box to build an [Attack Submarine.]

^This unit has {Lethal} sea bombardment.

^This unit has $LINK<Stealth Attack=GCON_Stealth_Attack> Capability.

#DESC_PRTO_Attack_Submarine

#PRTO_Akula_Class

^[Attack Submarines] are improved $LINK<Submarines=PRTO_Submarine> with increased attack and defense ratings
and 50% increase in movement rate. They can operate [invisibly] while detecting other invisible units. They remain
invisible until they attack a surface ship, after which they again disappear. However, other Attack submarines,
$LINK<Boomer Submarines=PRTO_Nuclear_Submarine>, $LINK<Missile Destroyers=PRTO_Missile_Destroyer> and
$LINK<AEGIS Cruisers=PRTO_AEGIS_Cruiser> can see them plainly, which may leave them vulnerable to attack. They
move 12 tiles per turn, regardless of ocean depth.

^[Attach Submarines] exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^[Attack Submarines] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Uranium=BLDG_Uranium> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Attack Submarine.]

^This unit has {Lethal} sea bombardment.

^This unit has $LINK<Stealth Attack=GCON_Stealth_Attack> Capability.

#DESC_PRTO_Akula_Class

#PRTO_Nuclear_Submarine

^[Boomer Submarines] are faster than earlier subs and have the ability to carry four $LINK<Tactical Nuclear
Missiles=PRTO_NUKE> on board which they can launch from the sea. These missiles are the {only} units which a
Boomer Sub may carry. They are [invisible] to enemy units while detecting other invisible units. They remain invisible
until they attack a surface ship, after which they again disappear. However, other Boomer submarines, $LINK<Attack
Submarines=PRTO_Attack_Submarine>, $LINK<Missile Destroyers=PRTO_Missile_Destroyer> and $LINK<AEGIS
Cruisers=PRTO_AEGIS_Cruiser> can see them plainly, which may leave them vulnerable to attack. They move 8 tiles
per turn.

^[Boomer Submarines] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Uranium=BLDG_Uranium> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Boomer Submarine.]

^This unit has {Lethal} sea bombardment.

#DESC_PRTO_Nuclear_Submarine

^Nuclear submarines are sea vehicles that are capable of remaining

underwater for months at a time. This was possible because of the

transition into nuclear, rather than diesel, generators. Typically

equipped with both nuclear and anti-submarine missiles, they presented

a new threat to those nations engaging in nuclear deterrence. Since

these mobile, virtually invisible ships could close to within a few

dozen miles of a target, the reaction 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 announced nuclear powers soon had their own fleet of

nuclear attack submarines. The difficulty in detection of nuclear

submarines means that only other nuclear submarines had a viable

chance at stopping one.

#PRTO_Typhoon_Class

^[Boomer Submarines] are faster than earlier subs and have the ability to carry four $LINK<Tactical Nuclear
Missiles=PRTO_NUKE> on board which they can launch from the sea. These missiles are the {only} units which a
Boomer Sub may carry. They are [invisible] to enemy units while detecting other invisible units. They remain invisible
until they attack a surface ship, after which they again disappear. However, other Boomer submarines, $LINK<Attack
Submarines=PRTO_Attack_Submarine>, $LINK<Missile Destroyers=PRTO_Missile_Destroyer> and $LINK<AEGIS
Cruisers=PRTO_AEGIS_Cruiser> can see them plainly, which may leave them vulnerable to attack. They move 8 tiles
per turn.

^[Boomer Submarines] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} A coastal city needs $LINK<Uranium=BLDG_Uranium> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Boomer Submarine.]

^This unit has {Lethal} sea bombardment.

#DESC_PRTO_Typhoon_Class

^Nuclear submarines are sea vehicles that are capable of remaining

underwater for months at a time. This was possible because of the

transition into nuclear, rather than diesel, generators. Typically

equipped with both nuclear and anti-submarine missiles, they presented

a new threat to those nations engaging in nuclear deterrence. Since

these mobile, virtually invisible ships could close to within a few

dozen miles of a target, the reaction 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 announced nuclear powers soon had their own fleet of

nuclear attack submarines. The difficulty in detection of nuclear

submarines means that only other nuclear submarines had a viable

chance at stopping one.

; Air Units ------------------------------------------------------------------

#PRTO_Balloon

^
^[Balloons] are the first flying unit available. They are useful for limited reconnaissance.

^They can detect any invisible units within their range.

#DESC_PRTO_Balloon

^A balloon is a lighter than air craft that consists of a bag

filled with gas that is lighter than the surrounding air and an

attached gondola or basket, for carrying people or instruments.

The first successful ascent was in Paris in 1783.

^The value of balloons for observation during war was first recognized in

1870s by Britain, France and Germany. The first Army Balloon School was formed

in Woolwich, England in 1878. Balloons were also used in the

Spanish-American War in 1898.

#PRTO_Air_Ship

^[Air Ships] are used for reconnaissance.

^[Air Ships] receive a 1-point $LINK<bonus to hit points=GCON_Experience>

^They can detect any invisible units within their range.

#DESC_PRTO_Air_Ship

^
^[Airships] fly on the principle that the sum displacement of the balloon and the basket is lower than that of air at
sea level, and hence the vessel rises. Due to this method of lift, airships are very ungainly in the air, and only
direction can be altered with any certainty.

^The first airships used Hydrogen gas to achieve lift, and although this is the lightest gas, it is highly flammable. The
Hindenburg disaster showed this flaw to its full effect when an airship exploded, killing all on board. After this,
Helium gas was used - although heavier, the fact that it is inert prevents explosions of this scale from occurring.

^Airships were first used in war in the first world war, mainly as a spotter role to direct artillery fire, their slow speed
prohibiting their widespread use on the battlefield. Some use was found by the Germans in that the range of airships
was sufficient so that they could be used to bomb London - albeit causing more indignation than damage.

#PRTO_Early_Bomber

^[Early Bombers] are not as versatile as fighters, but they have a larger operational range and greater bombardment
power. They have no recon or interception capability but are good at bombing enemy targets and can [sink enemy
sea units] through bombardment.

^[Early Bombers] receive a 1-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} An [Early Bomber] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

#DESC_PRTO_Early_Bomber

^The bombing of strategic targets from the air dates back to the

beginning of World War I, when the Germans used zeppelins to bomb

Paris and London. Because zeppelins proved to be extremely vulnerable,

they were withdrawn from war in favor of airplanes. By the end of

World War I planes were being designed specifically as bombers. The

bomber's job is to carry bombs into enemy territory, normally beyond

the range 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-bombing.

#PRTO_Caproni_Ca.3

^[Caproni Ca.3s] are not as versatile as fighters, but they have a larger operational range and greater bombardment
power. They have no recon or interception capability but are good at bombing enemy targets and can [sink enemy
sea units] through bombardment.

^[Caproni Ca.3s] receive a 1-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Caproni Ca.3] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Early Bomber=PRTO_Early_Bomber>.

#DESC_PRTO_Caproni_Ca.3

^The bombing of strategic targets from the air dates back to the

beginning of World War I, when the Germans used zeppelins to bomb

Paris and London. Because zeppelins proved to be extremely vulnerable,

they were withdrawn from war in favor of airplanes. By the end of

World War I planes were being designed specifically as bombers. The

bomber's job is to carry bombs into enemy territory, normally beyond

the range 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-bombing.


#PRTO_HandleyPage_Bomber

^[HandleyPage Bombers] are not as versatile as fighters, but they have a larger operational range and greater
bombardment power. They have no recon or interception capability but are good at bombing enemy targets and can
[sink enemy sea units] through bombardment.

^[HandleyPage Bombers] receive a 1-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [HandleyPage Bomber] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a


transport capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of
creating the Carrier limitation.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British, Celtic and American flavor of the $LINK<Early
Bomber=PRTO_Early_Bomber>.

#DESC_PRTO_HandleyPage_Bomber

^The bombing of strategic targets from the air dates back to the

beginning of World War I, when the Germans used zeppelins to bomb

Paris and London. Because zeppelins proved to be extremely vulnerable,

they were withdrawn from war in favor of airplanes. By the end of

World War I planes were being designed specifically as bombers. The

bomber's job is to carry bombs into enemy territory, normally beyond

the range 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-bombing.

#PRTO_Gotha_G.IV

^[Gotha G.IVs] are not as versatile as fighters, but they have a larger operational range and greater bombardment
power. They have no recon or interception capability but are good at bombing enemy targets and can [sink enemy
sea units] through bombardment.

^
^[Gotha G.IVs] receive a 1-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Gotha G.IV] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport capacity
of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating the
Carrier limitation.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Early Bomber=PRTO_Early_Bomber>.

#DESC_PRTO_Gotha_G.IV

^The bombing of strategic targets from the air dates back to the

beginning of World War I, when the Germans used zeppelins to bomb

Paris and London. Because zeppelins proved to be extremely vulnerable,

they were withdrawn from war in favor of airplanes. By the end of

World War I planes were being designed specifically as bombers. The

bomber's job is to carry bombs into enemy territory, normally beyond

the range 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-bombing.

#PRTO_Sikorsky_Mourometz_V

^[Sikorsky Mourometz Vs] are not as versatile as fighters, but they have a larger operational range and greater
bombardment power. They have no recon or interception capability but are good at bombing enemy targets and can
[sink enemy sea units] through bombardment.

^[Sikorsky Mourometz Vs] receive a 1-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Sikorsky Mourometz V] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a


transport capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of
creating the Carrier limitation.

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Early Bomber=PRTO_Early_Bomber>.

#DESC_PRTO_Sikorsky_Mourometz_V

^The bombing of strategic targets from the air dates back to the

beginning of World War I, when the Germans used zeppelins to bomb

Paris and London. Because zeppelins proved to be extremely vulnerable,

they were withdrawn from war in favor of airplanes. By the end of

World War I planes were being designed specifically as bombers. The

bomber's job is to carry bombs into enemy territory, normally beyond

the range 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-bombing.

#PRTO_Bomber

^[Bombers] are not as versatile as fighters, but they have a larger operational range and greater bombardment
power. They have no recon or interception capability but are good at bombing enemy targets and can [sink enemy
sea units] through bombardment.

^[Bombers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Bomber] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport capacity of
1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating the Carrier
limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Bomber.]

#DESC_PRTO_Bomber

^
^The bombing of strategic targets from the air dates back to the

beginning of World War I, when the Germans used zeppelins to bomb

Paris and London. Because zeppelins proved to be extremely vulnerable,

they were withdrawn from war in favor of airplanes. By the end of

World War I planes were being designed specifically as bombers. The

bomber's job is to carry bombs into enemy territory, normally beyond

the range 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-bombing.

#PRTO_Medium_Bomber

^[Medium Bombers] are not as versatile as fighters, but they have a larger operational range and greater
bombardment power. They have no recon or interception capability but are good at bombing enemy targets and can
[sink enemy sea units] through bombardment.

^[Medium Bombers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Medium Bomber] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build a


[Medium Bomber.]

#DESC_PRTO_Medium_Bomber

^The bombing of strategic targets from the air dates back to the

beginning of World War I, when the Germans used zeppelins to bomb

Paris and London. Because zeppelins proved to be extremely vulnerable,

they were withdrawn from war in favor of airplanes. By the end of


World War I planes were being designed specifically as bombers. The

bomber's job is to carry bombs into enemy territory, normally beyond

the range 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-bombing.

#PRTO_Ju-86

^[Ju-86s] are not as versatile as fighters, but they have a larger operational range and greater bombardment power.
They have no recon or interception capability but are good at bombing enemy targets and can [sink enemy sea units]
through bombardment.

^[Ju-86s] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Ju-86] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport capacity of 1
is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating the Carrier
limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build a


[Ju-86.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Viking, Zulu and Incan flavor of the $LINK<Medium
Bomber=PRTO_Medium_Bomber>.

#DESC_PRTO_Ju-86

^The bombing of strategic targets from the air dates back to the

beginning of World War I, when the Germans used zeppelins to bomb

Paris and London. Because zeppelins proved to be extremely vulnerable,

they were withdrawn from war in favor of airplanes. By the end of

World War I planes were being designed specifically as bombers. The

bomber's job is to carry bombs into enemy territory, normally beyond

the range 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-bombing.

#PRTO_SM.79_Sparviero

^[SM.79Sparvieros] are not as versatile as fighters, but they have a larger operational range and greater
bombardment power. They have no recon or interception capability but are good at bombing enemy targets and can
[sink enemy sea units] through bombardment.

^[SM.79Sparvieros] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [SM.79Sparviero] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport


capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build a


[SM.79Sparviero.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman, Babylonian and Spanish flavor of the $LINK<Medium
Bomber=PRTO_Medium_Bomber>.

#DESC_PRTO_SM.79_Sparviero

^The bombing of strategic targets from the air dates back to the

beginning of World War I, when the Germans used zeppelins to bomb

Paris and London. Because zeppelins proved to be extremely vulnerable,

they were withdrawn from war in favor of airplanes. By the end of

World War I planes were being designed specifically as bombers. The

bomber's job is to carry bombs into enemy territory, normally beyond

the range 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-bombing.


#PRTO_He-111

^[He-111s] are not as versatile as fighters, but they have a larger operational range and greater bombardment
power. They have no recon or interception capability but are good at bombing enemy targets and can [sink enemy
sea units] through bombardment.

^[He-111s] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [He-111] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport capacity of
1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating the Carrier
limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build a


[He-111.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Medium


Bomber=PRTO_Medium_Bomber>.

#DESC_PRTO_He-111

^The bombing of strategic targets from the air dates back to the

beginning of World War I, when the Germans used zeppelins to bomb

Paris and London. Because zeppelins proved to be extremely vulnerable,

they were withdrawn from war in favor of airplanes. By the end of

World War I planes were being designed specifically as bombers. The

bomber's job is to carry bombs into enemy territory, normally beyond

the range 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-bombing.


#PRTO_Vickers_Wellington

^[Vickers Wellingtons] are not as versatile as fighters, but they have a larger operational range and greater
bombardment power. They have no recon or interception capability but are good at bombing enemy targets and can
[sink enemy sea units] through bombardment.

^[Vickers Wellingtons] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Vickers Wellington] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build a


[Vickers Wellington.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British and Celtic flavor of the $LINK<Medium
Bomber=PRTO_Medium_Bomber>.

#DESC_PRTO_Vickers_Wellington

^The bombing of strategic targets from the air dates back to the

beginning of World War I, when the Germans used zeppelins to bomb

Paris and London. Because zeppelins proved to be extremely vulnerable,

they were withdrawn from war in favor of airplanes. By the end of

World War I planes were being designed specifically as bombers. The

bomber's job is to carry bombs into enemy territory, normally beyond

the range 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-bombing.

#PRTO_Amiot_354
^[Amiot 354s] are not as versatile as fighters, but they have a larger operational range and greater bombardment
power. They have no recon or interception capability but are good at bombing enemy targets and can [sink enemy
sea units] through bombardment.

^[Amiot 354s] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} An [Amiot 354] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build an


[Amiot 354.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Medium


Bomber=PRTO_Medium_Bomber>.

#DESC_PRTO_Amiot_354

^The bombing of strategic targets from the air dates back to the

beginning of World War I, when the Germans used zeppelins to bomb

Paris and London. Because zeppelins proved to be extremely vulnerable,

they were withdrawn from war in favor of airplanes. By the end of

World War I planes were being designed specifically as bombers. The

bomber's job is to carry bombs into enemy territory, normally beyond

the range 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-bombing.

#PRTO_Petlyakov_Pe-2
^[Petlyakov Pe-2s] are not as versatile as fighters, but they have a larger operational range and greater
bombardment power. They have no recon or interception capability but are good at bombing enemy targets and can
[sink enemy sea units] through bombardment.

^[Pe-2s] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Pe-2] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport capacity of 1
is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating the Carrier
limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build a


[Pe-2.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Medium


Bomber=PRTO_Medium_Bomber>.

#DESC_PRTO_Petlyakov_Pe-2

^The bombing of strategic targets from the air dates back to the

beginning of World War I, when the Germans used zeppelins to bomb

Paris and London. Because zeppelins proved to be extremely vulnerable,

they were withdrawn from war in favor of airplanes. By the end of

World War I planes were being designed specifically as bombers. The

bomber's job is to carry bombs into enemy territory, normally beyond

the range 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-bombing.

#PRTO_G4M_Betty

^[G4M Bettys] are not as versatile as fighters, but they have a larger operational range and greater bombardment
power. They have no recon or interception capability but are good at bombing enemy targets and can [sink enemy
sea units] through bombardment.

^[G4M Bettys] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [G4M Betty] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport capacity
of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating the
Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build a


[G4M Betty.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese flavor of the $LINK<Medium


Bomber=PRTO_Medium_Bomber>.

#DESC_PRTO_G4M_Betty

^The bombing of strategic targets from the air dates back to the

beginning of World War I, when the Germans used zeppelins to bomb

Paris and London. Because zeppelins proved to be extremely vulnerable,

they were withdrawn from war in favor of airplanes. By the end of

World War I planes were being designed specifically as bombers. The

bomber's job is to carry bombs into enemy territory, normally beyond

the range 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-bombing.

#PRTO_B-25 Mitchell

^[B-25 Mitchells] are not as versatile as fighters, but they have a larger operational range and greater bombardment
power. They have no recon or interception capability but are good at bombing enemy targets and can [sink enemy
sea units] through bombardment.
^

^[B-25 Mitchells] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [B-25 Mitchell] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build a [B-
25 Mitchell.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Medium


Bomber=PRTO_Medium_Bomber>.

#DESC_PRTO_B-25 Mitchell

^The bombing of strategic targets from the air dates back to the

beginning of World War I, when the Germans used zeppelins to bomb

Paris and London. Because zeppelins proved to be extremely vulnerable,

they were withdrawn from war in favor of airplanes. By the end of

World War I planes were being designed specifically as bombers. The

bomber's job is to carry bombs into enemy territory, normally beyond

the range 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-bombing.

#PRTO_Heavy_Bomber

^[Heavy Bombers] are four-engine $LINK<Bombers=PRTO_Bomber> with a larger operational range and a stronger
bombardment. They have no recon or interception capability but are good at bombing enemy targets and can [sink
enemy sea units] through bombardment.
^

^[Heavy Bombers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Heavy Bomber] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Heavy Bomber.]

#DESC_PRTO_Heavy_Bomber

#PRTO_Piaggio_P.108

^[Piaggio P.108s] are four-engine $LINK<Bombers=PRTO_Bomber> with a larger operational range and a stronger
bombardment. They have no recon or interception capability but are good at bombing enemy targets and can [sink
enemy sea units] through bombardment.

^[Piaggio P.108s] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Piaggio P.108] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Piaggio P.108.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Heavy Bomber=PRTO_Heavy_Bomber>.

#DESC_PRTO_Piaggio_P.108

^
#PRTO_Petlyakov_Pe-8

^[Petlyakov Pe-8s] are four-engine $LINK<Bombers=PRTO_Bomber> with a larger operational range and a stronger
bombardment. They have no recon or interception capability but are good at bombing enemy targets and can [sink
enemy sea units] through bombardment.

^[Petlyakov Pe-8s] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Petlyakov Pe-8] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Petlyakov Pe-8.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Heavy


Bomber=PRTO_Heavy_Bomber>.

#DESC_PRTO_Petlyakov_Pe-8

#PRTO_He-177_Greif

^The [He-177 Greif (=Griffin)] is a four-engine (connected to only two propellers) $LINK<Bomber=PRTO_Bomber>
with a larger operational range and a stronger bombardment. They have no recon or interception capability but are
good at bombing enemy targets and can [sink enemy sea units] through bombardment.

^[He-177 Greifs] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [He-177 Greif] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [He-177 Greif.]
^

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Heavy


Bomber=PRTO_Heavy_Bomber>.

#DESC_PRTO_He-177_Greif

#PRTO_Handley_Page_Halifax

^The [Handley Page Halifax] is a four-engine $LINK<Bomber=PRTO_Bomber> with a larger operational range and a
stronger bombardment. It has no recon or interception capability but is good at bombing enemy targets and can
[sink enemy sea units] through bombardment.

^[Handley Page Halifaxs] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Handley Page Halifax] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a
transport capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of
creating the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Handley Page Halifax.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Iroquois flavor of the $LINK<Heavy


Bomber=PRTO_Heavy_Bomber>.

#DESC_PRTO_Handley_Page_Halifax

#PRTO_Lancaster

^[Lancasters] are four-engine $LINK<Bombers=PRTO_Bomber> with a larger operational range and a stronger
bombardment. They have no recon or interception capability but are good at bombing enemy targets and can [sink
enemy sea units] through bombardment.

^
^[Lancasters] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Lancaster] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport capacity
of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating the
Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Lancaster.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British and Celtic flavor of the $LINK<Heavy
Bomber=PRTO_Heavy_Bomber>.

#DESC_PRTO_Lancaster

#PRTO_B-17_Flying_Fortress

^[B-17 Flying Fortresses] are four-engine $LINK<Bombers=PRTO_Bomber> with a larger operational range and a
stronger bombardment. They have no recon or interception capability but are good at bombing enemy targets and
can [sink enemy sea units] through bombardment.

^[B-17 Flying Fortresses] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [B-17 Flying Fortress] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [B-17 Flying Fortress.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Heavy


Bomber=PRTO_Heavy_Bomber>.

#DESC_PRTO_B-17_Flying_Fortress
^

#PRTO_B-24_Liberator

^[B-24 Liberators] are four-engine $LINK<Bombers=PRTO_Bomber> with a larger operational range and a stronger
bombardment. They have no recon or interception capability but are good at bombing enemy targets and can [sink
enemy sea units] through bombardment.

^[B-24 Liberators] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [B-24 Liberator] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [B-24 Liberator.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French, Indian, Chinese, Ottoman, Zulu and Sioux flavor of the
$LINK<Heavy Bomber=PRTO_Heavy_Bomber>.

#DESC_PRTO_B-24_Liberator

#PRTO_Long_Range_Bomber

^As the name implies, [Long Range Bombers] are basically $LINK<Bombers=PRTO_Bomber> with a larger operational
range and slightly stronger bombardment. They have no recon or interception capability but are good at bombing
enemy targets and can [sink enemy sea units] through bombardment.

^[Long Range Bombers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Long Range Bomber] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a
transport capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of
creating the Carrier limitation.
^

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Long Range Bomber.]

#PRTO_Heavy_Jetbomber

^As the name implies, [Heavy Jetbombers] are basically $LINK<Bombers=PRTO_Bomber> with a larger operational
range and slightly stronger bombardment. They have no recon or interception capability but are good at bombing
enemy targets and can [sink enemy sea units] through bombardment.

^[Heavy Jetbombers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Heavy Jetbomber] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Heavy Jetbomber.]

#DESC_PRTO_Heavy_Jetbomber

#PRTO_B-47_Stratojet

^[B-47 Stratojets] are basically $LINK<Bombers=PRTO_Bomber> with a larger operational range and slightly stronger
bombardment. They have no recon or interception capability but are good at bombing enemy targets and can [sink
enemy sea units] through bombardment.

^[B-47 Stratojets] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [B-47 Stratojet] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.
^

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [B-47 Stratojet.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Long Range


Bomber=PRTO_Long_Range_Bomber>.

#DESC_PRTO_B-47_Stratojet

#PRTO_Vickers_Valiant

^[Vickers Valiants] are basically $LINK<Bombers=PRTO_Bomber> with a larger operational range and slightly
stronger bombardment. They have no recon or interception capability but are good at bombing enemy targets and
can [sink enemy sea units] through bombardment.

^[Vickers Valiants] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Vickers Valiant] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Vickers Valiant.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British and Celtic flavor of the $LINK<Long Range
Bomber=PRTO_Long_Range_Bomber>.

#DESC_PRTO_Vickers_Valiant

#PRTO_Tu-16_Badger
^[Tu-16 Badgers] are basically $LINK<Bombers=PRTO_Bomber> with a larger operational range and slightly stronger
bombardment. They have no recon or interception capability but are good at bombing enemy targets and can [sink
enemy sea units] through bombardment.

^[Tu-16 Badgers] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Tu-16 Badger] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Tu-16 Badger.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Long Range


Bomber=PRTO_Long_Range_Bomber>.

#DESC_PRTO_Tu-16_Badger

#PRTO_Xian_H-6

^[Xian H-6s] are basically $LINK<Bombers=PRTO_Bomber> with a larger operational range and slightly stronger
bombardment. They have no recon or interception capability but are good at bombing enemy targets and can [sink
enemy sea units] through bombardment.

^[Xian H-6s] receive a 2-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Xian H-6] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport capacity
of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating the
Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Xian H-6.]

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the Chinese flavor of the $LINK<Long Range
Bomber=PRTO_Long_Range_Bomber>.

#DESC_PRTO_Xian_H-6

#PRTO_Strategic_Bomber

^[Strategic Bombers] are a further step up the bomber ladder with a larger operational range and more powerful
bombardment than $LINK<Long Range Bombers=PRTO_Long_Range_Bomber>. They have no recon or interception
capability but are very good at bombing enemy targets and can [sink enemy sea units] through bombardment. They
can also kill land units through bombardment.

^[Strategic Bombers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Strategic Bomber] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs both $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Strategic Bomber.]

#DESC_PRTO_Strategic_Bomber

#PRTO_B-52H_Stratofortress

^[B-52H Stratofortresses] are a further step up the bomber ladder with a larger operational range and more
powerful bombardment than $LINK<Long Range Bombers=PRTO_Long_Range_Bomber>. They have no recon or
interception capability but are very good at bombing enemy targets and can [sink enemy sea units] through
bombardment. They can also kill land units through bombardment.

^[B-52H Stratofortresses] receive a 3-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [B-52H Stratofortress] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a


transport capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of
creating the Carrier limitation.
^

^{Requires:} A city needs both $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [B-52H Stratofortress.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Strategic


Bomber=PRTO_Strategic_Bomber>.

#DESC_PRTO_B-52H_Stratofortress

#PRTO_Handley_Page_Victor

^[Handley Page Victors] are a further step up the bomber ladder with a larger operational range and more powerful
bombardment than $LINK<Long Range Bombers=PRTO_Long_Range_Bomber>. They have no recon or interception
capability but are very good at bombing enemy targets and can [sink enemy sea units] through bombardment. They
can also kill land units through bombardment.

^[Handley Page Victors] receive a 3-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Handley Page Victor] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a
transport capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of
creating the Carrier limitation.

^{Requires:} A city needs both $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Handley Page Victor.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Iroquois and Celtic flavor of the $LINK<Strategic
Bomber=PRTO_Strategic_Bomber>.

#DESC_PRTO_Handley_Page_Victor

#PRTO_Avro_Vulcan

^[Avro Vulcans] are a further step up the bomber ladder with a larger operational range and more powerful
bombardment than $LINK<Long Range Bombers=PRTO_Long_Range_Bomber>. They have no recon or interception
capability but are very good at bombing enemy targets and can [sink enemy sea units] through bombardment. They
can also kill land units through bombardment.

^[Avro Vulcans] receive a 3-point $LINK<bonus to hit points=GCON_Experience>

^
^{Limitations:} An [Avro Vulcan] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs both $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Avro Vulcan.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor of the $LINK<Strategic


Bomber=PRTO_Strategic_Bomber>.

#DESC_PRTO_Avro_Vulcan

#PRTO_M-4_Bison

^[M-4 Bisons] are a further step up the bomber ladder with a larger operational range and more powerful
bombardment than $LINK<Long Range Bombers=PRTO_Long_Range_Bomber>. They have no recon or interception
capability but are very good at bombing enemy targets and can [sink enemy sea units] through bombardment. They
can also kill land units through bombardment.

^[M-4 Bisons] receive a 3-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [M-4 Bison] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport capacity
of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating the
Carrier limitation.

^{Requires:} A city needs both $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [M-4 Bison.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian and Chinese flavor of the $LINK<Strategic
Bomber=PRTO_Strategic_Bomber>.

#DESC_PRTO_M-4_Bison

#PRTO_Stealth_Fighter

^[Stealth fighters] can do almost everything normal jet fighters do and more. They can execute all $LINK<air
missions=GCON_Air_Missions>, except air superiority. Due to their [stealth] technology, stealth fighters are very
difficult to intercept by enemy fighters on air superiority and/or $LINK<SAM Batteries=BLDG_SAM_Missile_Battery>
batteries,$LINK<Flak units=PRTO_Flak> or $LINK<Mobile SAMs=PRTO_Mobile_SAM>. They are the best
reconnaissance planes in the game and are also capable at bombardment, with their bombs able to [sink enemy sea
units] and kill land units.

^[Stealth Fighters] receive a 4-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Stealth Fighter] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Stealth Fighter.]

#PRTO_SuperSonic_Bomber

^[SuperSonic Bombers] are a further step up the bomber ladder with a larger defensiv potential and a slightly more
powerful bombardment than $LINK<Strategic Bombers=PRTO_Strategic_Bomber>. They have no recon or
interception capability but are very good at bombing enemy targets and can [sink enemy sea units] through
bombardment. They can also kill land units through bombardment.

^[SuperSonic Bombers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [SuperSonic Bomber] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs both $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [SuperSonic Bomber.]

#DESC_PRTO_SuperSonic_Bomber

#DESC_PRTO_Stealth_Fighter

^Starting in the Second World War, radar technology came into

widespread use both for detection and targeting of aircraft. Because


of this, aeronautical engineers began searching for ways to make

aircraft less "visible" to electronic tracking and weapon systems. The

earliest stealth technologies consisted of coating aircraft with

materials that would absorb rather than deflect a radar signal. In the

late 1970s, designs incorporating this technology, as well as a unique

fuselage shape designed to deflect radar away from 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. These unique, black aircraft served well

in the Persian Gulf War in 1991, and have served as the basis for

further development of stealth aircraft technology. These aircraft are

not completely invulnerable however, as was shown in the war against

Serbia, where a stealth fighter was destroyed by anti-aircraft fire.

#PRTO_Stealth_Bomber

^[Stealth Bombers] are the premier bombers in the game. Due to their [stealth] technology, stealth bombers are
very difficult to intercept by enemy fighters on air superiority and/or $LINK<SAM
Batteries=BLDG_SAM_Missile_Battery> batteries,$LINK<Flak units=PRTO_Flak> or $LINK<Mobile
SAMs=PRTO_Mobile_SAM>. They have the largest operational range and most powerful bombardment capabilities
of any plane in the game. They are capable of [sinking sea units] and killing land units.

^They can also execute $LINK<Precision Strikes=GCON_Air_Missions>.

^[Stealth Bombers] receive a 4-point $LINK<bonus to hit points=GCON_Experience>

^{Limitations:} A [Stealth Bomber] cannot land on $LINK<Carriers=PRTO_Carrier>. Note that although a transport
capacity of 1 is listed below, they cannot actually transport any units; instead, this is merely a side-effect of creating
the Carrier limitation.

^{Requires:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Stealth Bomber.]
#DESC_PRTO_Stealth_Bomber

^Concurrent with the development of a stealth fighter, aeronautical

engineers began to apply stealth technology to a full-scale

bomber. The B-1B bomber, which went into service in 1986 as a

replacement for the B-52, incorporated some of these innovations. The

radar signature of the B-1B was reduced to a mere one percent that of

the B-52 due to its low cross-section and its minimal use of

radar-reflective, hard-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 bomber uses a flying wing design

similar in shape to the F-117A stealth fighter. The flying wing design

reduces the profile of the B-2 by incorporating its engines into the

body of the plane. The engine exhausts and intakes 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 1980s, it was

announced that 132 B-2's would be constructed, and would enter service

sometime in the 1990s.

#PRTO_Biplane

^[Bi-Planes] are one of the earliest forms of planes that were used before and during World War 1. They are the first
planes which can execute Air Superiority missions and can also be used for limited reconnaissance missions and light
bombing. Their operational range is small, but their bombs can still [sink enemy sea units] who come near.

^[Bi-Planes] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^[Bi-Planes] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.


^

#DESC_PRTO_Biplane

^Slow, unwieldly and very difficult to maneuver, these aeroplanes were first used in World War 1 to help increase
the accuracy of the artillery, by observing where the shells were landing, and providing feedback to the artilleriests.
As the war progressed, improvements in design allowed the pilots to kill each other with small arms fire and machine
guns. Due to the difficulty of flying and the fact that no parachutes were available, the pilots in the British army (as
aircraft began as a detachment of the army) were known as the "twenty minuters", as this was their life expectancy.

#PRTO_Fokker_Triplane

^[Fokker Triplanes] are one of the earliest forms of planes that were used before and during World War 1. They are
the first planes which can execute Air Superiority missions and can also be used for limited reconnaissance missions
and light bombing. Their operational range is small, but their bombs can still [sink enemy sea units] who come near.

^[Fokker Triplanes] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^[Fokker Triplanes] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German Tri-Plane flavor of the $LINK<Bi-Plane=PRTO_Biplane>.

#DESC_PRTO_Fokker_Triplane

^Slow, unwieldly and very difficult to maneuver, these aeroplanes were first used in World War 1 to help increase
the accuracy of the artillery, by observing where the shells were landing, and providing feedback to the artilleriests.

^In 1915, during World War I, aircraft designer Anthony Fokker developed a gear system that allowed a plane-
mounted 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.

#PRTO_Hanriot_HD-1

^
^[Hanriot HD-1s] are one of the earliest forms of planes that were used before and during World War 1. They are the
first planes which can execute Air Superiority missions and can also be used for limited reconnaissance missions and
light bombing. Their operational range is small, but their bombs can still [sink enemy sea units] who come near.

^[Hanriot HD-1s] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^[Hanriot HD-1s] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Bi-Plane=PRTO_Biplane>.

#DESC_PRTO_Hanriot_HD-1

^Slow, unwieldly and very difficult to maneuver, these aeroplanes were first used in World War 1 to help increase
the accuracy of the artillery, by observing where the shells were landing, and providing feedback to the artilleriests.

#PRTO_Halberstadt_D.II_Turk

^[Halberstadt D.IIs] are one of the earliest forms of planes that were used before and during World War 1. They are
the first planes which can execute Air Superiority missions and can also be used for limited reconnaissance missions
and light bombing. Their operational range is small, but their bombs can still [sink enemy sea units] who come near.

^[Halberstadt D.IIs] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^[Halberstadt D.IIs] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Ottoman flavor of the $LINK<Bi-Plane=PRTO_Biplane>.

#DESC_PRTO_Halberstadt_D.II_Turk

^Slow, unwieldly and very difficult to maneuver, these aeroplanes were first used in World War 1 to help increase
the accuracy of the artillery, by observing where the shells were landing, and providing feedback to the artilleriests.
#PRTO_Fokker_Quetzalcoatl

^[Fokker Quetzalcoatls] are one of the earliest forms of planes that could be used before and during World War 1.
They are the first planes which can execute Air Superiority missions and can also be used for limited reconnaissance
missions and light bombing. Their operational range is small, but their bombs can still [sink enemy sea units] who
come near.

^[Fokker Quetzalcoatls] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^[Fokker Quetzalcoatls] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Aztec "what-if" flavor of the $LINK<Bi-Plane=PRTO_Biplane>.

#DESC_PRTO_Fokker_Quetzalcoatl

^Slow, unwieldly and very difficult to maneuver, these aeroplanes were first used in World War 1 to help increase
the accuracy of the artillery, by observing where the shells were landing, and providing feedback to the artilleriests.

^In 1915, during World War I, aircraft designer Anthony Fokker developed a gear system that allowed a plane-
mounted 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.

#PRTO_Sopwith_Camel

^[Sopwith Camels] are one of the earliest forms of planes that were used before and during World War 1. They are
the first planes which can execute Air Superiority missions and can also be used for limited reconnaissance missions
and light bombing. Their operational range is small, but their bombs can still [sink enemy sea units] who come near.

^[Sopwith Camels] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^[Sopwith Camels] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the British and Celtic flavor of the $LINK<Bi-Plane=PRTO_Biplane>.

#DESC_PRTO_Sopwith_Camel

^Slow, unwieldly and very difficult to maneuver, these aeroplanes were first used in World War 1 to help increase
the accuracy of the artillery, by observing where the shells were landing, and providing feedback to the artilleriests.
As the war progressed, improvements in design allowed the pilots to kill each other with small arms fire and machine
guns. Due to the difficulty of flying and the fact that no parachutes were available, the pilots in the British army (as
aircraft began as a detachment of the army) were known as the "twenty minuters", as this was their life expectancy.

#PRTO_SPAD_S.XIII

^[SPAD S.XIIIs] are one of the earliest forms of planes that were used before and during World War 1. They are the
first planes which can execute Air Superiority missions and can also be used for limited reconnaissance missions and
light bombing. Their operational range is small, but their bombs can still [sink enemy sea units] who come near.

^[SPAD S.XIIIs] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^[SPAD S.XIIIs] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French, American, Sioux and Russian flavor of the $LINK<Bi-
Plane=PRTO_Biplane>.

#DESC_PRTO_SPAD_S.XIII

^Slow, unwieldly and very difficult to maneuver, these aeroplanes were first used in World War 1 to help increase
the accuracy of the artillery, by observing where the shells were landing, and providing feedback to the artilleriests.

#PRTO_Early_Fighter

^[Early Fighters] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.


^

^[Early Fighters] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Early Fighters] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build


an [Early Fighter.]

#DESC_PRTO_Early_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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected

targets is the destruction of enemy fighters.

#PRTO_Hawk_75_(Norway)

^[Hawk 75s] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[Hawk 75s] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Hawk 75s] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.


^

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build


a [Hawk 75.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Viking flavor of the $LINK<Early Fighter=PRTO_Early_Fighter>.

#DESC_PRTO_Hawk_75_(Norway)

^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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected

targets is the destruction of enemy fighters.

#PRTO_Polikarpov_I-16

^[Polikarpov I-16 (Rata)] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[Ratas] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Ratas] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^
^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build
a [Rata.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian and Chinese flavor of the $LINK<Early
Fighter=PRTO_Early_Fighter>.

#DESC_PRTO_Polikarpov_I-16

^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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected

targets is the destruction of enemy fighters.

#PRTO_M.S.406

^[M.S.406s] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[M.S.406s] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[M.S.406s] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build


a [M.S.406.]
^

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Early Fighter=PRTO_Early_Fighter>.

#DESC_PRTO_M.S.406

^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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected

targets is the destruction of enemy fighters.

#PRTO_Fiat_G-50_Freccia

^[Fiat G-50 Freccias] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[Fiat G-50 Freccias] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Fiat G-50 Freccias] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build


a [Fiat G-50 Freccia.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Early Fighter=PRTO_Early_Fighter>.


#DESC_PRTO_Fiat_G-50_Freccia

^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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected

targets is the destruction of enemy fighters.

#PRTO_Greek_MB-151

^[MB-151s] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[MB-151s] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[MB-151s] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build


a [MB-151.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Greek flavor of the $LINK<Early Fighter=PRTO_Early_Fighter>.

#DESC_PRTO_Greek_MB-151
^

^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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected

targets is the destruction of enemy fighters.

#PRTO_Hawker_Hurricane

^[Hawker Hurricanes] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[Hawker Hurricanes] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Hawker Hurricanes] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build


a [Hawker Hurricane.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British and Celtic flavor of the $LINK<Early
Fighter=PRTO_Early_Fighter>.

#DESC_PRTO_Hawker_Hurricane

^
^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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected

targets is the destruction of enemy fighters.

#PRTO_Spanish_He-112

^[Spanish He-112s] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[Spanish He-112s] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Spanish He-112s] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build


a [Spanish He-112.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Spanish flavor of the $LINK<Early Fighter=PRTO_Early_Fighter>.

#DESC_PRTO_Spanish_He-112

^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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected

targets is the destruction of enemy fighters.

#PRTO_Me-109E

^[Me-109Es] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[Me-109Es] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Me-109Es] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build


a [Me-109E.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Early Fighter=PRTO_Early_Fighter>.

#DESC_PRTO_Me-109E

^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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected

targets is the destruction of enemy fighters.

#PRTO_A6M_Zero

^[Zeros] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their bombardment
attacks can [sink enemy sea units], as

well as kill enemy land units.

^[Zeros] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Zeros] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build


a [Zero.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese flavor of the $LINK<Early Fighter=PRTO_Early_Fighter>.

#DESC_PRTO_A6M_Zero

^The Japanese Zero, also called Mitsubishi A6M Navy Type 0 fighter aircraft, was a single-seat, low-wing monoplane
used with great effect by the Japanese during World War II. The Zero was made in two conformations: as a land-
based fighter and, with folding wingtips for stowage, for carrier use. It was designed to specifications written in
1937, was first tested in 1939, and was placed in production and in operation in China in 1940. Although Allied forces
code-named the aircraft “Zeke,” it was generally known as the Zero, a term derived from one of its Japanese
names—Reisen Kanjikisen (Zero Celebration Carrier-based Fighter Airplane), abbreviated Reisen. The year its
production began, 1940, was the 2,600th anniversary of the ascension to the throne of Japan's legendary first
emperor, Jimmu, hence the “zero-year” celebration.

^
^The Zero was made by Mitsubishi Heavy Industries and was first powered by a Nakajima Sakae radial air-cooled
engine of 14 cylinders (two staggered rows of seven) thatdeveloped 1,020 horsepower. Later it used a 1,130-
horsepower engine to turn its three-blade constant-speed propeller. Its top speed was 350 miles per hour (565
km/h) at nearly 20,000 feet (6,100 m), and it was armed with two 7.7-millimetre machine guns and two 20-
millimetre cannons in its wings; it could carry two 132-pound (59.9-kilogram) bombs under the wings.

^When it first appeared, the Zero could outmaneuver every airplane it encountered. Moreover, its 156-gallon (591-
litre) internal fuel tank was augmented with a 94-gallon external tank that could be dropped when empty, thus
enabling the Zero to fly far beyond its expected range. The Allies did not field fighters that could defeat it in aerial
combat until 1943. Many Zeros were converted to kamikaze craft in the closing months of the war. In all, nearly
10,430 of them were built.

#PRTO_P-38_Lightning

^[P-38 Lightnings] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[P-38 Lightnings] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[P-38 Lightnings] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build


a [P-38 Lightning.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Early Fighter=PRTO_Early_Fighter>.

#DESC_PRTO_P-38_Lightning

^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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected

targets is the destruction of enemy fighters.

#PRTO_Bell_P-39_Quetzatl

^[Bell P-39_Quetzatls] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[Bell P-39_Quetzatls] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Bell P-39_Quetzatls] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> in its $LINK<strategic resource=GCON_ResourcesS> box to build


a [Bell P-39_Quetzatl.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Aztec "what-if" flavor of the $LINK<Early


Fighter=PRTO_Early_Fighter>.

#DESC_PRTO_Bell_P-39_Quetzatl

^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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected

targets is the destruction of enemy fighters.

#PRTO_Fighter

^[Fighters] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[Fighters] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Fighters] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> 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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected


targets is the destruction of enemy fighters.

#PRTO_Dewotine-520

^[Dewotine-520s] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[Dewotine-520s] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Dewotine-520s] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Dewotine-520.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor of the $LINK<Fighter=PRTO_Fighter>.

#DESC_PRTO_Dewotine-520

^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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected

targets is the destruction of enemy fighters.


#PRTO_Fiat_G.55_Centauro

^[Fiat G.55 Centauros] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[Fiat G.55 Centauros] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Fiat G.55 Centauros] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Fiat G.55 Centauro.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor of the $LINK<Fighter=PRTO_Fighter>.

#DESC_PRTO_Fiat_G.55_Centauro

^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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected

targets is the destruction of enemy fighters.

#PRTO_Ki-84_Frank
^

^[Ki-84 Franks] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^The [Ki-84 Frank] receives a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Ki-84 Franks] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Ki-84 Frank.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Japanese flavor of the $LINK<Fighter=PRTO_Fighter>.

#DESC_PRTO_Ki-84_Frank

^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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected

targets is the destruction of enemy fighters.

#PRTO_Yak-9

^
^[Yak-9s] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their bombardment
attacks can [sink enemy sea units], as

well as kill enemy land units.

^[Yak-9s] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Yak-9s] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Yak-9.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian, Chinese and Mongol flavor of the
$LINK<Fighter=PRTO_Fighter>.

#DESC_PRTO_Yak-9

^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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected

targets is the destruction of enemy fighters.

#PRTO_Focke_Wulf_Fw-190D

^[Focke Wulf FW-190Ds] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as
well as kill enemy land units.

^[Focke Wulf FW-190Ds] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Focke Wulf FW-190Ds] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Focke Wulf FW-190D.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor of the $LINK<Fighter=PRTO_Fighter>.

#DESC_PRTO_Focke_Wulf_Fw-190D

^When the first Focke-Wulf 190A [Wuerger] ("butcher bird") during summer 1941 engaged in combats with the
British Spitfire Mk.V, it soon became evident that it was one of the best fighter planes of the Wolrd War II. Fast,
highly maneuverable, and heavily armed (four 2cm guns and two 7.92mm MGs, more than twice the firepower of
the BF 109, the German main fighter during the first years of WW II), with a sufficient range (the main problem of
the Bf 109), the FW 190 always matched the best Allied fighters, even later in the war, when the quality of pilot
training drastically dropped. Bearing a high evolutional potential, the FW 190 saw duty as fighter-bomber, ground
combat aircraft, and nightfighter, but mainly was used simply as a Fighter in the Western theatre. Equipped with a
different engine configuration -- charged inline engine instead of the original radial engine, -- the final evolution
stages FW 190D and TA 152 were almost as fast as the first Jet Fighters, and superior to any Allied fighter; but of
course, they came too late in the war, and in too small numbers, to have any impact on the outcome.

#PRTO_P-51_Mustang

^[P-51 Mustangs] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[P-51 Mustangs] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[P-51 Mustangs] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^
^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic
resource=GCON_ResourcesS> box to build a [P-51 Mustang.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American flavor of the $LINK<Fighter=PRTO_Fighter>.

#DESC_PRTO_P-51_Mustang

^The P-51 Mustang was one of the finest fighter aircraft of World War II, a single-seat, single-engine, low-wing
monoplane that was produced by North American Aviation for Britain's Royal Air Force (RAF) and later was adopted
by the U.S. Army Air Force (USAAF). Its prototype was designed to British specifications and first flew in late 1940,
just months after the design work began. It went into service in November 1941. With a low-altitude-rated Allison
engine and a maximum speed of about 390 miles (630 km) per hour, it was used for low-level tactical
photoreconnaissance duties, with a camera mounted behind the pilot. The Mustang was equipped with four .50-
calibre and four .30-calibre machine guns, although one model had four 20-millimetre cannons, and another (the A-
36A) was a dive bomber for the USAAF. In late 1942 the airframe was adapted for the 1,200-horsepower Rolls-Royce
Merlin engine and, starting in late 1943 with the P-51B, was built in vast numbers for the USAAF and some for the
RAF. Witha maximum speed of about 440 miles (700 km) per hour, the P-51D version (six .50-calibre machine guns,
three in each wing) was a superb long-range offensive fighter, escorting U.S. bombers from England to Berlin in 1944
and from Pacific island bases to Tokyo in 1945. It played a significant part in the final defeat of the German Luftwaffe
and remained operational until the 1950s, being used for ground attack in the early days of the Korean War.

#PRTO_Saab_J-21

^[Saab J-21s] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[Saab J-21s] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Saab J-21s] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Saab J-21.]

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the Viking flavor of the $LINK<Fighter=PRTO_Fighter>.

#DESC_PRTO_Saab_J-21

^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-mounted

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

more widespread, fighters were called upon to act as interceptors

against enemy bombing runs and escorts for friendly bombers. The best

way to ensure the safe passage of friendly bombers to their selected

targets is the destruction of enemy fighters.

#PRTO_Spitfire

^[Spitfires] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[Spitfires] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Spitfires] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Spitfire.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the English flavor of the $LINK<Fighter=PRTO_Fighter>.


#DESC_PRTO_Spitfire

^The Spitfire, also called Supermarine Spitfire, British aircraft that was one of the fastest and most effective single-
seat fighters of World War II. It was highly effective as a defensive interceptor during the Battle of Britain.

^The Spitfire was a low-wing monoplane that was first flown in 1936 and was first put into service with the Royal Air
Force in 1938. It was modified continuously throughout the war to serve in a variety of roles: fighter (with notable
success at high altitudes), fighter-bomber, and photoreconnaissance plane. The version that entered active service in
1938 had a top speed of about 360 miles (580 km) per hour and an armament of eight .303-inch machine guns. The
Spitfire XIV, one of the last models of the war, had a ceiling of 40,000 feet (12,200 m) and a top speed of 440 miles
(710 km) per hour; that version shot down more than 300 German V-1 missiles in 1944. During the war the Spitfire's
armament was increased to two 20-millimetre cannons along with two .50-inch machine guns or four .303-inch
machine guns. Some Spitfire versions could also carry a 250- or 500-pound (115- or 230-kilogram) bomb under the
fuselage and a 250-pound bomb under each wing. The last Spitfires in active service (as photoreconnaissance planes)
with the Royal Air Force were retired in 1954.

#PRTO_Sturmovick

^[Sturmovicks] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and their
bombardment attacks can [sink enemy sea units], as

well as kill enemy land units.

^[Sturmovicks] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Sturmovicks] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Sturmovick.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian flavor of the $LINK<Fighter=PRTO_Fighter>.

#DESC_PRTO_Sturmovick

^
^The IL-2 Sturmovick began its life at the Ilyushin Design Bureau as the TSKB-55, or BSH-2, armoured fighter aircraft,
model 2. The first tests began on October 2, 1939 and production began in 1941 with the first air force units that
used the plane put together just before World War II.

^The appearance of the IL-2 on the front lines completely surprised the Germans. It had multiple weapons platforms
that allowed it successfully counter a wide range of targets, including personnel, armoured vehicles and tanks,
artillery and anti-aircraft batteries, communication installations, depots, trains and many others.

^Combat experience revealed that the plane was vulnerable to fighters that attacked the unprotected rear portion
of the cockpit and the Soviets introduced a two-seat version with a machine gun mounted to the rear by autumn of
1942. In 1943 the engine was upgraded to an AM-38F, while the weapons were continually upgraded, so that it's
fighting potential constantly increased. In 1943 two 37 mm cannons were mounted under the wing, which could
even take out heavy tanks with a direct hit. The M-8 and M-13 missiles and hollow charge bombs also played a major
role in increasing the fighter's firepower, dropped from low altitudes they could wipe out practically all enemy tanks
in a 15x75 m (16x82 yard) area. It wasn't for nothing that many German soldiers called the IL-2 the "meat grinder
from hell". A record-setting 36,163 IL-2 aircraft were manufactured and it also became the basis for the more
advanced IL-10 fighter.

^IL-2, 1943 Model Main Properties: Weight - 6,180 kg (13,625 lbs.); Engine - 1,750 hp; Speed - 414 kp/h at 1 km
altitude (257 mph at 3280 ft.); Weapons - two 23 mm cannons, 12.7 mm machine-gun, two 7.62 mm machine-guns,
400 kg (882 lb.) bomb-load.

#PRTO_Jet_Fighter

^[Jet Fighters] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> except precision strikes and their bombardment attacks can [sink enemy sea units],
as well as kill enemy land units.

^[Jet Fighters] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Jet Fighters] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Jet Fighter.]

^
^$LINK<Flavor Units=GCON_Flavor>{:} North American, English and Japanese $LINK<F-86 Sabers=PRTO_F86_Saber>,
German $LINK<ME 1101s=PRTO_ME-1101> and Russian, Asian and Middle Eastern $LINK<MiG 15s=PRTO_MiG_15>.

#DESC_PRTO_Jet_Fighter

^The introduction of jet engines to fighter aircraft changed the way man wages war 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 more 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 missiles helped

address this, as well as increase engagement ranges to beyond what the pilot could visually see. Though missiles

dramatically changed air combat, cannons still remained a staple of the vehicles' arsenal. Missiles could be jammed,

and early attempts were fraught with unreliability. Without a backup weapon, pilots were often at the mercy of
inferior

planes, but ones where the pilot wasn't relying on shaky, emerging technologies.

^The first jet fighters were seen in World War 2 with both Germany and Great Britain having functioning models,
albeit in very small numbers. Due to the small numbers that were created towards the end of the war, no air combat
between these two aircraft ever took place.

#PRTO_F-86_Sabre

^[F-86 Sabres] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> except precision strikes and their bombardment attacks can [sink enemy sea units],
as well as kill enemy land units.

^[F-86 Sabres] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[F-86 Sabres] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box
to build a [F-86 Sabre.]

#DESC_PRTO_F-86_Sabre

^The F-86, also called Sabre, U.S. single-seat, single-engine jet fighter built by North American Aviation, Inc., the first
jet fighter in the West to exploit aerodynamic principles learned from German engineering at the close of World War
II. The F-86 was built with the wings swept back in order to reduce transonic drag rise as flight speed approached the
sound barrier, and it was capable of exceeding the speed of sound in a dive. A prototype was first flown in October
1947, and the first squadron became operational in 1949. In December 1950, U.S. pilots flying F-86s began history's
first large-scale jet fighter combat against Soviet-built MiG-15s in Korea. Though inferior to the MiG-15 in weight of
armament, turn radius, and maximum speed at combat altitude, the F-86 quickly established supremacy over its
Soviet adversary, in part because of its superior handling characteristics. In September 1958, Sabres flown by
Chinese Nationalists (also against MiG-15s) became the first jets to fire guided air-to-air missiles in combat. The last
one built was delivered to the U.S. Air Force in December 1956.

^The F-86 had a wingspan of 37 feet 1 inch (11.3 m) and a length of 37 feet 6 inches (11.45 m). Powered by a series
of General Electric turbojet engines generating 5,000 to 9,000 pounds (22 to 40 kilonewtons) of thrust, it had a top
speed of almost 700 miles (1,100 km) per hour in level flight and a maximum service altitude approaching 50,000
feet (15,000 m). Besides missiles, its armament included .50-inch machine guns or 20-millimetre cannon in the
fuselage and rockets or bombs under the wings.

#PRTO_F-86K_Sabre

^[F-86 Sabres] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> except precision strikes and their bombardment attacks can [sink enemy sea units],
as well as kill enemy land units.

^[F-86 Sabres] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[F-86 Sabres] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box

to build a [F-86 Sabre.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor unit of the $LINK<Jet Fighter=PRTO_Jet_Fighter>.
#DESC_PRTO_F-86K_Sabre

^The F-86, also called Sabre, U.S. single-seat, single-engine jet fighter built by North American Aviation, Inc., the first
jet fighter in the West to exploit aerodynamic principles learned from German engineering at the close of World War
II. The F-86 was built with the wings swept back in order to reduce transonic drag rise as flight speed approached the
sound barrier, and it was capable of exceeding the speed of sound in a dive. A prototype was first flown in October
1947, and the first squadron became operational in 1949. In December 1950, U.S. pilots flying F-86s began history's
first large-scale jet fighter combat against Soviet-built MiG-15s in Korea. Though inferior to the MiG-15 in weight of
armament, turn radius, and maximum speed at combat altitude, the F-86 quickly established supremacy over its
Soviet adversary, in part because of its superior handling characteristics. In September 1958, Sabres flown by
Chinese Nationalists (also against MiG-15s) became the first jets to fire guided air-to-air missiles in combat. The last
one built was delivered to the U.S. Air Force in December 1956.

^The F-86 had a wingspan of 37 feet 1 inch (11.3 m) and a length of 37 feet 6 inches (11.45 m). Powered by a series
of General Electric turbojet engines generating 5,000 to 9,000 pounds (22 to 40 kilonewtons) of thrust, it had a top
speed of almost 700 miles (1,100 km) per hour in level flight and a maximum service altitude approaching 50,000
feet (15,000 m). Besides missiles, its armament included .50-inch machine guns or 20-millimetre cannon in the
fuselage and rockets or bombs under the wings.

#PRTO_Hawker_Hunter

^[Hawker Hunters] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> except precision strikes and their bombardment attacks can [sink enemy sea units],
as well as kill enemy land units.

^[Hawker Hunters] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Hawker Hunters] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box

to build a [Hawker Hunter.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the British, Indian and Incan flavor unit of the $LINK<Jet
Fighter=PRTO_Jet_Fighter>.
#DESC_PRTO_Hawker_Hunter

#PRTO_Super_Mystere

^[Super Mysteres] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> except precision strikes and their bombardment attacks can [sink enemy sea units],
as well as kill enemy land units.

^[Super Mysteres] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Super Mysteres] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box

to build a [Super Mystere.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor unit of the $LINK<Jet Fighter=PRTO_Jet_Fighter>.

#DESC_PRTO_Super_Mystere

#PRTO_Saab_J-32_Lansen

^[Saab J-32_Lansens] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> except precision strikes and their bombardment attacks can [sink enemy sea units],
as well as kill enemy land units.

^[Saab J-32_Lansens] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^
^[Saab J-32_Lansens] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box

to build a [Saab J-32_Lansen.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Viking flavor unit of the $LINK<Jet Fighter=PRTO_Jet_Fighter>.

#DESC_PRTO_Saab_J-32_Lansen

#PRTO_MiG_15

^[MiG 15s] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> except precision strikes and their bombardment attacks can [sink enemy sea units],
as well as kill enemy land units.

^[MiG 15s] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[MiG 15s] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [MiG 15.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian, Asian and Middle Eastern flavor unit of the $LINK<Jet
Fighter=PRTO_Jet_Fighter>.

#DESC_PRTO_MiG_15

#PRTO_Mig-21

^
^[Mig-21s] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> except precision strikes and their bombardment attacks can [sink enemy sea units],
as well as kill enemy land units.

^[Mig-21s] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Mig-21s] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Mig-21.]

#DESC_PRTO_Mig-21

#PRTO_F-104_Starfighter

^[F-104 Starfighters] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> except precision strikes and their bombardment attacks can [sink enemy sea units],
as well as kill enemy land units.

^[F-104 Starfighters] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[F-104 Starfighters] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [F-104 Starfighter.]

#DESC_PRTO_F-104_Starfighter

#PRTO_Mirage_III

^
^[Mirage IIIs] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> except precision strikes and their bombardment attacks can [sink enemy sea units],
as well as kill enemy land units.

^[Mirage IIIs] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Mirage IIIs] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Mirage III.]

#DESC_PRTO_Mirage_III

#PRTO_Mirage_III_(Export)

^[Mirage IIIs] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> except precision strikes and their bombardment attacks can [sink enemy sea units],
as well as kill enemy land units.

^[Mirage IIIs] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Mirage IIIs] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Mirage III.]

#DESC_PRTO_Mirage_III_(Export)

#PRTO_English_Electric_Lightning

^
^[English Electric Lightnings] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> except precision strikes and their bombardment attacks can [sink enemy sea units],
as well as kill enemy land units.

^[English Electric Lightnings] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[English Electric Lightnings] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [English Electric Lightning.]

#DESC_PRTO_English_Electric_Lightning

#PRTO_Saab_J35_Draken

^[Saab J35Drakens] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> except precision strikes and their bombardment attacks can [sink enemy sea units],
as well as kill enemy land units.

^[Saab J35Drakens] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Saab J35Drakens] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Saab J35Draken.]

#DESC_PRTO_Saab_J35_Draken

#PRTO_F-4B_Phantom

^
^[Phantoms] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> except precision strikes and their bombardment attacks can [sink enemy sea units],
as well as kill enemy land units.

^[Phantoms] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.

^[Phantoms] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Phantom.]

#DESC_PRTO_F-4B_Phantom

#PRTO_Interceptor

^[Interceptors] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.

^[Interceptors] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^[Interceptors] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Interceptor.]

#DESC_PRTO_Interceptor

#PRTO_MiG-29

^
^[MiG-29s] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.

^[MiG-29s] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^[MiG-29s] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [MiG-29.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian, Asian and Middle Eastern flavor unit of the
$LINK<Interceptor=PRTO_Interceptor>.

#DESC_PRTO_MiG-29

#PRTO_F-14A_Tomcat_(Iran)

^[F-14A Tomcats] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.

^[F-14A Tomcats] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^[F-14A Tomcats] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [F-14A Tomcat.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Persian flavor unit of the $LINK<Interceptor=PRTO_Interceptor>.

#DESC_PRTO_F-14A_Tomcat_(Iran)
#PRTO_Tornado_(Germany)

^[Tornados] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.

^[Tornados] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^[Tornados] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Tornado.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the German flavor unit of the $LINK<Interceptor=PRTO_Interceptor>.

#DESC_PRTO_Tornado_(Germany)

#PRTO_Tornado_(UK)

^[Tornados] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.

^[Tornados] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^[Tornados] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Tornado.]

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the British flavor unit of the $LINK<Interceptor=PRTO_Interceptor>.

#DESC_PRTO_Tornado_(UK)

#PRTO_Tornado_(Italy)

^[Tornados] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.

^[Tornados] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^[Tornados] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Tornado.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Roman flavor unit of the $LINK<Interceptor=PRTO_Interceptor>.

#DESC_PRTO_Tornado_(Italy)

#PRTO_Mirage_2000

^[Mirage 2000s] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.

^[Mirage 2000s] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^[Mirage 2000s] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.


^

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Mirage 2000.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is theFrench and Incan flavor unit of the


$LINK<Interceptor=PRTO_Interceptor>.

#DESC_PRTO_Mirage_2000

#PRTO_Saab_JA-37_Viggen

^[Saab JA-37 Viggen] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.

^[Saab JA-37 Viggen] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^[Saab JA-37 Viggen] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Saab JA-37 Viggen.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Viking flavor unit of the $LINK<Interceptor=PRTO_Interceptor>.

#DESC_PRTO_Saab_JA-37_Viggen

#PRTO_Harrier

^[Harriers] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.
^

^[Harriers] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^[Harriers] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Harrier.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the English flavor unit of the $LINK<Interceptor=PRTO_Interceptor>.

#DESC_PRTO_Harrier

^The Harrier is a single-engine, “jump-jet” fighter-bomber designed to fly from combat areas and aircraft carriers
and to support ground forces. It was made by Hawker Siddeley Aviation and first flew on Aug. 31, 1966, after a long
period of development. (Hawker Siddeley became part of British Aerospace in 1977, and the latter firm, in
partnership with McDonnell Douglas in the United States, continued to manufacture the Harrier.) The several
versions of the Harrier could take off straight up or with a short roll (Vertical and Short Take-off and Landing, or
V/STOL), and thus the Harrier did not need conventional runways. Powered by a vectored-thrust turbofan engine,
the plane diverted its engine thrust downward for vertical takeoff using rotatable engine exhaust ports. It could carry
a combination of armaments, including air-to-air missiles, air-to-surface antiship missiles, rockets, and bombs.
Ground-attack versions of the Harrier could carry two 30-millimetre cannons as well as rockets and bombs. The Sea
Harrier saw combat in the British campaign during the Falkland Islands War of 1982. A larger and heavier version
built for the U.S. Marines was used for both air defense and support of ground forces.

#PRTO_F-15

^[F-15s] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.

^[F-15s] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^[F-15s] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^
^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic
resource=GCON_ResourcesS> box to build an [F-15.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the North American, Japanese and Arab flavor unit of the
$LINK<Interceptor=PRTO_Interceptor>.

#DESC_PRTO_F-15

^The successor to the Grumman F-14 Tomcat, the F-15 was the first

military aircraft with a genuine "look-down/shoot-down" capability,

the product of pulse-Doppler radars that could 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 versions. 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. The "Strike"

Eagle carried out much of the nighttime precision bombing of Iraqi

installations during the Persian Gulf conflict (1990-1991), as well as

sweeping the Iraqi Air Force from the skies.

#PRTO_Chengdu_J-10C

^[Chengdu J-10Cs] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.

^[Chengdu J-10Cs] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^
^[Chengdu J-10Cs] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Chengdu J-10C.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Chinese flavor unit of the $LINK<Advanced


Interceptor=PRTO_Advanced_Interceptor>.

#DESC_PRTO_Chengdu_J-10C

#PRTO_JAS39_Gripen

^[JAS39 Gripen] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.

^[JAS39 Gripen] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[JAS39 Gripen] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [JAS39 Gripen.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Viking flavor unit of the $LINK<Advanced


Interceptor=PRTO_Advanced_Interceptor>.

#DESC_PRTO_JAS39_Gripen

#PRTO_Rafale

^
^[Rafales] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.

^[Rafales] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Rafales] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Rafale.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the French flavor unit of the $LINK<Advanced


Interceptor=PRTO_Advanced_Interceptor>.

#DESC_PRTO_Rafale

#PRTO_F-15_Strike_Eagle

^[F-15 Strike Eagles] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.

^[F-15 Strike Eagles] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[F-15 Strike Eagles] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [F-15 Strike Eagle.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the American and Japanese flavor unit of the $LINK<Advanced
Interceptor=PRTO_Advanced_Interceptor>.
#DESC_PRTO_F-15_Strike_Eagle

#PRTO_Advanced_Interceptor

^[Advanced Interceptors] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.

^[Advanced Interceptors] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Advanced Interceptors] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Advanced Interceptor.]

#DESC_PRTO_Advanced_Interceptor

#PRTO_Eurofighter

^[Eurofighters] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.

^[Eurofighters] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Eurofighters] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Eurofighter.]

^
^$LINK<Flavor Units=GCON_Flavor>{:} This is the German, British, Spanish, Roman and Arab flavor unit of the
$LINK<Advanced Interceptor=PRTO_Advanced_Interceptor>.

#DESC_PRTO_Eurofighter

#PRTO_Su-30_Flanker

^[Su-30 Flankers] are fast and pack a very potent attack power. They may execute all $LINK<air
missions=GCON_Air_Missions> and their bombardment attacks can [sink enemy sea units], as well as kill enemy land
units.

^[Su-30 Flankers] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Su-30 Flankers] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build a [Su-30 Flanker.]

^$LINK<Flavor Units=GCON_Flavor>{:} This is the Russian, indian and Carthaginian flavor unit of the $LINK<Advanced
Interceptor=PRTO_Advanced_Interceptor>.

#DESC_PRTO_Su-30_Flanker

#PRTO_Advanced_Fighter

^[Advanced Fighters] are the only available air units that can perform all $LINK<air missions=GCON_Air_Missions>
including [precision bombing]. They use [stealth] technology making them very hard to intercept by enemy fighters
on air superiority and/or $LINK<SAM Batteries=BLDG_SAM_Missile_Battery>,

$LINK<Flak units=PRTO_Flak> or $LINK<Mobile SAMs=PRTO_Mobile_SAM>.

^Their bombardment attacks can [sink enemy sea units], as well as kill enemy land units.

^[Advanced Fighters] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.


^

^[Advanced Fighters] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Advanced Fighter.]

#DESC_PRTO_Advanced_Fighter

#PRTO_Chengdu_J-20

^[Advanced Fighters] are the only available air units that can perform all $LINK<air missions=GCON_Air_Missions>
including [precision bombing]. They use [stealth] technology making them very hard to intercept by enemy fighters
on air superiority and/or $LINK<SAM Batteries=BLDG_SAM_Missile_Battery>,

$LINK<Flak units=PRTO_Flak> or $LINK<Mobile SAMs=PRTO_Mobile_SAM>.

^Their bombardment attacks can [sink enemy sea units], as well as kill enemy land units.

^[Advanced Fighters] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.

^[Advanced Fighters] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs $LINK<Aluminum=BLDG_Aluminum> and $LINK<Oil=BLDG_Oil> in its $LINK<strategic


resource=GCON_ResourcesS> box to build an [Advanced Fighter.]

#DESC_PRTO_Chengdu_J-20

#PRTO_Air_Transport

^The [Air Transport] is used to transport ground troops over a relatively large distance. They can carry 4 land units.
They can also perform reconnaissance missions.

^{Limitations:} [Air Transports] cannot land on $LINK<Carriers=PRTO_Carrier>.


^

^{Requirements:} A city needs both $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its


$LINK<strategic resource=GCON_ResourcesS> box to build an [Air Transport.]

#DESC_PRTO_Air_Transport

#PRTO_Helicopter

^[Helicopters] are essentially air transports that can carry and [airdrop] 2 land units onto any tile within their
operational range. They can also perform reconnaissance missions.

^{Limitations:} A [Helicopter] cannot land on $LINK<Carriers=PRTO_Carrier>.

^{Requirements:} A city needs both $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Helicopter.]

#DESC_PRTO_Helicopter

^The concept that was to become the modern helicopter was first

explored by artist/engineer Leonardo da Vinci. He made sketches of a

rotor-driven aircraft in the early 16th century. However due to the

fact that the size to power ratios of motors at the time nothing

beyond concept art was possible. It was not until 1939, however, that

the first practical helicopter design was developed. Helicopters have

a distinct advantage over fixed-wing aircraft in that they can take

off and land vertically. This makes it possible for helicopters 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 many different types of helicopters, from giant cargo and


troop carriers to fast and maneuverable gunships used as air support

for ground troop operations. The disadvantages are their slow speed to

lave helicopters very vulnerable to ground based fire, as was found to

be very problematic in both the Korean and the Vietnam wars.

#PRTO_Sub_hunter

^[Sub Hunters] are specially designed helicopters that are usually deployed to seek out and destroy incoming
submarines. They have a wide operational range and can see normally [invisible] units such as submarines; they also
can perform all $LINK<air missions=GCON_Air_Missions> except precision bombing.

Not only able to identify threats, the Sub Hunter can also take care of the problem itself as its bombardment attack
can [sink enemy sea units].

^[Sub Hunters] receive a 1-point $LINK<bonus to hit points=GCON_Experience>

^[Sub Hunters] {can} land on $LINK<Aircraft Carriers=PRTO_Carrier>.

^{Requirements:} A city needs both $LINK<Oil=BLDG_Oil> and $LINK<Aluminum=BLDG_Aluminum> in its


$LINK<strategic resource=GCON_ResourcesS> box to build a [Sub Hunter.]

#DESC_PRTO_Sub_Hunter

#PRTO_V1

^[V-1] missiles are long-range, fire-and-forget weapons similar to the more-powerful $LINK<Cruise
Missile=PRTO_Cruise_Missile>. They have no attack or defense values so must be carefully guarded, but they have
devastating bombardment capability and can completely destroy [both land and sea] units. A V-1 missile is destroyed
on impact when it attacks.

^This unit has {Lethal} land and sea bombardment.

^
^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic
resource=GCON_ResourcesS> box to build [V-1s.]

#DESC_PRTO_V1

^The V1 was a German flying bomb of World War II. The V1, also known as the

doodlebug or buzzbomb, was a crewless monoplane powered by a simple pulse

jet engine that carried a bomb.

#PRTO_Cruise_Missile

^[Cruise missiles] are long-range, fire-and-forget weapons that can find the target on their own. They have no attack
or defense values so must be carefully guarded, but they have devastating bombardment capability and can
completely destroy [both land and sea] units. A cruise missile is destroyed on impact when it attacks.

^This unit has {Lethal} land and sea bombardment.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_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 missile. The AGM-86 and the Tomahawk can be launched against a

strategic target hundreds of miles away, traveling low to avoid radar

and other means of detection, and hitting their target with unnerving

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_Precision_Missile

^[Precision missiles] are long-range, fire-and-forget weapons that can find the target on their own. They have no
attack or defense values so must be carefully guarded, but they have devastating bombardment capability and can
completely destroy [both land and sea] units. A precision missile is destroyed on impact when it attacks.

^This unit has {Lethal} land and sea bombardment.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Precision Missiles.]

#DESC_PRTO_Precision_Missile

#PRTO_Atomic_Bomb

^The [Atomic Bomb] has a range of 14 tiles and a very devastating effect.

^An [Atomic Bomb], when used -of course- is destroyed and has a tremendous negative effect upon world opinion.

^The [Atomic Bomb] cannot been built normally. The Small Wonder $LINK<Atomic Weapons
Test=BLDG_Atomic_Weapons_Test> automatically produces an Atomic Bomb every 8 turns, if the city holding that
Small Wonder still has access to $LINK<Uranium=BLDG_Uranium>.

^When the [Atomic Weapons Test] becomes obsolete with $LINK<Super Sonic Flight=TECH_Super_sonic_flight>, the
autoproduction of [Atomic Bombs] is stopped.

^[Atomic Bombs] can be upgraded to $LINK<Tactical Nukes=PRTO_NUKE>.

#DESC_PRTO_Atomic_Bomb

^
^The Atomic Bomb (or "A-Bomb") was developed and first used by the Americans during WWII under the

auspices of $LINK<Atomic Weapons Test=BLDG_Atomic_Weapons_Test>, which produced two types of A-bombs

that were ready for use by the end of July, 1945. The responsible scientists were more confident of

the bomb they nicknamed "Little Boy", which depended upon an explosive device to ignite its deadly

load of Uranium-235 to produce an explosion of immense proportions. They were less confident of their

second bomb, "Fat Man", which depended on plutonium (Pu-239) to produce a massive implosion. As events

turned out, when the bombs were delivered to their respective targets of Hiroshima and Nagasaki,

both functioned with deadly precision. Shortly thereafter Japan -- acknowledging that continuation

of the war against such destructive power would be foolish -- surrendered.

#PRTO_Nuke

^[Tactical Nuclear Missiles] have a long range and devastating effect. They can be launched from land or loaded onto
$LINK<Boomer Submarines=PRTO_Nuclear_Submarine> and launched from the sea. If used, nuclear weapons have a
tremendous negative effect upon world opinion.

^It has an operational range of 22 tiles.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Uranium=BLDG_Uranium> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build a [Tactical Nuke.]

#DESC_PRTO_Nuke

^Tactical nuclear weapons are those whose payload is typically less

than five kilotons. These weapons are designed to be used in close

range of friendly troops, and attempt to minimize collateral

damage. One method of this involves 'boosting' the radiation effects

of a nuclear blast, which reduces the destructive fireball. Such bombs

have the added benefit of irradiating tanks and other instruments of


war. During the blast any crew of such a vehicle would be instantly

killed from radiation 10 times stronger than the documented 'lethal'

dose. Should that vehicle be manned within the next 24-48 hours, the

new crew would suffer the same fate. While fears of blurring the line

between conventional and nuclear warfare have restricted deployment of

these weapons, many world powers continue to investigate the concept

of battlefield nuclear weapons.

#PRTO_ICBM

^An [ICBM] (inter-continental ballistic missile) has an unlimited range and can strike any target on the map. Like the
tactical nuke, they have a devastating effect on their target. ICBMs do [not] have to stay in the city which builds
them and can be rebased to another of the nation's cities. Nuclear weapons, if used, have a tremendous negative
effect upon world opinion.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> and $LINK<Uranium=BLDG_Uranium> in its


$LINK<Strategic

Resource=GCON_ResourcesS> box to build an [ICBM.]

#DESC_PRTO_ICBM

^The use of atomic bombs at Nagasaki and Hiroshima at the end of World

War II changed the world's standards for measuring military

power. Nuclear weapons can eradicate ground forces and armored

divisions, and flatten cities with their awesome explosive power. In

the years following World War II, arsenals of nuclear weapons were

rapidly built by opposing nations, each fearing the capabilities of

the other. This massive arms buildup has acted as a deterrent to

full-scale war, since all the governments involved are aware of the

consequences should such a war take place. The threat imposed by the

huge nuclear arsenals of the world powers may one day be eradicated by
the development of the Strategic Defense Initiative, or SDI, a system

designed to destroy enemy missiles in flight before they can reach

their targets.

; Non-Buildable Units -------------------------------------------------------

#PRTO_Tribe

^The [Tribe] is your first $LINK<Settler Type=GCON_Settler_Types> unit. Every civilization starts out with one, and
the [Tribe] cannot be built. It can, however, be gained from Goody Huts.

^Note that the [Tribe] is a fast moving unit, moving 2 tiles regardless of terrain, and it also has extended range of
vision, enabling it to see 2 tiles away. This means that exploring a bit before settling your first city is no longer a huge
disadvantage, especially if you manage to find a good bonus resource to settle next to.

#DESC_PRTO_Tribe

^A Tribe is a way of life in which people govern their own affairs as

independent local communities of families, without central government

organizations or states.

^They are still found in parts of SE Asia, New Guinea, South America and

Africa.

#PRTO_Barbarian_Warrior

^The [Barbarian Raider] is is the scourge of the civilized world. Armed with the satha, or longsword, they pour out of
their villages hidden away in the remote regions and wreak havoc upon unprotected settlements.
^

^A [Barbarian Raider] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^They can make [amphibious assaults,] attacking directly from a boat to a land tile or a city.

#DESC_PRTO_Barbarian_Warrior

^The term "Barbarian" is Greek in origin. The Greeks originally levied

it at the peoples of Northern Europe because to them, the harsh

"barking" sound of their speech sounded to them like "Bar-bar-bar."

Since these strangers from the north did not understand classic Greek,

the Greeks believed them to be "illiterate." The term also came to

mean "stranger" or "wanderer," since most of the Barbarians with which

they came in contact were nomadic (the Goths, for example). To the

peoples of ancient Greece and Rome, a Barbarian was anyone who was not

of their extraction or culture. Because most of these "strangers"

regularly practiced raids upon these civilizations, the term

"Barbarian" gradually evolved into a pejorative term: a person who

was sub-human, uncivilized, and regularly practiced the most vile and

inhuman acts imaginable. Nothing could have been farther from the

truth.

^Even the Vandals, whose name literally means "the brave ones," did

not destroy much. The exception was the incredibly cruel Vandal leader

Gaiseric, whose actions equated the name "Vandals" with what we use it

for now, people who destroy things mindlessly and needlessly. The

Northern Barbarians were the various Germanic tribes: the Vandals,

Langobards, Alamanni, Marcomanni, Cherusci, Suevi, Angles, Saxons,

Jutes, Ingles, and Burgundians; all which helped to form the present

day Germans, Scandinavians, Swiss, Austrians, French, and British. To


the East and Northeast were the nomadic Gothic races (Visigoths and

Ostrogoths), which were the most active in helping bring the fall of

the Roman Empire.

^History has shown the Barbarians to be far different from the

uncultured stereotype with which they have been saddled. The were

strong civilized family folk, who mated and remained

faithful to their mates for life. A major factor in their bad reputation

is that very few of the Barbarians could read or

write. Only the studious mages, skalds, bards, and loremasters among

them knew their alphabetic system, the runes (Germanic) or oghams

(Celtic). Therefore, their histories were largely passed by word of

mouth, from generation to generation. The Greeks and Romans, however,

being very adept at the written record, are the ones who have given us

much of the recorded history of the Iron Age. Obviously, they would

not have spoken very well of those who helped bring about the fall of

their empire.

#PRTO_Barbarian_Rider

^[Barbarian Riders] move quickly and will [withdraw] from combat if they are losing (unless fighting another fast

unit). These units are truly feared by early civilizations. Their speed and ruthless attacks can cause considerable
damage even to settlements that are lightly defended and their strong defense makes them hard to get rid of.

^A [Barbarian Rider] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^They can make [amphibious assaults,] attacking directly from a boat to a land tile or a city.

#DESC_PRTO_Barbarian_Rider

^
^Barbarians are a people of mystery and terror. Arriving on the fringes of your empire riding their war horses out of

the unguarded territory surrounding your borders, they strike fear into the hearts of your people. Thbarbarian riders

seem like monsters from the darkness to their more civilized contemporaries. The Roman historian Ammianus
Marcellinus,

writing at the end of the fourth century, described their savage customs and elaborated on their military tactics: The

nation of the Huns ... surpasses all other Barbarians in wildness of life ... And though [the Huns] do just bear

the likeness of men (of a very ugly pattern), they are so little advanced in civilization that they make no use of

fire, nor any kind of relish, in the preparation of their food, but feed upon the roots which they find in the fields,

and the half-raw flesh of any sort of animal.

^When attacked, they will sometimes engage in regular battle. Then, going into the fight in order of columns, they

fill the air with varied and discordant cries. More often, however, they fight in no regular order of battle, but by

being extremely swift and sudden in their movements, they disperse, and then rapidly come together again in loose

array, spread havoc over vast plains, and flying over the rampart, they pillage the camp of their enemy almost before

he has become aware of their approach. It must be owned that they are the most terrible of warriors because they
fight

at a distance with missile weapons having sharpened bones admirably fastened to the shaft. When in close combat
with

swords, they fight without regard to their own safety, and while their enemy is intent upon parrying the thrust of the

swords, they throw a net over him and so entangle his limbs that he loses all power of walking or riding.

#PRTO_Barbarian_Vessel

^[Barbarian Vessels] are basically ordinary $LINK<Galleys=PRTO_Galley>.

^This unit has $LINK<defensive bombardment=GCON_Defensive_Bombardment>.

^The [Barbarian Vessel] will patrol both $LINK<Coastal=TERR_Coast> and $LINK<Sea=TERR_Sea> tiles but will
probably not be seen in an $LINK<Ocean=TERR_Ocean> tile because of the chance that they will sink.

#DESC_PRTO_Barbarian_Vessel
; Autogenerated Units --------------------------------------------------------

#PRTO_Supply Shipment

^The Small Wonders $LINK<Coffee Plantation=BLDG_Coffee_Plantation>, $LINK<Cotton


Plantation=BLDG_Cotton_Plantation>, $LINK<Tea Growers=BLDG_Tea_Growers>, $LINK<Fur
Traders=BLDG_Fur_Traders>, $LINK<Gem Mine=BLDG_Gem_Mine>, $LINK<Gold Mine=BLDG_Gold_Mine>,
$LINK<Silver Mine=BLDG_Silver_Mine>, $LINK<Silk Factory=BLDG_Silk_Factory>, $LINK<Spice
Farms=BLDG_Spice_Farms>, $LINK<Tobacco Plantation=BLDG_Tobacco_Plantation> and
$LINK<Winery=BLDG_Winery> auto produce a Supply Shipment every 15 turns.

^The supply shipment is an ox wagon in Era One, a Covered Wagon in Era Two and a truck in subsequent eras.

^Move the supply shipment from its source to your capital. At least the last move into the capital, the Supply
Shipment must be escorted by a military unit. Move the military unit onto the square with the supply shipment. Click
the unit's 'pick up shipment' icon ('Escort') and move the supply shipment and military unit into the capital to add 25
gold to your treasury.

#PRTO_Admiral_of_the_Fleet

^This unit may $LINK<enslave=GCON_Enslavement> enemy units, creating a $LINK<Prize Ship=PRTO_Prize_Ship>.


They exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They can move 7 tiles per turn,
regardless of ocean depth.

^A [Admiral of the Fleet] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^ The captured Prize Ship can carry three units but it has no attack or defense. Disband it in a city to get extra
shields.

^This unit has {Lethal} land bombardment.

^The $LINK<Naval Academy=BLDG_Naval_Academy> produces an Admiral of the Fleet every 10 turns.


^

^It upgrades to the $LINK<Iron Frigate=PRTO_Iron_Frigate>.

#DESC_PRTO_Admiral_of_the_Fleet

#PRTO_Templar

^The $LINK<Knights Templar=BLDG_Knights_Templar> produces an Templar every 12 turns.

^The Templar upgrades to $LINK<Cavalry=PRTO_Cavalry>.

#DESC_PRTO_Templar

#PRTO_Imperial_Guard

^The $LINK<Training Camp=BLDG_Training_Camp> produces an Imperial Guard every 15 turns. They exert a
$LINK<zone of control=GCON_ZOC> over the surrounding territory. They can also [see] invisible units.

^[Imperial Guard] can be airlifted between cities.

^An [Imperial Guard] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^This unit has {Lethal} land bombard and can attack twice in one turn. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^It upgrades to the $LINK<Cavalier=PRTO_Cavalier>.

#DESC_PRTO_Imperial_Guard

#PRTO_Knights_of_the_Realm
^

^The $LINK<Royal Tournament=BLDG_Royal_Tournament> produces an Knights of the Realm every 12 turns. They
exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They can also [see] invisible units.

^[Knights of the Realm] can be airlifted between cities.

^A [Knights of the Realm] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^This unit has {Lethal} land bombard and can attack twice in one turn. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^It upgrades to the $LINK<Cuirassier=PRTO_Cuirassier>.

#DESC_PRTO_Knights_of_the_Realm

#PRTO_Kings_Guard

^Not implemented

#DESC_PRTO_Kings_Guard

#PRTO_Priest

^The $LINK<Blood Cult=BLDG_Blood_Cult> produces a Priest every 10 turns.

^This unit may $LINK<enslave=GCON_Enslavement> enemy units to $LINK<Temple Virgins=PRTO_Temple_Virgin>. It


also has the Stealth Attack ability, allowing him to pick his target when attacking a stack of enemy units.
^

^It upgrades to the $LINK<Partisan=PRTO_Partisan>.

#DESC_PRTO_Priest

#PRTO_Royal_Guard

^The $LINK<General Staff School=BLDG_General_Staff_School> produces an Royal Guard every 15 turns. They exert
a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They can also [see] invisible units.

^[Royal Guard] can be airlifted between cities.

^A [Royal Guard] receives a 2-point $LINK<bonus to hit points=GCON_Experience>.

^This unit has {Lethal} land bombard and can attack twice in one turn. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^It upgrades to the $LINK<Infantry=PRTO_Infantry>.

#DESC_PRTO_Royal_Guard

#PRTO_Storm_trooper

^The $LINK<War College=BLDG_War_College> produces an Storm trooper every 20 turns. They exert a $LINK<zone
of control=GCON_ZOC> over the surrounding territory. They can also [see] invisible units.

^[Storm trooper] can be airlifted between cities.

^A [Storm trooper] receives a 3-point $LINK<bonus to hit points=GCON_Experience>.

^This unit has {Lethal} land bombard and can attack twice in one turn. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.
^

^It upgrades to $LINK<Special Forces=PRTO_Special_Forces>.

#DESC_PRTO_Storm_trooper

#PRTO_Frogman

^The $LINK<Special Warfare Center=BLDG_Special_Warfare_Center> produces an Frogman every 20 turns. They


exert a $LINK<zone of control=GCON_ZOC> over the surrounding territory. They can also [see] invisible units.

^[Frogman] can be airlifted between cities.

^A [Frogman] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.

^This unit has {Lethal} land bombard and can attack twice in one turn. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

^It upgrades to $LINK<Shadow Force=PRTO_Shadow_Force>.

#DESC_PRTO_Frogman

#PRTO_SpecOps

^The $LINK<War Games Facility=BLDG_War_Games_Facility> produces an Spec Ops every 20 turns. They exert a
$LINK<zone of control=GCON_ZOC> over the surrounding territory. They can also [see] invisible units.

^[Spec Ops] can be airlifted between cities.

^A [Spec Ops] receives a 4-point $LINK<bonus to hit points=GCON_Experience>.


^

^This unit has {Lethal} land bombard and can attack twice in one turn. They can make [amphibious assaults,]
attacking directly from a boat to a land tile or a city.

#DESC_PRTO_SpecOps

#PRTO_Spy

^The $LINK<Machiavellis il Principe=BLDG_Machiavellis_il_Principe> produces a Spy every 10 turns.

#DESC_PRTO_Spy

^ Intelligence was early recognized as a vital tool of statecraft-of diplomacy or war. Writing almost 2500 years ago,

the Chinese military theorist Sun Tzu (flourished 6th century BC) stressed the importance of intelligence. His book
The

Art of War (circa 500 BC) gave detailed instructions for organizing an espionage system that would include double

agents and defectors. Intelligence however, was haphazardly organized by rulers and military chiefs until the rise of

nationalism in the 18th century and the growth of standing armies and diplomatic establishments.

^One of the most effective ways to compile information about an enemy (or potential enemy) is by infiltrating the

enemy's ranks. This is the job of the spy. Spies can bring back all sorts of information concerning the size and

strength of an enemy army. In times of crisis, spies can be used to sabotage the enemy in various ways.

Counterintelligence operatives can feed false information to enemy spies, protecting important domestic secrets and

preventing attempts at subversion. Nearly every society has very strict laws concerning espionage, and the penalty
for

being caught is often death. However, the benefits that can be gained through espionage are generally felt to
outweigh

the risks.
#PRTO_Secret_Service

^The $LINK<Intelligence Agency=BLDG_Intelligence_Center> produces a Secret Service every 10 turns.

#DESC_PRTO_Secret_Service

^ Intelligence was early recognized as a vital tool of statecraft-of diplomacy or war. Writing almost 2500 years ago,

the Chinese military theorist Sun Tzu (flourished 6th century BC) stressed the importance of intelligence. His book
The

Art of War (circa 500 BC) gave detailed instructions for organizing an espionage system that would include double

agents and defectors. Intelligence however, was haphazardly organized by rulers and military chiefs until the rise of

nationalism in the 18th century and the growth of standing armies and diplomatic establishments.

^One of the most effective ways to compile information about an enemy (or potential enemy) is by infiltrating the

enemy's ranks. This is the job of the spy. Spies can bring back all sorts of information concerning the size and

strength of an enemy army. In times of crisis, spies can be used to sabotage the enemy in various ways.

Counterintelligence operatives can feed false information to enemy spies, protecting important domestic secrets and

preventing attempts at subversion. Nearly every society has very strict laws concerning espionage, and the penalty
for

being caught is often death. However, the benefits that can be gained through espionage are generally felt to
outweigh

the risks.

#PRTO_Secret_Agent

^The $LINK<Secret Police HQ=BLDG_Secret_Police_HQ> produces a Secret Agent every 10 turns.

#DESC_PRTO_Secret_Agent

^
^In order to adopt and implement foreign policy, plan military strategy and organize armed forces, conduct
diplomacy,

negotiate arms control agreements, or participate in international organization activities, nations have vast

information requirements. Not surprisingly then, many governments maintain some kind of intelligence capability as
a

matter of survival in a world where dangers and uncertainties exist around every corner.

^All nations have laws against espionage, but most sponsor spies in other lands. A nations greatest asset in the

intelligence game is the Secret Agent. A wily and seductive character who is skilled in the arts of armed and
unarmed

combat as well as in the use of some of the most highly advance techno-gizmos his country can produce. The secret
agent

is not omniscient, but he seems immortal, capable of emerging unscathed from a variety of dangers and tortures,
and

eager for the next woman and the next fight. His success must be attributed largely to the fact that he is prepared to

kill on instruction; and his total lack of moral feeling allows him to take advantage of any situation he finds himself

in.

#PRTO_Slave

^ The captured Slave has no attack or defense. It works at 50% of the speed of a normal worker.

^ The Slave can be $LINK<sacrificed=GCON_Ritual_Sacrifice> in a city to get extra culture. Building a


$LINK<Sacrificial Altar=BLDG_Sacrificial_Altar> or a $LINK<blood temple=BLDG_Holy_Relic> doubles the amount of
culture given.

^The Slave can not be built it is captured by [$LINK<enslavement=GCON_Enslavement>].

#DESC_PRTO_Slave
#PRTO_Prize_Ship

^ A Prize Ship can carry three units but it has no attack or defense.

^The Prize Ship can not be built it is captured by [$LINK<enslavement=GCON_Enslavement>.

^Disband it in a city to get extra shields. Do not disband in a city that is building a Great Wonder as the shields will be
lost.

#DESC_PRTO_Prize_Ship

#PRTO_Temple_Virgin

^ The captured Temple Virgin has no attack or defense. She works at 50% of the speed of a normal worker.

^ The Temple Virgin can be $LINK<sacrificed=GCON_Ritual_Sacrifice> in a city to get extra culture. Building a
$LINK<Blood Temple=BLDG_Blood_Temple> or $LINK<Sacrificial Altar=BLDG_Sacrificial_Altar> doubles the amount
of culture given.

^The Temple Virgin can not be built; she is captured by successful [$LINK<enslavement=GCON_Enslavement>] of a
$LINK<Priest=PRTO_Priest>.

#DESC_PRTO_Temple_Virgin

#PRTO_Berserk

^If a $LINK<Norse Axeman=PRTO_Norse_Axeman> is victorious in a battle, an even more deadly fighter can emerge -
a [Berserk]. In addition to being formidable foot soldiers, [bar-särkere] can make [amphibious assaults,] attacking
directly from a boat to a land tile or a city. They are well adapted to $LINK<Tundra=TERR_Tundra>, moving through it
with the same speed as they would through grassland.

^
^A [Berserk] receives a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requirements:} [Berserker] cannot be built.

^{Unique Units:} This is a unique unit whose victory may $LINK<trigger a golden age=GCON_Golden_Age> for the
$LINK<Vikings=RACE_Vikings>.

#DESC_PRTO_Berserk

^In the pagan era, before Scandinavia was converted to Christianity, the berserkir warriors were looked upon as
possessing supernatural powers attributed to the Viking's chief god, Odin and a belief in lycanthropy. These warriors
were known to rush into battle without armor, as mad as wolves, and as strong as wild boars. This infamous
berserkir frenzy reportedly allowed them to kill men in single blows with great bearded axes and shrug off blows
from fire and iron alike. Today it is believed that these frenzies were the result of epileptic attacks.

^Modern research points toward that the Vikings were in fact below average warriors in close combat, but through
cunning strategies, and the ability to put on a show that would scare off the enemy, they were able to conquer
almost wherever they went. It would not be untrue to say that the [legend] of the frenzied berserker warriors won
the battle for the vikings at least as often as the berserker's sword did.

; Princess and King Units ----------------------------------------------------

#PRTO_Princess

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

#DESC_PRTO_Princess
#PRTO_Lincoln

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

#DESC_PRTO_Lincoln

#PRTO_Hammurabi

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

#DESC_PRTO_Hammurabi

#PRTO_Mao

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

#DESC_PRTO_Mao

#PRTO_Bismarck

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

#DESC_PRTO_Bismarck

#PRTO_Alexander

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

#DESC_PRTO_Alexander

#PRTO_Caesar

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

#DESC_PRTO_Caesar

#PRTO_Xerxes

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

#DESC_PRTO_Xerxes

#PRTO_Hiawatha

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

#DESC_PRTO_Hiawatha

#PRTO_Shaka

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

#DESC_PRTO_Shaka

#PRTO_Montezuma

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

#DESC_PRTO_Montezuma

#PRTO_Cleopatra

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

#DESC_PRTO_Cleopatra

#PRTO_Elizabeth

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

#DESC_PRTO_Elizabeth

#PRTO_Catherine

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

#DESC_PRTO_Catherine

#PRTO_Abu

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

#DESC_PRTO_Abu

#PRTO_Hannibal

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

#DESC_PRTO_Hannibal

#PRTO_Osman

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

#DESC_PRTO_Osman

#PRTO_Temujin

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

#DESC_PRTO_Temujin

#PRTO_Gandhi

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

#DESC_PRTO_Gandhi

#PRTO_Ragnar

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

#DESC_PRTO_Ragnar

#PRTO_Brennus

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

#DESC_PRTO_Brennus

#PRTO_Tokugawa

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

#DESC_PRTO_Tokugawa

#PRTO_Joan

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

#DESC_PRTO_Joan

#PRTO_Wang

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

#DESC_PRTO_Wang

#PRTO_Isabella

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

#DESC_PRTO_Isabella

#PRTO_Makeda

^
^Makeda is the King unit for the $LINK<Ethiopians=RACE_Ethiopia> in the Regicide $LINK<Short Game
Mode=GCON_Short_Game_Modes>.

#DESC_PRTO_Makeda

#PRTO_Atahualpa

^Atahualpa is the King unit for the $LINK<Incans=RACE_Inca> in the Regicide $LINK<Short Game
Mode=GCON_Short_Game_Modes>.

#DESC_PRTO_Atahualpa

#PRTO_Kankan_Musa

^Kankan Musa is the King unit for the $LINK<Malinese=RACE_Mali> in the Regicide $LINK<Short Game
Mode=GCON_Short_Game_Modes>.

#DESC_PRTO_Kankan_Musa

#PRTO_Kamehameha

^Kamehameha is the King unit for the $LINK<Polynesians=RACE_Polynesia> in the Regicide $LINK<Short Game
Mode=GCON_Short_Game_Modes>.

#DESC_PRTO_Kamehameha

#PRTO_Mongkut

^
^Mongkut is the King unit for the $LINK<Siamese=RACE_Siam> in the Regicide $LINK<Short Game
Mode=GCON_Short_Game_Modes>.

#DESC_PRTO_Mongkut

#PRTO_Crazy_Horse

^Crazy Horse is the King unit for the $LINK<Sioux=RACE_Sioux> in the Regicide $LINK<Short Game
Mode=GCON_Short_Game_Modes>.

#DESC_PRTO_Crazy_Horse

#PRTO_Songtsen_Gampo

^Songtsen Gampo is the King unit for the $LINK<Tibetan=RACE_Tibet> in the Regicide $LINK<Short Game
Mode=GCON_Short_Game_Modes>.

#DESC_PRTO_Songtsen_Gampo

; END SECTION PRTO - Units ==================================================

; BEGIN SECTION BLDG - Buildings ============================================

; PDE 11 July 2003 : Reordered to SS/BIC order

; Matt_G Feb. 27 2005: Reordered to Bic order

; Palaces and Gardens -------------------------------------------------------

#BLDG_Palace
^The [Palace] marks the capital city and center of your empire. The Palace nearly eliminates
$LINK<corruption/waste=GCON_Corruption> in the capital, and decreases it in nearby cities. It also contributes a
small amount of $LINK<culture=GCON_Culture>.

^A [Palace] also allows production of $LINK<veteran=GCON_Experience> ground units without needing a


$LINK<Barracks=BLDG_Barracks> and provides a {25%} defensive bonus against ground attacks. If a city has multiple
defensive improvements, the one with the highest bonus takes precedence.

^{Note:} Each civilization can have only one palace at a time. But each civilization can also build the $LINK<Forbidden
Palace=BLDG_Forbidden_Palace>, $LINK<Summer Palace=BLDG_Summer_Palace> and $LINK<Winter
Palace=BLDG_Winter_Palace>

#DESC_BLDG_Palace

^When populations began to organize their communities into cities,

their governments 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 buildings were a source of

civic pride, and helped to reinforce the aura of power surrounding the

ruler, which would in turn keep the citizens loyal to the ruler. A

mixture of fear and awe is a very useful combination.

#BLDG_Palace_Garden

^[Palace Gardens] are an extension to the $LINK<Palace=BLDG_Palace> in your capital. They provide additional
$LINK<culture=GCON_Culture> to the city for a small maintenance cost.

^This Small Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

^
^{Requirements:} A city must already possess the $LINK<Palace=BLDG_Palace> to be able to build the [Palace
Gardens.]

#DESC_BLDG_Palace_Garden

#BLDG_Forbidden_Palace

^Similar to the effects of the $LINK<Palace=BLDG_Palace>, the [Forbidden Palace] nearly eliminates
$LINK<corruption/waste=GCON_Corruption> in the city that builds it, and decreases corruption/waste in nearby
cities.

^Like the [Palace], it also allows production of $LINK<veteran=GCON_Experience> ground units without needing a
$LINK<Barracks=BLDG_Barracks> and provides a {25%} defensive bonus against ground attacks. If a city has multiple
defensive improvements, the one with the highest bonus takes precedence.

^This Small Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

^{Requirements:} A civilization must have at least {ten} cities (on a standard size map) under its control to be able to
build the [Forbidden Palace].

#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 capital of China in 1421.

#BLDG_Forbidden_Gardens

^The [Forbidden Gardens] are an extension to the $LINK<Forbidden Palace=BLDG_Forbidden_Palace>. They provide
additional $LINK<culture=GCON_Culture> to the city for a small maintenance cost.
^

^This Small Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

^{Requirements:} A city must already possess the $LINK<Forbidden Palace=BLDG_Forbidden_Palace> to be able to


build the [Forbidden Gardens.]

#DESC_BLDG_Forbidden_Gardens

#BLDG_Summer_Palace

^Similar to the effects of the $LINK<Palace=BLDG_Palace>, the [Summer Palace] nearly eliminates
$LINK<corruption/waste=GCON_Corruption> in the city that builds it, and decreases corruption/waste in nearby
cities.

^Like the [Palace], it also allows production of $LINK<veteran=GCON_Experience> ground units without needing a
$LINK<Barracks=BLDG_Barracks> and provides a {25%} defensive bonus against ground attacks. If a city has multiple
defensive improvements, the one with the highest bonus takes precedence.

^{Requirements:} A civilization must have at least {ten} cities (on a standard size map) under its control to be able to
build the [Summer Palace].

#DESC_BLDG_Summer_Palace

^After the end of the Sengoku Period, which was characterized by many wars between local lords, castles began to
have

an added function that of serving as the center of government. Defense was not the sole function. The construction
of

castles began to flourish, and numerous castles were built throughout Japan. During this castle building period, the

present looking Himeji Castle was built. It was one of the castles of primary importance to the Shogun, hence Himeji

Castle was intended to show to the independent lords of Western Japan the power and influence of the lord of
Himeji
Castle. In its use as the center of government, as a fortress, and as an exhibition of power, Himeji Castle is one of

the best examples. Of all the castles built during the time that Himeji Castle was built, Himeji Castle is the only one

that has retained the atmosphere of the original castle.

#BLDG_Summer_Gardens

^The [Summer Gardens] are an extension to the $LINK<Summer Palace=BLDG_Summer_Palace>. They provide
additional $LINK<culture=GCON_Culture> to the city for a small maintenance cost.

^This Small Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

^{Requirements:} A city must already possess the $LINK<Summer Palace=BLDG_Summer_Palace> to be able to build
the [Summer Gardens.]

#DESC_BLDG_Summer_Gardens

#BLDG_Winter_Palace

^Similar to the effects of the $LINK<Palace=BLDG_Palace>, the [Winter Palace] nearly eliminates
$LINK<corruption/waste=GCON_Corruption> in the city that builds it, and decreases corruption/waste in nearby
cities.

^Like the [Palace], it also allows production of $LINK<veteran=GCON_Experience> ground units without needing a
$LINK<Barracks=BLDG_Barracks> and provides a {25%} defensive bonus against ground attacks. If a city has multiple
defensive improvements, the one with the highest bonus takes precedence.

^{Requirements:} A civilization must have at least {ten} cities (on a standard size map) under its control to be able to
build the [Winter Palace].
#DESC_BLDG_Winter_Palace

^As a civilization grows, it can become increasingly impossible to govern the entire empire from one place. One way
to alleviate this problem is to designate a residence the "winter palace" - the residence of the ruler in the winter
months. The prestige that this lands to the building (as well as the fact that the head of state will be close by for half
the year) leads to a decrease in the corruption that occurs in the surrounding area.

#BLDG_Winter_Gardens

^The [Winter Gardens] are an extension to the $LINK<Winter Palace=BLDG_Winter_Palace>. They provide additional
$LINK<culture=GCON_Culture> to the city for a small maintenance cost.

^This Small Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

^{Requirements:} A city must already possess the $LINK<Winter Palace=BLDG_Winter_Palace> to be able to build
the [Winter Gardens.]

#DESC_BLDG_Winter_Gardens

; City Improvements ----------------------------------------------------------

#BLDG_Academy

^The [Academy] increases the base $LINK<scientific research=GCON_Research> in its city by {50%}. This effect is
cumulative with other such buildings.

^It also contributes a small amount of $LINK<culture=GCON_Culture>.

^$LINK<Scientific Civs=GCON_Strengths> can build [Academies] easier than other civilizations.

^
^{Allows:} A city must already possess an [Academy] to be able to build a $LINK<University=BLDG_University>.

#DESC_BLDG_Academy

^Academies were specialized schools that often focused on a narrow range of subjects, such as mathematics, science
and

literature. By specializing instead of generalizing, knowledge of a particular subject could be rapidly

learned and put into practice, which will help increase the number of people available to perform research projects.

#BLDG_Airport

^An [Airport] is a link in the $LINK<trade network=GCON_Trade>, allowing luxuries and strategic resources to be
traded

to other airports.

^A city with an [Airport] produces $LINK<veteran=GCON_Experience> air units instead of regulars and heals air units
completely in one turn.

^$LINK<Militaristic Civs=GCON_Strengths> can build [Airports] easier than other civilizations.

^[Airports] produce {one} unit of $LINK<pollution=GCON_Pollution>.

#DESC_BLDG_Airport

^Since the middle of the 20th century, the airplane has been one of the chief means 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 land there. Beginning in the 1940s, the

growing role of airplanes as combat vehicles led to the widespread construction of military air bases. Nearly 400 of

these facilities in the U.S. alone act as bases and maintenance facilities for aircraft assigned to all branches of

the military.
#BLDG_Amusement_Park

^An [Amusement Park] produces {one} $LINK<content face=GCON_Happy_Faces>, making one unhappy citizen
content.

^It also contributes a decent amount of $LINK<culture=GCON_Culture>.

#DESC_BLDG_Amusement_Park

^[Amusement park], a commercially operated park offering various forms of entertainment, such as arcade games,

carousels, roller coasters, and performers, as well as food, drink, and souvenirs. Amusement parks differ from

circuses, carnivals, and world's fairs in that parks are permanently located entertainment complexes, open either all

year or seasonally every year. Some amusement parks, known as theme parks, are designed to evoke distant or
imaginary

locales and/or eras, such as the Wild West, an African safari, or medieval Europe. Theme parks usually charge a

substantial admission fee, whereas traditional amusement parks, such as those at Coney Island, do not charge
entrance

to the midway; theme-park admission, however, typically includes the cost of the rides, which must be paid for

individually in an amusement park. Walt Disney World, opened near Orlando, Fla., in 1971, is the most popular
theme

park in the world; it draws over 40 million visitors annually. It is modeled as a utopian city of leisure, pitched by

personalities from Disney animation and operated by 26,000 employees. The original Magic Kingdom theme park is
divided

into thematic domains (e.g., Tomorrowland, Frontierland, Fantasyland), which flow into one another; other areas
added

later include Epcot Center, Disney-MGM Studios, and Animal Kingdom. The original Disneyland opened in 1955 in
Anaheim,

Calif.; other Disney parks have opened near Tokyo (1983) and Paris (1992), with a new park scheduled to open in
Hong

Kong in 2003. Other examples of theme parks include the Universal Studios Tours in Universal City, Calif., and
Orlando,
Fla., in which visitors are treated to a tour of the movie studio grounds, see various demonstrations of stunts and

special effects, and can go on rides inspired by popular films. During the 1990s a trend at many theme parks was to

create amusement park rides based on popular action films, such as Batman, Jurassic Park, and Back to the Future. In

Tennessee, Dollywood, a theme park founded by the country musician Dolly Parton, offers rides, country music, and
a

hearty dose of Americana. The Six Flags amusement park chain has facilities in many metropolitan areas. Some
resort

hotels in Las Vegas also began adding theme-park rides in the late 1990s.

#BLDG_Aqueduct

^The [Aqueduct] allows its city to grow beyond a population of {7}. Note that if the city is next to [fresh water,] it will
never require an Aqueduct and is unable to build one.

^A coastal city can build a $LINK<Major Port=BLDG_Major_Port> instead of an [Aqueduct].

#DESC_BLDG_Aqueduct

^A major obstacle to population growth and expansion in early cities

was the scarcity of clean water. In many cases, the solution to this

problem was an aqueduct. Aqueducts were large, elevated stone "canals"

through which water from nearby hills and mountains was channeled into

the city. Aqueducts allowed cities to grow much larger by

significantly increasing the amount of available water. At the same

time aqueducts reduced the chance of contracting water-borne diseases,

by reducing the dependence on stagnant ponds and wells as water

sources. Aqueducts also allowed cities to be built in normally

inhospitable environments, such as deserts, 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_Arena

^An [Arena] produces {two} $LINK<content faces=GCON_Happy_Faces>, making two unhappy citizens content.

^It also contributes a small amount of $LINK<culture=GCON_Culture>.

^{Allows:} A civilization must possess at least {three} [Arenas] to be able to build the $LINK<Circus
Maximus=BLDG_Circus_Maximus> Great Wonder and at least {three} [Arenas] to be able to build the $LINK<National
Sports League=BLDG_Sports> Small Wonder.

#DESC_BLDG_Arena

#BLDG_Artist_Guild

^The [Artists Guild] contributes a significant amount of $LINK<culture=GCON_Culture>.

#DESC_BLDG_Artist_Guild

#BLDG_Bank

^The [Bank] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is cumulative
with other such buildings.

^
^

^{Requirements:} A city must already possess a $LINK<Marketplace=BLDG_MarketPlace> and have


$LINK<Gold=BLDG_Gold> in its $LINK<strategic resource=GCON_ResourcesS> box to be able to build a [Bank.]

^{Allows:} A city must already possess a [Bank] to be able to build a $LINK<Stock Exchange=BLDG_Stock_Market>. A
civilization must possess at least {three} [Banks] to be able to build the $LINK<Central Bank=BLDG_Central_Bank>
Small Wonder.

#DESC_BLDG_Bank

^A highly developed banking system is one of the cornerstones of an

advanced civilization. Banks lend money to individuals or groups,

providing capital for industrial and real estate development. Banks

also contribute to the economic growth of a city or region by

stimulating the development of production facilities. Individual

citizens can also benefit by investing their own surplus money in the

bank and earning interest on it.

^Governments can also attempt to alter the economy by altering the rate

at which interest is earned. If too prices are increasing too quickly in

shops (the economy is undergoing inflationary pressures) the government

can increase the interest rates, and encourage the citizens to save

money. If too little money is being spent in the shops, the government

can reduce the rate of interest, which will in turn encourage citizens

to spend more money, thus buoying up the economy.

#BLDG_Barracks
^

^A city with a [Barracks] produces $LINK<veteran=GCON_Experience> ground troops instead of regulars and heals
ground units completely in one turn.

^{Wonder Note:} The civilization who controls the $LINK<Sphinx=BLDG_Sphinx> receives a free [Barracks] in every
city it has on that continent.

^$LINK<Militaristic Civs=GCON_Strengths> can build [Barracks] easier than other civilizations.

^{Allows:} A city must already possess a [Barracks] to be able to build $LINK<Sun Tzu's Art of
War=BLDG_Art_of_War> Great Wonder.

#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 always considered a desirable state of affairs, it is important that even the most peaceful
of societies be prepared for the possibility of war. The 1930's was a period that pacifism took hold in most countries
in Europe and America, but unfortunately pacifism only encourages those that are not of that persuasion to be
belligerent, as there is less chance that they will be stopped by the other countries. To achieve peace, one must
prepare for war.

^When warring nations are closely matched in technology and manpower, the army with the

best training usually wins battles. Military schools and academies exist all over the world, established for the

purpose of training military personnel in the latest methods, tactics, and technology. Men and women who graduate
from

such facilities possess higher than average command and military and technological skills, making them more
effective

in combat situations.

#BLDG_Basilica

^The [Basilica] produces {one} $LINK<content face=GCON_Happy_Faces>, making one unhappy citizen content. It
also contributes a small amount of $LINK<culture=GCON_Culture>.

^
^$LINK<Religious Civs=GCON_Strengths> can build [Basilica] easier than other civilizations.

^{Requirements:} A city must already possess a $LINK<Temple=BLDG_Temple> to be able to build a [Basilica.]

#DESC_BLDG_Basilica

^[Basilicas] were large buildings erected by the Romans for transacting business and disposing of legal matters.

Rectangular in form with a roofed hall, the building usually contained an interior colonnade, with an apse at one end

or at each end. The central aisle tended to be wide and was higher than the flanking aisles, so that light could

penetrate through the clerestory windows. The oldest known basilica was built in Rome in 184 B.C. by the elder
Cato.

Other early examples are the Basilica Porcia in Rome and one at Pompeii (late 2d cent. B.C.). Probably the most

splendid Roman basilica is the one constructed during the reign of Maxentius and finished by Constantine after 313.
In

the 4th century. Christians began to build edifices for worship that were related to the form of the basilicas. These

had a center nave with one aisle at each side and an apse at one end: on this platform sat the bishop and priests.

Basilicas of this type were built not only in Western Europe but in Greece, Syria, Egypt, and Palestine. A good
example

of the Middle Eastern basilica is the Church of the Nativity at Bethlehem (6th cent.). The finest basilicas in Rome

were St. John Lateran and St. Paul's-outside-the-Walls (4th cent.), and San Clemente (6th cent.). Gradually there

emerged the massive Romanesque churches, which still retained the fundamental plan of the basilica.

#BLDG_Bazaar

^The [Bazaar] increases the base $LINK<tax revenue=GCON_Commerce> and $LINK<entertainment


funding=GCON_Moods> in its city by {50%} each. These effects are cumulative with other such buildings.

^{Allows:} A city must already possess a [Bazaar] to be able to build a $LINK<Marketplace=BLDG_MarketPlace> or


$LINK<Smith's Trading Company=BLDG_Trading_Company> Great Wonder.
#DESC_BLDG_Bazaar

^As cities grew and prospered, trade between the farmers, artisans and craftsmen who lived in the vicinity

contributed to the economic health of the city. It soon became apparent that the best way for conducting trade
within

the city was to have a central location, or bazaar, where the people offering goods and services and those seeking
them

could meet and conduct business. As a city's bazaar grew larger and more active, the economic vitality of the city
grew

as well.

#BLDG_Casino

^A [Casino] produces one $LINK<content face=GCON_Happy_Faces>, making one unhappy citizen content and
contributes a small amount of $LINK<culture=GCON_Culture>.

^A [Casino] also increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.

^{Allows:} A civilization must possess at least {three} [Casinos] to be able to build the $LINK<Las Vegas=BLDG_Vegas>
Great Wonder.

#DESC_BLDG_Casino

^A physical establishment in which various games of chance are conducted. Many casinos are also resort hotels,
such as

those in Monte Carlo, Las Vegas, and Atlantic City. Due to gaming regulations in some countries, casinos are
sometimes
built as riverboats on bodies of water (most of these casinos are actually stationary barges in artificial lakes that

are connected to rivers). In 1998, U.S. casinos had $24.3 billion in revenue. Since the late 1980s in America, casinos
have been

built on many Indian reservations. The world's largest casino is the Foxwoods Resort Casino (Ledyard, Conn.), owned
by

the Mashantucket Pequot Nation. Opened in 1998, the casino has 6,000 slot machines and 350 gaming tables, plus
hotels,

restaurants, and retail shops. Its annual revenues are estimated at $1 billion per year; 25% of this amount goes to
the

state of Connecticut. Other reservation casinos are the Oneida Nation's Turning Stone (Verona, N.Y.) and the many

Pueblo-run casinos in New Mexico. Indian-run casinos represented 13.1% of total gaming revenues in 1997.

#BLDG_Castle

^A Castle provides +75% defense against land attacks, for all troops stationed in the city.

^If a city has multiple defensive improvements, the one with the highest bonus takes precedence.

^$LINK<Militaristic Civs=GCON_Strengths> can build a [Castle] easier than other civilizations.

#DESC_BLDG_Castle

^The castle developed rapidly in western Europe from the 9th century. Fortifications built in France in the 10th
century often included a high mound encircled by a ditch and surmounted by the leader's particular stronghold, as in
the castles at Blois and Saumur. Later, one or more baileys or wards (grounds between encircling walls), were
enclosed at the foot of the mound. During the 11th century this type of private fortress, known as the “motte
(mound) and bailey” castle, spread over western Europe.

^The thickness of castle walls varied according to the natural strength of the sites they occupied, often varying
greatly at different points of the site. The defense of the enceinte, or outer wall, of the castle was generally by
means of one or more lines of moats, the moats being crossed in front of the gateways by drawbridges. The gateway
was often protected by a barbican, a walled outwork in front of the gate; and the passage through the gateway was
defended by portcullises, doors, and machicolations. Portcullises were generally made of oak, plated and shod with
iron, and were moved up and down in stone grooves, clearing or blocking the passage. Machicolations were of two
kinds, some being openings in the roof of the passage through which missiles were thrown on enemies forcing their
way through, and others extending between the corbels of the parapets of walls and gates through which lethal
missiles could be shot or dropped on the enemy below.
^The keep, or donjon, was the focal point of the castle, to which, in time of siege, the whole garrison retired when
the outer works had fallen; it was therefore the strongest and most carefully fortified part of the defenses. It had a
well; contained the private apartments, offices, and service rooms; and held all the appointments necessary to
sustain a long siege.

^Development in the use of firearms was so rapid during the 15th and 16th centuries as to require a radical change
in military architecture. French troops marched through Italy in 1494 and, with their guns, reduced castle after castle
with astonishing rapidity. The age of the medieval castle came to an end and the era of modern military fortification
opened. The principle governing the design of the new forts constructed all over Europe was that the whole building
should be concentrated in one compact block. Its low walls could be defended all around by artillery, the guns being
mounted on bastions and redans.

#BLDG_Cathedral

^The [Cathedral] produces {two} $LINK<content faces=GCON_Happy_Faces>, making two unhappy citizens content.
It also contributes a decent amount of $LINK<culture=GCON_Culture>.

^{Requirements:} A city must already possess a $LINK<Temple=BLDG_Temple> and have


$LINK<Incense=GOOD_Incense> in its $LINK<strategic resource=GCON_ResourcesS> box to be able to build a
[Cathedral.]

^$LINK<Religious Civs=GCON_Strengths> can build a [Cathedral] easier than other civilizations.

#DESC_BLDG_Cathedral

^Throughout the Dark Ages that followed the fall of the Roman Empire, the Christian 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

religious 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, and were often used as a place of sanctuary when
stability was not present.
#BLDG_Civil_Defense

^[Civil Defense] can be built in any size city and provides a {50%} defensive bonus against ground attacks. If a city has
multiple defensive improvements, the one with the highest bonus takes precedence.

^{Requirements:} A city must already possess a $LINK<Garrison=BLDG_Garrison> to be able to build [Civil Defense].

^$LINK<Militaristic Civs=GCON_Strengths> can build [Civil Defense] easier than other civilizations.

#DESC_BLDG_Civil_Defense

^Civil defense is the organization of activities by the civilian population to defend against the attack of enemy forces.

^During World War II, civil defense concentrated on providing adequate notice of air raids to give civilians time to
reach shelters. They then provided fire fighting, rescue, ambulance, food and communications services. After the
war, the threat of nuclear weapons led to another component of civil defense in many countries around the world:
the building of fallout shelters.

#BLDG_Coal_Plant

^The [Coal Plant] increases the base $LINK<shield production=GCON_Shields> in its city by {50%}. This effect is
cumulative with other such buildings, but the [Coal Plant] will replace any other $LINK<power plant=GCON_Plants>
in the city. This bonus only applies if the city has an active $LINK<Factory=BLDG_Factory>.

^A [Coal Plant] produces {two} units of $LINK<pollution=GCON_Pollution>.

^
^{Requirements:} A city must already possess a $LINK<Factory=BLDG_Factory> and have $LINK<Coal=BLDG_Coal> in
its $LINK<strategic resource=GCON_ResourcesS> box to be able to build a [Coal Plant.]

#DESC_BLDG_Coal_Plant

^Power plants burn coal and other fossil fuels to produce the heat and steam necessary to run generators that
produce

electrical power. When electricity became widely and cheaply available, it meant that industries could convert from

steam to electrical power to run their machinery. One central power plant could supply the electrical needs of a

relatively large geographic area. However, increasing demands for electricity, by both consumer and commercial

customers, led to a rise in the number of power plants. This, in turn, led to problems with air pollution. As more

plants went on line, more fossil fuels were burned to generate power. Because modern society depends so heavily
on

electricity, researchers are constantly searching for alternate forms of energy to satisfy ever-increasing demands.
However, political and commercial reasons has meant that there is still a large reliance on fossil fuels.

#BLDG_Coastal_Batteries

^[Coastal Batteries] provide a city with a naval bombardment defense of {10} and can automatically bombard
passing enemy ships; this bombardment has a strength of {12}.

^{Requirements:} A city must be [coastal] and have $LINK<Saltpeter=BLDG_Saltpeter>

in its $LINK<strategic resource=GCON_ResourcesS> box to build [Coastal Batteries].

^$LINK<Militaristic=GCON_Strengths> and $LINK<Seafaring=GCON_Strengths> Civs can build [Coastal Batteries]


easier than other civilizations.

#DESC_BLDG_Coastal_Batteries

#BLDG_Colosseum
^

^The [Colosseum] produces {one} $LINK<content face=GCON_Happy_Faces>, making one unhappy citizen content.

^{Note:} The [Colosseum] is a $LINK<Government Specific Improvement=GCON_GSI> which is only available to a


$LINK<Republic=GOVT_Republic> government.

#DESC_BLDG_Colosseum

^The original colosseum provided entertainment for the common people of Roman society by presenting them with

spectacles and events as a temporary escape from day-to-day life. It was said that the way to keep control of the
Roman Empire was ["panem et circundas"] bread and circuses - keep the populace happy and fed, and they will
accept most other restrictions on their lives. In the colosseum, the spectacles that were performed varied
tremendously depending on the period of Roman history, but the killing of Christians, wild animals, prisoners was
considered fairly usual. More exceptional events were depicting entire armies or sea battles where the colosseum
was flooded and life-sized ships used.

^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. Although the violent spectacle of gladiatorial combat is a thing of the past, today's colosseums

still provide entertainment and diversion for the masses, although some of the "no rules" sports that are gaining
favor in America are approaching the levels of barbarism that the Romans achieved.

#BLDG_Collective_Farm

^The [Collective Farm] increases the base $LINK<shield production=GCON_Shields> in its city by {25%}. This effect is
cumulative with other such buildings.

^{Wonder Note:} The civilization who controls the $LINK<Triumph of the People=BLDG_Triumph> receives a free
[Collective Farm] in every city it owns.

^$LINK<Agricultural Civs=GCON_Strengths> can build [Collective Farms] easier than other civilizations.

^
^{Allows:} A civilization must possess at least {three} [Collective Farms] to be able to build the $LINK<Five Year
Plan=BLDG_Five_Year_Plan> Small Wonder and at least {four} [Collective Farms] to be able to build the
$LINK<Triumph of the People=BLDG_Triumph> Great Wonder.

^{Note:} The [Collective Farm] is a $LINK<Government Specific Improvement=GCON_GSI> which is only available in a
$LINK<Communist=GOVT_Communist> regime.

#DESC_BLDG_Collective_Farm

^A collective farm is one in which a group of farmers pool their land, animals and agricultural equipment. The profits
from the farm are then divided amongst its members.

^Collective farming was first developed in 1917 in the USSR and became widespread there in the 1930s.
Unfortunately Stalin's policies wrecked a flourishing agricultural system, leaving 15 million people homeless.

^Collective farming is still practiced today in other countries, notably China and Israel.

#BLDG_Commercial_Port

^A [Commercial Port] causes a city to produce one extra $LINK<commerce=GCON_Commerce> in every water tile
which it works.

^[Commercial Ports] produce {one} unit of $LINK<pollution=GCON_Pollution>.

^$LINK<Seafaring Civs=GCON_Strengths> can build [Commercial Ports] easier than other civilizations.

^{Requirements:} A city must be [coastal] and must already possess a $LINK<Port=BLDG_Port> to be able to build a
[Commercial Port.]

#DESC_BLDG_Commercial_Port

^Free-market freighters carry a variety of cargoes between numerous ports. In many instances, the services of these
ships are matched with
cargoes of brokers who meet on a trading floor in an environment analogous to a stock exchange or a commodities
exchange. In times of low

freight rates, a broker representing cargo interests may charter a ship for a future date, while having no cargo in
prospect but expecting

to resell the contract when the rates rise. Most of the world's chartering business is carried out in the Baltic
Mercantile and Shipping

Exchange, commonly known as the "Baltic Exchange", located in London. Other exchanges, especially for special
cargoes are in operation as

well. A large part of the immense world oil transportation business, for example, is chartered by brokers who are
based in many different ports.

#BLDG_Computer_Network

^A [Computer Network] increases the base $LINK<scientific research=GCON_Research> in its city by {50%}. This
effect is cumulative with other such buildings.

^$LINK<Scientific Civs=GCON_Strengths> can build [Computer Networks] easier than other civilizations.

^{Allows:} A civilization must possess at least {three} [Computer Networks] to be able to build the
$LINK<Internet=BLDG_Internet> Small Wonder.

#DESC_BLDG_Computer_Network

^Before the advent of the Internet, computer networks were established in various companies and educational

institutions. These networks permitted rapid transfer of information from one department to another, boosting
science

research by correlating and comparing information to enable researchers to avoid duplicating others' research, thus

allowing them to quickly build upon known knowledge. Other uses of a computer network were to track business
data,

taking marketing to a new level of efficiency, as well as tracking information of all sorts from Driver's licenses to

Stock Market data.


#BLDG_Corporate_Offices

^The [Corporate Office] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.

^{Allows:} A civilization must possess at least {three} [Corporate Offices] to be able to build the
$LINK<Conglomerate=BLDG_Conglomerate> Small Wonder.

^{Note:} The [Corporate Office] is a $LINK<Government Specific Improvement=GCON_GSI> which is only available in
a $LINK<Federal Republic=GOVT_Federal_Republic>.

#DESC_BLDG_Corporate_Offices

#BLDG_Counselor

^The [Counselor] decreases $LINK<corruption=GCON_Corruption> in its city. This effect is cumulative with other
such buildings.

^{Note:} The [Counselor] is a $LINK<Trait Specific Improvement=GCON_TSU> which is only available to


$LINK<Commercial=GCON_Strengths> civilizations.

^{Design Note:} Each Commercial civilization has its own [Counselor.] This is for game engine purposes only and each
individual version has the exact same effects.

#BLDG_Courthouse

^
^The [Courthouse] decreases $LINK<corruption=GCON_Corruption> in its city. This effect is cumulative with other
such buildings.

^{Wonder Note:} The civilization who controls $LINK<Chichen Itza=BLDG_Chichen_Itza> receives a free [Courthouse]
in every city it has on that continent.

^{Allows:} A city must already possess a [Courthouse] to be able to build a $LINK<Prison=BLDG_Prison>. A civilization
must possess at least {four} [Courthouses] to be able to build the $LINK<Magna Carta=BLDG_Magna_Carta> Great
Wonder.

#DESC_BLDG_Courthouse

^As kingdoms and empires expanded, it became increasingly difficult

for the rulers to maintain control over the more distant regions of

their realm. To ensure that the far-flung cities of the empire

contributed their expected share of duties and taxes to the

government, local magistrates and courts were established. In the

courthouse, the ruler's representatives listened to the grievances of

the people and defined and enforced the laws that governed social

interaction. This reduced crime, and thereby kept the local population

productive. As laws can include breach of the peace, this helps limit

the effect of people that are protesting against measures that are

unpopular in sections of the community.

#BLDG_Customs_House

^The [Customs House] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.

^
^

^{Note:} The [Customs House] is a $LINK<Government Specific Improvement=GCON_GSI> which is only available in
an $LINK<Absolute Monarchy=GOVT_Abs_Monarchy>.

#DESC_BLDG_Customs_House

#BLDG_Department_Store

^The [Department Store] increases the base $LINK<entertainment funding=GCON_Moods> in its city by {50%} and
increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is cumulative with other
such buildings.

^{Note:} The [Department Store] is a $LINK<Government Specific Improvement=GCON_GSI> which is only available
in a $LINK<Social Democracy=GOVT_Social_Democracy>.

#DESC_BLDG_Department_Store

#BLDG_District_Courthouse

^The [District Courthouse] decreases $LINK<corruption=GCON_Corruption> in its city. This effect is cumulative with
other such buildings.

^{Requires:} A civilization must possess at least {three} $LINK<Courthouses=BLDG_Courthouse> to be able to build a


[District Courthouse.]

^{Allows:} A civilization must possess at least {three} [District Courthouses] to be able to build the

$LINK<Supreme Court=BLDG_Supreme_Court> Great Wonder.

^
^

^{Design Note:} Although it may seem odd for this improvement to have the "fresh water" requirement, the
intention is that only some of a player's cities should be able to build a District Courthouse, and a fresh water (or
river) requirement was the only feasible way to implement the desired numerical restriction.

#DESC_BLDG_District_Courthouse

^[District Courthouses], as the name implies, cover a large area or district, as opposed to local courthouses. These

district courts come in various forms and handle a variety of cases, sometimes hearing appeals from local courts.

#BLDG_Factory

^A [Factory] increases the base $LINK<shield production=GCON_Shields> in its city by {50%}. This effect is cumulative
with other such buildings, and is particularly noticeable with the addition of a $LINK<power plant=GCON_Plants>.

^A [Factory] produces {two} units of $LINK<pollution=GCON_Pollution>.

^{Allows:} A city must already possess a [Factory] to be able to build a $LINK<power plant=GCON_Plants> or
$LINK<Manufacturing Plant=BLDG_Manufacturing_Plant>. A Civilization needs {3} active Factories to build the
$LINK<Ford´s Factory=BLDG_Crystal_Palace> wonder.

#DESC_BLDG_Factory

^Early examples of factory-like production, where a number of

individuals work cooperatively 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 specialization allows factories to increase the speed and


efficiency of the manufacturing process, far surpassing earlier means

of production. The development of the factory system as a means of

production played a key role in the Industrial Revolution. One of the

best known examples of this mass production was Mr T Ford when

producing the first cars "you can have any color as long as its black"

#BLDG_Fishery

^A [Fishery] causes a city to produce one extra $LINK<food=GCON_Food> in every water tile which it works. This
effect is cumulative with other such buildings.

^$LINK<Agricultural=GCON_Strengths> and $LINK<Seafaring=GCON_Strengths> Civs can build [Fisheries] easier than


other civilizations.

^{Requires:} A city must be [coastal] and must already possess a $LINK<Harbor=BLDG_Harbor> to be able to build a
[Fishery.]

#DESC_BLDG_Fishery

^A fishery is part of a conservation program that permits widespread fishing to occur without seriously depleting

local stocks of fish, thus allowing a greater amount of food to be harvested from the ocean and feeding a bigger

population.

#BLDG_Flak_Cannons

^This unit is unavailable at this time.

#The [Flak Cannon] provides defense against enemy bombing runs. This defense has a strength rating of 6.
#DESC_Flak_Cannons

#BLDG_Forge

^The [Forge] increases the base $LINK<shield production=GCON_Shields> in its city by {25%}. This effect is
cumulative with other such buildings.

#DESC_BLDG_Forge

^The Forge is more than the simple smithy from which it takes its

name. Rather, it is an area close to the heart of the city dedicated

to the needs of the local craftspeople, where they can gather and work

cooperatively to produce goods for sale and trade. Of course, the

smiths are often a strong voice in the Forge community, and the

specialization of labor grew from their work patterns. This

specialization allowed the members of a Forge to increase the speed

and efficiency of their manufacturing processes, to far surpass

earlier methods of production. The development of the Forge system

played a key role both in increasing the productivity of cities and

providing a nurturing environment for artisans of every type.

#BLDG_Garrison

^A city with a [Garrison] produces $LINK<veteran=GCON_Experience> ground troops instead of regulars and heals
ground units completely in one turn. It also provides a {25%} defensive bonus against ground attacks. If a city has
multiple defensive improvements, the one with the highest bonus takes precedence.

^$LINK<Militaristic Civs=GCON_Strengths> can build [Garrisons] easier than other civilizations.

^
^{Wonder Note:} The civilization who controls the $LINK<Arc de Triomphe=BLDG_Arc_de_Triomphe> receives a free
[Garrison] in every city it has on that continent.

^{Allows:} A city must already possess a [Garrison] to be able to build $LINK<Civil Defense=BLDG_Civil_Defense>.

#DESC_BLDG_Garrison

#BLDG_Granary

^The [Granary] effectively doubles the rate of a city's growth by causing only half of a city's $LINK<food

store=GCON_Food> to be depleted when the city grows. The stored food will be used if the city suffers a [shortage]
of food.

^{Wonder Note:} The civilization who controls $LINK<Stonehenge=BLDG_Stonehenge> or the $LINK<New


Deal=BLDG_New_Deal> receives a free [Granary] in every city it owns.

^{Allows:} A city must already possess a [Granary] to be able to build a $LINK<Modern Farm=BLDG_Modern_Farm>.
A civilization must possess {four} [Granaries] to be able to build the $LINK<New Deal=BLDG_New_Deal> Great
Wonder.

#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

only 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 seasonal crops for later
use. The Granary was designed for the storage and protection of

surplus food. Food storage technology meant that a smaller percentage

ïf the population could produce and store enough food for everyone,

allowing the remainder to pursue other jobs and activities.

#BLDG_Guild_Hall

^The [Guild Hall] increases the base $LINK<shield production=GCON_Shields> in its city by {25%}. It also increases
the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. Each of these effects is cumulative with other
such buildings.

^{Requirements:} A city must have $LINK<Gold=GOOD_Gold> in its $LINK<strategic resource=GCON_ResourcesS>


box to be able to build a [Guild Hall.]

^{Allows:} A city must already possess a [Guild Hall] to be able to build a $LINK<Labor Union=BLDG_Labor_Union>.

#DESC_BLDG_Guild_Hall

^[Guilds] or gilds, economic and social associations of persons engaging in the same business or craft, typical of

Western Europe in the Middle Ages. Membership was by profession or craft, and the primary function was to
establish

local control over that profession or craft by setting standards of workmanship and price, by protecting the business

from competition, and by establishing status in society for members of the guild. In the Western world today the
term

guild is used for certain associations that have little connection with the medieval institution. Some of the great

professional associations (e.g., in medicine and law) fulfill some of the functions of the old guilds but are rarely

given that name, in part as medicine is not one single guild, but it made up of two - the medics and the surgeons
from the guild of the barber surgeons. This is also why in Britain surgeons are addressed as "Mr" rather than "Dr".
#BLDG_Harbor

^A [Harbor] is a link in the $LINK<trade network=GCON_Trade>, allowing $LINK<luxuries=GCON_ResourcesL>

and $LINK<strategic resources=GCON_ResourcesS> to be traded to other [Harbors.]

^A [Harbor] also causes its city to produce one extra $LINK<food=GCON_Food> in every water tile which it works.

^$LINK<Agricultural=GCON_Strengths> and $LINK<Seafaring=GCON_Strengths> Civs can build [Harbors] easier than


other civilizations.

^{Requirements:} A city must be [coastal] to be able to build a [Harbor.]

^{Allows:} A city must already possess a [Harbor] to be able to build a $LINK<Fishery=BLDG_Fishery>, a


$LINK<Port=BLDG_Port>, the $LINK<Great Lighthouse=BLDG_Lighthouse> Wonder, or the $LINK<International
Port=BLDG_International_Port> Small Wonder.

#DESC_BLDG_Harbor

^Just because a city is built in a coastal region doesn't guarantee

that the city 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 that shelters ships from waves and high

winds. Although some coastal cities are established in areas where a

natural 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.

^Seagoing vessels have been used for both commercial transport and

military purposes for thousands of years. Cities built on rivers and

on the coasts of seas and oceans built facilities to receive cargo and
to house military vessels stationed in the area. Many of the larger

cities built large port facilities that included shipyards for the

construction of new vessels, large warehouse and docking facilities,

and dry-docks for the repair of damaged vessels. Heavily damaged

ships can be repaired much more quickly when such facilities are

available, and can be essential in times of war to be able to repair

ships as fast as possible, as was the case in World War 2 before the

battle of Midway.

#BLDG_Holy_Relic

^The [Blood Temple] simply contributes a small amount of $LINK<culture=GCON_Culture> to its city.

^The [Blood Temple] doubles Culture Points gained through $LINK<Ritual Sacrifice=GCON_Ritual_Sacrifice>.

^{Note:} The [Blood Temple] is a $LINK<Government Specific Improvement=GCON_GSI> which is only available in a
$LINK<Theocracy=GOVT_Theocracy>.

#DESC_BLDG_Holy_Relic

#BLDG_Hospital

^The [Hospital] increases the base $LINK<shield production=GCON_Shields> in its city by {25%}. This effect is
cumulative with other such buildings.

^{Allows:} A civilization must possess at least {three} [Hospitals] to be able to build the $LINK<Battlefield
Medicine=BLDG_Battlefield_Medicine> Small Wonder and {three} [Hospitals] to be able to build the $LINK<National
Health Care=BLDG_Health_Care> Small Wonder.
#DESC_BLDG_Hospital

^Hospitals are institutions that focus on the diagnosis and treatment

of disease and trauma. With technological innovation in medicine,

hospitals have increasingly become community hubs, expanding their

role to include teaching and research. Throughout history a hospital's

role has shifted from a place to secure the ill or insane, to one of

hope and health. As this change has taken place, public views have

altered from viewing hospitals as a vital resource that should be

treasured to something that will always be able to correct all of

life's ills. This has also led to an increasing intolerance towards

the inevitable failings of Doctors, who are only human after all.

#BLDG_Hydro_Plant

^The [Hydro Plant] increases the base $LINK<shield production=GCON_Shields> in its city by {50%}. This effect is
cumulative with other such buildings, but the [Hydro Plant] will replace any other $LINK<power plant=GCON_Plants>
in the city. This bonus only applies if the city has an active $LINK<Factory=BLDG_Factory>.

^[Hydro Plants] produce {no} $LINK<pollution=GCON_Pollution>.

^{Wonder Note:} The civilization who controls the $LINK<Hoover Dam=BLDG_Hoover_Dam> receives a free [Hydro
Plant] in every city it has on that continent.

^{Requirements:} A city must have a [river] within its $LINK<radius=GCON_Radius> to be able to build a [Hydro
Plant.] It also must have a

$LINK<Factory=BLDG_Factory>.
#DESC_BLDG_Hydro_Plant

^One alternative to power generation utilizing coal or petroleum fuels

is the hydroelectric power plant. This facility utilizes the energy of

rapidly moving water to turn the turbines of its generators and

produce electricity. In locations where a source of moving water is

available, hydro plants offer a clean, safe alternative to coal,

petroleum, and nuclear power generation. Hydro plants have their own

set of environmental dangers, however. 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. Which is considered more important can vary upon both the

extent of the damage that would be done as well as the need for cheap

power.

#BLDG_Inquisition

^The [Inquisition] reduces $LINK<corruption=GCON_Corruption> in any city where it is built.

^$LINK<Religious Civs=GCON_Strengths> can build [Inquisition] easier than other civilizations.

^{Note:} The [Inquisition] is a $LINK<Government Specific Improvement=GCON_GSI> which is only available in a


$LINK<Fundamentalism=GOVT_Fundamentalism>.

#BLDG_Lab

^A [Lab] increases base $LINK<scientific research=GCON_Research> in a city by 50%.

^
^$LINK<Scientific Civs=GCON_Strengths> can build [Labs] easier than other civilizations.

^[Labs] also {do not} require any $LINK<Maintenance=GCON_Maintenance>.

#DESC_BLDG_Lab

#BLDG_Labor_Union

^The [Labor Union] reduces $LINK<pollution=GCON_Pollution> from buildings by {two} units.

^{Requirements:} A city must already possess a $LINK<Guild Hall=BLDG_Guild_Hall> to be able to build a [Labor
Union].

#DESC_BLDG_Labor_Union

^A labor union, an association of workers for the purpose of improving their economic status and working conditions
through

collective bargaining with employers. Historically there have been two chief types of unions: the horizontal, or craft,

union, in which all the members are skilled in a certain craft (e.g., the International Brotherhood of Carpenters and

Joiners); and the vertical, or industrial, union, composed of workers in the same industry regardless of their

particular skill (e.g., the United Automobile Workers of America). A company union is an employer-controlled union

having no affiliation with other labor organizations. Although in moderation, unions are very beneficial to society, as
they enable workers to obtain rights in the workplace, if the unions become too strong, there is the chance that they
will demand rights that cause damage to the society.

#BLDG_Library

^
^A [Library] increases the base $LINK<scientific research=GCON_Research> in its city by {50%}. This effect is
cumulative with other such buildings. It also contributes a small amount of $LINK<culture=GCON_Culture>.

^$LINK<Scientific Civs=GCON_Strengths> can build [Libraries] easier than other civilizations.

^{Allows:} A city must already possess a [Library] to be able to build $LINK<Copernicus'


Observatory=BLDG_Solar_System> or the $LINK<Great Library=BLDG_Great_Library>.

#DESC_BLDG_Library

^The development of writing meant that the accumulated knowledge of a

society could be written down and stored rather than memorized and

passed along by word of mouth. The accumulated written material was

stored in a library. The libraries of the ancient world, especially

those at Alexandria and Pergamum, became leading centers of science

and scholarship. The librarians actively collected the books of the

world, accelerating the spread of knowledge.

#BLDG_Major_Port

^The [Major Port] allows a coastal city to grow beyond a population of 7 citizens.

^It also contributes a small amount of $LINK<culture=GCON_Culture>.

^$LINK<Seafaring Civs=GCON_Strengths> can build [Major Ports] easier than other civilizations.

^{Requirements:} A city needs a $LINK<Port=BLDG_Port> to build a [Major Port].


#BLDG_Manor

^The [Manor] increases the base $LINK<shield production=GCON_Shields> in its city by {25%}. This effect is
cumulative with other such buildings.

^$LINK<Agricultural Civs=GCON_Strengths> can build [Manors] easier than other civilizations.

^{Note:} The [Manor] is a $LINK<Government Specific Improvement=GCON_GSI> which is only available in a


$LINK<Feudal Monarchy=GOVT_Feudal_Monarchy>.

#DESC_BLDG_Manor

#BLDG_Manufacturing_Plant

^A [Manufacturing Plant] increases the base $LINK<shield production=GCON_Shields> in its city by {50%}. This effect
is cumulative with other such buildings.

^[Manufacturing Plants] produce {two} units of $LINK<pollution=GCON_Pollution>.

^{Requirements:} A city must already possess a $LINK<Factory=BLDG_Factory> to be able to build a [Manufacturing


Plant.]

#DESC_BLDG_Manufacturing_Plant

^Manufacturing plants are large industrial complexes that produce goods of all types, although they are generally
used

to produce durable consumer goods such as automobiles. Essentially, 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 and automation increases productivity and reduces production costs.

#BLDG_MarketPlace

^The [Marketplace] increases the base $LINK<tax revenue=GCON_Commerce> and $LINK<entertainment


funding=GCON_Moods> in its city by {50%} each. These effects are cumulative with other such buildings.

^A [Marketplace] also produces one $LINK<content face=GCON_Happy_Faces>, making one unhappy citizen
content.

^{Requirements:} A city must already possess a $LINK<Bazaar=BLDG_Bazaar> to be able to build a [Marketplace.]

^{Allows:} A city must already possess a [Marketplace] to be able to build a $LINK<Bank=BLDG_Bank>.

#DESC_BLDG_MarketPlace

^As cities grew and prospered, trade between the farmers, artisans,

and craftsmen who lived in the vicinity contributed to the economic

health of the city. It soon became apparent that the best way for

conducting trade within the city was to have a central location, or

marketplace, where the people offering goods and services, or seeking

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_Mass_Transit_System

^
^The [Mass Transit System] limits $LINK<pollution=GCON_Pollution> caused by its city's population to no more than
{one} unit regardless of city size.

^{Requirements:} A city must have $LINK<Rubber=BLDG_Rubber> in its $LINK<strategic


resource=GCON_ResourcesS> box to be able to build a [Mass Transit System.]

#DESC_BLDG_Mass_Transit_System

^Within a few decades of the invention of the automobile, the

horse-drawn carriage disappeared from city streets. Along with all

the advantages offered by the automobile, this new means of

transportation quickly became a significant source of air

pollution. As larger cities became more crowded, the number of cars

increased, making travel difficult and adding to the pollution problem

as automobile traffic clogged the streets. The development of mass

transit systems, including buses, trolleys, subways, and light rail,

led to a reduction in traffic and, as a result, a reduction in air

pollution.

#BLDG_Modern_Farm

^[The Modern Farm] increases the base $LINK<shield production=GCON_Shields> in its city by {25%}. This effect is
cumulative with other such buildings.

^$LINK<Agricultural Civs=GCON_Strengths> can build [Modern Farms] easier than other civilizations.

^{Requirements:} A city must already possess a $LINK<Granary=BLDG_Granary> to be able to build a [Modern Farm.]
#DESC_BLDG_Modern_Farm

^The era of mechanized agriculture began with the invention of such farm machines as the reaper, the cultivator,
the

thresher, and the combine. Other revolutionary innovations, e.g., the tractor, continued to appear over the years,

leading to a new type of large-scale agriculture. Modern science has also revolutionized food processing;

refrigeration, for example, has made possible the large meatpacking plants and shipment and packaging of
perishable

foods. Urbanization has fostered the specialties of market gardening and truck farming. Harvesting operations have
been

mechanized for almost every plant product grown. Breeding programs have developed highly specialized animal,
plant, and

poultry varieties, thus increasing production efficiency. In the United States and other leading food-producing
nations

agricultural colleges and government agencies attempt to increase output by disseminating knowledge of improved

agricultural practices, by the release of new plant and animal types, and by continuous intensive research into basic

and applied scientific principles relating to agricultural production and economics. These changes have, of course,

given new aspects to agricultural policies. In the United States and other developed nations, the family farm is

disappearing, as industrialized farms, which are organized according to industrial management techniques, can more

efficiently and economically adapt to new and ever-improving technology, specialization of crops, and the volatility
of

farm prices in a global economy. In Third World countries, however, where small farms, using rudimentary
techniques,

still predominate, the international market has less effect on the internal economy and the supply of food. Most of
the

governments of the world face their own type of farm problem, and the attempted solutions vary as much as does

agriculture itself. The modern world includes areas where specialization and conservation have been highly refined,

such as Denmark, as well as areas such as N Brazil and parts of Africa, where forest peoples still employ

“slash-and-burn” agriculture-cutting down and burning trees, exhausting the ash-enriched soil, and then moving to a
new

area. In other regions, notably SE Asia, dense population and very small holdings necessitate intensive cultivation,

using people and animals but few machines. In many countries extensive government programs control the
planning, financing, and regulation of agriculture. Agriculture is still the occupation of almost 50% of the world's
population, but the numbers vary from less than 3% in industrialized countries

to over 60% in Third World countries.


#BLDG_Monastery

^The [Monastery] increases the base $LINK<scientific research=GCON_Research> in its city by {50%}. This effect is
cumulative with other such buildings.

^$LINK<Scientific=GCON_Strengths> and $LINK<Religious=GCON_Strengths> Civs can build [Monasteries] easier


than other civilizations.

^{Requirements:} A city must already possess a $LINK<Temple=BLDG_Temple> and have


$LINK<Incense=GOOD_Incense> in its

$LINK<strategic resource=GCON_ResourcesS> box to be able to build a [Monastery.]

#BLDG_Obelisk

^The [Monument] simply contributes a small amount of $LINK<culture=GCON_Culture> to its city.

^{Wonder Note:} The civilization who controls the $LINK<Pyramids=BLDG_Pyramids> receives a free [Monument] in
every city on that continent and the civilization who controls the $LINK<Eiffel Tower=BLDG_Eiffel_Tower> receives a
free [Monument] in every city it owns.

^{Allows:} A civilization must possess at least {three} [Monuments] to be able to build the $LINK<The
Pyramids=BLDG_Pyramids> Great Wonder.

#DESC_BLDG_Obelisk

^A monument is a structure that reminds people of an important event that occurred in the area, or an important
person

who lived, such as famous generals of remembrances of a particularly bloody conflict.

^
#BLDG_Movie_Palace

^A [Movie Palace] reduces the effects of $LINK<war weariness=GCON_War_Weariness> in its city by {25%}. This
effect is cumulative with other such buildings.

^A [Movie Palace] also produces one $LINK<content face=GCON_Happy_Faces>, making one unhappy citizen
content.

^{Wonder Note:} The civilization who controls $LINK<Hollywood=BLDG_Hollywood> receives a free [Movie Palace]
in every city it owns.

^{Allows:} A civilization must possess at least {three} [Movie Palaces] to be able to build the
$LINK<Hollywood=BLDG_Hollywood> Great Wonder.

#DESC_BLDG_Movie_Palace

^Tally's Electric Theater in Los Angeles was the first structure devoted to showing movies. Opening in 1902, "Tally's

and the nickelodeon", named for their nickel admission, were aimed at the lower middle classes. However as film
gained

in popularity, showmen saw the need to appeal to more affluent audiences, promising always the grandest, biggest
and

most expensive show yet. By the 1920s, movie palaces sat as many as six thousand and sometimes featured live

bands as well as stage shows. The magic of the motion picture soon swept the world.

#BLDG_Multicultural_Center

^The [Multi-Cultural Center] contributes a large amount of $LINK<culture=GCON_Culture> to its city.

#DESC_BLDG_Multicultural_Center
^

^A multi-cultural center stores and shares knowledge of the various people residing within its geographical area, as

well as other climates, attempting to create harmony, peace and understanding among those who share the area.
The local populace can then find out exactly [why] they are in many cases still owning these people as slaves.

#BLDG_LHM

^A [Museum] increases the base $LINK<scientific research=GCON_Research> in its city by {50%}. This effect is
cumulative with other such buildings. It also contributes a decent amount of $LINK<culture=GCON_Culture>.

^{Allows:} A civilization must possess at least {three} [Museums] to be able to build the $LINK<National History
Museum=BLDG_NHM> Small Wonder.

#DESC_BLDG_LHM

^A museum is an institution dedicated to preserving and interpreting the primary tangible evidence of humankind
and the environment. In its preserving of this primary evidence, the museum differs markedly from the library, with
which it has often been compared, for the items housed in a museum are mainly unique and constitute the raw
material of study and research. In the museum the object, in many cases removed in time, place, and circumstance
from its original context, communicates itself directly to the viewer in a way not possible through other media.
Museums have been founded for a variety of purposes: to serve as recreational facilities, scholarly venues, or
educational resources; to contribute to the quality of life of the areas where they are situated; to attract tourism to a
region; to promote civic pride or nationalistic endeavour; or even to transmit overtly ideological concepts. Given
such a variety of purposes, museums reveal remarkable diversity in form, content, and even function. Yet, despite
such diversity, they are bound by a common goal: the preservation and interpretation of some material aspect of
society's cultural consciousness.

#BLDG_Naval_Fortress

^
^A [Naval Fortress] is the Industrial age version of the $LINK<Coastal Battery=BLDG_Coastal_Batteries>. It provides a
city with a naval bombardment defense of {20} and can automatically bombard passing enemy ships; this
bombardment has a strength of {20}.

^$LINK<Militaristic=GCON_Strengths> and $LINK<Seafaring=GCON_Strengths> Civs can build [Naval Fortresses]


easier than other civilizations.

^{Requirements:} A city must be [coastal] to build a [Naval Fortress].

#BLDG_Newspaper

^The [Newspaper] increases the base $LINK<entertainment funding=GCON_Moods> in its city by {50%}. These
effects are cumulative with other such buildings.

^The [Newspaper] makes its city more resistant to $LINK<propaganda=GCON_Espionage_Missions>. This effect is
cumulative with other such buildings.

^{Wonder Note:} The civilization who controls the $LINK<World News Network=BLDG_World_News_Net> receives a
free [Newspaper] in every city it owns.

^{Allows:} A city must already possess a [Newspaper] to be able to build a $LINK<Radio Tower=BLDG_Radio_Tower>
and a civilization must possess at least {three} [Newspapers] to be able to build the $LINK<World News
Network=BLDG_World_News_Net> Great Wonder.

#DESC_BLDG_Newspaper

^Since the advent of the printing press, there has been a demand for news of what is happening near and far from
the

local area. Newspapers have fulfilled that demand for over 250 years, providing an important link to the world
around
us, providing us with up to date news of events that the government thinks that we should be aware of. The
freedom of the press varies from country to country, although all are controlled to some degree by powerful
magnates, and so although information is provided, this is certainly not the same as truth.

#BLDG_Nuclear_Plant

^The [Nuclear Plant] increases the base $LINK<shield production=GCON_Shields> in its city by {100%}. This effect is
cumulative with other such buildings, but the [Nuclear Plant] will replace any other $LINK<power
plant=GCON_Plants> in the city. This bonus only applies if the city has an active $LINK<Factory=BLDG_Factory>.

^[Nuclear Plants] produce {no} $LINK<pollution=GCON_Pollution>, however they can [meltdown] if the city falls into
disorder, causing all hell to break loose...

^{Requirements:} A city must have a [fresh water] within its $LINK<radius=GCON_Radius> and have
$LINK<Uranium=BLDG_Uranium> in its $LINK<strategic resource=GCON_ResourcesS> box to be able to build a
[Nuclear Plant.] It also must have a $LINK<Factory=BLDG_Factory>.

#DESC_BLDG_Nuclear_Plant

^Nuclear power plants utilize radioactive materials and the process of

nuclear fission to generate the heat and steam needed to run

electrical generators and produce electricity. Because nuclear power

doesn't cause the air pollution associated with the burning of coal or

petroleum products, this means of generating power is considered a

viable alternative energy source. However, the toxic nature of the

byproducts produced by the fission process creates 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 problems, the future of nuclear power is


uncertain.

#BLDG_OIS

^The [Office of Internal Security] decreases $LINK<corruption=GCON_Corruption> in its city. This effect is cumulative
with other such buildings.

^{Wonder Note:} The civilization who controls the $LINK<Ministry of Truth=BLDG_Ministry_of_Truth> receives a free
[Office of Internal Security] in every city it owns.

^{Allows:} A civilization must possess at least {two} [Offices of Internal Security] to be able to build the $LINK<Secret
Police HQ=BLDG_Secret_Police_HQ> Small Wonder, and a civilization must possess at least {four} [Offices of Internal
Security] to be able to build the $LINK<Ministry of Truth=BLDG_Ministry_of_Truth> Great Wonder.

^{Note:} The [Office of Internal Security] is a $LINK<Government Specific Improvement=GCON_GSI> which is only
available in a $LINK<Fascist=GOVT_Fascist> regime.

#DESC_BLDG_OIS

#BLDG_Offshore_Platform

^An [Offshore Platform] causes a city to produce one extra $LINK<shield=GCON_Shields> in every water tile which it
works.

^[Offshore Platforms] produce {two} units of $LINK<pollution=GCON_Pollution>.

^$LINK<Seafaring Civs=GCON_Strengths> can build [Offshore Platforms] easier than other civilizations.

^{Requirements:} A city must be [coastal] to be able to build an [Offshore Platform.]


#DESC_BLDG_Offshore_Platform

^Mankind's dependence on wood and coal as a main source of fuel ended

when the first commercial oil well went into production in

Pennsylvania in 1859. Crude oil could be refined into many different

byproducts, and soon replaced wood and coal in many parts of the

world. The growing dependence on oil caused the petroleum 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. Shallow water drilling from platforms supported by pylons

resting on the seabed proved very successful. Today, large floating

platforms can drill for oil at water depths of more than 3300 feet.

#BLDG_Opera_House

^The [Opera House] produces one $LINK<content face=GCON_Happy_Faces>, making one unhappy citizen content.

^It also contributes a decent amount of $LINK<culture=GCON_Culture>.

#DESC_BLDG_Opera_House

^The development of a middle-class audience in 18th-century France and England created a desire for more realistic

settings and acting. Although some attempts were made in the 18th cent. (notably by David Garrick in England and

Adrienne Lecouvreur in France) to combat the artificial, rhetorical style of acting then popular, it was not until the

late 19th cent. that a more natural style of acting gained wide acceptance. Of great importance in the development
of

realistic acting was Constantin Stanislavsky, cofounder of the Moscow Art Theatre, who stressed the actors' absolute

identification with the characters they portray. Similarly, realism in scenery and costumes was not popular until well
into the 19th cent. The creation of realistic effects was facilitated by the introduction of gas lights in the early

19th cent. and of electricity later in the century. Electric lighting was, however, also used for antirealistic effects

by such scene designers as Adolphe Appia and Edward Gordon Craig. The introduction of gas lighting made it
possible to

dim the auditorium lights, a practice that tended to make the audience more separate from the stage. Richard
Wagner, in

his opera theater at Bayreuth, attempted further to isolate the audience by means of a gap of darkness between a
double

proscenium arch. While most commercial theaters today still use the proscenium arch stage, there has been much

experimental work to restore a vital relationship between audience and stage. By the late 19th cent., theater was

dominated by commercial playhouses in large cities, particularly in England and the United States. However, in the
late

19th cent. several independent theaters, more interested in art than in making money, came into being, including
the

Théâtre Libre in Paris (1887), the Freie Bühne in Berlin (1889), the Independent Theatre Society in London (1891),
and

the Moscow Art Theatre in Russia (1891).

#BLDG_Park

^The [Park] reduces $LINK<pollution=GCON_Pollution> from buildings in its city by {one} unit and limits the total
amount of such pollution in the city to no more than {one} unit.

^It also contributes a small amount of $LINK<culture=GCON_Culture>.

#DESC_BLDG_Park

^Parks are among the most valuable treasures of a people, providing a beautiful place to relax and have fun, as well
as reducing the amount of pollution through natural processes. Rigorous enforcement is required to maintain this
atmosphere and keep elemants that would be undesirable out of the boundries of the park.

#BLDG_PAC

^
^The [Performing Arts Center] produces {one} $LINK<content face=GCON_Happy_Faces>, making one unhappy
citizen content.

^It also contributes a decent amount of $LINK<culture=GCON_Culture>.

^{Allows:} A civilization must possess at least {three} [Performing Arts Centers] to be able to build the $LINK<Great
Opera House=BLDG_Great_Opera_House> Wonder.

#DESC_BLDG_PAC

^Until the middle of the twentieth century, performing arts venues

were segmented according to the type of performance. One of the

earliest venues built was the theater, used extensively by the Greeks

and the Romans. The theater reached a new apex with the building of

the Rose and Globe Theaters in Elizabethan London. These theaters were

designed for the separation by class of the attending crowds. Opera

houses came into vogue in the early eighteenth century and were

considered entertainment for the masses and the upper social classes

for the times. With the development of performing arts centers an new

cohesion was brought to the live arts. Having a central venue for many

different types of performing arts brought a new synergy to the

cultural scene. This enabled many smaller companies to achieve a

higher profile and enjoy stability they had not previously known.

#BLDG_Philosopher_School

^The [Philosopher's School] increases the base $LINK<scientific research=GCON_Research> in its city by {50%}. This
effect is cumulative with other such buildings. It also contributes a small amount of $LINK<culture=GCON_Culture>.

^$LINK<Scientific Civs=GCON_Strengths> can build a [Philosopher's School] easier than other civilizations.
^

^{Note:} The [Philosopher's School] is a $LINK<Government Specific Improvement=GCON_GSI> which is only


available in a $LINK<Democray=GOVT_Democracy>.

#DESC_BLDG_Philosopher_School

#BLDG_Police_Station

^The [Police Station] reduces the effects of $LINK<war weariness=GCON_War_Weariness> in its city by {25%} and
also decreases $LINK<corruption=GCON_Corruption> in its city. Each of these effects is cumulative with other such
buildings.

^{Wonder Note:} The civilization who controls the $LINK<Echelon=BLDG_Echelon> receives a free [Police Station] in
every city it owns.

^{Allows:} A civilization must possess at least {three} [Police Stations] to be able to build the
$LINK<Echelon=BLDG_Echelon> Great Wonder.

#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 constables 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 the United States and many other

industrialized nations around the world. The presence of a police force serves to uphold the laws of society, and to

control civil unrest. A strong, visible police force strengthens confidence of the community by keeping the citizens

safe, and can also prevent demonstraters from expressing views that are unpalettable to the country's leaders.
#BLDG_Port

^A [Port] adds 50% to the taxes gained from the city where you build it. It also contributes a small amount of
$LINK<culture=GCON_Culture>.

^$LINK<Seafaring Civs=GCON_Strengths> can build a [Port] easier than other civilizations.

^{Requirements:} A city must be [coastal] and must already possess a $LINK<Harbor=BLDG_Harbor> to be able to
build a [Port.]

^{Allows:} A city must have a Port to build a $LINK<Commercial Port=BLDG_Commercial_Port>, $LINK<Major


Port=BLDG_Major_Port>, the $LINK<East India Company=BLDG_East_India_Company>, $LINK<Magellan's
Voyage=BLDG_Circumnavigation> and the $LINK<Statue of Liberty=BLDG_Statue_of_Liberty>.

#DESC_BLDG_Port

^A port is a natural or artificial harbor and its terminal facilities for the transfer of goods and passengers to or

from waterborne means of transport. Port cities are located on oceans, lakes, rivers, and canals in places where
access

to the hinterland provides a large volume of commerce. The importance of a port depends on the availability of

transportation and on the extent of terminal facilities such as wharfs, storage space, and machinery.

^Port, a natural or artificial harbor and its terminal facilities for the transfer of goods and passengers to or from

waterborne means of transport. Port cities are located on oceans, lakes, rivers, and canals in places where access to

the hinterland provides a large volume of commerce. The importance of a port depends on the availability of

transportation and on the extent of terminal facilities such as wharfs, storage space, and machinery.

#BLDG_Prison

^A [Prison] decreases $LINK<corruption=GCON_Corruption> in its city. It also increases the base $LINK<shield
production=GCON_Shields> in its city by {25%}. These effects are cumulative with other such buildings.

^However, the [Prison] also causes {one} citizen in its city to become $LINK<unhappy=GCON_Moods>.
^

^{Requirements:} A city must already possess a $LINK<Courthouse=BLDG_Courthouse> to be able to build a [Prison].


(Trials are rather thought of as required by [all] forms of government in RAR.)

#DESC_BLDG_Prison

^Prisons are places of confinement for the punishment and

rehabilitation of criminals. By the end of the 18th cent.

imprisonment was the chief mode of punishment for all but capital

crimes. At that time, largely as a result of the writings of Cesare

Beccaria in Italy and John Howard and others in England, there was a

wave of penal reform and improvement in conditions. The earliest North

American reform centered in Philadelphia (1790) and in Auburn, N.Y.,

where systems of solitary confinement and congregate labor were

introduced. These penitentiaries required the prisoners to maintain

absolute silence. Reform efforts continued through the 19th cent.,

with two notable women (Elizabeth Fry and Dorothea Dix) among the

reformers. British and Irish influences led to the practice of parole.

^In the 20th cent., efforts were made in the United States to eliminate

unsanitary and demoralizing prison conditions. Reforms included the

individualization of treatment, psychiatric assistance, constructive

labor and vocational training, professionalization of correctional

officers, and the introduction of work release programs. Until the

late 1970s, there was a growing tendency to regard the basic aim of

imprisonment as rehabilitation of the criminal rather than as

punishment or protection of society. That trend, however, has been

reversed. Correspondingly the length of sentences has been

extended. From 1980 to 1990, the nation's federal and state prison
population increased by 134% to 771,243 persons; by 1997 it was

1,158,763 persons, with another 567,079 inmates in local jails.

^The chief types of prisons in the United States (with similar

institutions in other countries) are the local jail -- for pretrial

detention and short sentences -- and the state and federal

penitentiaries -- for convicts with long sentences. Special penal

institutions are provided for the sick and the criminally insane. There

are also special prisons for juveniles as well.

Among famous prisons in history are

the Bastille in Paris and the Tower of London, although neither were

used to house "normal" criminals. In the United States, Sing Sing and

Alcatraz (now closed) are the two best known.

#BLDG_Public_School

^A [Public School] increases the base $LINK<scientific research=GCON_Research> in its city by {50%}. This effect is
cumulative with other such buildings.

^$LINK<Scientific Civs=GCON_Strengths> can build a [Public School] easier than other civilizations.

#DESC_BLDG_Public_School

^Just as the Academy is a specialized school concentrating on one area, a public school is a generalized course of
instruction, raising the standards of education among the common folk, providing academies and universities with a
ready pool of talent.

#BLDG_Radio_Tower
^

^The [Radio Tower] makes its city more resistant to $LINK<propaganda=GCON_Espionage_Missions>. This effect is
cumulative with other such buildings.

^{Requirements:} A city must already possess a $LINK<Newspaper=BLDG_Newspaper> to be able to build a [Radio


Tower.]

#DESC_BLDG_Radio_Tower

^As Newspapers are published on a daily basis, they cannot often keep up to date on what is happening at the
moment.

Radio provides a means of doing that, as well as providing entertainment sources that would not otherwise be
possible. In many events that occur in the world is important that the goverment is able to repudiate claims made by
others, especially those that are true! Although radio has been superseded by the television in most parts of the
world, it is still a valuable tool to disseminate pro-goverment propaganda to the populace.

#BLDG_Recycling_Center

^The [Recycling Center] limits the total amount of $LINK<pollution=GCON_Pollution> caused by buildings in its city
to no more than {one} unit.

^$LINK<Agricultural Civs=GCON_Strengths> can build [Recycling Centers] easier than other civilizations.

#DESC_BLDG_Recycling_Center

^The continual growth in city populations leads to an inevitable increase in garbage. Eventually, existing landfills

and garbage dumps are filled, forcing new dumping sites to be established. This leads to the gradual but steady

destruction of the local environment. To reverse this problem, many areas have established recycling centers,
where
much 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 refuse produced is turned into raw materials for production,

rather than contributing to the ever-increasing pollution problem.

#BLDG_Research_Lab

^The [Research Lab] increases the base $LINK<scientific research=GCON_Research> in its city by {50%}. This effect is
cumulative with other such buildings.

^[Research Labs] produce {one} unit of $LINK<pollution=GCON_Pollution>.

^$LINK<Scientific Civs=GCON_Strengths> can build a [Research Lab] easier than other civilizations.

^{Requirements:} A city must already possess a $LINK<University=BLDG_University> to be able to build a [Research


Lab.]

^{Allows:} A city must already possess a [Research Lab] to be able to build the $LINK<Human Genome
Project=BLDG_HGP> or $LINK<SETI Program=BLDG_SETI_Program> Great Wonders and a civilization must possess at
least {five} [Research Labs] to be able to build the $LINK<Cure for Cancer=BLDG_Cure_for_Cancer> Great Wonder..

#DESC_BLDG_Research_Lab

^Historically, libraries and universities have acted as the primary

centers of research for new ideas and technologies. The growth of

private industry in the Modern Age has also given birth to hundreds of

privately owned research facilities. These private laboratories,

usually dedicated to research in a single field related to their

founding company, have made tremendous advances in many fields

including physics, biology, chemistry, and medicine. The growth of

privately-funded research has vastly increased the speed at which


mankind achieves new advances in science and technology.

#BLDG_Sacrificial_Altar

^The [Sacrificial Altar] doubles Culture Points gained through $LINK<Ritual Sacrifice=GCON_Ritual_Sacrifice>.

^$LINK<Religious Civs=GCON_Strengths> can build [Sacrificial Altars] easier than other civilizations.

#DESC_BLDG_Sacrificial_Altar

#BLDG_SAM_Missile_Battery

^The [SAM Missile Battery] attacks enemy air units that attempt to bomb its city; this attack has a strength of {12}.

^$LINK<Militaristic=GCON_Strengths> Civs can build a [SAM Missile Battery] easier than other civilizations.

^{Requirements:} A city must have $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to be able to build a [SAM Missile Battery.]

^{Allows:} A civilization must possess at least {five} [SAM Batteries] to be able to build the $LINK<Strategic Missile
Defense=BLDG_SDI> Small Wonder.

#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 technology allowed for the construction
of compact missiles which were used to deliver explosive warheads to targets swiftly and accurately. Batteries of

surface-to-air missiles, or SAMs, were built to protect cities and ground installations 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_School

^A [School] increases base $LINK<scientific research=GCON_Research> in a city by 50%.

^$LINK<Scientific Civs=GCON_Strengths> can build a [School] easier than other civilizations.

#DESC_BLDG_School

#BLDG_School_of_Scribes

^A [School of Scribes] increases base $LINK<scientific research=GCON_Research> in a city by 50%.

^$LINK<Scientific Civs=GCON_Strengths> can build a [School of Scribes] easier than other civilizations.

#DESC_BLDG_School_of_Scribes

#BLDG_Sewage_Treatment_Plant

^The [Sewage Treatment Plant] reduces $LINK<pollution=GCON_Pollution> from buildings in its city by {two} units.

^$LINK<Agricultural Civs=GCON_Strengths> can build a [Sewage Treatment Plant] easier than other civilizations.
#DESC_BLDG_Sewage_Treatment_Plant

^Modern sewer systems carry wastewater to treatment plants where the

raw sewage is broken down through filtration and chemical processes to

remove solids and harmful bacteria. The treated by-product is then

released into rivers and other waterways, where it is eventually

washed safely into the ocean, where any ecological harm that is done

is at least out of sight.

#BLDG_Sewage_Treatment

^The [Sewer System] allows its city to grow beyond a population of {15}.

^{Wonder Note:} The civilization who controls the $LINK<Cure for Cancer=BLDG_Cure_for_Cancer> receives a free
[Sewer System] in every city it owns.

#DESC_BLDG_Sewage_Treatment

^One of the by-products of large urban centers is a vast amount of

human waste. As the city continues to grow, steps need to be taken to

move the sewage away from inhabited areas and dispose of it. Sewer

systems carry wastewater away from areas of human habitation.

#BLDG_Shipyard

^A [Shipyard] produces veteran Naval units.

^
^$LINK<Militaristic=GCON_Strengths> and $LINK<Seafaring=GCON_Strengths> Civs can build [Shipyards] easier than
other civilizations.

^[Shipyards] also {do not} require any $LINK<Maintenance=GCON_Maintenance>.

#DESC_BLDG_Shipyard

^A Shipyard is a shore establishment for building and repairing ships. The shipbuilding facilities of the ancient and
medieval worlds reached a culmination in the arsenal of Venice, a shipyard in which a high degree of organization
produced an assembly-line technique, with a ship's fittings added to the completed hull as it was floated past
successive docks. In 18th-century British shipyards, the hull was towed to a floating stage called a sheer hulk, where
it received its masts and rigging. Modern ships also are launched incomplete.

^Typically, a shipyard has a limited number of building berths, sloping down toward the waterway, with large
adjacent working areas. Plates and sections are delivered to a point distant from the berth and converge toward the
berth as they are assembled into components and subassemblies, which are ultimately welded together. Very large
ships are often built in deep drydocks because of the greater convenience in lowering large components. When the
hull is complete, water is admitted and the ship floatedto the fitting-out basin.

#BLDG_Shopping_Mall

^The [Shopping Mall] increases the number of $LINK<happy faces=GCON_Happy_Faces> in its city produced by
$LINK<luxuries=GCON_ResourcesL>:

^* 1 luxury = 1 happy face

^* 2 luxuries = 2 happy faces

^* 3 luxuries = 4 happy faces

^* 4 luxuries = 6 happy faces

^* 5 luxuries = 9 happy faces

^* 6 luxuries = 12 happy faces

^* 7 luxuries = 16 happy faces

^* 8 luxuries = 20 happy faces

^{Note:} There is [no] extra happiness gained from having more than 8 luxuries, with or without a [Shopping Mall].
#DESC_BLDG_Shopping_Mall

^ A Shopping Mall is a 20th-century adaptation of the historical marketplace, with accommodation made for
automobiles. A shopping centre is a collection of independent retail stores, services, and a parking area conceived,
constructed, and maintained by a management firm as a unit. Shopping centres may also contain restaurants, banks,
theatres, professional offices, service stations, and other establishments.

^Aspects considered by planners when a shopping centre is to be built include feasibility of the site in terms of the
community's ability to support a centre; adequate vehicular access; and size, access, and topography of the site, as
well as availability of utilities, zoning laws, and land use in the immediate area. Economic conditions of the area, the
sociology of the region, and local commercial competition and attitudes determine the size of centre that can be
supported and the kind of stores acceptable to a given locale.

^Shopping centres are generally of neighbourhood, community, or regional scope. The smallest type, the
neighbourhood centre, usually has a supermarket as a focus, with daily convenience shops such as a drugstore, shoe
repair, laundry, and dry cleaner accompanying it. Such a centre can usually serve 2,500 to 40,000 people within a six-
minute drive.

^The community shopping centre contains all of the above-mentioned services in addition to a medium-sized
department store or variety store, which acts, with the supermarket, as a focus. Wearing apparel, appliance sales,
and repair stores are also found here. This centre will normally serve 40,000 to 150,000 people.

^The regional shopping centre provides a full range of shopping services comparable to those found in a small
central business district. It is built around at least one full-size department store and often several; specialty shops
and boutiques are numerous, and there are usually several restaurants and perhaps a motion-picture theatre.
Services for the immediate day-to-day needs are minimized. It will serve as many as 150,000 or even 400,000 or
more people. On larger sites motels, medical centres, or office buildings may also be provided.

#BLDG_Shrine

^The [Shrine] produces one $LINK<content face=GCON_Happy_Faces>, making one unhappy citizen content. It also
contributes a small amount of $LINK<culture=GCON_Culture>.

^{Wonder Note:} The civilization who controls $LINK<Angkor Wat=BLDG_Angkor_Wat> receives a free [Shrine] in
every city it owns.

^$LINK<Religious Civs=GCON_Strengths> can build [Shrines] easier than other civilizations.

^{Allows:} A city must already possess a [Shrine] to be able to build $LINK<Angkor Wat=BLDG_Angkor_Wat> or the
$LINK<Oracle=BLDG_Oracle>.
#DESC_BLDG_Shrine

^A shrine is the precursor to a temple, providing a simple place of worship. There are no priests as such, it is more a
place where people can collect their thoughts and offer a prayer to the gods.

#BLDG_Skyscraper

^The [Skyscraper] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.

^{Allows:} A civilization must possess at least {three} [Skyscrapers] to be able to build the $LINK<Empire State
Building=BLDG_Empire_State_Building> Great Wonder.

#DESC_BLDG_Skyscraper

^Skyscrapers, modern buildings of great height, are constructed on a

steel skeleton. The form originated in the United States and many

mechanical and structural developments in the last quarter of the 19th

cent. contributed to its evolution; the perfection of the

high-speed elevator after 1887 was the last step needed for

skyscrapers to attain the desired heights.

^The earliest tall buildings were of solid masonry

construction, with the thick walls of the lower stories usurping a

disproportionate amount of floor space. In order to permit thinner

walls through the entire height of the building, architects began to

use cast iron in conjunction with masonry. This was followed by cage
construction, in which the iron frame supported the floors and the

masonry walls bore their own weight. The next step was the invention

of a system in which the metal framework would support not only the

floors but also the walls. In the 1890s, the

steel frame was formed into a completely riveted skeleton bearing all

the structural loads, with the exterior or thin curtain walls serving

merely as an enclosing screen. Such innovations first appeared in the Home

Insurance Building in Chicago, designed in 1883 by William Le Baron

Jenney; this was the first building to employ steel skeleton construction and

embody the general characteristics of a modern skyscraper.

^The tallest freestanding structures are the CN Tower in

Toronto (opened 1976), which measures 1,815 ft (553 m), and the

Ostankino Tower in Moscow (opened 1967), which is 1,771 ft (540 m)

high. By convention, however, a building is defined as being primarily

for human habitation with the greatest majority of its height divided

into occupiable floors. The height of a building is measured from the

sidewalk level of the main entrance to the structural top of the

building. This includes spires but does not include television

antennas, radio antennas, or flagpoles. By this definition the tallest

buildings are the twin Petronas Towers (opened 1997) in Kuala Lumpur,

Malaysia; 88 stories high and topped by twin spires, they stand 1,483

ft (456 m) tall. Second highest is the Sears Tower (opened 1974) in

Chicago; its 110 stories rise 1,454 ft (443 m) with an additional 253

ft (77 m) for the television antenna on top, making it the world's

third tallest freestanding structure at 1,707 ft (520 m).

#BLDG_Slave_Market

^
^The [Slave Market] increases the base $LINK<shield production=GCON_Shields> in its city by {25%}. This effect is
cumulative with other such buildings.

^However, the [Slave Market] also causes {two} citizens in its city to become $LINK<unhappy=GCON_Moods>. Many
Industrial and Modern Wonders double this effect, although it is not truely doubled. Each Wonder will add one
additional unhappy face.

^{Wonder Note:} The $LINK<Slave Trade=BLDG_Slave_Trade> Great Wonder grants a [Slave Market] to all of its
nation's cities.

#DESC_BLDG_Slave_Market

^Slave Markets have been around for thousands of years, dating back to the earliest days of antiquity. There people
were brought and sold based on their perceived value to the seller and buyer as a source of labor. As the slaves had
no rights, they could work in conditions and hours that freemen would find unacceptable. The success of many
civilizations has been based on the access to a labor force that has no rights and can be worked in conditions that
may seriously affect their life expectancy - from the Egyptians building the Pyramids to the Americans building the
Whitehouse.

#BLDG_Solar_Plant

^The [Solar Plant] increases the base $LINK<shield production=GCON_Shields> in its city by {50%}. This effect is
cumulative with other such buildings, but the [Solar Plant] will replace any other $LINK<power plant=GCON_Plants>
in the city. This bonus only applies if the city has an active $LINK<Factory=BLDG_Factory>.

^$LINK<Agricultural Civs=GCON_Strengths> can build a [Solar Plant] easier than other civilizations.

^[Solar Plants] produce {no} $LINK<pollution=GCON_Pollution>.

^{Requirements:} A city must have a $LINK<Factory=BLDG_Factory> to be able to build a [Solar Plant.]

#DESC_BLDG_Solar_Plant

^One of the greatest natural sources of energy available on Earth is

the sun. Solar 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 into a water boiler,

generating steam to run conventional electrical

turbines. Unfortunately, at our current level of technology, 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. So far there are

only viable in certain places in the world where the sun is bright

enough for a long enough period of the day.

#BLDG_Stock_Market

^The [Stock Exchange] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.

^{Requirements:} A city must already possess a $LINK<Bank=BLDG_Bank> to be able to build a [Stock Exchange.]

^{Allows:} A civilization must possess at least {three} [Stock Exchanges] to be able to build the $LINK<Wall
Street=BLDG_Wall_Street> Small Wonder.

#DESC_BLDG_Stock_Market

^In a free market economy, corporations often raise operating and development capital by selling "shares" in the

corporation to private investors. These shares, which allow investors to share in the company's profits, were

originally sold by brokers and privately hired auctioneers. Early European stock exchanges, such as the Paris Bourse,
allowed anyone to buy and sell stock. However, it was quickly discovered that a formalized system was necessary in

order to enforce transactions. Thereafter, membership in the exchange was required in order to buy and sell. The
first

formal stock exchange in the U.S. was established in 1791 in Philadelphia, and the New York Stock Exchange was

established a year later. Today, stock exchanges are located in many major cities and commercial centers around the

world. Private investment in corporations is vital to capitalistic economies, allowing corporations to grow more

quickly than would otherwise be possible. The profits and new jobs created as a result improve the economy as a
whole.

#BLDG_Superhighways

^[Superhighways] increase the base $LINK<tax revenue=GCON_Commerce> in their city by {50%}. This effect is
cumulative with other such buildings.

#DESC_BLDG_Superhighways

^Early in his career, President Eisenhower traveled by road, from coast to coast, across the United States. This trip,

which took nearly a month because of the poor system of roads, convinced him that it was necessary to make all
areas of

the country easily accessible. Not only were these improvements important to the growing number of people
traveling by

automobile, they could prove invaluable for the movement of troops and military equipment should the need arise.
In

1956, Eisenhower established a federal-aid program known as the Highway Trust Fund to accelerate the
construction of a

network of interstate roads. By 1991, the Interstate Highway System in the U.S. consisted of over 42,000 miles of

highways. Unlike local roadways, superhighways were designed to bypass large population centers, and were
accessible in

limited locations at planned entrance and exit interchanges. These highly efficient roadways allow motorists today to

travel from one end of the country to the other without having to slow down for intersections and traffic signals.

^In Germany, one of the major construction plans that was undertaken was the construction of the Autobahns, new
straight roads that greatly increased the speed at which vehicles could cross the country - although the major idea
was in terms of being able to quickly muster armed forces against the other countries that surrounded Germany. The
construction also allowed the German goverment to end unemployment in Germany - a problem that had caused
politics to become so factionalized in Germany in the first place.

^Japan also has an extensive road network, mainly as this was at the behest of the concrete magnates in Japan - due
to the extremely hilly geography of the country, vast amounts of concrete were required to undertake these
projects.

#BLDG_Temple

^The [Temple] produces one $LINK<content face=GCON_Happy_Faces>, making one unhappy citizen content. It also
contributes a small amount of $LINK<culture=GCON_Culture>.

^$LINK<Religious Civs=GCON_Strengths> can build [Temples] easier than other civilizations.

^{Requirements:} A city must have $LINK<Incense=GOOD_Incense> in its $LINK<strategic


resource=GCON_ResourcesS> box to be able to build a [Temple.]

^{Allows:} A city must already possess a [Temple] to be able to build a $LINK<Basilica=BLDG_Basilica>,


$LINK<Cathedral=BLDG_Cathedral>, $LINK<Monastery=BLDG_Monastery>, or the $LINK<Holy City=BLDG_Holy_City>
Small Wonder.

^You need three temples to be able to build $LINK<Chichen Itza=BLDG_Chichen_Itza>, and the $LINK<Temple of
Zeus=BLDG_Zeus> Great Wonders.

#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

goddess 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_Theater

^The [Theater] simply contributes a decent amount of $LINK<culture=GCON_Culture> to its city.

#DESC_BLDG_Theater

^Theaters have been present in society for many hundreds of years, being present in ancient Greek society, and
probably present in societies that predated the Greeks. While they can vary greatly in the material shown and the
audiences they attract, theaters always provide a source of entertainment for the populace by enabling people to
temporarily forget about the real world and enjoy an artistic production.

#BLDG_Toll_House

^The [Toll House] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.

^{Requirements:} A city must have $LINK<Gold=GOOD_Gold> in its $LINK<strategic resource=GCON_ResourcesS>


box to be able to build a [Toll House.]

#DESC_BLDG_Toll_House

^
^To generate income, cities near well-trafficked trade routes often establish a Toll House to extract road taxes from

travelers. Though some traders detour to avoid such tolls, it is worth the price to most to avoid the added trip time

caused by trying to avoid these roads, and simply pay the money. Most of the income from this establishment goes
to the city, but

some is diverted into maintaining the road on which the tolls are collected. In this way, the local ruler gains a

reputation as one who gives a valuable service in return for the fees collected. Originally all roads were funded in
this manner, although tolls were only charged on the busiest or roads, which were called tollroads as a consequence
of this.

#BLDG_Town_Clock

^The [Town Clock] increases the base $LINK<shield production=GCON_Shields> in its city by {25%}. This effect is
cumulative with other such buildings.

#DESC_BLDG_Town_Clock

^After clockwork has been invented, clocks became common sights in many town centers. Depending upon the
region, these could be found upon the town's main church or upon the town hall (or possibly both). With a more
accurate ability to keep track of time lives would be come more organized - orders can be placed at an accurate
time, rather than in relation to a particular day.

#BLDG_University

^[The University] increases the base $LINK<scientific research=GCON_Research> in its city by {50%}. This effect is
cumulative with other such buildings. It also contributes a decent amount of $LINK<culture=GCON_Culture>.

^$LINK<Scientific Civs=GCON_Strengths> can build a [University] easier than other civilizations.

^{Requirements:} A city must already possess an $LINK<Academy=BLDG_Academy> to be able to build a [University.]

^
^{Allows:} A city must already possess a [University] to be able to build a $LINK<Research Lab=BLDG_Research_Lab>,
$LINK<Einstein's Lab=BLDG_Einstein>, $LINK<Newton's University=BLDG_Great_University>, $LINK<Theory of
Evolution=BLDG_Theory_of_Evolution> or the $LINK<National Library=BLDG_National_Library>.

#DESC_BLDG_University

^Universities are institutions of higher learning. Early universities,

established in the Middle Ages, were usually built in cities that had

a large or important cathedral. Studies at these institutions focused

on matters 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 major advances in computers, medicine, physics, and a

variety of other subjects.

#BLDG_Walls

^[Walls] can only be built in town-sized settlements (size 7 or less.) They provide a land bombardment defense of
strength {8} and a {50%} defensive bonus against ground attacks. If a city has multiple defensive improvements, the
one with the highest bonus takes precedence.

^$LINK<Militaristic Civs=GCON_Strengths> can build [Walls] easier than other civilizations.

#DESC_BLDG_Walls

^Before the establishment of centralized governments capable of supporting strong, national armies, individual
cities

were left to fend for themselves when it came to defense. As a result, many cities constructed city walls to protect

against raiders and bandits. City walls represented a major investment in both time and materials, requiring years to

complete and constant repairs to maintain their strength and integrity. However, these walls turned the city into a
fortress capable of withstanding all but the most determined attack.

#BLDG_War_Monument

^The [War Monument] reduces the effects of $LINK<war weariness=GCON_War_Weariness> in its city by {25%}. This
effect is cumulative with other such buildings.

^It also contributes a small amount of $LINK<culture=GCON_Culture>.

^$LINK<Militaristic Civs=GCON_Strengths> can build a [War Monument] easier than other civilizations.

^{Allows:} A civilization must possess at least {three} [War Monuments] to be able to build the $LINK<Tomb of the
Unknown Soldier=BLDG_Tomb> Small Wonder.

^{Note:} The [War Monument] is a $LINK<Government Specific Improvement=GCON_GSI> which is only available in
a $LINK<Constitutional Monarchy=GOVT_Con_Monarchy>.

#DESC_BLDG_War_Monument

#BLDG_Water_Mill

^The [Water Mill] increases the base $LINK<shield production=GCON_Shields> in its city by {25%}. This effect is
cumulative with other such buildings.

^The city must be next to a river to build a [Water Mill].

#DESC_BLDG_Water_Mill

^The [Water Mill] is a machine that harnesses the energy in flowing water to produce mechanical power, usually for
milling (grinding) grains.

^
^The [Water Mill] was in widespread use in Roman times (27BC to 400AD). Also the 'Domesday Book' (1086AD)
records over 7000 [Water Mills] in Britain.

#BLDG_Wind_Farm

^A [Wind Farm] increases the base $LINK<shield production=GCON_Shields> in its city by {50%}. This effect is
cumulative with other such buildings.

^{Requirements:} A city must already possess a $LINK<Wind Mill=BLDG_Wind_Mill> to be able to build a [Wind
Farm.]

#DESC_BLDG_Wind_Farm

^Wind Energy is energy contained in the force of the winds blowing

across the earth’s surface. When harnessed, wind energy can be

converted into mechanical energy for performing work such as pumping

water, grinding grain, and milling lumber. By connecting a spinning

rotor (an assembly of blades attached to a hub) to an electric

generator, modern wind turbines convert wind energy, which turns the

rotor, into electrical energy.

^During the 1930s, interest in powering

electric lighting and appliances on homesteads across the Great Plains

led to the development of small, battery-charging wind turbines. These

so-called windchargers were early forerunners of the small two- and

three-bladed wind turbines used today to provide electricity for

remote residences, and to provide electricity to villages in


developing countries. The oil crisis of the 1970s spurred efforts into

developing wind energy as an alternative source of electrical

power. Many countries launched programs to develop modern wind

turbines. While many of these programs failed, Denmark was successful

in developing modern wind turbines. Countries such as the United

States have adopted this technology to develop wind energy

resources.

^The modern wind turbine is the result of design and

material advances made during the 1980s and 1990s, which have enabled

wind turbines to become increasingly efficient. Today, wind turbines

the same size as the traditional European windmill can generate 250 to

300 kilowatts of power -- a nearly tenfold increase in efficiency. Wind

turbines can be installed in single units, in clusters of two to ten

turbines, and in large arrays, called wind power plants or wind

farms. Wind power plants can contain large numbers of wind turbines.

California's Tehachapi Pass contains several wind power plants, each

with more than 1000 wind turbines. Wind turbines aggregated into wind

power plants are thought to generate electricity more economically

than single turbines or those in clusters. While it can be more

cost-effective to operate and maintain large arrays of wind turbines,

concentrating wind turbines can reduce individual turbine

production when turbines upwind disrupt the airflow of turbines

downwind. As a result, a careful balance must be maintained when arranging

the turbines on a wind farm.

#BLDG_Wind_Mill

^The [Wind Mill] increases the base $LINK<shield production=GCON_Shields> in its city by {25%}. This effect is
cumulative with other such buildings.
^

^{Allows:} A city must already possess a [Wind Mill] to be able to build a $LINK<Wind Farm=BLDG_Wind_Farm>.

#DESC_BLDG_Wind_Mill

^Windmill, apparatus that harnesses wind power for a variety of uses, e.g., pumping water, grinding corn, driving

small sawmills, and driving electrical generators. Windmills were probably not known in Europe before the 12th
cent.,

but thereafter they became familiar landmarks in Holland, England, France and Germany. The typical Dutch windmill,

also called the tower type, has a huge tower of stone, brick, or wood, in contrast to the German, or post, mill, the

distinctive feature of which is that the whole building revolves on a central post. At the top of either type there is

a revolving apparatus to which four to six arms are attached. The arms, usually 20 to 40 ft (6-12 m) long, bear sails

constructed of light wood, or of canvas attached to a frame. A small fan serves as a rudder to keep the wheel facing

the wind. Most American windmills have high towers of light steel girders; at the top is a wheel with many sheet-
metal

concave and “warped” vanes (sails) about 4 ft (1.2 m) long. The wheel is kept automatically facing the wind by a
broad

tail geared to a shaft. They were once widely used for pumping water in rural parts of the United States. Such a

windmill could also be used to generate about one kilowatt of electricity. Larger windmills, such as the modern

propellerlike wind turbines, often joined together, can serve as a significant source of electric energy in coastal and

plains areas. Denmark is undertaking to generate 50% of its electricty using wind power by 2030. As many as 2,000
small

wind turbines are used in Inner Mongolia to provide local electric power to nomadic people.

#BLDG_Winery

^The [Winery] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.

^
^The [Winery] produces a $LINK<Supply Shipment=PRTO_Supply Shipment> every 15 turns.

^Move the supply shipment from its source to your capital. At least the last move into the capital, the Supply
Shipment must be escorted by a military unit. Move the military unit onto the square with the supply shipment. Click
the unit's 'pick up shipment' icon ('Escort') and move the supply shipment and military unit into the capital to add 25
gold to your treasury.

^{Requires:} A city must have $LINK<Wine=GOOD_Wine> within it's City Radius to build a Winery.

#DESC_BLDG_Winery

#BLDG_Fur_Traders

^The [Fur Traders] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.

^The [Fur Traders] produces a $LINK<Supply Shipment=PRTO_Supply Shipment> every 15 turns.

^Move the supply shipment from its source to your capital. At least the last move into the capital, the Supply
Shipment must be escorted by a military unit. Move the military unit onto the square with the supply shipment. Click
the unit's 'pick up shipment' icon ('Escort') and move the supply shipment and military unit into the capital to add 25
gold to your treasury.

^{Requires:} A city must have $LINK<Furs=GOOD_Furs> within it's City Radius to build Fur Traders.

#DESC_BLDG_Fur_Traders

#BLDG_Gem_Mine

^The [Gem Mine] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.
^

^The [Gem Mine] produces a $LINK<Supply Shipment=PRTO_Supply Shipment> every 15 turns.

^Move the supply shipment from its source to your capital. At least the last move into the capital, the Supply
Shipment must be escorted by a military unit. Move the military unit onto the square with the supply shipment. Click
the unit's 'pick up shipment' icon ('Escort') and move the supply shipment and military unit into the capital to add 25
gold to your treasury.

^{Requires:} A city must have $LINK<Gems=GOOD_Gems> within it's City Radius to build a Gem Mine.

#DESC_BLDG_Gem_Mine

#BLDG_Gold_Mine

^The [Gold Mine] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.

^The [Gold Mine] produces a $LINK<Supply Shipment=PRTO_Supply Shipment> every 15 turns.

^Move the supply shipment from its source to your capital. At least the last move into the capital, the Supply
Shipment must be escorted by a military unit. Move the military unit onto the square with the supply shipment. Click
the unit's 'pick up shipment' icon ('Escort') and move the supply shipment and military unit into the capital to add 25
gold to your treasury.

^{Requires:} A city must have $LINK<Gold=GOOD_Gold> within it's City Radius to build a Gold Mine.

#DESC_BLDG_Gold_Mine

#BLDG_Cotton_Plantation

^
^The [Cotton Plantation] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.

^The [Cotton Plantation] produces a $LINK<Supply Shipment=PRTO_Supply Shipment> every 15 turns.

^Move the supply shipment from its source to your capital. At least the last move into the capital, the Supply
Shipment must be escorted by a military unit. Move the military unit onto the square with the supply shipment. Click
the unit's 'pick up shipment' icon ('Escort') and move the supply shipment and military unit into the capital to add 25
gold to your treasury.

^{Requires:} A city must have $LINK<Wine=GOOD_Wine> within it's City Radius to build a Cotton Plantation.

#DESC_BLDG_Cotton_Plantation

#BLDG_Coffee_Plantation

^The [Coffee Plantation] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.

^The [Coffee Plantation] produces a $LINK<Supply Shipment=PRTO_Supply Shipment> every 15 turns.

^Move the supply shipment from its source to your capital. At least the last move into the capital, the Supply
Shipment must be escorted by a military unit. Move the military unit onto the square with the supply shipment. Click
the unit's 'pick up shipment' icon ('Escort') and move the supply shipment and military unit into the capital to add 25
gold to your treasury.

^{Requires:} A city must have $LINK<Coffee=GOOD_Coffee> within it's City Radius to build a Winery.

#DESC_BLDG_Coffee_Plantation

#BLDG_Tea_Growers
^

^The [Tea Growers] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.

^The [Tea Growers] produces a $LINK<Supply Shipment=PRTO_Supply Shipment> every 15 turns.

^Move the supply shipment from its source to your capital. At least the last move into the capital, the Supply
Shipment must be escorted by a military unit. Move the military unit onto the square with the supply shipment. Click
the unit's 'pick up shipment' icon ('Escort') and move the supply shipment and military unit into the capital to add 25
gold to your treasury.

^{Requires:} A city must have $LINK<Tea=GOOD_Tea> within it's City Radius to build the Tea Growers.

#DESC_BLDG_Tea_Growers

#BLDG_Silver_Mine

^The [Silver Mine] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.

^The [Silver Mine] produces a $LINK<Supply Shipment=PRTO_Supply Shipment> every 15 turns.

^Move the supply shipment from its source to your capital. At least the last move into the capital, the Supply
Shipment must be escorted by a military unit. Move the military unit onto the square with the supply shipment. Click
the unit's 'pick up shipment' icon ('Escort') and move the supply shipment and military unit into the capital to add 25
gold to your treasury.

^{Requires:} A city must have $LINK<Silver=GOOD_Silver> within it's City Radius to build a Silver Mine.

#DESC_BLDG_Silver_Mine
#BLDG_Silk_Factory

^The [Silk Factory] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.

^The [Silk Factory] produces a $LINK<Supply Shipment=PRTO_Supply Shipment> every 15 turns.

^Move the supply shipment from its source to your capital. At least the last move into the capital, the Supply
Shipment must be escorted by a military unit. Move the military unit onto the square with the supply shipment. Click
the unit's 'pick up shipment' icon ('Escort') and move the supply shipment and military unit into the capital to add 25
gold to your treasury.

^{Requires:} A city must have $LINK<Silks=GOOD_Silks> within it's City Radius to build a Silk Factory.

#DESC_BLDG_Silk_Factory

#BLDG_Spice_Farms

^The [Spice Farms] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.

^The [Spice Farms] produces a $LINK<Supply Shipment=PRTO_Supply Shipment> every 15 turns.

^Move the supply shipment from its source to your capital. At least the last move into the capital, the Supply
Shipment must be escorted by a military unit. Move the military unit onto the square with the supply shipment. Click
the unit's 'pick up shipment' icon ('Escort') and move the supply shipment and military unit into the capital to add 25
gold to your treasury.

^{Requires:} A city must have $LINK<Spices=GOOD_Spices> within it's City Radius to build the Spice Farms.

#DESC_BLDG_Spice_Farms
#BLDG_Tobacco_Plantation

^The [Tobacco Plantation] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect
is cumulative with other such buildings.

^The [Tobacco Plantation] produces a $LINK<Supply Shipment=PRTO_Supply Shipment> every 15 turns.

^Move the supply shipment from its source to your capital. At least the last move into the capital, the Supply
Shipment must be escorted by a military unit. Move the military unit onto the square with the supply shipment. Click
the unit's 'pick up shipment' icon ('Escort') and move the supply shipment and military unit into the capital to add 25
gold to your treasury.

^{Requires:} A city must have $LINK<Tobacco=GOOD_Tobacco> within it's City Radius to build a Tobacco Plantation.

#DESC_BLDG_Tobacco_Plantation

#BLDG_Wiseman

^The [Wiseman] increases the base $LINK<scientific research=GCON_Research> in its city by {50%}. This effect is
cumulative with other such buildings.

^{Note:} The [Wiseman] is a $LINK<Trait Specific Improvement=GCON_TSU> which is only available to


$LINK<Scientific=GCON_Strengths> civilizations.

^{Design Note:} Each Scientific civilization has its own [Wiseman.] This is for game engine purposes only and each
individual version has the exact same effects.

#DESC_BLDG_Wiseman
#BLDG_Worker_Housing

^The [Worker Housing] increases the base $LINK<shield production=GCON_Shields> in its city by {25%}. This effect is
cumulative with other such buildings.

^The [Worker Housing] also produces {one} $LINK<content face=GCON_Happy_Faces>, making one unhappy citizen
content.

#DESC_BLDG_Worker_Housing

^Tied or cheap [Worker Housing] helped increase the production with in the city. If workers had no where to live
they would move on to the next city. So it made sense to the city elders to provide [Worker Housing] and keep the
workforce in the city.

#BLDG_Wealth

^A city building [Wealth] does not actually produce anything. Instead, shields which would normally go to production
are converted into gold and added to the $LINK<treasury=GCON_Treasury>. Shields are converted at a ratio of {six to
one}. This ratio changes to {three to one} when the

$LINK<The Corporation=TECH_The_Corporation> is learned.

#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

artisans and craftsmen. Modern manufacturing operations currently

employ all sorts of workers, from laborers to managers to executives,

and are the primary driving forces of many cities' and nations'
economies.

#BLDG_Assembly_Plant

^The [Assembly Plant] increases the base $LINK<shield production=GCON_Shields> in its city by {25%}.

^An [Assembly Plant] produces {two} units of $LINK<pollution=GCON_Pollution>.

^It can not be built, but is granted for free to the creator of the $LINK<Ford´s Factory
Wonder=BLDG_Crystal_Palace>. Note that each Assembly Plant costs money to maintain, so make sure you have a
healthy economy before building the wonder.

#DESC_BLDG_Assembly_Plant

#BLDG_City_Wall

^The [City Wall] provides a {25%} defensive bonus against ground attacks. If a city has multiple defensive
improvements, the one with the highest bonus takes precedence.

^{Note:} [City Walls] cannot be built; they can only come from the $LINK<Great Wall=BLDG_Great_Wall> Wonder
which grants them to every city on the same continent.

#DESC_BLDG_City_Wall

#BLDG_Civil_Liberties

^[Civil Liberties] increase the base $LINK<shield production=GCON_Shields> in a city by {25%}. This effect is
cumulative with other such buildings.

^
^{Note:} [Civil Liberties] cannot be built; they can only come from the $LINK<Civil Rights
Movement=BLDG_Civil_Rights> Wonder which grants them to all of its nation's cities.

#DESC_BLDG_Civil_Liberties

#BLDG_East_India_Trade_Office

^The [East India Trade Office] increases the base $LINK<entertainment funding=GCON_Moods> in its city by {50%}.
This effect is cumulative with other such buildings.

^{Note:} [East India Trade Offices] cannot be built; they can only come from the $LINK<East India
Company=BLDG_East_India_Company> Great Wonder which grants them to all of its nation's cities.

#DESC_BLDG_East_India_Trade_Office

^East India companies were set-up by three nations -- Britain, Netherlands

and France -- in the 1600s.

^The British East India Company formed in 1600 was given a monopoly on

trade in the Far East. Between 1611 and 1652 it set up 23 factories in

India. In the 18th Century it became the effective ruler of a large part

of India. The company lost its monopoly of trade to China in 1834. Then,

in 1857 after the Indian mutiny, the government took over control of India and

abolished the company in 1858.

^The Dutch East India Company formed in 1602 was given a monopoly on trade

in the Indonesian archipelago and it was also allowed to create an army

and fleet. After wars with England and widespread corruption it was taken

over by the Dutch government in 1798.

^
^The French East India Company was formed in 1664 to compete with the

British and Dutch. It established ports in W. Bengal and SE. India. The

company collapsed during the 1790s French Revolution but France retained

control of the ports until the 1950s.

#BLDG_Genetic_Tailoring

^[Genetic Tailoring] increases the base $LINK<shield production=GCON_Shields> in a city by {25%}. This effect is
cumulative with other such buildings.

^{Note:} [Genetic Tailoring] cannot be built; it can only come from the $LINK<Human Genome Project=BLDG_HGP>
Wonder which grants it to all of its nation's cities.

#DESC_BLDG_Genetic_Tailoring

^All the organisms that are seen around us are the end result of millions of years of evolution my trial and error -
they all function to a degree that enables them to compete successfully with the environment and the other
organisms that are present. With genetic tailoring the abilities of the organisms to do a set task can be enhanced to a
much higher degree than is achieved with nature alone. From manufacture of synthetic drugs to bioengineering
sophisticated electronics, genetic tailoring has the potential to greatly increase the productivity of society, although
the ethical implications of this is a consideration that needs careful reviewing.

#BLDG_Local_Courthouse

^The [Local Court] decreases $LINK<corruption=GCON_Corruption> in its city and makes the city more resistant to
$LINK<propaganda=GCON_Espionage_Missions>. Each of these effects is cumulative with other such buildings.

^{Note:} [Local Courts] cannot be built; they can only come from the $LINK<Supreme Court=BLDG_Supreme_Court>
or $LINK<Magna Carta=BLDG_Magna_Carta> Great Wonders which grant them to all of their nation's cities.

#DESC_BLDG_Local_Courthouse
; Wonders -------------------------------------------------------------------

#BLDG_Angkor_Wat

^[Angkor Wat] grants a free $LINK<Shrine=BLDG_Shrine> to every city owned by its civilization.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Religious=GCON_Strengths>


civilizations.

^{Requirements:} A city must already possess a $LINK<Shrine=BLDG_Shrine> to be able to build [Angkor Wat.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Angkor_Wat

^The great temple of Angkor Wat (built in the early 12th century) lies outside the remains of the city of Angkor, the
ancient capital of the Khmer Empire in Northwest Cambodia. The city area contains the remains of Hindu temples,
Buddhist shrines and royal palaces, while the great temple of Angkor Wat is probably the largest religious structure
in the world. It is built in the form of a stupa (domed structure) and is covered in Hindu carvings.

#BLDG_Arc_de_Triomphe

^The [Arc de Triomphe] grants a free $LINK<Garrison=BLDG_Garrison> to all of its civilization's cities on that
continent.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Militaristic=GCON_Strengths>


civilizations.

^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Arc_de_Triomphe

^Arc de Triomphe de l'Étoile, the imposing triumphal arch in Paris standing on an elevation at the end of the Avenue

des Champs Élysées and in the center of the Place de l'Étoile, which is formed by the intersection of 12 radiating

avenues. It commemorates the victories of Napoleon I, under whose decree it was built. Construction was begun in
1806

by J. F. Chalgrin from his own designs and was carried on after his death by L. Goust, J. N. Huyot, and G. A. Blouet

successively, who brought the arch to completion in 1836. It is 164 ft. (50 m) high, 148 ft. (45 m.) wide, and 72 ft.

(22 m.) deep, with colossal symbolic groups flanking the arch. The principal sculpture, La Marseillaise, was executed

by François Rude. In 1920 the body of an unknown French soldier of World War I was interred beneath the arch, and
a

perpetual flame was lighted.

^From something that was started to celebrate war, it has become a poignant reminder to the immense costs that
war has.

#BLDG_Chichen_Itza

^[Chichen Itza] grants a free $LINK<Courthouse=BLDG_Courthouse> to all of its civilization's cities on that continent.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Religious or Agricultural


=GCON_Strengths> civilizations.

^{Requirements:} A civilization must possess at least {three} $LINK<Temples=BLDG_Temple> to be able to build the
[Chichen Itza.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.


#DESC_BLDG_Chichen_Itza

^Chichen Itza, the "Mouth of the Wells of Itza," was a city with a

pyramid founded in the 6th century A.D., but was abandoned by

670. Three hundred years later, the Itsa rebuilt the city surrounding

this site, which soon became the center of Mayan culture. Although

archaeologists once speculated that the Mayans were a peaceful people,

by the late 20th century, a new picture had emerged. This picture

included the sacrifice of virgins, hearts cut beating from their

chests. This depiction of the firm hand of government is the main

reason how this structure limits the corruption that is present in the

empire.

#BLDG_Circus_Maximus

^[Circus Maximus] doubles the $LINK<happiness effect=GCON_Moods> of all $LINK<Arenas=BLDG_Arena> within


the civilization.

^[Circus Maximus] produces two $LINK<content faces=GCON_Happy_Faces>, making two unhappy citizens content.

^[Circus Maximus] {will not} trigger a $LINK<Golden Age=GCON_Golden_Age> by itself.

^{Requirements:} A civilization must possess at least {three} $LINK<Arenas=BLDG_Arena> to be able to build the
[Circus Maximus.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Circus_Maximus

^The Circus Maximus was another public entertainment center, and was just a single, specific facility in Rome. This
oval basin, 2,000 by 600 feet (610 by 190 meters) long was made in the time of the Etruscan kings (presumably
Tarquinio

Prisco). Augustus adorned the brick structure with an imperial stage, which was rebuilt by Trajan, enlarged by

Caracalla and restored by Constantine. During the reign of Constantine, the Circus could hold more than 250,000

spectators! It is the largest of the Roman hippodromes and one of the largest sports arenas ever built. A U-shaped

structure with seats on three sides and a low wall running down the middle of the arena around which the chariots

raced. The chariot races were the most popular event held in the Circus. Competing teams with brightly decorated

horses attracted fierce loyalty from the crowds much as modern sports teams do today. Up to a dozen four-horse

chariots crowded together through the dangerous turns, lap after lap. Successful charioteers became so wealthy that

even emperors envied their riches. Unsuccessful charioteers often didn’t leave the Circus alive. There were other

circuses in ancient Rome but none to match the grandeur of the Circus Maximus.

#BLDG_Civil_Rights

^The [Civil Rights Movement] grants a free $LINK<Civil Liberties=BLDG_Civil_Liberties> improvement to every city
owned by its civilization.

^It also produces {two} $LINK<content faces=GCON_Happy_Faces> in its city, making two unhappy citizens content.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^The [Civil Rights Movement] {will not} trigger a $LINK<Golden Age=GCON_Golden_Age> by itself.

^The [Civil Rights Movement] {does not} become obsolete.

#DESC_BLDG_Civil_Rights

^
^Civil rights are rights that a nation's inhabitants enjoy by law. The

term is broader than “political rights,” which refer only to

rights devolving from the franchise and are held usually only by a

citizen, and unlike “natural rights”, civil rights have a legal

as well as a philosophical basis.

^In the United States civil rights are usually thought of in terms of

the specific rights guaranteed in the Constitution: freedom of

religion, of speech, and of the press, and the rights to due process

of law and to equal protection under the law. Since the Civil War,

much of the concern over civil rights in the United States has focused

on efforts to extend these rights fully to Black Americans. The first

legislative attempts to assure Black Americans an equal political and

legal status were the Civil Rights Acts of 1866, 1870, 1871, and

1875. Those acts bestowed upon African Americans such freedoms as the

right to sue and be sued, to give evidence, and to hold real and

personal property. The 1866 act was of dubious constitutionality and

was reenacted in 1870 only after the passage of the Fourteenth

Amendment. Also, the 1875 Act tried to penalize certain

businesses for discriminating against Black Americans in

accommodations but was invalidated by the Supreme Court in 1883 on

the grounds that these were not properly civil rights and hence not a

field for federal legislation.

^There was no more federal legislation in this field until the Civil

Rights Acts of 1957 and 1960, although several states passed their own

civil-rights laws. The civil-rights movement, led especially by

Martin Luther King, Jr., in the late 1950's and 60's, and the

executive leadership provided by President Lyndon B. Johnson,

encouraged the passage of the most comprehensive civil-rights


legislation to date, the Civil Rights Act of 1964; it prohibited

discrimination for reason of color, race, religion, or national origin

in many places and, in Title VII, forbade discrimination in

employment. Title VII also prohibited discrimination on the basis of

sex. Additional legislation in this area includes the 1965 Voting Rights

Act, the Civil Rights Act of 1968, and the Americans with Disabilities Act

of 1990. In later years, there have been other civil rights movements

focusing on gaining equality for other minority groups, most notably

women and gays.

#BLDG_Clausewitz

^[Clausewitz's On War] allows its owner to upgrade units at [half cost].

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Militaristic=GCON_Strengths>


civilizations.

#DESC_BLDG_Clausewitz

^[„Der Krieg ist nichts als eine Fortsetzung des politischen Verkehrs mit Einmischung anderer Mittel.“] (“War is
simply the expression of politics by other means.”) -- Carl von Clausewitz; Vom Kriege ,Berlin 1832

^Carl von Clausewitz, born in 1780 near Magdeburg, is not only one of the most influential military theoreticians of
recent history, but also a remarkable historian and philosopher. He joined the Prussian Army in 1792 and fought in
the Napoleonic Wars; between 1812 and 1814 he served in the Russian Army -- disappointed by the temporary
Prussian alliance with France (Prussia even provided a detachment for Napoleons Russian Campaign) -- but returned
to the Prussian Army after the Convention of Tauroggen when Prussia switched sides again. He was promoted
frequently and held several important positions. When he died in 1832 due to Cholera, he was in command of a
group of Artillery Brigades near the Polish borders.

^The basic message of his work, first published by his widow shortly after his death, is the perception that a war is
more than a duel between opposing armies and requires a policy with clearly defined guidelines and goals. The
emphasis on an equal importance of military strength [and] politics to gain power for a country is the main
difference of Clausewitz’ writings compared to those of other influential military theoreticians such as Sun Tzu (“The
best war is a bloodless war”) and Jomini (“War is an Art, and a Science”).

^The first to attribute his victories to Clausewitz’ theories was Helmuth von Moltke, con-genius Chief of Staff in the
Prussian Army during the Prussian-Austrian and German-French wars in the 1870s. Not surprisingly, the military
doctrines of most armies in the pre-WWI era incorporated Clausewitz’ concepts; however his supporters also
included outstanding WWII generals like Patton and Eisenhower as well as Mao and Lenin (mainly because of his
work on Guerrilla warfare). During the Cold War era, [On War] was considered to be outdated as most modern
countries considered War to be a total failure of politics rather than an instrument of it. However, since only
Clausewitz offers a highly convincing explanation for the performance of the US Army in the Vietnam war -- without
any clear political concepts, the war couldn’t be won, -- his theories have once again become influential.

#BLDG_Colossus

^The [Colossus] causes its city to produce one extra $LINK<commerce=GCON_Commerce> in every tile that already
produces at least one. This effect is cumulative with other such buildings.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Commercial, Expansionist, or


Seafaring=GCON_Strengths> civilizations.

^{Requires:} A city must be [coastal] to be able to build the [Colossus.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#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 earthquake 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 over 900 years, people from all

over the ancient world came to Rhodes to see the Colossus. It remained
where it was until 654 A.D. when the Muslims who plundered the city

sold the statue for scrap.

#BLDG_Solar_System

^[Copernicus' Observatory] increases the base $LINK<scientific research=GCON_Research> in its city by {100%}. This
effect is cumulative with other such buildings.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Expansionist or


Scientific=GCON_Strengths> civilizations.

^[Copernicus' Observatory] {does not} become obsolete.

^{Requires:} A city must already possess a $LINK<Library=BLDG_Library> to be able to build [Copernicus'


Observatory.]

#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 rebirth of the scientific

method, and were an important step in the advance of knowledge.

#BLDG_Crystal_Palace
^

^[Ford´s Factory] grants a free $LINK<Assembly Plant=BLDG_Assembly_Plant> to every city owned by its civilization.

^[Ford´s Factory] increases the base $LINK<shield production=GCON_Shields> in its city by {125%}. This effect is
cumulative with other such buildings.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Industrious=GCON_Strengths>


civilizations.

^[Ford´s Factory] {does not} become obsolete.

^{Requires:} A civilization must possess at least {three} $LINK<Factories=BLDG_Factory> to be able to build [Ford´s
Factory.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Crystal_Palace

#BLDG_Crystal_Palace (old)

^[Crystal Palace] grants a free $LINK<Assembly Plant=BLDG_Assembly_Plant> to every city owned by its civilization.

^The [Crystal Palace] increases the base $LINK<shield production=GCON_Shields> in its city by {125%}. This effect is
cumulative with other such buildings.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Industrious=GCON_Strengths>


civilizations.

^[Crystal Palace] {does not} become obsolete.

^{Requires:} A civilization must possess at least {three} $LINK<Factories=BLDG_Factory> to be able to build the
[Crystal Palace.]
^

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Crystal_Palace (old)

#BLDG_Cure_for_Cancer

^The [Cure for Cancer] grants a free $LINK<Sewer System=BLDG_Sewage_Treatment> to every city owned by its
civilization.

^It also produces {one} $LINK<content face=GCON_Happy_Faces> in all cities, making one unhappy citizen content in
each.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Scientific=GCON_Strengths>


civilizations.

^The [Cure for Cancer] {does not} become obsolete.

^{Requires:} A civilization must possess at least {ten} $LINK<Research Labs=BLDG_Research_Lab> to be able to build
the [Cure for Cancer.]

#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_Disneyland

^The [Wonderland] theme park produces {four} $LINK<content faces=GCON_Happy_Faces> in its city, making four
unhappy citizens content. It also contributes a very large amount of $LINK<culture=GCON_Culture>.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^[Wonderland] {will not} trigger a $LINK<Golden Age=GCON_Golden_Age> by itself.

^[Wonderland] {does not} become obsolete.

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Disneyland

#BLDG_East_India_Company

^A doorway to trade with exotic wares, the [East India Company] grants a free $LINK<East India Trade
Office=BLDG_East_India_Trade_Office> to every city owned by its civilization.

^It also increases the base $LINK<entertainment funding=GCON_Moods> in its city by {50%}.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Commercial or


Seafaring=GCON_Strengths> civilizations.

^
^{Requires:} A city must already possess a $LINK<Port=BLDG_Port> to be able to build the [East India Company.]

#DESC_BLDG_East_India_Company

^With the advent of Ocean Faring, the first worldwide communications began. Leading this new exchange were the
East

India Companies, monopolies formed under the flags of many of the European nations. Perhaps the most famous,
the Dutch

East India Company, opened trading in 1602 with a monopoly grant from the cape of Good Hope west to the Straight
of

Magellan. In the 18th century power passed to the British East India Company. In 1784, with the British India Act, the

company gained governmental powers over the Indian subcontinent, foreshadowing the coming age of multinational

corporate power.

^Due to the inability of the Company to keep control of the region, the lands that India controlled were later handed
back to the British throne, and remained in British hands until 1947 when the Indian parliament voted themselves an
independent state.

#BLDG_Echelon

^[Echelon] grants a free $LINK<Police Station=BLDG_Police_Station> to every city owned by its civilization.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Militaristic or


Expansionist=GCON_Strengths> civilizations.

^[Echelon] {does not} become obsolete.

^{Requires:} A civilization must possess at least {three} $LINK<Police Stations=BLDG_Police_Station> to be able to


build the [Echelon.]
#DESC_BLDG_Echelon

#BLDG_Edisons_Workshop

^[Edison's Workshop] immediately grants its builder {2 free advances} upon completion and increases the base
$LINK<scientific research=GCON_Research> in its city by {100%}. This effect is cumulative with other such buildings.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Scientific=GCON_Strengths>


civilizations.

^[Edison's Workshop] {does not} become obsolete.

#DESC_BLDG_Edisons_Workshop

^Thomas Edison at the age of 21 in 1868 earned his first patent for

the Electrical Vote Recorder. Famous for inventing the lightbulb and

the phonograph, he would accrue 1,093 patents before his death. Beyond

being an inventor, Edison initiated the modern research

institute. Centered in Menlo Park, New Jersey, Edison's laboratories

churned out prototypes for Edison's ideas, earning Edison the nickname

"Wizard of Menlo Park." Beginning a long tradition in the corporate

world, the invention of all Edison's employees belonged to his

company.

#BLDG_Eiffel_Tower

^
^The [Eiffel Tower] grants a free $LINK<Monument=BLDG_Obelisk> to every city owned by its civilization.

^It also produces {two} $LINK<content faces=GCON_Happy_Faces> in its city, making two unhappy citizens content.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Industrious=GCON_Strengths>


civilizations.

^The [Eiffel Tower] {does not} become obsolete.

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Eiffel_Tower

^The Eiffel Tower is one of the world's most famous landmarks. Built for the Universal Exposition of 1889, the tower

rises 984 feet above Paris' Champ de Mars, near the Seine River. Structural engineer Alexandre Gustave Eiffel built
the

tower at a cost of more than $1 million to demonstrate how steel and iron could be utilized in the construction of

extremely tall buildings. The tallest building in the world when it was originally built, the Eiffel Tower drew crowds

of awestruck observers from around the world. Today, it remains one of Paris' leading tourist attractions.

^As the tower was constructed for the Exhibition it was intended to be removed after the Exposition was over, but
proved to be so popular that it is still evident today, and still draws over a million tourists per year.

#BLDG_Einstein

^[Einstein's Lab] increases the base $LINK<scientific research=GCON_Research> in its city by {100%}. This effect is
cumulative with other such buildings.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.
^

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Scientific=GCON_Strengths>


civilizations.

^[Einstein's Lab] {does not} become obsolete.

^{Requires:} A city must already possess a $LINK<University=BLDG_University> to be able to build [Einstein's Lab.]

#DESC_BLDG_Einstein

^Albert Einstein (1879-1955) was a German born US Physicist who formulated the

theories of relativity. He also worked on radiation physics and

thermodynamics and was given the Nobel Prize for physics in 1921.

His theory of relativity revolutionized our understanding of matter,

space and time.

#BLDG_Emancipation_Proclamation

^The [Emancipation Proclamation] produces {one} $LINK<content face=GCON_Happy_Faces> in all of its civilization's
cities, making one unhappy citizen content in each.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^City growth will now give {two citizens} instead of one. This represents the increase in citizens and the influx of
immigrants that would come to a free civilization.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<all=GCON_Strengths>


civilizations.

^The [Emancipation Proclamation] {does not} become obsolete.


#DESC_BLDG_Emancipation_Proclamation

^The Emancipation Proclamation was the culmination of the Abolitionist movement dating back to the Age of
Reason in

the 18th century. The Proclamation, issued by Abraham Lincoln on the first of January 1863, furthered military and

political purposes as much as any Abolitionist agenda. The Proclamation explicitly freed all slaves in rebelling

states; states within the Union were unaffected.

^This carefully drafted piece of paper was aimed at Europe, where especially Britain was by this time very anti
slavery, The southern States where it was hoped that slaves would defect to the north thus disrupting the southern
economy, but also at the States in the middle of America - those that were still loyal but relied heavily on slaves. To
free all slaves would have lost the support of these regions; by assuring these states that their slaves were safe, it
ensured that the states stayed loyal to the Union.

#BLDG_Empire_State_Building

^The [Empire State Building] causes its city to produce one extra $LINK<commerce=GCON_Commerce> in every tile
that already produces at least one. It also increases the base $LINK<tax revenue=GCON_Commerce> in its city by
{50%}. Each of these effects is cumulative with other such buildings.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Commercial=GCON_Strengths>


civilizations.

^The [Empire State Building] {does not} become obsolete.

^{Requires:} A civilization must possess at least {five} $LINK<Skyscrapers=BLDG_Skyscraper> to be able to build the
[Empire State Building.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Empire_State_Building
^

^One of New York city's most famous landmarks, construction of the Empire State Building began in March of 1930.
It

was completed 14 months later in May of 1931, and was the tallest building in the world (102 stories; 1472 feet (448

meters) until the completion of the first tower of the World Trade Center in 1972.

#BLDG_Estates_General

^The [The Estates General] causes its city to produce one extra $LINK<commerce=GCON_Commerce> in every tile
that already produces at least one. It also increases the base $LINK<tax revenue=GCON_Commerce> in its city by
{50%}. Each of these effects is cumulative with other such buildings.

^It also produces {one} $LINK<content face=GCON_Happy_Faces> in all cities, making one unhappy citizen content in
each.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Commercial or


Religious=GCON_Strengths> civilizations.

^{Requires:} A city must already possess a $LINK<Palace=BLDG_Palace> to be able to build [The Estates General.]

^{Note:} The [The Estates General] is a $LINK<Government Specific Great Wonder=GCON_GSI> which is only
available in an $LINK<Absolute Monarchy=GOVT_Abs_Monarchy>.

#DESC_BLDG_Estates_General

#BLDG_Encyclopedia

^The [Encyclopédie] automatically grants its controlling civilization any $LINK<advance=MENU_Technologies>


already learned by at least {two} other known civilizations.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Scientific=GCON_Strengths>


civilizations.
#DESC_BLDG_Encyclopedia

^"The [Encyclopédie ou Dictionnaire raisonné des sciences, des arts

et des métiers, par une Société de Gens de lettres] was

published under the direction of Diderot, with 17 volumes of text and

11 volumes of plates between 1751 and 1772. Contributors included the

most prominent philosophes: Voltaire, Rousseau, d’Alembert,

Marmontel, d’Holbach and Turgot, to name only a few. These great

minds (and some lesser ones) collaborated in the goal of assembling

and disseminating in clear, accessible prose the fruits of accumulated

knowledge and learning. Containing 72,000 articles written by more

than 140 contributors, the [Encyclopédie] was a massive reference

work for the arts and sciences, as well as a [machine de guerre] which

served to propagate Enlightened ideas

^Due to problems of censorship, successive volumes of the

[Encyclopédie] appeared at an irregular pace. The first seven

volumes were issued, one per year, from 1751 to 1757. Distribution of

the ten remaining volumes took place in 1766. The volumes of plates,

relatively unaffected by censorship, were released at the rate of

roughly one per year from 1761-1772. In its original printing, about

4,000 copies were made.

^The impact of the [Encyclopédie] was enormous, not only in its

original edition, but also in multiple reprintings in smaller formats

and in later adaptations. It was hailed, and also persecuted, as the

sum of modern knowledge, as the a monument to the progress of reason

in the eighteenth century. Through its attempt to classify learning


and to open all domains of human activity to its readers, the

[Encyclopédie] gave expression to many of the most important

intellectual and social developments of its time."

^{Note:} The above text is taken from a historical description which is part of an online version of the original
[Encyclopédie] created by The Project for American and French Research on the Treasury of the French Language
(ARTFL) and hosted by the University of Chicago. It is being quoted by permission of Mark Olsen. The URL for the
project is [http://www.lib.uchicago.edu/efts/ARTFL/projects/encyc/]

; PDE: Actual URL of the quoted section is


http://www.lib.uchicago.edu/efts/ARTFL/projects/encyc/overview.html#historical

#BLDG_Great_Library

^The [Great Library] automatically grants its controlling civilization any $LINK<advance=MENU_Technologies>
already learned by at least {two} other known civilizations.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Scientific=GCON_Strengths>


civilizations.

^{Requires:} A city must already possess a $LINK<Library=BLDG_Library> to be able to build [Great Library.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#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 B.C., 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 A.D., after nearly 700 years of operation. During this period, Alexandria served as the cultural center of the

Hellenistic world. Today, only part of the catalog remains, providing us with a mere hint of what treasures the

library contained.

#BLDG_Lighthouse

^The [Great Lighthouse] allows its civilization to $LINK<trade=GCON_Trade> over $LINK<Sea=TERR_Sea> tiles and
also allows all of the civ's early naval vessels to [safely travel] over sea tiles. In addition, all of the civ's naval units
recieve one extra [movement] point. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Expansionist, Seafaring or


Commercial=GCON_Strengths> civilizations.

^{Requires:} A city must be [coastal] and must already possess a $LINK<Harbor=BLDG_Harbor> to be able to build
the [Great Lighthouse.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Lighthouse

^The Pharos was a marble watchtower and lighthouse built in 280 B.C. 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 destroyed in the 14th century, after having been damaged by several

earthquakes.
#BLDG_Great_Opera_House

^The [Great Opera House] produces {two} $LINK<content faces=GCON_Happy_Faces> in its city, making two
unhappy citizens content. It also contributes a huge amount of $LINK<culture=GCON_Culture>.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^The [Great Opera House] {will not} trigger a $LINK<Golden Age=GCON_Golden_Age> by itself.

^The [Great Opera House] {does not} become obsolete.

^{Requires:} A civilization must possess at least {three} $LINK<Performing Arts Centers=BLDG_PAC> to be able to
build the [Great Opera House.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Great_Opera_House

^The Sydney Opera House is the busiest performing arts center in the

world. Since its opening in 1973, it has brought countless hours of

entertainment to millions of people and has continued to attract the

best in world class talent year after year. Even today, many visitors

are surprised to find that the Sydney Opera House is really a complex

of theaters and halls all linked together beneath its famous shells.

^In an average year, the Sydney Opera House presents theater,

musicals, opera, contemporary dance, ballet, every form of music from

symphony concerts to jazz as well as exhibitions and films. It

averages around 3,000 events each year with audiences totaling up to


two million. In addition, approximately 200,000 people take a guided

tour of the complex each year. The Opera House operates 24 hours a

day, every day of the year except Christmas Day and Good Friday.

^The site for the building, Bennelong Point, was named after the first

Aborigine to speak English, who was born on the site. Until this

time, it was used as wharfing area and had a rather unsightly tram

storage barn prominently occupying much of the site. An international

competition was organized for the design of a performing arts complex,

and although this was well known, the misnomer "Opera House" caught

on. The competition called for a structure that contained two theaters

within it - a large hall for opera, ballet, and large scale symphony

concerts capable of seating 3,000-3,500 people, and a smaller hall for

drama, chamber music and recitals, capable of seating approx. 1,200

people. Design entrants were told that they were free to choose any

approach that they wished, and that there were no limits to what the

potential cost of the structure could be. 233 different design entries

were submitted from all over the world. The winner of the competition,

announced in January 1957, was the Danish architect Jorn Utzon (born

in 1918). It was originally envisaged that it would take four years

to build the Opera House; in actual fact, it wasn't completed until

mid 1973. The first performance in the complex, in the Opera Theatre

on 28 September 1973, was the Australian Opera's production of War and

Peace by Prokofiev. The Sydney Opera House was officially opened by

Her Majesty Queen Elizabeth II on 20 October 1973.

#BLDG_Great_Wall

^
^The [Great Wall] grants free $LINK<City Walls=BLDG_City_Wall> to all of its civilization's cities on that continent. It
also [doubles] the defensive bonus of any city improvements and [doubles] the owner's combat strength against
$LINK<Barbarians=GCON_Barbarians>.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Militaristic or


Industrious=GCON_Strengths> civilizations.

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#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 miles across

northern China. The purpose of the Great Wall was to make it difficult for raiders to escape with their booty, and

thereby discourage invasion. Although this wall would have been militarily useless in keeping foreign powers out of
China due to the difficulty in garrisoning the entire wall in a manner that would have been sufficient to do so, it was
intended to keep invaders out. It has been a reoccurring theme in Chinese history that weak Emperors would try to
keep the barbarians out of China by defensive means, whereas a strong Emperor would utilize their strong armies to
achieve this.

^Soon after the Great Wall was built, China was overrun by the Mongul Horde, which considered the wall a direct
challenge to them. In this war, the wall proved to be an obstacle that was easily overcome.

#BLDG_Bible

^[Gutenberg's Bible] increases the base $LINK<scientific research=GCON_Research> in its city by {50%}. This effect is
cumulative with other such buildings.

^It also produces {one} $LINK<content face=GCON_Happy_Faces> in all cities, making one unhappy citizen content in
each.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.
^

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Religious or


Scientific=GCON_Strengths> civilizations.

#DESC_BLDG_Bible

^Considered to be one of the defining inventions of the Renaissance, the Gutenberg Bible marked an evolutionary
change

in the accessibility of books and learning. The printing press featured the first movable metal type and oil-based

ink; previously, bookmakers used hand-cut wooden blocks and water-based ink or copied manuscripts by hand.
Published

in 1455, the Gutenberg Bible has come to represent the subsequent popularization and accessibility of affordable
books

which revolutionized and helped spur the democratization of the world.

#BLDG_Hanging_Gardens

^The [Hanging Gardens] Wonder produces {three} $LINK<content faces=GCON_Happy_Faces> in its city, making
three unhappy citizens content. It also produces {one} $LINK<content face=GCON_Happy_Faces> in all of its
civilization's cities on that continent, making one unhappy citizen content in each.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Industrious or


Agricultural=GCON_Strengths> civilizations.

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#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

B.C., 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_Hollywood

^[Hollywood] grants a free $LINK<Movie Palace=BLDG_Movie_Palace> to every city owned by its civilization. It also
produces {two} $LINK<content faces=GCON_Happy_Faces> in its city, making two unhappy citizens content. It also
contributes a huge amount of $LINK<culture=GCON_Culture>.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Commercial=GCON_Strengths>


civilizations.

^[Hollywood] {does not} become obsolete.

^{Requires:} A civilization must possess at least {three} $LINK<Movie Palaces=BLDG_Movie_Palace> to be able to


build [Hollywood.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Hollywood

^Following Edison's development of the motion picture camera in 1889, the Edison Company dominated early film

production even as it merged with other companies to form the Motion Picture Patents Company. In 1911 a movie
producer,

David Horsely, moved to the West Coast to escape the MPPC's influence. By the 1930's the Hollywood studio system
had

established complete domination over American film. The influence of film grew steadily until after the 20th century,

even surviving the rise of television.


#BLDG_Hoover_Dam

^[Hoover Dam] grants a free $LINK<Hydro Plant=BLDG_Hydro_Plant> to all of its civilization's cities on that
continent.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Industrious=GCON_Strengths>


civilizations.

^[Hoover Dam] {does not} become obsolete.

^{Requires:} A city must have a [river] within its $LINK<radius=GCON_Radius> to be able to build [Hoover Dam.]
However, other continental cities do {not} need a river to enjoy its benefits.

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Hoover_Dam

^For centuries, mankind has been harnessing the power of rivers to

move waterwheels for various purposes. With the advent of electrical

power, it was found the rivers were also very useful for generating

electricity. Hydroelectric power plants derive power from rivers by

constructing dams to ensure a dependable supply of water. Water is

then released through special chambers at a steady rate where the

moving water turns giant turbines, generating electricity. When

planned and engineered properly, this system provides an excellent

power source with very limited environmental impact. The Hoover Dam,

constructed on the Colorado River near Las Vegas, was one of the

earliest hydroelectric power plants. If placed badly, much damage can


be done to the environment, both due to the immediate flooding of land

that can displace many people, but if the river is carrying a large

amount of silt, this is deposited in the reservoir as the water slows,

and will need to be dredged if the dam is to continue to function

(such as in the case of the Aswan Dam in Egypt).

#BLDG_HGP

^The [Human Genome Project] grants free $LINK<Genetic Tailoring=BLDG_Genetic_Tailoring> to every city owned by
its civilization.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Scientific or


Agricultural=GCON_Strengths> civilizations.

^The [Human Genome Project] {does not} become obsolete.

^{Requires:} A city must already possess a $LINK<Research Lab=BLDG_Research_Lab> to be able to build the [Human
Genome Project.]

#DESC_BLDG_HGP

^The Genome Project opened in 1990 with one of the most ambitious scientific goals ever conceived: the complete

mapping of the human DNA sequences. Accomplishing this goal heralded the Genetic Age. Each human has about
100,000

genes spread across 23 chromosomes. These genes consist of DNA sequences, a compound molecule composed of
two or four

molecules that are paired together in a linear sequence. Having mapped these sequences, scientists' understanding
of
human physiology grew, enabling them to separate genetic and environmental diseases and opening the door to
powerful

genetic therapies.

#BLDG_Grand_Cathedral

^[JS Bach's Cathedral] produces {two} $LINK<content faces=GCON_Happy_Faces> in its city, making two unhappy
citizens content. It also produces {one} $LINK<content face=GCON_Happy_Faces> in all of its civilization's other cities
on that continent, making one unhappy citizen content in each.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Religious=GCON_Strengths>


civilizations.

^{Requires:} A city must have $LINK<Incense=GOOD_Incense> in its $LINK<strategic resource=GCON_ResourcesS>


box to be able to build [JS Bach's Cathedral.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Grand_Cathedral

^Few composers were more prolific or beloved than Johann Sebastian Bach. Bach, the 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' Church in Leipzig, and many of his compositions were religious in nature. After his death, Bach's music
gained

worldwide appreciation.
#BLDG_Vegas

^[Las Vegas] causes its city to produce one extra $LINK<commerce=GCON_Commerce> in every tile that already
produces at least one. It also increases the base $LINK<tax revenue=GCON_Commerce> and $LINK<entertainment
funding=GCON_Moods> in its city by {50%} each. All of these effects are cumulative with other such buildings.
Additionally, it produces {two} $LINK<content faces=GCON_Happy_Faces> in its city, making two unhappy citizens
content.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Commercial=GCON_Strengths>


civilizations.

^[Las Vegas] {does not} become obsolete.

^{Requires:} A civilization must possess at least {four} $LINK<Casinos=BLDG_Casino> to be able to build [Las Vegas.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Vegas

^The city of Las Vegas, (1990 pop. 258,295), the seat of Clark County in southern Nevada. was incorporated in 1911.
It

is the largest city in Nevada and the center of one of the fastest-growing urban areas in the United States. The city

population increased by more than 56% between 1980 and 1990. Revenue from hotels, gambling, entertainment,
theme parks,

resorts and other tourist-oriented industries forms the backbone of Las Vegas's economy. Its nightclubs, casinos, and

championship boxing matches are world famous, and entertainment enterprises have led to an increasing array of
music,

sports, gambling, and amusement centers up and down the main “strip” of Las Vegas, as the city succeeded in the
1990s

as redefining itself as a family resort from the sleazy Mafia run image of the 1970's. Its 1,149-ft. (350-m)
Stratosphere Tower is the country's tallest observation

tower. The city is also the commercial hub of a ranching and mining area. In the 19th century, Las Vegas was a

watering place for travelers bound for southern California. In 1855-57 the Mormons maintained a fort there, and in

1864, Fort Baker was built by the U.S. army. In 1867 Las Vegas was detached from the Arizona Territory and joined to
Nevada. Its main growth began with the completion of a railroad in 1905. A branch of the University of Nevada is

there. Nellis Air Force Base lies to the north of the city, and the Hoover Dam is nearby.

#BLDG_League_of_Nations

^The [League of Nations] permits a $LINK<diplomatic victory=GCON_Victory> but only for a short time before it is
obsoleted.

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_League_of_Nations

^ The League of Nations was an international institution created on 1919 after WWI, with the aim of world
peace and security. Established on Geneva, it was already thought out in 1918 by Woodrow Wilson, then formalized
on Versailles pacts which finished the war.

It was formed by a Council (with permanent and elected members), a Secretary, an International Court of Justice and
an International Labor Organization. Even if it reached some goasl (like the promotion of healt care and refugees
help), it was completely unable to stop the rising conflicts, like the French occupation of the Ruhr (1923), the Italian
conquest of Etiopia (1935) and the German expansion on Eastern Europe (1938-39). Killed by the cannons, it was
closed in 1946 and its inheritance was passed on to the

United Nations.

#BLDG_Inventor's_Workshop

^[Leonardo's Workshop] immediately grants its builder {2 free advances} upon completion and increases the base
$LINK<scientific research=GCON_Research> in its city by {100%}. This effect is cumulative with other such buildings.

^
^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Scientific=GCON_Strengths>
civilizations.

^[Leonardo's Workshop] {does not} become obsolete.

#DESC_BLDG_Inventor's_Workshop

^Leonardo da Vinci was one of the most celebrated painters of the Italian Renaissance. 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 include designs for such devices as drawbridges, construction equipment, parachutes and even helicopters.
His

scientific and technical drawings became the basis for the development of many of these modern devices.

#BLDG_Machiavellis_il_Principe

^Not implemented in this version

^[Machiavelli's il Principe] produces a $LINK<Spy=PRTO_Spy> every 10 turns.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Militaristic=GCON_Strengths>


civilizations.

^[Machiavelli's il Principe] {does not} become obsolete.

#DESC_BLDG_Machiavellis_il_Principe

#BLDG_Circumnavigation
^

^[Magellan's Voyage] gives all of its civilization's naval units two extra [movement] points. This effect is [not]
cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Expansionist, Seafaring or


Commercial=GCON_Strengths> civilizations.

^{Requires:} A city must be [coastal] and must already possess a $LINK<Port=BLDG_Port> to be able to build
[Magellan's Voyage.]

#DESC_BLDG_Circumnavigation

^In 1519, Ferdinand Magellan sailed from Spain with the intention of reaching the spice-rich Malouccas Islands of

Indonesia by sailing west, instead of east. Although natives in the Philippines killed Magellan, his expedition went

on to prove conclusively that the world was round. More importantly, it proved that the Americas were indeed a
New

World. Magellan's expedition 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_Great_University

^[Newton's University] increases the base $LINK<scientific research=GCON_Research> in its city by {100%}. This
effect is cumulative with other such buildings.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Scientific=GCON_Strengths>


civilizations.

^[Newton's University] {does not} become obsolete.

^
^{Requires:} A city must already possess a $LINK<University=BLDG_University> to be able to build [Newton's
University.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#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.

^Recently it has also been said that Newton was also one of the last of the Alchemists, as he was also interested in
obtaining the Philosopher's stone.

#BLDG_Oracle

^The [Oracle] immediately grants its builder {2 free advances} upon completion.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Religious=GCON_Strengths>


civilizations.

^The [Oracle] {does not} become obsolete.

^{Requires:} A city must already possess a $LINK<Shrine=BLDG_Shrine> to be able to build the [Oracle.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#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 entrails of sacrificed

animals. The most famous oracle resided in the shrine of Apollo at Delphi, located on the slopes of Mount Parnassus.
This female oracle communicated the gods via visions; her most famous one is where she told a petitioner that he
would kill his father and marry his mother

Greeks, Romans, and others consulted this oracle for centuries about public policy and private matters. A priestess

called the Pythia would - for a fee - make public predictions for the future. These ecstatic pronouncements became
infamous for their ambiguity.

^More recently it has been found that low weight hydrocarbons (such as methane, ethane and propane) escape
from fissures in the rocks in the location where the Delphic oracle was. It has been concluded from this that the
priestess was probably experiencing hallucinations in a similar manner to a modern day individual abusing solvents.

#BLDG_Pyramids

^The [Pyramids] grant a free $LINK<Monument=BLDG_Obelisk> to all of its civilization's cities on that continent.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Religious or


Industrious=GCON_Strengths> civilizations.

^{Requires:} A civilization must possess at least {three} $LINK<Monuments=BLDG_Obelisk> to be able to build the
[Pyramids.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Pyramids

^Built by the fourth dynasty of Egyptian rulers, the Pyramids represent the pinnacle of ancient Egyptian cultural

achievement under the direction of Rhamases II. Constructed on the Giza plateau outside modern-day Cairo, these
structures were burial tombs and monuments for the Pharaohs, and may have taken generations and tens of
thousands of slave workers to complete. The Pyramids are the only one of the generally accepted man-made
wonders of the ancient world that remains in existence today, being too remote and too large to be destroyed by
future civilizations.
#BLDG_SETI_program

^The [SETI Program] increases the base $LINK<scientific research=GCON_Research> in its city by {100%}. This effect
is cumulative with other such buildings.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Expansionist=GCON_Strengths>


civilizations.

^The [SETI Program] {does not} become obsolete.

^{Requires:} A city must already possess a $LINK<Research Lab=BLDG_Research_Lab> to be able to build the [SETI
Program.]

#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

existed beyond the confines of our planet. Employing banks of radio telescopes and other detection equipment, SETI

scans the skies hoping to find proof 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.

#BLDG_Great_Playhouse

^[Shakespeare's Theater] produces {two} $LINK<content faces=GCON_Happy_Faces> in its city, making two unhappy
citizens content. It also contributes a huge amount of $LINK<culture=GCON_Culture>.
^

^[Shakespeare's Theater] allows its city to grow beyond a population of {15}.

^The [Shakespeare's Theater] {will not} trigger a $LINK<Golden Age=GCON_Golden_Age> by itself.

^The [Shakespeare's Theater] {does not} become obsolete.

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Great_Playhouse

^Most of the plays of William Shakespeare were first performed on the stage of London's Globe Theatre during the

1600's. Theaters offered people a diversion from their everyday lives by allowing them to enjoy comedies, tragedies,

and triumphs acted out on stage. Similar theaters, such as the Comedie Francaise in Paris, and La Scala in Milan,

fulfilled similar roles by offering entertainment to the citizens of their cities. Although the original Globe Theatre

burned down, Shakespeare's plays are still performed in a new theater bearing his name, and in other theaters

throughout the world.

#BLDG_Shangrila

^The [Shangri La] Wonder produces {three} $LINK<content faces=GCON_Happy_Faces> in its city, making three
unhappy citizens content. It also produces {two} $LINK<content faces=GCON_Happy_Faces> in all of its civilization's
other cities on that continent, making two unhappy citizen content in each.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Religious=GCON_Strengths>


civilizations.

^{Requires:} A city must have $LINK<Incense=GOOD_Incense> in its $LINK<strategic resource=GCON_ResourcesS>


box to be able to build the [Shangri La.]
^

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Shangrila

#BLDG_Silicon_Valley

^[Silicon Valley] increases the base $LINK<scientific research=GCON_Research> in its city by {100%}. This effect is
cumulative with other such buildings.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Scientific=GCON_Strengths>


civilizations.

^[Silicon Valley] {does not} become obsolete.

#DESC_BLDG_Silicon_Valley

#BLDG_Silk_Road

^The [Silk Road] causes its city to produce one extra $LINK<commerce=GCON_Commerce> in every tile that already
produces at least one.

^ The [Silk Road] also increases Luxury Trade.

^{Requires:} A city must have $LINK<Silk=GOOD_Silks> in its $LINK<strategic resource=GCON_ResourcesS> box to be


able to build the [Silk Road.]
^

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Commercial=GCON_Strengths>


civilizations.

#DESC_BLDG_Silk_Road

#BLDG_Sistine_Chapel

^The [Sistine Chapel] doubles the $LINK<happiness effect=GCON_Moods> of all $LINK<Cathedrals=BLDG_Cathedral>


within the civilization.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Religious=GCON_Strengths>


civilizations.

^The [Sistine Chapel] {does not} become obsolete.

^{Requires:} A city must have $LINK<Incense=GOOD_Incense> in its $LINK<strategic resource=GCON_ResourcesS>


box to be able to build the [Sistine Chapel.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Sistine_Chapel

^The beauty of Rome's Sistine Chapel has long served as a testament to the mixture of strong religious beliefs and
the

love of art shared by the people of Renaissance Europe. Michelangelo devoted four years to painting the mural that

adorns the ceiling, a work depicting events in the book of Genesis and other Biblical stories. Few visitors to the

Sistine Chapel have failed 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_Slave_Trade

^The [Slave Trade] Wonder grants a free $LINK<Slave Market=BLDG_Slave_Market> to every city owned by its
civilization. It also causes its city to produce one extra $LINK<commerce=GCON_Commerce> in every tile that
already produces at least one. This effect is cumulative with other such buildings.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Industrial or


Commercial=GCON_Strengths> civilizations.

^{Obsolete:} Discovery of $LINK<Emancipation=TECH_Emancipation> renders the [Slave Trade] obsolete, removing


Slave Markets and their unhappiness.

#DESC_BLDG_Slave_Trade

^The slave trade between Africa and America began in the 16th century as

European Settlers began to colonise the New World.

^The labor of black slaves converted fertile wilderness into profitable

agricultural land. The beneficiaries were the white settlers and their

European investors. The economic and social benefits of slavery appeared

so obvious and universal that any ethical doubts soon disappeared. Few

spoke against the slave trade and the voices of those that did were

drowned by the clamor for more slaves and more profit.

#BLDG_Trading_Company

^[Smith's Trading Company] pays the $LINK<maintenance=GCON_Maintenance> costs for all commerce-based
improvements throughout the civilization. These improvements include the $LINK<Airport=BLDG_Airport>,
$LINK<Bank=BLDG_Bank>, $LINK<Bazaar=BLDG_Bazaar>, $LINK<Commercial Port=BLDG_Commercial_Port>,
$LINK<Guild Hall=BLDG_Guild_Hall>, $LINK<Marketplace=BLDG_MarketPlace>, $LINK<Port=BLDG_Port>,
$LINK<Skyscraper=BLDG_Skyscraper>, $LINK<Stock Exchange=BLDG_Stock_Market>, $LINK<Toll
House=BLDG_Toll_House>.

^$LINK<Corporate Offices=BLDG_Corporate_Offices>, $LINK<Customs House=BLDG_Customs_House>,


$LINK<Department Store=BLDG_Department_Store>, $LINK<Major Port=BLDG_Major_Port>, $LINK<Shopping
Mall=BLDG_Shopping_Mall>, and $LINK<Superhighways=BLDG_Superhighways>.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Commercial or


Seafaring=GCON_Strengths> civilizations.

^[Smith's Trading Company] {does not} become obsolete.

^{Requires:} A city must already possess a $LINK<Bazaar=BLDG_Bazaar> to be able to build [Smith's Trading
Company.]

#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 lead to
both

economic and social growth. Smith favored a political environment where the government would only become
involved in

business and trade to preserve justice and order. Smith's ideas of economics and the lack of government
involvement

form the basis of modern economic liberalism, of which capitalist societies are those that have reached closest to
this model, although the state still does play a role in moderating trade in all modern countries.

#BLDG_Sphinx

^The [Sphinx] grants a free $LINK<Barracks=BLDG_Barracks> to all of its civilization's cities on that continent.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Militaristic=GCON_Strengths>


civilizations.
^

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Sphinx

^The Great Sphinx of Giza, over 60 feet tall and 172 feet long, bears an expression of blood thirsty expectation which
led early Arabic visitors to call it "The Father of Terrors." Legend has it that the Pharaoh Thutmosis IV at around 1400
B.C. received a divine message telling him to dig in the sand, whereupon the Sphinx was unearthed after thousands
of years. The age of the Sphinx came under considerable debate in the 1990's. Conventional Egyptology has credited
the Pharaoh Chephen with the building of the Sphinx in 4500 B.C. However, based on the weathering, some
scientists have speculated that the Sphinx may be twice as old.

#BLDG_St_Louis

^The [Spirit of St. Louis] causes its city to produce one extra $LINK<commerce=GCON_Commerce> in every tile that
already produces at least one. This effect is cumulative with other such buildings.

^The [Spirit of St. Louis] also gives all of its civilization's naval units one extra [movement] point. This effect is [not]
cumulative.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Scientific=GCON_Strengths>


civilizations.

^The [Spirit of St. Louis] {does not} become obsolete.

#DESC_BLDG_St_Louis

^"The Spirit of St. Louis" was the name of the plane that made the first nonstop solo transatlantic flight, on May 21,
1927. Piloted by Charles A. Lindbergh, the "Spirit" flew 3,610 miles (5810 km) from Long Island, NY, USA to Paris,

France in 33 hours, 30 minutes.

^The aftermath of the flight was the "Lindbergh boom" in aviation: aircraft industry stocks rose in value and interest

in flying skyrocketed. Lindbergh's subsequent U.S. tour in the "Spirit of St. Louis" demonstrated the potential of the

airplane as a safe, reliable mode of transportation. Following the U.S. tour, Lindbergh took the aircraft on a goodwill

flight to Central and South America, where flags of the countries he visited were painted on the cowling.

#BLDG_Statue_of_Liberty

^The [Statue of Liberty] causes its city to produce one extra $LINK<commerce=GCON_Commerce> in every tile that
already produces at least one. It also reduces the effects of $LINK<war weariness=GCON_War_Weariness> in every
city owned by its civilization. This reduction means {one} less person becomes unhappy from war weariness than
they normally would. Each of these effects is cumulative with other such buildings. Possessing this Wonder doubles
the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave Markets=BLDG_Slave_Market> in a nation to
{two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Commercial=GCON_Strengths>


civilizations.

^The [Statue of Liberty] {does not} become obsolete.

^{Requires:} A city must be [coastal] and already possess a $LINK<Port=BLDG_Port> to be able to build the [Statue of
Liberty.]

^{Note:} The [Statue of Liberty] is a $LINK<Government Specific Great Wonder=GCON_GSI> which is only available in
a $LINK<Federal Republic=GOVT_Federal_Republic>.

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Statue_of_Liberty

^The Statue of Liberty is one of the largest statues in the world. Measuring over 300 feet tall from the base of her

pedestal, the statue was originally constructed of copper plating over an iron framework and weighs over 250 metric

tons. Designed by French sculptor Frederic Bartholdi, the statue with her upraised torch and the broken chains of

tyranny at her feet, was presented to the United States by the French government in 1886 to commemorate 100
years of

American independence. The statue itself, Liberty Island, and nearby Ellis Island became a national monument in
1924.
For more than a century, the Statue of Liberty has stood at the mouth of the New York harbor. Often the first sight

seen by immigrants arriving in America as well as those being deported from America, Lady Liberty symbolizes a view
back to the old ideals of freedom upon which the United States was

founded.

#BLDG_Stonehenge

^[Stonehenge] grants a free $LINK<Granary=BLDG_Granary> to every city owned by its civilization.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Expansionist or


Agricultural=GCON_Strengths> civilizations.

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Stonehenge

^To a casual observer, the stars might seem fixed and immutable, but any student of astronomy knows that they
move.

With the aid of many strategically placed standing stones and sighting posts, sages have managed to chart the
courses

of the sun, the moon, and the important stars throughout their cycles. The establishment of the magnificent Henge
of

Stones - a great system of standing stones, plane stones, holes for sighting posts, viewing pits, and reference

points - was a major leap forward in the study of the heavens and their influences on Midgard. Sages travel from the

four corners of the world to do research there, and they share their results with the mages of the land where the

Stonehenge stands.

#BLDG_Art_of_War

^
^[Sun Tzu's Art of War] allows its owner to upgrade units at [half cost].

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Militaristic=GCON_Strengths>


civilizations.

^{Requires:} A city must already possess a $LINK<Barracks=BLDG_Barracks> to be able to build [Sun Tzu's Art of
War.]

#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
strategy

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. This was also helped
that for many hundreds of years the basis troop types that were used remained the same, although the most basic
principles remain true regardless of the types of armies that are used.

#BLDG_Supreme_Court

^The [Supreme Court] grants a free $LINK<Local Courthouse=BLDG_Local_Courthouse> to every city owned by its
civilization.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Expansionist=GCON_Strengths>


civilizations.

^The [Supreme Court] {does not} become obsolete.

^{Requires:} A civilization must possess at least {three} $LINK<District Courthouses=BLDG_District_Courthouse> to


be able to build the [Supreme Court.]
#DESC_BLDG_Supreme_Court

^Supreme Court is the highest court in the American nation and the chief authority in the judiciary. The Supreme
Court hears

appeals from decisions of lower courts, and it resolves issues of constitutional law. It stands as the ultimate

authority in constitutional interpretation, and its decisions can be changed only by a constitutional amendment. The

Supreme Court’s most important responsibility is to decide cases that raise questions of constitutional
interpretation.

The Court decides if a law or government action violates the Constitution. This power, known as judicial review,

enables the Court to invalidate laws when they conflict with its interpretation of the Constitution. Judicial review

thus puts the Supreme Court in a pivotal role in the American's political system, making it the referee in disputes
among

various branches of government, and as the ultimate authority for many of the most important issues in the country.

#BLDG_Taj_Mahal

^The [Taj Mahal] doubles the $LINK<happiness effect=GCON_Moods> of all $LINK<Shrines=BLDG_Shrine> within the
civilization.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Religious=GCON_Strengths>


civilizations.

^The [Taj Mahal] {does not} become obsolete.

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Taj_Mahal

^The Taj Mahal is a mausoleum located in Agra of the Uttar Pradesh state of Northern India, on the Yamuna River. It
is

considered one of the most beautiful buildings in the world and the finest example of the late style of Indian Islamic
architecture. The Mughal emperor Shah Jahan ordered it built after the death (1629) of his favorite wife, Mumtaz
Mahal.

The building, which was completed between 1632 and 1638, was designed by the local Muslim architect Ustad
Ahmad Lahori;

set in its carefully laid out grounds, it is a reflection of the gardens of Paradise to which the faithful ascend. The

entire complex, with gardens, gateway structures, and mosque, was completed in 1643. The Taj Mahal mausoleum
stands at

one end of the garden adorned with fountains and marble pavements. The garden contains four water channels to
echo the

four rivers of the Islamic Paradise. It rises from a platform 313 ft. (95 m) on a side, bearing a white marble minaret

at each corner; the enclosure, 186 ft. (57 m) on a side, has truncated corners and a high portal on each side. The

white marble exterior is inlaid with semiprecious stones arranged in Arabic inscriptions (designed by a local artist

Amanat Khan, who was Shah Jahan's calligrapher), floral designs, and arabesques, and the salient features of the

interior are accented with agate, jasper, and colored marbles. The roofing dome, on the inside, is 80 ft. (24.4m) high

and 50 ft. (15.2 m) in diameter; outside it forms a bulb, which tapers to a spire topped by a crescent. The tomb

chamber, with its two sarcophagi, is an octagonal room in the center of the edifice (the royal couple, however, are

buried in an underground vault). The chamber is softly illuminated by the light that passes through double screens of

intricately carved marble set high in the walls.

#BLDG_Zeus

^The [Temple of Zeus] doubles the $LINK<happiness effect=GCON_Moods> of all $LINK<Temples=BLDG_Temple>


within the civilization.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Religious=GCON_Strengths>


civilizations.

^{Requires:} A civilization must possess at least {three} $LINK<Temples=BLDG_Temple> to be able to build the
[Temple of Zeus.]

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.


#DESC_BLDG_Zeus

^In Greek mythology, Zeus was the chief of the gods. He dispensed both good

and evil and was the father and ruler of all mankind. His emblems are the

thunderbolt and shield. The colossal ivory and gold statue of the seated god,

made for the temple of Zeus in the Peloponnese, was one of the Seven Wonders

of the Ancient World.

#BLDG_Theory_of_Evolution

^The [Theory of Evolution] immediately grants its builder {2 free advances} upon completion.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Scientific=GCON_Strengths>


civilizations.

^The [Theory of Evolution] {does not} become obsolete.

^{Requires:} A city must already possess a $LINK<University=BLDG_University> to be able to build the [Theory of
Evolution.]

#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

instrumental not only in the establishment of his theory, but also in the application of the scientific method to the

study of nature. Darwin published 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 never 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

^The [United Nations] initiates the possibility of a $LINK<Diplomatic Victory=GCON_Victory>.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<All=GCON_Strengths>


civilizations.

^The [United Nations] {does not} become obsolete.

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_United_Nations

^Created in 1945 to maintain international peace and security, the United Nations was the second of two efforts to

establish an international authority on law and human rights between the self governing 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 between

Winston Churchill and Franklin D. Roosevelt, but developed into a pact signed by 26 countries to try to stop the

aggression of the Axis powers. In 1945, in a conference between "The Big Three", Churchill, Roosevelt, and Stalin, the

original 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 United Nations does not have the power to enforce decisions or compel nations to take military action,
the

ability to compel member nations to impose economic sanctions against countries guilty of violating security orders
gives it significant power in the world stage.

#BLDG_Universal_Suffrage

^[Universal Suffrage] reduces the effects of $LINK<war weariness=GCON_War_Weariness> in every city owned by its
civilization. This reduction means {one} less person becomes unhappy from war weariness than they normally would.
This effect is cumulative with other such buildings.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Agricultural=GCON_Strengths>


civilizations.

^[Universal Suffrage] {does not} become obsolete.

#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 excellent 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_Leif_Eriksson

^The [Voyage of Discovery] allows its civilization to $LINK<trade=GCON_Trade> over $LINK<Sea=TERR_Sea> tiles and
also allows all of the civ's early naval vessels to [safely travel] over sea tiles. In addition, all of the civ's naval units
recieve two extra [movement] points. This effect is [not] cumulative. ^

^
^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Seafaring or
Commercial=GCON_Strengths> civilizations.

#DESC_BLDG_Leif_Eriksson

#BLDG_World_News_Net

^The [World News Network] grants a free $LINK<Newspaper=BLDG_Newspaper> to every city owned by its
civilization. It also makes its city more resistant to $LINK<propaganda=GCON_Espionage_Missions>. This effect is
cumulative with other such buildings.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^The [World News Network] {will not} trigger a $LINK<Golden Age=GCON_Golden_Age> by itself.

^[World News Network] {does not} become obsolete.

^{Requires:} A civilization must possess at least {three} $LINK<Newspaper=BLDG_Newspaper> to be able to build the
[World News Network.]

#DESC_BLDG_World_News_Net

^On June 1, 1980, the first 24-hour cable news network went into operation. Called "Cable News Network" (CNN), it

continues to enjoy dominance in the Cable News market and has expanded into numerous countries, providing
nearly

instantaneous knowledge of newsworthy events all over the globe, albeit the news that is produced is heavily biased
to both the American continent and the American perspective on world events, which is often far from unbiased.

#BLDG_World_Wide_web

^
^The [World Wide Web] automatically grants its controlling civilization any $LINK<advance=MENU_Technologies>
already learned by at least {two} other known civilizations.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Scientific=GCON_Strengths>


civilizations.

^The [World Wide Web] {does not} become obsolete.

^{Requires:} A city must already possess the $LINK<Internet=BLDG_Internet> Small Wonder to be able to build the
[World Wide Web.]

#DESC_BLDG_World_Wide_web

^World Wide Web (WWW or W3), collection of globally distributed text and multimedia documents and files and
other

network services linked in such a way as to create an immense electronic library from which information can be

retrieved quickly by intuitive searches. The Web represents the application of hypertext technology and a graphical

interface to the Internet to retrieve information that is contained in specially formatted documents that may reside
in

the same computer or be distributed across many computers around the world. It consists of three main elements.
The

Hypertext Markup Language (HTML) comprises the programming codes, or tags, that define fonts, layouts,
embedded

graphics, and links (hyperlinks) to other documents accessible via the Web. The HyperText Transfer Protocol (HTTP)

defines a set of standards for transmitting Web pages across the Internet. The result is called the Web because it is
made up of many sites, all linked together, with users traveling from one site to the next.

^Typically, a home television receiver and a telephone line are connected through a small appliance that accesses
the Internet through the

telephone line and converts the downloaded Web pages into a form that can be displayed on the receiver. A remote

control interface allows the user to navigate through the Web and select the information to be displayed. Ted
Nelson,
an American computer consultant, had promoted the idea of linking documents via hypertext during the 1960s, but
the

technology required was not to be available for another 20 years. Marc Andreessen, an undergraduate student

working at the National Center for Supercomputing Applications (NCSA), developed a graphical browser for the Web,
Versions for the Windows and Macintosh operating systems followed in 1994, and

acceptance of the WWW blossomed quickly. In the late 1990s the development of improved browsers with greater

multimedia functionality, security, and privacy, as well as more powerful search engines capable of indexing the ever

greater information on the Web, led to the commercialization of the Internet.

; Small Wonders -------------------------------------------------------------

#BLDG_Atomic_Weapons_Test

^The [Atomic Weapons Test] allows the construction of Nuclear Weapons, but {only} by its civilization.

^{Requires:} A city must have access to $LINK<Uranium=BLDG_Uranium> to be able to build the [Atomic Weapons
Test.]

^The Small Wonder [Atomic Weapons Test] automatically produces an $LINK<Atomic Bomb=PRTO_Atomic_Bomb>
every 8 turns, if the city still has access to $LINK<Uranium=BLDG_Uranium>.

^The Small Wonder [Atomic Weapons Test] becomes obsolete with $LINK<Super Sonic
Flight=TECH_Super_Sonic_Flight>, stopping the autoproduction of $LINK<Atomic Bombs=PRTO_Atomic_Bomb>, but
you still can normally produce $LINK<Tactical Nukes=PRTO_NUKE> and $LINK<ICBMs=PRTO_ICBM>, if you had built
this Small Wonder.

#DESC_BLDG_Atomic_Weapons_Test

^Before atomic weapons can be reliably built, testing of prototypes must first be undertaken, not just upon the
proof of design, but also to see the amount of damage that will be done - without this the target might remain
viable, or at the other extreme friendly troops might be inadvertently caught in the blast.
^As the testing of a nuclear weapon requires a vast amount of space, and will probably cause damage to the area
that will not repair for many years, it is best to test the weapon in a sparsely populated area - preferably in another
country.

^The effects of the atom bomb were at first not known

^The Manhattan Project was the code name for an intensive and costly research effort during World War II that
resulted

in the development of atomic weapons. The first two such weapons, the bombs dropped on Nagasaki and Hiroshima
in 1945,

brought an end to the Second World War. For a short time, the United States held a monopoly on atomic weapons.

However, by 1949 the Soviet Union had also developed similar technology, based in part on Manhattan Project

information obtained through espionage. The nuclear standoff that has resulted from this balance of power may be

largely responsible for the absence of major wars since World War II, although this has not prevented many smaller
wars being fought so that the major powers can exert influence in other regions of the world.

;Space Program

#BLDG_Apollo_Project

^The [Space Program] enables its civilization to begin construction of the Alpha Centauri
$LINK<Spaceship=GCON_Spaceship>.

^{Requires:} A city must have $LINK<Aluminum=BLDG_Aluminum> in its $LINK<strategic


resource=GCON_ResourcesS> box to be able to build the [Space Program.]

#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 Apollo 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 followed, the last being

Apollo 17 in December, 1972. The Apollo Program truly represented a

"giant leap for mankind". The U.S. manned lunar missions are

unparalleled feats in space exploration, and the technology originally

developed for the Apollo Program was later found to be invaluable in

designing future space vehicles and orbital platforms.

#BLDG_Battlefield_Medicine

^[Battlefield Medicine] allows its civilization's military units to [heal] while in enemy territory.

^{Requires:} A civilization must possess at least {three} $LINK<Hospitals=BLDG_Hospital> to be able to develop


[Battlefield Medicine.]

#DESC_BLDG_Battlefield_Medicine

^While fundamentally in conflict with the destructive goals of war, physicians must 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 fall in battle.

#BLDG_Blood_Cult

^
^[Blood Cult] produces a $LINK<Priest=PRTO_Priest> every 10 turns.

^{Requirements:} The city must already possess a $LINK<Temples=BLDG_Temple> to be able to build the [Blood
Cult.]

^This Small Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

^{Note:} The [Blood Cult] is a $LINK<Government Specific Small Wonder=GCON_GSI> which is only available in a
$LINK<=GOVT_Theocracy>.

#DESC_BLDG_Blood_Cult

#BLDG_Brokerage_Firm

^The [Brokerage Firm] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings.

^{Requires:} A city must already possess the $LINK<Wall Street=BLDG_Wall_Street> Small Wonder to be able to build
[Brokerage Firm.]

^{Design note:} The minimal cost of the [Brokerage Firm] is intentional as it is an $LINK<Add-on=GCON_WonderAdd>
for the [Wall Street] Small Wonder.

#DESC_BLDG_Brokerage_Firm
#BLDG_Central_Bank

^The [Central Bank] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings. In addition, it causes the $LINK<treasury=GCON_Treasury> to {earn 5%
interest} (up to a maximum of 50 gold) each turn.

^{Requires:} A city must have $LINK<Gold=GOOD_Gold> in its $LINK<strategic resource=GCON_ResourcesS> box and
the civilization must possess at least {3} $LINK<Banks=BLDG_Bank> to be able to build the [Central Bank.]

#DESC_BLDG_Central_Bank

^The foremost monetary institution in a market economy is the central bank. These are usually government-owned

institutions, but even in countries where they are owned by the nation's banks (such as the United States and Italy),

the responsibility of the central bank is to the national interest. Most central banks perform the following functions:

They serve as the government's banker, act as the banker of the banking system, regulate the monetary system for
both

domestic and international policy goals, and issue the nation's currency. As banker to the government, the central
bank

collects and disburses government income and receipts, manages the issue and redemption of government debt,
advises the

government on all matters pertaining to financial activities, and makes loans to the government. As banker to the

nation's banks, the central bank holds and transfers banks' deposits, supervises their operations, acts as a lender of

last resort, and provides technical and advisory services. Monetary policy for both domestic and foreign purposes is

implemented and, in many countries, decided by the national banking authorities, using a variety of direct and
indirect

controls over the financial institutions. Coins and notes that circulate as the national currency are usually the

liability of the central bank. The ability of the central bank to control the money supply and thus the pace of

economic growth is responsible for a major economic-policy debate. Some economists believe that monetary control
is

extremely effective in the short run and can be used to influence economic activity. Nevertheless, some hold that

discretionary monetary policy should not be used because, in the long run, central banks have been unable to
control

the economy effectively. Another group of economists believes that the short-run impact of monetary control is less
powerful, but that the central banking authorities can play a useful role in mitigating the excesses of inflation and

depression. A newer school of economists claims that monetary policy cannot affect systematically the pace of
national

economic activity. All agree that problems related to the supply side of the economy, such as fuel shortages, cannot
be

resolved by central-bank action.

#BLDG_E_Bank

^The [E-Bank] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is cumulative
with other such buildings.

^It also produces {one} $LINK<content face=GCON_Happy_Faces> in all cities, making one unhappy citizen content in
each.

#DESC_BLDG_E_Bank

^The advent of the Internet and the World Wide Web opened the door to a new commercial opportunity: electronic

currency. Based on an evolving encryption algorithm, the E-Bank's sole purpose is to provide a stable, protected

transaction environment - in return for a small fee. The freedom that this offers companies and individuals greatly
increases the amount of trade that is undertaken

#BLDG_Epic

^The [Heroic Epic] increases the chance of a $LINK<Leader=GCON_Leaders> appearing from victorious combat with
an $LINK<elite=GCON_Experience> unit from 1/16 to 1/12.

#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, this tale was

written around 2000 BC. Gilgamesh was a king of Uruk, which now lies within the borders of Iraq.

#BLDG_General_Staff_School

^The [General Staff School] produces a $LINK<Royal Guard=PRTO_Royal_Guard> every 15 turns, it also allows its city
to build $LINK<Armies=PRTO_Army> as if they were regular units.

^{Requires:} The civilization must have had a victorious $LINK<Army=GCON_Armies> before it can build a [General
Staff School.]

#DESC_BLDG_General_Staff_School

#BLDG_Holy_City

^The [Holy City] produces {two} $LINK<content faces=GCON_Happy_Faces> in its city, making two unhappy citizens
content. It also decreases $LINK<corruption=GCON_Corruption> in its city. This effect is cumulative with other such
buildings.

^{Requires:} A city must already possess a $LINK<Temple=BLDG_Temple> and have $LINK<Incense=GOOD_Incense>


within its $LINK<city radius=GCON_Radius> to be able to build the [Holy City.]

^This Small Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Holy_City

^
^Different religions have different holy cities. Examples of these include Mecca for the Islamic faith and Jerusalem
for Jews and Christians.

#BLDG_Intelligence_Center

^The [Intelligence Agency] allows the civilization to undertake advanced $LINK<espionage=GCON_Espionage>


missions.

^It also produces a $LINK<Secret Service=PRTO_Secret_Service> every 10 turns (not yet implemented).

#DESC_BLDG_Intelligence_Center

^The benefits of using spies and espionage in military matters were

identified early in mankind’s history. Both the pharaohs of Egypt

and Caesars of Rome setup embassies in neighboring nations in order to

monitor the expansion and movement of military forces. As technology

increased the potential scale of warfare, it became critical to know

from where and when threats would emerge. This can be seen in the

plethora of methods used in acquiring information on a not-so-friendly

nation. These include high altitude 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_International_Port

^An [International Port] causes its city to produce one extra $LINK<commerce=GCON_Commerce>,
$LINK<food=GCON_Food> and $LINK<shield=GCON_Shields> in every water tile which it works.

^Additionally, it increases the base $LINK<tax revenue=GCON_Commerce> and $LINK<entertainment


funding=GCON_Moods> in its city by {50%} each. All of the effects are cumulative with other such buildings.
^

^The [International Port] produces {one} unit of $LINK<pollution=GCON_Pollution>.

^{Requires:} A city must already possess a $LINK<Harbor=BLDG_Harbor> to be able to build an [International Port.]

^This Small Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_International_Port

#BLDG_Internet

^The [Internet] increases the base $LINK<scientific research=GCON_Research> in its city by {50%}. This effect is
cumulative with other such buildings.

^It also produces {one} $LINK<content face=GCON_Happy_Faces> in all cities, making one unhappy citizen content in
each.

^{Requires:} A civilization must possess at least {five} $LINK<Computer Networks=BLDG_Computer_Network> to be


able to build the [Internet.]

^{Allows:} A city must already possess an [Internet] Small Wonder to be able to build the $LINK<World Wide
Web=BLDG_World_Wide_web> Great Wonder.

#DESC_BLDG_Internet

^The Internet is the international computer network linking together

thousands of individual networks at military and government agencies,

educational institutions, nonprofit organizations, industrial and

financial corporations of all sizes, and commercial enterprises


(called gateways or service providers) that enable individuals to

access the network. The most popular features of the Internet include

electronic mail (e-mail), discussion groups (called newsgroups or

bulletin boards, where users can post messages and look for responses

on a system called Usenet), on-line conversations (called chats),

games, information retrieval, and electronic commerce.

^The public information stored in the multitude of computer networks

connected to the Internet forms a huge electronic library, but the

enormous quantity of data and number of linked computer networks also

make it difficult to find where the desired information resides and

then to retrieve it. A number of progressively easier-to-use

interfaces and tools have been developed to facilitate

searching; these included different search programs and a number of commercial

indexes. The greatest impetus

to the popularization of the Internet

came with the introduction of the World Wide Web (WWW), a hypertext

system that makes browsing the Internet both fast and intuitive. Most

e-commerce occurs over the Web.

^The Internet evolved from a secret feasibility study conceived by the

U.S. Dept. of Defense in 1969 to test methods of enabling computer

networks to survive military attacks, by means of the dynamic

rerouting of messages. As the ARPAnet (Advanced Research Projects

Agency network), it began by connecting three networks in California

with one in Utah. By 1972, when the ARPAnet was

revealed to the public, it had grown to include about 50 universities

and research organizations with defense contracts, and a year later

the first international connections were established with networks in

England and Norway. Growth exploded in the late 1990s and in


1999 it was estimated that the number of adults using the Internet

exceeded 100 million in the United States alone.

#BLDG_Great_Ironworks

^The [Iron Works] increases the base $LINK<shield production=GCON_Shields> in its city by {100%}. This effect is
cumulative with other such buildings.

^The [Iron Works] produces {four} units of $LINK<pollution=GCON_Pollution>.

^{Requires:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> within its $LINK<city
radius=GCON_Radius> to be able to build an [Iron Works.]

#DESC_BLDG_Great_Ironworks

^As mankind’s dependence on metals increased through the ages, it

became very important to cheaply and effectively separate the base

metal from impurities. The process of smelting, through the use of a

structure called a blast 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 the creation of

steel.

#BLDG_Military_Academy
^

^The [Military Academy] produces an $LINK<Army=PRTO_Army> every 30 turns and also allows its city to build
$LINK<Armies=PRTO_Army> as if they were regular units.

^The [Military Academy] also allows production of $LINK<veteran=GCON_Experience> ground units without needing
a $LINK<Barracks=BLDG_Barracks> and provides a {25%} defensive bonus against ground attacks. If a city has
multiple defensive improvements, the one with the highest bonus takes precedence.

#DESC_BLDG_Military_Academy

^Methods of passing down the tactics and arts of war from generation

to generation vary based on culture and era. The United States

solution, which up to that had point relied on foreign instructors,

lay in creating the United States 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. Graduates

earn the commission as Second Lieutenants and receive a Bachelor of

Science degree. One paramount function of this institution is to stay

current in the practice of warfare, typically by having officers from

previous conflicts become instructors.

^Relying on the officers from previous wars, although still used

extensively throughout the world is becoming less useful to the

rapidity that tactics alter. Evidence of battles and wars being fought

by generals who were not familiar with the latest weapons can readily

be seen in the two World Wars - especially world War 1. Generals who

were trained in a world where machine guns for example were not used
were unsuited to direct battles where the usage of machine guns was

integral to both sides. Not realizing the devastating power that these

weapons can unleash enabled death tolls to reach 50,000 casualties per

week in the Battle of the Somme.

#BLDG_Golden_Age_of_Philosophy

^The [Golden Age of Philosophy] immediately grants its builder {2 free advances} upon completion.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Scientific=GCON_Strengths>


civilizations.

#DESC_BLDG_Golden_Age_of_Philosophy

#BLDG_Gallery

^The [National Gallery] increases the base $LINK<scientific research=GCON_Research> in its city by {100%}. This
effect is cumulative with other such buildings. It also produces {one} $LINK<content face=GCON_Happy_Faces> in its
city, making one unhappy citizen content.

^This Small Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Gallery

^National Gallery, London, one of the permanent national art collections of Great Britain. Its building, in Greek

style, stands in Trafalgar Square. It was designed and erected (1832-38) by William Wilkins and was shared for 30
years
with the Royal Academy of Arts. In 1876 a new wing was added, designed by E. M. Barry. The nucleus of the
collection

was formed in 1824 with 38 pictures from J. J. Angerstein's collection. The gallery is rich in Italian paintings of the

15th and 16th cent. and has fine collections of French, Flemish, and Dutch masters. The National Portrait Gallery,

whose collection dates from 1858, has adjoined the National Gallery since 1896. The Sainsbury Wing, designed by

American architect Robert Venturi, opened in 1991. Originally controlled by the National Gallery, the Tate Gallery

attained complete independence in 1955 by an act of Parliament. An extension designed by Robert Venturi was
completed

in the early 1990s.

#BLDG_Health_Care

^[National Health Care] produces {one} $LINK<content face=GCON_Happy_Faces> in all cities, making one unhappy
citizen content in each.

^{Requires:} A civilization must possess at least {three} $LINK<Hospitals=BLDG_Hospital> to be able to build the
[National Health Care.]

^{Note:} The [National Health Care] is a $LINK<Government Specific Small Wonder=GCON_GSI> which is only
available in a $LINK<Social Democracy=GOVT_Social_Democracy>.

#DESC_BLDG_Health_Care

^Although healthcare has never managed to prevent a single death (everybody still dies), health care does decrease
the morbidity that is associated with illness. People that are no longer in pain tend to be happier people (if only that
they know that things could be worse).
#BLDG_NHM

^The [National History Museum] increases the base $LINK<scientific research=GCON_Research> in its city by {100%}.
This effect is cumulative with other such buildings.

^{Requires:} A civilization must possess at least {three} $LINK<Museums=BLDG_LHM> to be able to build the
[National History Museum.]

^This Small Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_NHM

#BLDG_National_Library

^The [National Library] increases the base $LINK<scientific research=GCON_Research> in its city by {100%}. This
effect is cumulative with other such buildings.

^{Requires:} A civilization must possess at least {five} $LINK<Universities=BLDG_University> to be able to build the
[National Library.]

^This Small Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_National_Library

^Library of Congress, national library of the United States, Washington, D.C., est. 1800. Thomas Jefferson while Vice

President was a prime mover in the creation of the library, and he supported it strongly during his presidency. In

1814, when much of the collection was destroyed by fire, Jefferson offered his own fine library to the Congress. This

formed the basis of the collection until 1851, when fire destroyed some 35,000 volumes. The growth of the library

progressed slowly thereafter until the passage of the Copyright Act of 1870, which required the deposit in the library

of all copyright material. The acquisition in 1866 of the Smithsonian Institution's collection of 44,000 volumes and
the purchase of the Peter Force collection of Americana (60,000 volumes; 1867) and the Joseph M. Toner American
and

Medical Library (24,000 volumes; 1892) made it one of the world's great libraries. Intended primarily to serve the

legislative branch of the government, it is now open to the public as a reference library and sends out many books

through an interlibrary loan system. It has African and Middle Eastern, Asian, European, and Hispanic divisions; a law

library; and excellent collections of manuscripts, incunabula, geography and maps, rare books, prints and
photographs,

motion pictures, music, and science and technology. As of 1999, the Library of Congress contained some 115 million

items, including about 17 million books, 4 million maps, and 50 million manuscripts. The library sells duplicate

catalog entries on magnetic tape to smaller libraries for the books it adds to its collections. It provides other vital

services to libraries through its many bibliographic functions (among them maintaining the National Union Catalog of

the holdings of 700 large libraries in the United States and running the National Library Service for the Blind and

Physically Handicapped) and its Copyright Office. Mainly supported by congressional appropriations, the library also

the income from gifts by foundations and individuals, administered by the Library of Congress Trust Fund Board.

#BLDG_National_Monument

^The [National Monument] reduces the effects of $LINK<war weariness=GCON_War_Weariness> in its city by {25%}
and also increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. Each of these effects is
cumulative with other such buildings.

^This Small Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_National_Monument

#BLDG_Sports

^The [National Sports League] reduces the effects of $LINK<war weariness=GCON_War_Weariness> in its city by
{25%}. This effect is cumulative with other such buildings.

^
^It also produces {one} $LINK<content face=GCON_Happy_Faces> in all cities, making one unhappy citizen content in
each.

^{Requires:} A civilization must possess at least {three} $LINK<Arenas=BLDG_Arena> to be able to form a [National
Sports League.]

#DESC_BLDG_Sports

#BLDG_Naval_Academy

^The [Naval Academy] gives all of its civilization's naval units one extra [movement] point. This effect is [not]
cumulative.

^The [Naval Academy] also produces a $LINK<Admiral of the Fleet=PRTO_Admiral_of_the_Fleet> every 10 turns.

^{Requires:} The [Naval Academy] requires an Elite Naval Unit

#DESC_BLDG_Naval_Academy

#BLDG_Pentagon

^The [Pentagon] increases the unit capacity of all the civilization's $LINK<Armies=GCON_Armies> from two to
{three}.

^The [Pentagon] also produces an $LINK<Army=PRTO_Army> every 30 turns

^
^{Requires}: A civilization must have at least {three} active $LINK<Army=PRTO_Army> units to be able to build the
[Pentagon.]

#DESC_BLDG_Pentagon

^The Pentagon is the largest office building in existence. The structure was completed on January 15, 1943, during
the

height of the Second World War, after a crash building effort of only 16 months. The 83 million dollar facility covers

more than six million square feet, roughly three times that of the Chicago’s Sears Tower (the second largest office

building). Originally an US Army facility, it soon became the nerve center for all military branches of the United

States.

#BLDG_Knights_Templar

^The [Knights_Templar] produces a $LINK<Templar=PRTO_Templar> every 12 turns.

#DESC_BLDG_Knights_Templar

#BLDG_Royal_Tournament

^The [Royal Tournament] produces a $LINK<Knights of the Realm=PRTO_Knights_of_the_Realm> every 12 turns.

#DESC_BLDG_Royal_Tournament

#BLDG_Slavery
^

^The [Slavery Trade] Small Wonder allows the creation of a $LINK<Slave Trade=BLDG_Slave_Trade> Great Wonder. It
also produces {one} $LINK<content face=GCON_Happy_Faces> in its city, making one unhappy citizen content.

^{Design Note:} The [Slavery Trade] was created as part of a cunning scheme to allow the $LINK<Slave
Markets=BLDG_Slave_Market> to become obsolete.

#DESC_BLDG_Slavery

^Slavery is the enforced servitude of one person (A slave) to another. A

slave has no personal rights and is the property of another person

through birth, capture or purchase.

^Slavery goes back to prehistoric times. Although it declined in

Europe after the fall of the Roman Empire, it re-emerged during the

Imperial ages of Spain, Portugal and Britain (16th-18th Centuries) and

in the American South (17th-19th Centuries.)

^Although now outlawed in most countries, various forms of slavery still

exist today.

#BLDG_Special_Warfare_Center

^The [Special Warfare Center] produces a $LINK<Frogman=PRTO_Frogman> every 20 turns, it also allows its city to
build $LINK<Armies=PRTO_Army> as if they were regular units.

^{Requires:} The civilization must have had a victorious $LINK<Army=GCON_Armies> before it can build a [Special
Warfare Center.]
#DESC_BLDG_Special_Warfare_Center

#BLDG_Steel_Foundry

^The [Steel Foundry] increases the base $LINK<shield production=GCON_Shields> in its city by {100%}. This effect is
cumulative with other such buildings.

^The [Steel Foundry] produces {four} units of $LINK<pollution=GCON_Pollution>.

^{Requires:} A city must have both $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic
resource=GCON_ResourcesS> box to be able to build a [Steel Foundry.] These do {not} have to be in the city radius.

#DESC_BLDG_Steel_Foundry

^Steel is an alloy or mixture of iron and up to 1.7% carbon, sometimes

with other elements such as silicon. The USA, Russia, Ukraine and

Japan are the main steel producers in the world.

^A steel foundry produces steel by removing impurities such as carbon

from raw or "pig" iron produced by a blast furnace. The main

industrial process is the basic oxygen process, when a jet of oxygen

is blasted at supersonic speed into molten pig iron. The open-hearth

process is also used; in this method, molten pig iron is poured into

the shallow hearth and is heated by overhead gas burners using

preheated air. High quality steel is made in an electric furnace.


#BLDG_SDI

^The [Strategic Missile Defense] gives a {75%} chance of intercepting enemy $LINK<Tactical Nukes=PRTO_NUKE> and
$LINK<ICBMs=PRTO_ICBM> which are launched against the civilization.

^{Requires:} A civilization must possess at least {five} $LINK<SAM Missile Batteries=BLDG_SAM_Missile_Battery> to


be able to build a [Strategic Missile Defense.]

#DESC_BLDG_SDI

^Historically, research in the area of warfare has seen the

development of powerful new weapons closely followed by the

development of defenses to counteract the weapons' destructive

power. The development of nuclear weapons seemed 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 (Strategic

Defense Initiative), however, could be the answer to this

problem. Using laser-equipped orbital satellites or ground-launched

ABMs (Anti-ballistic Missiles) to intercept and destroy enemy nuclear

missiles in mid-air, the SDI Defense offers the first hope of negating

the threat posed by nuclear missiles. Although this idea was first

conceived in the 1980's by then President Reagan (the star wars

Programme), nothing concrete came of this project. Now more than 20

years later the first steps towards an SDI are being undertaken by the

USA, although there is a long way until the system is finished, and

fully testing the system is impossible. The longer term effects of

this are still being felt around the world, with Russia and China both

unhappy about the system being implemented.


#BLDG_The_Academy

^The [The Academy] increases the base $LINK<scientific research=GCON_Research> in its city by {100%}. This effect
is cumulative with other such buildings.

^{Requires:} A civilization must possess at least {one} $LINK<Academy=BLDG_Academy> to be able to build [The
Academy.]

#DESC_BLDG_The_Academy

#BLDG_Training_Camp

^The [Training Camp] produces an $LINK<Imperial Guard=PRTO_Imperial_Guard> every 15 turns, it also allows its
city to build $LINK<Armies=PRTO_Army> as if they were regular units.

#DESC_BLDG_Training_Camp

#BLDG_Wall_Street

^[Wall Street] increases the base $LINK<tax revenue=GCON_Commerce>, $LINK<scientific


research=GCON_Research> and $LINK<entertainment funding=GCON_Moods> in its city by {50%} each. These
effects are cumulative with other such buildings.

^{Requires:} A civilization must possess at least {three} $LINK<stock exchanges=BLDG_Stock_Market> to be able to


build [Wall Street.]

^
^$LINK<Add-on=GCON_WonderAdd>{:} Once a city builds the [Wall Street,] it should immediately build the low-cost
$LINK<Brokerage Firm=BLDG_Brokerage_Firm>.

#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 powerful

banks and commodity exchanges. In 1653 Dutch colonists erected a barricade along this route to ward off the British

and unfriendly natives in what was then New Amsterdam.

#BLDG_War_College

^The [War College] produces a $LINK<Storm Trooper=PRTO_Storm_Trooper> every 20 turns, it also allows its city to
build $LINK<Armies=PRTO_Army> as if they were regular units.

^{Requires:} The civilization must have had a victorious $LINK<Army=GCON_Armies> before it can build a [War
College.]

#DESC_BLDG_War_College

#BLDG_War_Games_Facility

^The [War Games Facility] produces a $LINK<Spec Ops=PRTO_SpecOps> every 20 turns, it also allows its city to build
$LINK<Armies=PRTO_Army> as if they were regular units.

^{Requires:} The civilization must have had a victorious $LINK<Army=GCON_Armies> before it can build a [War
Games Facilityy.]
#DESC_BLDG_War_Games_Facility

#BLDG_Memorial

^The [War Memorial] reduces the effects of $LINK<war weariness=GCON_War_Weariness> in every city owned by
its civilization. This reduction means {one} less person becomes unhappy from war weariness than they normally
would. This effect is cumulative with other such buildings.

^It also produces {two} $LINK<content faces=GCON_Happy_Faces> in its city, making two unhappy citizens content.

^{Requires:} The civilization must have had a victorious $LINK<Army=GCON_Armies> before it can build a [War
Memorial.]

^This Small Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.

#DESC_BLDG_Memorial

^The United States Marine Memorial, commonly referred to as "the Iwo Jima Memorial," depicts one of the most
famous

incidents of World War II.

; Space Parts ---------------------------------------------------------------

#BLDG_SS_Cockpit

^
^One of {ten} components of the $LINK<Spaceship=GCON_Spaceship>, which is used to achieve the $LINK<Space
Race=GCON_Victory> victory type.

^{Requires:} A city must have $LINK<Aluminum=BLDG_Aluminum> in its $LINK<Strategic


Resources=GCON_ResourcesS> box to build this spaceship part.

#DESC_BLDG_SS_Cockpit

^The command and control center of the Space Ship, the Cockpit

component is the brain of the vessel. Ergonomically designed for the

comfort of the pilots, the Cockpit holds all of the advanced

navigation and systems control computers necessary for interstellar

travel and interplanetary colonization as well as providing for all of

the long-term necessities of its occupants. A fully encased component,

the Cockpit has no unshielded area, completely encasing the occupants

in a protective shell of titanium, ceramic, and an electromagnetic

repulsion system to shed unwanted radiation. It utilizes the latest in

holographic technology for star chart navigation, heads up displays

for a 360 degree range of vision around the Space Ship, and the most

advanced sensors available for collision detection and avoidance. The

crowning jewel of the Cockpit component, however, is the advanced CAM

Computer System, an artificial intelligence system designed to

evaluate the potential dangers of deep space flight that may be

encountered in the regions that no human has ever before

penetrated. The CAM System continually monitors radiation fields and

particle positions, judging the best way to deal with any potential

threat and alerting the pilots in case of an emergency. The CAM

system also helps keep the pilots entertained, having full access to

the libraries of the Planetary Party lounge and being the most
advanced Chess computer in the known galaxy, other games considered to

short to take up the time between launch and the thousand years until

the next solar system.

#BLDG_SS_Landing_Docking_Bay

^One of {ten} components of the $LINK<Spaceship=GCON_Spaceship>, which is used to achieve the $LINK<Space
Race=GCON_Victory> victory type.

^{Requires:} A city must have $LINK<Aluminum=BLDG_Aluminum> in its $LINK<Strategic


Resources=GCON_ResourcesS> box to build this spaceship part.

#DESC_BLDG_SS_Landing_Docking_Bay

^Built entirely in space and for space travel, the Space Ship is a

marvel of human technology. The Docking Bay module allows for the

transfer of personnel and materials both during the initial loading of

the Space Ship as well as during its final orbit, during which it will

be converted to a Space Station for the first phase of the

colonization and terraforming process. The Docking Bay module also

holds the RCV Manned Shuttle, the main travel and transit vehicle for

the Space Ship occupants, as well as providing access for the

engineers to the exterior of the Space Ship during space walks. The

Docking Bay is in essence a large air lock with a door large enough to

release the RCV, flanked by a pair of smaller air locks for transferal

of small teams of individuals. The Docking Bay also has large magnetic

locks, allowing the Space Ship to join to the International Space

Station prior to its departure during the final phases of supply


loading before launching from Earth's orbit for its interstellar trip.

#BLDG_SS_Engine

^One of {ten} components of the $LINK<Spaceship=GCON_Spaceship>, which is used to achieve the $LINK<Space
Race=GCON_Victory> victory type.

^{Requires:} A city must have $LINK<Aluminum=BLDG_Aluminum> in its $LINK<Strategic


Resources=GCON_ResourcesS> box to build this spaceship part.

#DESC_BLDG_SS_Engine

^The Space Ship Engine is actually a four part launch vehicle,

designed to enable the Space Ship to complete its journey both within

the high gravity space-time bends surrounding star systems and through

the vast emptiness of deep space that separates our star from Alpha

Centauri. Its first stage is the external booster rockets, which, much

like the terrestrially launched shuttles of the late twentieth

century, are solid fuel boosters and are jettisoned when they are no

longer needed. They are crucial to build the initial impulse which

will carry the Space Ship into Jupiter's gravity well, giving it the

energy to slingshot to Uranus and then out into deep space. The second

part to the Engine is the Space Ship's solar sail, which was designed

both to use the radiation emitted from our sun and Jupiter for

propulsion and to collect atomic particles for further future fuel and

materials. The third part of the Engine array is the ion drive, which

will harness both nuclear power and collected hydrogen to propel the

craft through deep space, channeling high energy particles through the
Thrusters. The fourth and most externally obvious component is the

hydrogen solid fuel rocket, which will be used in the final phases of

the Space Ship's travel to place it in orbit around Alpha Centauri's

planetary system.

#SS_Exterior_Casing

^One of {ten} components of the $LINK<Spaceship=GCON_Spaceship>, which is used to achieve the $LINK<Space
Race=GCON_Victory> victory type.

^{Requires:} A city must have both $LINK<Aluminum=BLDG_Aluminum> and $LINK<Rubber=BLDG_Rubber> in its


$LINK<Strategic Resources=GCON_ResourcesS> box to build this spaceship part.

#DESC_SS_Exterior_Casing

^Although humankind has mastered space flight, the concept of

interstellar and deep space travel presents many new problems to

engineers and physicists. The Exterior Casing of the Space Ship is

itself a technological marvel. Designed around a composite system of

layered ceramic, zero-gee manufactured aluminum-titanium alloy, and

high density polymers, the Exterior Casing is made to withstand both

the dangers of debris within star systems and of radiation throughout

its travel. Built into the Exterior Casing is also a complex web of

electric wiring, capable of carrying a very high positive or negative

electromagnetic charge, providing a shield from radiation and

literally funneling electromagnetic energy and space borne hydrogen

dust into the solar sail where it can be collected and used for

further fuel. It is also designed with multiple levels of sensors


designed to collect scientific data and to give a clear picture to the

navigational computer and to the pilots of what is going on outside of

the vehicle. Although this composite design for an Exterior Casing is

expensive, the protection and potential scientific information that it

affords is well worth the cost of manufacture.

#BLDG_SS_Fuel_Cells

^One of {ten} components of the $LINK<Spaceship=GCON_Spaceship>, which is used to achieve the $LINK<Space
Race=GCON_Victory> victory type.

^{Requires:} A city must have $LINK<Uranium=BLDG_Uranium> in its $LINK<Strategic Resources=GCON_ResourcesS>


box to build this spaceship part.

#DESC_BLDG_SS_Fuel_Cells

^Essentially designed around the concept of a controlled hydrogen bomb

explosion, the Fuel Cells for the Space Ship are based around the

hydrogen collection system of the solar sail. The electromagnetic and

solar energy collected by the solar sail are converted to electricity,

which is used to slowly build the free hydrogen collected into fuel,

which is stored in the fuel cell. The fuel cells also contain small,

controlled amounts of fissionable material, which is in turn used with

the hydrogen core to start a nuclear reaction. These reactions,

contained in the Fuel Cells, supply the high energy particles which

are funneled and accelerated through the ion drive to boost the Space

Ship in deep space travel. In the final stages of travel the Fuel

Cells provide the necessary hydrogen, collected in transit, to power


the solid fuel rocket. The entire process is controlled through

powerful electromagnets which channel the energy and prevent the

escape of excess energy which could produce a dangerous meltdown. One

byproduct of this nuclear reaction is heat, which is absorbed in the

Fuel Cell walls and converted to the electrical energy which powers

the computers, Life Support Systems, and other essential functions.

#BLDG_SS_Life_Support_System

^One of {ten} components of the $LINK<Spaceship=GCON_Spaceship>, which is used to achieve the $LINK<Space
Race=GCON_Victory> victory type.

^{Requires:} A city must have $LINK<Aluminum=BLDG_Aluminum> in its $LINK<Strategic


Resources=GCON_ResourcesS> box to build this spaceship part.

#DESC_BLDG_SS_Life_Support_System

^Essential to the sustenance of human life are food, water, air, and

heat, and the Life Support System provides all of these

things. Recycling is the key to the Space Ship's Life Support System,

and no organic component is left to waste in the vessel. Computers

control the collection and recycling of waste, which is injected into

large vats of algae which consume the waste or processed into

fertilizer for the Space Ship hydroponics garden. Both the algae and

the garden provide food and oxygen for the colonists as well as for

their livestock, which consist of fish, shrimp, and a particularly

hearty (and tasty) breed of Peruvian mountain llama. Extra oxygen is

processed in the air filtration system, which electrically divides


water into hydrogen and oxygen molecules and separates them for oxygen

and fuel uses. Excess heat produced by the Fuel Cells is also absorbed

into steam pipes, which are used to keep the interior of the vessel

warm and to separate pure water out of waste water to a 99.44%

purity. Extraplanetary travel has never before been attempted on this

scale, and the Life Support System has been carefully crafted to

provide indefinitely for the needs of the colonists as well as giving

them a basis for redeveloping a food chain on the eventual planet of

colonization.

#SS_Planetary_Party_Lounge

^One of {ten} components of the $LINK<Spaceship=GCON_Spaceship>, which is used to achieve the $LINK<Space
Race=GCON_Victory> victory type.

^{Requires:} A city must have $LINK<Aluminum=BLDG_Aluminum> in its $LINK<Strategic


Resources=GCON_ResourcesS> box to build this spaceship part.

#DESC_SS_Planetary_Party_Lounge

^Described as the most expensive discotheque and museum gallery ever

made, the Planetary Party Lounge is the ultimate in terrestrial

entertainment. With a full copy of the Library of the National

Archives, including all human data able to be put on disk, the

Planetary Party Lounge computers allow the colonists to read books,

play video games, holographically browse art museums, and sample every

existing bit of human culture from the most sublime to the least
savory. Holographic instructional videos exist on all manners of craft

and skill, from woodcarving to belly dancing, to help keep cultural

traditions alive and archived for future generations of colonists. The

finest entertainers from around the world have been recruited to

accompany the colonists and keep them happy in their journey to the

next star system, and professional masseuses and physical therapists

are on hand to see to the pleasures of the body. But the center of

social life on board the Space Ship is bound to be the 13 tiered

central lounge, boasting a quaint rural pub, a bustling casino, a hip

disco, an auditorium and concert hall, a full featured gymnasium with

hot tub and swimming pool, and a number of restaurants, both large and

small.

#BLDG_SS_Stasis_Chamber

^One of {ten} components of the $LINK<Spaceship=GCON_Spaceship>, which is used to achieve the $LINK<Space
Race=GCON_Victory> victory type.

^{Requires:} A city must have $LINK<Aluminum=BLDG_Aluminum> in its $LINK<Strategic


Resources=GCON_ResourcesS> box to build this spaceship part.

#DESC_BLDG_SS_Stasis_Chamber

^With a journey predicted to take decades, if not centuries, one of

the most important considerations of the engineers was the aging of

the crew. Recent advances in cryogenics and chemical therapy have

enabled scientists to chemically slow the metabolic process to a

virtual standstill, which enables the scientists to then deep freeze


the body without harm. Sensors regulate the zero-oxygen environment to

ensure that the colonists will be kept as safe as possible, and a

special warming system utilizing broad spectrum electromagnetic

radiation is used to quickly and safely restore warmth to the

body. The radiation also has the effect of breaking down the chemical

agents that slow the colonists' metabolism, making them able to be

thawed out in a matter of seconds and fully aware in a little over a

minute. This is essential to the survival of the craft in a situation

in which the computer is unable to determine a course of action and a

pilot or navigator must be roused to assess the danger, or in a

situation in which a technician must be roused to effect repairs. This

system has been used very effectively in tests on pigs and monkeys,

and it has been shown that such animals in deep cryogenic sleep have

been able to be roused after three years with absolutely no visible

side effects. A couple of military volunteers have also been frozen to

test the system, but only for a matter of weeks. Although scientists

have not yet tested the effects of long-term freezing on human beings,

they are completely confident that there will not be any problems with

the Stasis Chamber on the Space Ship. Completely confident.

#BLDG_SS_Storage_Supply

^One of {ten} components of the $LINK<Spaceship=GCON_Spaceship>, which is used to achieve the $LINK<Space
Race=GCON_Victory> victory type.

^{Requires:} A city must have $LINK<Aluminum=BLDG_Aluminum> in its $LINK<Strategic


Resources=GCON_ResourcesS> box to build this spaceship part.
#DESC_BLDG_SS_Storage_Supply

^With a journey on which so much is dependent, including the future

survival of humanity in the stars, many preparations have been made to

insure the survival of the crew both on the journey and once the final

destination has been reached. The large Storage/Supply module fulfills

many functions for the colonists, all of which are considered vital

for the perpetuation of life on distant planets. The first and most

obvious function that it fulfills is the storage of raw materials,

including essential metals and elements which may not be in such

plentiful supply in the further reaches of the galaxy. In addition to

the non-organic elements stored there are also complex amino acid

chains stored for eventual use to ensure the survival of organic

material in the transition period during which the planet is being

terraformed. Perhaps more important, though, is the storage of the

terraforming machines and vehicles which are expected to be necessary

once a distant planet is reached. They will be used not only to

attempt terraforming the planet, but also to build the initial habitat

of the colonists and mine the planet's resources for use. The most

important part of the Storage/Supply unit, in the eyes of many

scientists, is Project: ARK. A catalog and series of samples of over

150 million species are included, cryogenically frozen and preserved

to rebuild as much of Earth's plant and animal kingdom by the genetic

engineers in transit with the Space Ship.

#BLDG_SS_Thrusters

^One of {ten} components of the $LINK<Spaceship=GCON_Spaceship>, which is used to achieve the $LINK<Space
Race=GCON_Victory> victory type.

^
^

^{Requires:} A city must have $LINK<Aluminum=BLDG_Aluminum> in its $LINK<Strategic


Resources=GCON_ResourcesS> box to build this spaceship part.

#DESC_BLDG_SS_Thrusters

^The massive Thrusters are, much like the Engine, designed to function

in a myriad of ways. Designed in stages like the Engines, the

Thrusters channel the exhaust used to propel the Space Ship through

all of its phases of travel. In the initial phase, the external

booster rockets channel their fuel through the Thrusters array until

they run out of fuel, at which point they are jettisoned. After that,

the powerful electromagnets built into the Thrusters help accelerate

the charged particles of the ion drive to near the speed of light,

providing a great deal of thrust for the Space Ship. Finally, in the

last stages of travel, the Thrusters are responsible for maneuvering

the Space Ship into the planet's gravity well and providing a counter

thrust to slow the vessel to a manageable velocity to settle into a

geo-synchronous orbit. In order to fulfill all of these functions, the

Thrusters array had to be capable of the ultra-sensitive duty of

accelerating high energy ions as well as be able to handle the

hundreds of thousands of pounds of thrust produced by the solid fuel

boosters. The engineers who designed the Thrusters were able to

fulfill both of these functions as well as making them articulated to

allow for maneuverability that is remarkable considering the mass and

projected velocities of the craft.

; New for DyP 2 -------------------------------------------------------------


#BLDG_Magna_Carta

^The [Magna Carta] grants a free $LINK<Local Court=BLDG_Local_Courthouse> to every city owned by its civilization.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Expansionist=GCON_Strengths>


civilizations.

^The [Magna Carta] {does not} become obsolete.

^{Requires:} A civilization must possess at least {four} $LINK<Courthouses=BLDG_Courthouse> to be able to build the
[Magna Carta.]

^{Note:} The [Magna Carta] is a $LINK<Government Specific Great Wonder=GCON_GSI> which is only available in a
$LINK<Constitutional Monarchy=GOVT_Con_Monarchy>.

#DESC_BLDG_Magna_Carta

#BLDG_Mausoleum

^The [Mausoleum of Mausollos] Wonder produces {three} $LINK<content faces=GCON_Happy_Faces> in its city,
making three unhappy citizens content.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Scientific or


Seafaring=GCON_Strengths> civilizations.

^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.


#DESC_BLDG_Mausoleum

#BLDG_Ministry_of_Truth

^The [Ministry of Truth] grants a free $LINK<Office of Internal Security=BLDG_OIS> to every city owned by its
civilization.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Militaristic=GCON_Strengths>


civilizations.

^The [Ministry of Truth] {does not} become obsolete.

^{Requires:} A civilization must possess at least {four} $LINK<Offices of Internal Security=BLDG_OIS> to be able to
build the [Ministry of Truth.]

^{Note:} The [Ministry of Truth] is a $LINK<Government Specific Great Wonder=GCON_GSI> which is only available in
$LINK<Fascism=GOVT_Fascist>.

#DESC_BLDG_Ministry_of_Truth

#BLDG_New_Deal

^The [New Deal] grants a free $LINK<Granary=BLDG_Granary> to every city owned by its civilization.

^The [New Deal] {will not} trigger a $LINK<Golden Age=GCON_Golden_Age> by itself.

^The [New Deal] {does not} become obsolete.

^{Requires:} A civilization must possess at least {four} $LINK<Granaries=BLDG_Granary> to be able to build the [New
Deal.]
^

^{Note:} The [New Deal] is a $LINK<Government Specific Great Wonder=GCON_GSI> which is only available in a
$LINK<Social Democracy=GOVT_Social_Democracy>.

#DESC_BLDG_New_Deal

#BLDG_Triumph

^The [Triumph of the People] grants a free $LINK<Collective Farm=BLDG_Collective_Farm> to every city owned by its
civilization.

^The [Triumph of the People] {will not} trigger a $LINK<Golden Age=GCON_Golden_Age> by itself.

^The [Triumph of the People] {does not} become obsolete.

^{Requires:} A civilization must possess at least {four} $LINK<Collective Farms=BLDG_Collective_Farm> to be able to


build the [Triumph of the People.]

^{Note:} The [Triumph of the People] is a $LINK<Government Specific Great Wonder=GCON_GSI> which is only
available in $LINK<Communism=GOVT_Communist>.

#DESC_BLDG_Triumph

#BLDG_Conglomerate

^The [Conglomerate] causes its city to produce one extra $LINK<commerce=GCON_Commerce> in every tile that
already produces at least one. This effect is cumulative with other such buildings.

^
^{Requires:} A civilization must possess at least {three} $LINK<Corporate Offices=BLDG_Corporate_Offices> to be
able to build the [Conglomerate.]

^{Note:} The [] is a $LINK<Government Specific Small Wonder=GCON_GSI> which is only available in a $LINK<Federal
Republic=GOVT_Federal_Republic>.

#DESC_BLDG_Conglomerate

#BLDG_Five_Year_Plan

^The [Five Year Plan] increases the base $LINK<shield production=GCON_Shields> in its city by {100%}. This effect is
cumulative with other such buildings.

^The [Five Year Plan] produces {four} units of $LINK<pollution=GCON_Pollution>.

^{Requires:} A civilization must possess at least {three} $LINK<Collective Farms=BLDG_Collective_Farm> to be able to


build the [Five Year Plan.]

^{Note:} The [Five Year Plan] is a $LINK<Government Specific Small Wonder=GCON_GSI> which is only available in
$LINK<Communism=GOVT_Communist>.

#DESC_BLDG_Five_Year_Plan

#BLDG_Secret_Police_HQ

^The [Secret Police HQ] allows the civilization to undertake advanced $LINK<espionage=GCON_Espionage> missions.

^It also produces a $LINK<Secret Agent=PRTO_Secret_Agent> every 10 turns


^

^{Requires:} A civilization must possess at least {two} $LINK<Offices of Internal Security=BLDG_OIS> to be able to
build the [Secret Police HQ.]

^{Note:} The [Secret Police HQ] is a $LINK<Government Specific Small Wonder=GCON_GSI> which is only available in
$LINK<Fascism=GOVT_Fascist>.

#DESC_BLDG_Secret_Police_HQ

#BLDG_Tomb

^The [Tomb of the Unknown Soldier] reduces the effects of $LINK<war weariness=GCON_War_Weariness> in every
city owned by its civilization. This reduction means {one} less person becomes unhappy from war weariness than
they normally would. This effect is cumulative with other such buildings.

^{Requires:} A civilization must possess at least {three} $LINK<War Monuments=BLDG_War_Monument> to be able


to build the [Tomb of the Unknown Soldier.]

^{Note:} The [Tomb of the Unknown Soldier] is a $LINK<Government Specific Small Wonder=GCON_GSI> which is
only available in a $LINK<Constitutional Monarchy=GOVT_Con_Monarchy>.

#DESC_BLDG_Tomb

#BLDG_Coastal_Trade_Center

^A [Coastal Trade Center] increases the base $LINK<tax revenue=GCON_Commerce> in its city by {50%}. This effect is
cumulative with other such buildings. Additionally, it contributes a small amount of $LINK<culture=GCON_Culture>.

^
^

^{Requires:} A city must be [coastal] and must already possess a $LINK<Harbor=BLDG_Harbor> to be able to build a
[Coastal Trade Center.]

^{Allows:} A city must already possess a [Coastal Trade Center] to be able to build a $LINK<Port=BLDG_Port> as well
as the $LINK<East India Company=BLDG_East_India_Company>, $LINK<Magellan's
Voyage=BLDG_Circumnavigation>, or $LINK<Statue of Liberty=BLDG_Statue_Of_Liberty> Great Wonders.

#DESC_BLDG_Coastal_Trade_Center

; END SECTION BLDG - Buildings ==============================================

; BEGIN SECTION TECH - Advances =============================================

; PDE 14 July 2003 : Reordered to SS/BIC order

; Ancient Age Techs ----------------------------------------------------------

#TECH_Alphabet

^All $LINK<Scientific Civlizations=GCON_Strengths> start the game with [Alphabet].

#DESC_TECH_Alphabet

^The ancestors of modern alphabets were the iconographic and

ideographic symbols developed by ancient man, such as cuneiform and

hieroglyphics. Determining when a picture becomes a hieroglyph is not


an easy task. Paintings have been found on cave walls that date back

over 10,000 years, and these have been written to record things that

have been previously achieved. Perhaps the best argument is to say

that a true pictographic language appears when a grammatical syntax in

enforced, so that specific information is transferred.

^Alphabets appeared independently of each other in different parts of

the world, mainly in those areas that were first settled permanently,

such as on the banks of the Nile in what is now Egypt, on the great

rivers Tigris and Euphrates which are found in present day

Iraq and Iran, the Indus in India, and the Yellow River in China.

Examples of cultures using this early writing were the Sumerians, who

wrote using a pictorial language in c.3100BC, and the Egyptians who

started to use picture writing called hieroglyphics around the same time.

^The Roman alphabet, used by all the [languages] of Western Europe

including English, was derived from the Greek alphabet sometime after

500 BC. The Roman alphabet became one of the most widespread due to

the extensive use of the Latin language during the reign of the Roman

Empire. The development of alphabets was significant in the

development of advanced civilizations because it allowed history and

ideas to be written down, rather than memorized and passed along

orally. Ideas that are written down can be disseminated and improved

on by a far greater number of people compared to what is possible with

oral retelling.

#TECH_Aristocracy

^
^{New Resource:} $LINK<Tea=GOOD_Tea> appears on the map.

#DESC_TECH_Aristocracy

^Aristocracy [(Gr., "rule by the best")], in political science, government by a social elite. In the West the political

concept of aristocracy derives from Plato's formulation in the Republic. The criteria on which aristocracy is based
may

vary greatly from society to society. Historically, aristocracies have usually rested on landed property, have invoked

heredity, and, despite frequent conflicts with the throne, have flourished chiefly within the framework of monarchy.

Aristocracy may be based on wealth as well as land, as in ancient Carthage and medieval Venice, or may be a
theocracy

like the Brahman caste in India. Other criteria can be age, race, military prowess, or cultural attainment. The best

example of a modern landowning aristocracy that conducted government was in England from 1688 to 1832. A
resurgence by

the French aristocracy in the 18th cent. was ended by the French Revolution, which abolished most of the privileges
on

which it was based. Inflation, which cut into the fixed income of the aristocracy, the loss of the traditional military

role of the aristocracy, and the rise of industry and decline in the importance of landed property have all worked

against the aristocracy. Today the political power of traditional western aristocracy has all but disappeared.

#TECH_Athletics

#TECH_Boat_Building

^All $LINK<Seafaring Civlizations=GCON_Strengths> start the game with

[Boat Building]. They also start with the $LINK<Curragh=PRTO_Curragh> for exploration,
^

^{New Resources:} $LINK<Shellfish=GOOD_Shellfish> appear on the map.

#DESC_TECH_Boat_Building

^A key to the early exploration of the world as the development of

ships. By the middle of the second millennium, the galley appeared in

the Mediterranean. Although this ship was ill suited for the high seas,

the galley was perfect for the calm Mediterranean. The Greeks and

Romans later improved the galley, adding extra decks and

oars. However, the ship remained essentially an inland sea transport.

#TECH_Bronze_Working

^{New Resource:} $LINK<Gems=GOOD_Gems> appear on the map.

#DESC_TECH_Bronze_Working

^Evidence of the use of bronze, an alloy of copper and tin, dates back

to Thailand in 4500 BC. Several hundred years later, bronze working

was discovered in the Middle East. Artifacts from this period show

that bronze was initially used for decorative purposes only. This is

because tin was not readily available. It wasn't until approximately

2000 BC, when tin was regularly imported from neighboring regions,

that bronze replaced copper in the construction of larger

items. Bronze was harder and less brittle than copper, and it held a

sharper edge. Tools, weapons, and armor made from bronze were also
cheaper to produce and more durable. The period of time when bronze

was the metal of choice for such items was known as the Bronze

Age. The Bronze Age lasted until iron working became prevalent in

approximately 1200 BC, after being first achieved by the Hittites from

the area of Northern Turkey.

#TECH_Caste_System

^{New Resources} $LINK<Gold=GOOD_Gold> and $LINK<Silver=GOOD_Silver> appear on the map.

#DESC_TECH_Caste_System

^Hindu society is divided into five groups or "castes" -- Priests, Nobles and

Warriors, Traders and Farmers, Servants, and lastly Untouchables. No

upward or downward movement between groups exists.

^The system dates from ancient times. The four main groups are said to

have originated from the head, arms, thighs and feet of Brahma, the

creator. Discrimination against the fifth group was made illegal in 1947

when India became independent, but it still persists.

#TECH_Ceremonial_Burial

^All $LINK<Religious Civlizations=GCON_Strengths> start the game with [Ceremonial Burial].

^{New Resources:} $LINK<Incense=GOOD_Incense> and $LINK<Tobacco=GOOD_Tobacco> appear on the map.


#DESC_TECH_Ceremonial_Burial

^Groping for an explanation of the world around them, the earliest

humans developed the first concepts of religion. Gradually, rites of

worship grew to include sacrifices, ceremonies, vigils, symbology,

sacred items, and prayer. One significant step in the advance of

worship was the ceremonial burial, often a ritual preparation of the

deceased's body for the afterlife his or her culture anticipated. The

remains of ceremonial burials offer some of the most detailed

information about past civilizations.

#TECH_Chivalry

#DESC_TECH_Chivalry

^Chivalry was a code of rules governing the behavior of an

aristocratic class of warriors known as knights. First appearing in

the 12th century, the rules of chivalry governed not only the knights'

behavior in battle, but in their personal lives as well. The chief

chivalric virtues of piety, honor, valor, courtesy, chastity, and

loyalty represented a fusion of Christian and military morality. A

similar code of behavior known as "Bushido" or "the way of the

warrior" governed the behavior of the samurai warriors of ancient

Japan. Although the strict practice of chivalry had all but

disappeared by the 15th century, the ideals of chivalric behavior

became the basis for what is now considered to be gentlemanly conduct.


#TECH_Code_of_Laws

#DESC_TECH_Code_of_Laws

^The earliest tribal civilizations were bonded together by mutual

needs and beliefs. A tribal chieftain, who acted as an advisor and

enforcer of the will of the gods, ruled these groups. No formal laws

existed in these early cultures, but fear of the gods and a sense of

tribal customs and morality kept order in the tribe. As societies

became larger and more diverse, the need arose for established rules

of conduct. The earliest known codes of laws existed in Babylon,

India, and Palestine. The Twelve Tables of Rome, written in 500 BC,

and its successors such as the Justinian Code, were the first codes of

law to distinguish between public law, which involves the state, and

private law, which concerns disputes between citizens. Roman law was

the first formalized written system of laws, and went on to influence

many of the legal systems of the modern world.

#TECH_Construction

^{New Worker Ability:} $LINK<Worker-Type units=GCON_Worker_Types> can build $LINK<worker


camps=TFRM_Mine> and $LINK<fortresses=TFRM_Fortress>.

#DESC_TECH_Construction

^The development of masonry led to a widespread use of stone in simple

structures such as fortifications, but due to the weight and

cumbersome nature of stone blocks, more complex structures had to be

made of simpler materials. The need for the widespread use of more
durable and permanent materials eventually became apparent, forcing

ancient artisans to learn new techniques. The biggest problem to

overcome was finding a stable way to span the distance between two

upright columns or walls using stone blocks. To solve this problem,

fundamental architectural elements such as the arch and vault

evolved. These basic construction techniques allowed larger and more

elaborate buildings to be created from stone and mortar. Many of the

buildings erected by these early builders are still standing, a

testament to the sound construction techniques employed in their

construction.

#TECH_Crop_Rotation

^{New Worker Ability:} $LINK<Worker-Type units=GCON_Worker_Types> can $LINK<cultivate and


irrigate=TFRM_Irrigation> the land.

#DESC_TECH_Crop_Rotation

^When crops are intensively produced from a section of land, the yield was often found to be highest in the first
years, but then decreased year on year, even with the use of fertilizers. Thus the amount of food that an area of land
can produce is quite limited, and that in turn limits the extent that the local population can grow to, as the
population density is determined by the amount of food that can be produced by the land.

^The first development to improve the land was to leave one field "fallow" i.e. not to grow anything on this patch of
land for a year. This did increase the crops that could be grown in the following year or two, but a better system was
found to grow crops such as clover on the fallow land. Not only could clover be used as feed for livestock, it also
increased the produce of the land in future years. These measures allowed farmers to produce significant amounts
of surplus that could then be sold to people that were living in the towns.

#TECH_Cultivation

^
^All $LINK<Agricultural Civlizations=GCON_Strengths> start the game with

[Cultivation]

^{New Resources:} $LINK<Sugar=GOOD_Sugar> and $LINK<Spices=GOOD_Spices> appear on the map.

#DESC_TECH_Cultivation

^Cultivation of the land allowed tribes to settle in one place, instead of having to move to new sources of food as the
seasons changed.

^Over time climatic changes helped produce more regular sources of food. Cultivation of those sources helped in the
founding of the earlier city civilizations.

#TECH_Currency

#DESC_TECH_Currency

^As cities grew, their internal economies became more complicated. People became specialists, some primarily
producing

grain, some pottery, some bricks, etc. A system of barter developed, so that one individual's wares and services
could

be exchanged for those of another. Gold and silver were widely used in such transactions, but the pieces needed to
be

weighed and tested for purity each time they changed hands. In 600 BC, the Lydians found a way around this
problem.

They began the practice of shaping electrum, an alloy of gold and silver, into pieces of predetermined weight and

purity, stamped with an official symbol. This idea caught on, and within 50 years all the important trading centers of

the world had adopted similar practices. The widespread use of currency created universal standards of value,
allowing

people from various societies to conduct business almost anywhere without being forced to bring along bulky goods
for

trade and barter.

^Problems did occur when people altered the coins, either by clipping small amounts of the valuable metal off each
coin or by melting down the coins, adding a base metal such as lead, tin or copper and then recasing the coins. These
problems were never fully rectified, although milling the edges of coins did help reduce the incidence of clipping. Of
course severe penalties were instigated against those that would debase the currency, but that never prevented
some from trying.

^Whilst debasing the currency by subjects or citizens was a major crime, this was often done by Royalty in the
middle ages, something that was highly profitable for the state, if not individuals. King Henry VIII in particular
increased the amount of copper in the gold and silver coins that circulated. As the silver and gold wares away faster
than copper, he was nicknamed "copper nose", as the nose was the first part of the coin that was worn away.

#TECH_Domestication

^All $LINK<Expansionist Civlizations=GCON_Strengths> start the game with

[Domestication].

^{New Resources:} $LINK<Horses=BLDG_Horses>, $LINK<Camel=GOOD_Camel> and $LINK<Pigs=GOOD_Pigs>


appear on the map.

#DESC_TECH_Domestication

^[Domestication] is the aspect of agriculture concerned with the care and breeding of domestic animals such as
cattle, goats, sheep, hogs,

and horses. Domestication of wild animal species was a crucial achievement in the prehistoric transition of human

civilization from hunting-and-gathering to agriculture. The first domesticated animal seems to have been the sheep,

which was tamed around 9000 B.C. in Northern Iraq. Around 6500 B.C., domestic goats were kept in the same
region; about 6000

B.C. the pig was domesticated in Iraq; about 5500 B.C. there were domesticated cattle in SW Iran, and around 3000
B.C.

the horse was domesticated on the Russian steppes. Nothing is known of the early development of husbandry;
selective breeding for

the improvement of livestock was already practiced in Roman times. Continuing systematic development and
improvement of

domestic livestock breeds, established in England following 1760 by Robert Bakewell and others, has been paralleled
by

advances in animal nutrition and veterinary medicine.


#TECH_Drama

#DESC_TECH_Drama

^Theater in ancient Greece developed from the ceremonial worship of

the god Dionysus (in which the death and rebirth of the god were

celebrated) and was communal in nature. The focal point of the

structure in which the ceremony took place was a level, circular space

at the foot of a hill. Around this space, called the [orchEstra,] an

auditorium rose in a large semicircle. Behind the orchEstra was the

[skEne,] a building where the actors could change costume. Between the

skEne and the orchEstra was a space called the [proskenion,] which later

developed into the stage.

^The original religious nature of Greek drama made audiences

particularly receptive to the cosmic themes presented in classical

tragedy. Greek actors performed in masks and stylized costumes. The chorus

remained in the orchEstra throughout the play, performing intricate

dances and chants while commenting on the dramatic action taking place

on the proskenion. The date at which the proskenion became a raised

stage is uncertain, but it had definitely achieved this status by the

Hellenistic period (3d-1st cent. B.C.).

^The years from the decline of classical Greece through the

Hellenistic period to the Roman era saw the erosion of serious drama

and a corresponding increase in the architectural grandeur of

theaters. As the religious and thus the choral element diminished, the

skEne became an elaborate structure and the orchEstra was increasingly


reduced in size.

^The Western dramatic tradition has its origins in ancient Greece. The

precise evolution of its main divisions-tragedy, comedy, and satire-is

not definitely known. According to Aristotle, Greek drama, or, more

explicitly, Greek tragedy, originated in the [dithyramb.] This was a

choral hymn to the god Dionysus and involved exchanges between a lead

singer and the chorus. It is thought that the dithyramb was sung at

the Dionysia, an annual festival honoring Dionysus.

#TECH_Dynasticism

^{New Diplomatic Agreement:} Civs can negotiate $LINK<right of passage=GCON_Agreements> agreements with one
another.

^{New Worker Ability:} $LINK<Worker-Type units=GCON_Worker_Types> can $LINK<clear


forests=TFRM_Clear_Forest>.

^{New Resources:} $LINK<Cotton=GOOD_Cotton> and $LINK<Dyes=GOOD_Dyes> appear on the map.

#DESC_TECH_Dynasticism

#TECH_Egalitarianism

#DESC_TECH_Egalitarianism

^The belief that all citizens in a state should have equal rights and

privileges, egalitarianism was one of the principles of the French

Revolution. Democracy is an extension of this idea stating that all the

citizens in a state should have an equal say in choosing their government.


^

^Interpretations of this concept vary, and most states accept the idea of

equal opportunities, but recognise that peoples' abilities vary widely.

#TECH_Elephant_Training

#DESC_TECH_Elephant_Training

^Elephants are regarded as among the most intelligent of mammals and can be trained to work and to perform.
Indian

elephants are extensively used as beasts of burden, especially in teak forests, where they carry logs with their

trunks. They are not considered truly domesticated, as they do not breed well in captivity; young animals are
captured

from the wild. Training and handling take skill, as elephants have complex emotions and vary individually in

temperament. African elephants are often said to be less tractable, but they too were formerly used for work, as
well

as for warfare. Hannibal's army crossed the Alps using 37 African elephants, which were at that time probably found
in the

Atlas Mts. Elephants seen in zoos and circuses are usually of the Indian species, although the famous Jumbo, who
toured

the United States in the late 19th century giving rides to children, was an African elephant. In Thailand and Myanmar

(Burma), albino elephants have long been held sacred. Elephants have been extensively hunted for food and for
ivory,

and their numbers are now greatly reduced; however, they are now afforded protection in certain areas which is
helping to prevent the destruction of their numbers.

#TECH_Fermentation

^ Fermentation of the grape produces wine.


^

^{New Resource:} $LINK<Wine=GOOD_Wine> appears on the map.

#TECH_Feudalism

^{Obsolete:} Discovery of [Feudalism] renders the $LINK<Worker Housing=BLDG_Worker_Housing>obsolete

#DESC_TECH_Feudalism

^In the unsettled times following the collapse of Charlemagne's

Frankish empire, a new social and political system arose in Europe

called feudalism. Derived from the concept of monarchy, feudalism was

a hierarchical system in which each descending stratum owed allegiance

to those above. The king, whose authority was second only to God,

granted tracts of land, or fiefs, to his barons. The barons might then

grant smaller estates to knights, who swore to protect and serve the

baron. The knights, in turn, might then grant fractions of their fiefs

to subordinates who would serve the knights. At the bottom of the

feudal pyramid were the serfs, who could not own land, and acted

essentially as slave laborers who worked the land for their

masters. Feudalism began to decline in the 13th century, when standing

armies and mercenaries began to fulfill the protective role once

served by the vassals and knights, when it was found that massed

knights were ineffective against armies composed of bowman.

#TECH_Fundamentalism
#DESC_TECH_Fundamentalism

^Fundametalism is a religious movement that arose among conservative

members of various Protestant denominations early in the 20th cent.,

with the object of maintaining traditional interpretations of the

Bible and of the doctrines of the Christian faith in the face of

Darwinian evolution, secularism, and the emergence of liberal

theology.

^A group protesting “modernist” tendencies in the churches

circulated a 12-volume publication called The Fundamentals (1909-12),

in which five points of doctrine were set forth as fundamental: the

Virgin birth, the physical resurrection of Christ, the infallibility

of the Scriptures, the substitutional atonement, and the physical

second coming of Christ. The debate between fundamentalists and

modernists was most acute among the Baptists and the Presbyterians but

also arose within other denominations. In a highly publicized case,

the so-called Monkey Trial (1925), the fundamentalist leader William

Jennings Bryan won Tennessee's case against J. T. Scopes, for teaching

evolution in the public schools. However, other attempts by

fundamentalists in the 1920s to rid the churches of modernism and the

schools of evolution failed.

^By the 1930s many fundamentalists began to withdraw into independent

churches and splinter denominations, and fundamentalism became

identified in the public mind with anti-intellectualism and

extremism. Many fundamentalists rejected this image, and a movement

was begun in the late 1940s to present their position in both a more

scholarly and popular way. This movement, known as neoevangelicalism

(or, more simply, evangelicalism), sought a wider following from the


major denominations through its various schools, youth programs,

publications, and radio broadcasts. The separatists saw these efforts

as compromising fundamentalist views and sought to disassociate

themselves from these religious institutions and such well-known

evangelical fundamentalists as Billy Graham.

#TECH_Horseback_Riding

#DESC_TECH_Horseback_Riding

^Tribesmen on the Asian steppes first domesticated the horse for

transportation and warfare. These tribesmen used their superior

mobility and speed to overwhelm the proto-civilizations just rising in

southeast Europe and the Middle East. In approximately 2000 BC,

domestic horses were introduced into Babylonia. Within the next

several centuries, horses had spread throughout much of Europe and

northern Africa. It was not long before nearly every civilization had

put horses to work as field animals and as a means of

transportation. Horses also went on to play an important role in the

military conflicts of nearly every civilization in the world, both as

mounts for horsemen and cavalry, and as draft animals for pulling war

chariots and heavy weapons into battle. The use of the horse in

warfare continued until WW1, where both sides relied heavily on horses

to pull both supplies and guns to the front line.

#TECH_Iron_Working

^{Unique Units:} The $LINK<Persians=RACE_PERSIAN> build $LINK<Immortals=PRTO_Immortals> instead of


Swordsmen. These became available with the earlier technology $LINK<Bronze Working=TECH_Bronze_Working>.
#DESC_TECH_Iron_Working

^Some examples of iron ornamentation date back to 4000 BC, but the use

of iron for tools, weapons, and other practical purposes did not

become common until much later. Prior to this time, bronze was the

most widely used metal for such purposes. Although the term "Iron Age"

denotes a period of time starting around 1000 BC, iron replaced bronze

as the metal of choice at different times in different places. Iron is

more common than copper and tin, the component metals of bronze, but

iron is seldom found in a free state; it is most commonly found mixed

with other minerals and elements. In order to be used, the iron must

be separated from the ore. Once this technique was developed, and

forges hot enough to melt the iron were developed, iron working became

commonplace. Worked iron was harder, less brittle and could hold a

much sharper edge than bronze. Iron has remained an important metal

throughout history, and is the major components in the production of

steel.

#TECH_Literature

#DESC_TECH_Literature

^The art of writing as literature, bodies of works written

thematically, is at least as old in the western world as Greek

culture. Surviving records of Babylonian culture refer to at least two

epic tales, which infers that literature as a comprehensive body is

much older, but neither survive to this day. The development of a

living body of literature became indicative of an advanced culture and


are always correlated with advances in science, philosophy, theology,

and art. Literature in the western world has survived in the forms

that the Greeks and Romans established, but the expense and effort of

hand copying texts ensured that only the wealthy had access to

literate education. Libraries, which served as storehouses of these

bodies of text, also became centers for education and the

proliferation of ideas. Unfortunately the loss of many such

libraries, such as the Great Library of Alexandria in a civil war in

the 3rd century AD, also heralded the loss of many of these

irreplaceable texts. It wasn't until the invention of the printing

press by Johannes Gutenberg that books were printed rather than

transcribed. That single advance in literature opened the field up to

those other than monks and the wealthy, birthing a proliferation of

literature that spread across the world.

#TECH_Map_Making

^{New Trade Ability:} Civs can trade $LINK<world maps=GCON_Maps> with each other. Generally, the amount of the
map that is new to the other power will determine the amount that the other power is willing to pay for it.

#DESC_TECH_Map_Making

^Maps provide a diagrammatic representation of an area, showing terrain

features, cities, and other landmarks. The earliest maps were etched

clay tablets charting Babylonian lands for the purposes of

taxation. Around the same time, the Chinese produced regional maps

drawn on silk cloth. In between 600 and 200 BC, the Greeks produced

several maps of the known world, including the first map showing a
primitive system of latitude and longitude. Traders and merchants

primarily used these early maps. Seamen, who often set their courses

based only on the tales brought back by previous voyagers, benefited

most from the science of map making.

#TECH_Masonry

^All $LINK<Industrious Civlizations=GCON_Strengths> start the game with

[Masonry].

^{New Worker Ability:} $LINK<Worker-Type units=GCON_Worker_Types> can build


$LINK<Outposts=TFRM_Outpost>.

#DESC_TECH_Masonry

^The early dwellings of most tribal cultures were built of materials

that were readily available and easy to work with, such as bricks of

clay and mud. As tribes gave up their nomadic ways and settled the

first cities, they soon found that they had a need for more permanent

and durable structures. The skill of masonry was developed to fill

this need. The earliest stone structures consisted of little more than

rocks that were stacked atop one another to form crude walls. Artisans

soon began to square off the rocks, forming them into regular shapes

and stacking them. These early examples of masonry used no mortar; the

weight of the stacked stones provided overall strength and stability.

Without the use of mortar and knowledge of architectural techniques,

masonry was used primarily for simple structures such as

fortifications. However, some examples of early masonry are quite

spectacular, including the Great Pyramids in Egypt, which are still


standing after thousands of years.

#TECH_Mathematics

^{New Specialist Citizen:} The $LINK<Tax Collector=GCON_Specialists> specialist citizen, which increases Tax
Revenue by 1, becomes available.

#DESC_TECH_Mathematics

^Rudimentary arithmetic was purely quantitative, used to keep track of

quantities and measurements in trade. Building on this fundamental

base, ancient civilizations began to formulate more complex

mathematical concepts. As early as 1800 BC, the Egyptians had

developed a system for working with fractional numbers and simple

algebraic problems. They also formulated geometric formulae for

finding area and volume, and came up with a constant for determining

the area of a circle that was very close to the value of pi. By about

the 5th century BC, the mathematicians of Greece had greatly

contributed to both geometry and algebra. Around the same time,

advanced mathematics was applied to other sciences and fields of study

such as astronomy and mechanics. One of the earliest applications of

mathematical principles was in the construction of complex weaponry

such as the catapult.

#TECH_Mining

^Scrape Mining
^

^{New resource:} $LINK<Iron=BLDG_Iron> appears on the map.

#DESC_TECH_Mining

^The use of metals from the ground delineates the stone age from the later ages (the first being the bronze age,
although strictly speaking copper was used by itself until larger quantities of tin were discovered). Mining provided
the bare materials for many late advances, such as currency (based around the exchange of units of money, rather
than equivalents of goods), copper working and later Iron working. Although the ore bauxite would have been
present in the ground at this point, no use would have been made of it, due to the difficulty of extracting Aluminum
from the ore.

#TECH_Monotheism

#DESC_TECH_Monotheism

^Monotheism is the belief that there is only one God. Perhaps the

oldest monotheistic religion is Judaism. The original Israelites were

polytheistic in a sense, since they did not deny the existence of

other gods in addition to their own. However, after being exiled to

Babylonia in 586 BC, the Judeans turned to a truly monotheistic

religion, where the God of Israel was seen as the universal God ruling

the destiny of all nations. The scriptures of Judaism became part of

the teachings of the two most widespread monotheistic religions,

Christianity and Islam. More developed than earlier polytheistic

beliefs, monotheistic religions tend to encompass and structure the

entire lifestyles of the people who practice them.

#TECH_Monasticism

^
^{Obsolete:} Discovery of [Monasticism] renders the $LINK<Sacrificial Altar=BLDG_Sacrificial_Altar>obsolete.

#DESC_TECH_Monasticism

#TECH_Mysticism

^A religious belief or spiritual experience based on direct communion with the divine.

^The mystical experience can involve visions, trances or ecstasies. Depending on the particular religious belief, it can
be achieved through contemplation, meditation or be induced by other means.

^{New Resource:} $LINK<Tobacco=GOOD_Tobacco> appears on the map.

#DESC_TECH_Mysticism

^People of the ancient world were fascinated and awed by the forces of

nature surrounding them. Earthquakes, storms and other phenomena were

generally regarded as signs from heaven. Individuals and groups arose

to formulate explanations for these events, and pass the knowledge

along to the tribe. The priests and priestesses of mysticism, who were

often called oracles, claimed union with the divine through meditation

and trance-like contemplation. Primitive mysticism offered mankind

the first, tenuous links with the powers that shaped their world, and

represented the first move toward the organized polytheistic and

monotheistic religions to come.

#TECH_Mythology

^The Temple now becomes available. The Temple requires $LINK<Incense=GOOD_Incense>.

#DESC_TECH_Mythology

^Traditional stories symbolic to a given culture. These stories describe gods and other supernatural being that have
contact with human beings. They are often used to explain the workings of the universe, the natural world and
human history. Some Ancient Civilizations and their chief god, include: Egypt (Osiris), Greece (Zeus), Rome (Jupiter),
India (Brahma) and the Teutonic peoples (Odin or Woden).

#TECH_Philosophy

^{Bonus Tech} The first civilization to research this tech is awarded a free tech.

#DESC_TECH_Philosophy

^The term philosophy comes from a Greek term meaning "love of wisdom."

In ancient Greece, literacy and an interest in the natural world were

common in a burgeoning upper class. In their leisure time, these

people contemplated principles of thinking and being, logic and

mathematics, and the natures of reality and existence. In ancient

times, the study of philosophy was indistinguishable from the study of

science, and many of the theories formulated by the early philosophers

became the basis for studies in the fields of astronomy, medicine,

chemistry, and physics. The teachings and writings of the ancient

philosophers of Greece and the Orient also, in part, laid the

groundwork for many of the world's oldest organized religions.

#TECH_Polytheism

#DESC_TECH_Polytheism

^Polytheism is the belief that the world and the environment is ruled

or controlled by a number of different gods or divinities. Many

ancient religions were polytheistic, notably those of the Egyptians,

the Greeks, the Norse, and the Romans. Often, polytheistic religions

have different gods for each force of nature and earthly phenomenon;
for instance: a sun god, a moon god, a god of thunder, a god of the

forests, and so forth. The reason for such diversity in divine beings

probably stems from ancient civilizations attempting to find

explanations for natural events they could not understand. In modern

societies, belief is placed in different scientific theories to

explain the way the world is.

#TECH_Pottery

^The [Pottery] technology allows you to build the Granary. This speeds up city growth, as it takes half the time to
build each new citizen of the population.

^All $LINK<Comercial Civlizations=GCON_Strengths> start the game with

[Pottery].

#DESC_TECH_Pottery

^The invention of pottery was essential to the development of

agricultural societies. To get the most out of seasonal crops and

domesticated animals, a tribe needed sturdy, waterproof containers in

which to store and protect surplus food. The discovery of the

properties of clay, and the invention of the kiln and the potter's

wheel made it possible to build such containers. The earliest examples

of Western pottery date back to as early as 6500 BC. Most of the

examples from this period were strictly utilitarian. Although use

continued to be primarily practical, decorative pottery soon became a

ritualistic and aesthetic art form in cultures all over the

world. Some of the most impressive examples of artistic pottery comes

from the pre-Columbian cultures of South America, and from the Ming
dynasty in 14th century China.

#TECH_The_Republic

#DESC_TECH_The_Republic

^Republic ([from Lat. res publica, "public affair"]), today understood to be a sovereign state ruled by representatives
of

a widely inclusive electorate. The term republic formerly denoted a form of government that was both free from

hereditary or monarchical rule and had popular control of the state and a conception of public welfare. It is in this

sense that we speak of the ancient Roman republic. Today, in addition to the above characteristics, a republic is a

state in which all segments of society are enfranchised and in which the state's power is constitutionally limited.

Traditionally a republic is distinguished from a true democracy in that the republic operates through a representative

assembly chosen by the citizenry, while in a democracy the populace participates directly in governmental affairs. In

actual practice, however, most modern representative governments are closer to a republic than a democracy. The
United

States is an example of a federal republic, in which the powers of the central government are limited and the
component

parts of the nation, the states, exercise some measure of home rule. France is an example of a centralized republic,
in

which the component parts have more limited powers. The USSR, though in theory a grouping of federated republics
and

autonomous regions, was in fact a centralized republic until its breakup in 1991.

#TECH_Ritualism

^All $LINK<Religious Civlizations=GCON_Strengths> start the game with

[Ritualism]

^
^{New Resource:} $LINK<Incense=GOOD_Incense> appears on the map.

#TECH_Sailing

#DESC_TECH_Sailing

#TECH_Seafaring

^{New Trade Ability:} $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by


$LINK<Sea=TERR_Sea> tiles.

^{New Resource:} $LINK<Whales=GOOD_Whales> appear on the map.

#DESC_TECH_Seafaring

^In ancient times, mariners navigated by the guidance of the sun and stars and landmarks along the coast. The

Phoenicians were probably the most daring of the ancient navigators. They built large ships and, traveling out of
sight

of land by day and by night, probably circumnavigated Africa. The Polynesians navigated from island to island with
the

help of guide stars, knowledge of which was passed from generation to generation. The Vikings used their longships
to navigate from their homes in Norway and Denmark to the Islands of Iceland, Greenland and finally to
Newfoundland (America).

#TECH_Slavery

^You can now $LINK<sacrifice=GCON_Ritual_Sacrifice> captured slaves.


#DESC_TECH_Slavery

^Slavery is an institution based on a relationship of dominance and submission, whereby one person owns another
and

can exact from that person labor or other services. Slavery has been found among many groups of low material
culture,

as in the Malay Peninsula and among some Native Americans; it also has occurred in more highly developed
societies,

such as the southern United States.

^Although it is commonly held that slavery was rare among primitive pastoral peoples and that it appeared in full
form

only with the development of an agricultural economy, there are numerous instances that contradict this belief.

Domestic slavery and sometimes concubine slavery appeared among the nomadic Arabs, among Native Americans
primarily

devoted to hunting, and among the seafaring Vikings. Some ascribe the beginnings of slavery to war and the
consequent

subjection of one group by another. Slavery as a result of debt, however, existed in very early times, and some
African

peoples have had the custom of putting up wives and children as hostages for an obligation; if the obligation was

unfulfilled, the hostages became permanent slaves.

^The institution of slavery extends back beyond recorded history. References to it appear in the ancient Babylonian

code of Hammurabi. Its form and nature varied greatly in ancient society. It seems to have been common in the

Tigris-Euphrates civilizations and in ancient Persia. In ancient Egypt slave labor was used in building temples and

pyramids. The institution was familiar to the ancient Hebrews, according to passages in the Bible.

^Slavery was an established institution in the Greece of Homer's time, and a large portion of the population of the

Greek city-states in later days were of the servile class. There were domestic slaves, agricultural slaves, and

artisans and workers. In Greece, although not quite as commonly as in Asia Minor, there were also public slaves, for

example, those belonging to the temples. In general it is thought that slaves in the Greek city-states were relatively

well treated, and there were laws protecting them against excessive cruelty or abuse. However, the slaves were
regarded

as property and had no rights in courts of law. Slaves could obtain their freedom by buying it, by being granted it in
the owner's will, or as a reward for outstanding service.

#TECH_Stirrup

#DESC_TECH_Stirrup

^The use of stirrups was a major improvement over the previous method of horseback riding, as no longer was the
rider dependent on using his knees to keep him balanced on the horse, and was able to lean forward into the
stirrups. This allowed more control over the animal to be exerted, as well as the use of different sorts of weapons,
such as the lance. One of the first known people to use this were the Goths, recorded by the survivors who attacked
a goth encampment.

#TECH_Tactics

#DESC_TECH_Tactics

^Tactics is the art or science of disposing military or naval forces for battle and maneuvering them in battle on a

small scale.

^Tactics, technique or science of dispensing and maneuvering forces to accomplish a limited objective or an
immediate

end, as opposed to strategy, which is the art of employing all elements of the power of a nation or nations to

accomplish the objectives of a nation. Military tactics involve the manipulation of forces to accomplish the aims of a

campaign or to defeat the enemy. Tactics are developed based on the size, composition, and quality of forces
available

to a commander, and taking into account the forces that are available to the enemy to oppose the commander's
forces. A

commander will seek tactics that will give the optimum chance of accomplishing a mission with the least damage to
the

commander's forces. Tactics include using deception and surprise, maneuvers and fire power, and other capabilities
of

available forces. Tactics must be adapted to the specific conditions that exist. Important elements in determining
tactics are logistics, geography, the available intelligence on the enemy's forces, the enemy's usual tactics, and

other matters that may influence the outcome of a battle.

#TECH_Theology

#DESC_TECH_Theology

^Theology is the study of God and religious truth. Theologians take a

more or less scientific approach to questions of religion, deeply

studying the underlying meaning of scriptures and religious teachings

rather than "taking them on faith". Theological seminaries teach

courses of study in theology to prepare people as priests and

clergymen. Many of the earliest colleges of the western world were

originally established for this purpose. Theological study helped to

remove some of the superstitions that had surrounded religion for so

long, and brought religious study into a more enlightened age.

#TECH_Theory_of_Warfare

^{Obsolete:} Discovery of the [Theory of Warfare] renders the $LINK<Training Camp=BLDG_Training_Camp>


obsolete.

#DESC_TECH_Theory_of_Warfare

#TECH_Trade

^
^{New Diplomatic Agreement:} Civs can negotiate $LINK<trade embargoes=GCON_Agreements> against other
civilizations.

#DESC_TECH_Trade

^The formalization of trading between civilizations allowed the

concept that two countries could agree [not] to trade with a third -

in effect allowing an economic solution to outright war with another

power - possibly if one country can not stomach an all out war, but

will agree to potentially crippling another's ability to wage war by

denying them resources. Of course, this whilst not being an act of war

can still be viewed as a hostile act by the other power, and they in

turn may declare war, especially if they need to gain access to the

resources that they have been denied. This can be a very good tactic

for civilizations where war weariness is a problem, as if they did not

start the war, their populace will be far more tolerant. A similar

state of affairs existed in the conduct between pre world war Japan

and the USA - the USA could not declare war on Japan due to public

sentiment, but by cutting off the Japanese source of oil, this forced

the Japanese into a reckless action.

#TECH_Urbanization

^{New Resource:} $LINK<Olive Oil=GOOD_Olive_Oil> appears on the map.

#DESC_TECH_Urbanization

^Urbanization is the process by which a proportion of the population moves


from the countryside to live in communities in and around towns and cities;

the result is that the "urban" population increases as the rural or

agricultural population decreases.

^Although the worlds first cities were built over 5000 years ago (4000BC

- 3000BC), the growth of urban populations in Europe and the USA is a

relatively recent phenomenon caused by the Industrial Revolution in the

1750s and continuing today.

#TECH_Vassalage

#DESC_TECH_Vassalage

^Foreign invasions, barbarian attacks on cities and merchants and the subsequent disappearance of the cash
markets had reduced the European economy to a barter system. This ever-existing threat of foreign invaders plus
wars among the fragmenting kingdoms meant many more boundaries to defend.

^Since the state provided no law, no order, no protection, and no recourse, the seigneur (feudal lord) families in the
village societies of these regions found themselves hard pressed to protect their villages and their lands. Often, the
less wealthy seigneurs entered separate "vassalage" contracts with a wealthier seigneur. They became his vassal
promising him homage, fealty, military service, financial aid and to serve on council; the wealthier seigneur became
the lord, providing protection for the vassal and vassal's family and land.

^The lord assigned to each seigneur a fief (land). Possessing a fief is holding the right to the seigneur's income from
the land, not owning the land. The vassals became the resident guards over their lord's villages while cooperating in
the protection of their own villages. The twelfth century expansion of agriculture and the spread of the money
economy had introduced money rents in place of customary farm labor-service obligations. As a result, Vassalage
faded away.

^However, the Black Death ravaged European regions repeatedly in the mid 1300s, killing as much as 10-30% of
population in the first 36 months. The surviving farmers in a village could not farm as much land as the village had
farmed before the Black Death. Food shortages and the subsequent higher prices encouraged farmers to rent more
lands. But this led to a huge food surplus and subsequent depression of farmer's income. Farmers tried to quit
farming the extra lands, but the landlords would not let them out of their contracts.

^
^Violent revolts and peasant uprisings soon followed, and the seigneur land owners elected to reassert vassalage,
but only the aspects that guaranteed income; they provided no protection. The seigneurs also forcefully imposed
selected labor services on the farmers in addition to the money rents and charged them usage fees for many things.
Vassalage thus came to mean being completely dominated and subservient to a greater power.

#TECH_Warfare

^All $LINK<Militaristic Civlizations=GCON_Strengths> start the game with

[Warfare].

^{New Resource:} $LINK<Elephants=GOOD_Elephant> appears on the map.

#DESC_TECH_Warfare

#TECH_Warrior_Code

#DESC_TECH_Warrior_Code

^The Samurai of feudal Japan lived by a doctrine known as "Bushido",

or "the way of the warrior". This code of behavior stressed such

virtues as loyalty, courage, and politeness. The honor of the warrior

could only be maintained if the rules of the code were followed. A

similar code of behavior known as chivalry was later developed under

the feudal system in medieval Europe. Although the strict adherence to

both Bushido and chivalry were abandoned along with the feudal system

in the 1800s, certain principals of discipline and behavior inherent

in these systems can still be found in the military today. Bushido


continued to have a role in the thinking of the Japanese military for

many years after the practice was dropped by society.

#TECH_Weaving

^{New Resources:} $LINK<Silks=GOOD_Silks> and $LINK<Wool=GOOD_Wool> appear on the map.

#DESC_TECH_Weaving

^Weaving, the art of forming a fabric by interlacing at right angles two or more sets of yarn or other material. It is

one of the most ancient fundamental arts, as indicated by archaeological evidence. Discoveries in the early 1990s in

the Czech Republic point to an origin in the Paleolithic period some 27,000 years ago. Moreover, the earliest

literatures often mention the products of the loom. In primitive cultures weaving was practiced mainly by women.

^Although weaving sprang up independently in different parts of the world and was early known in Europe, its high

development there in the Middle Ages was brought about by Eastern influences operating through Muslim and
Byzantine

channels of culture. Byzantium became a center of silk weaving in the 6th cent. In the 9th cent. Greece, Italy, and

Spain became proficient. In Flanders a high degree of skill was attained by the 10th cent., especially in the weaving

of wool. Flemish weavers brought to England by William the Conqueror and later by Queen Elizabeth I gave a great

impetus to the craft there, and Lancashire became an important center. Tapestry weaving was brought to a high art
in

France. In colonial America weaving was a household industry allied with agriculture.

^The 18th-century weaving and spinning inventions marked the transition from the old era of domestic
craftsmanship to

the tremendous, organized industry of today. The factory system of machine weaving produces quantities of
standardized

material for mass consumption; the result is a loss of the distinctive elements of quality and design. Some of the

finest silks, velvets, table linens, and carpets are still woven on handlooms.
#TECH_The_Wheel

^{New Resource:} $LINK<Coffee=GOOD_Coffee> appears on the map.

#DESC_TECH_The_Wheel

^The invention of the wheel represented a major turning point in human

civilization. The first wheels, disks carved from solid wood, may have

been built as early as 3500 BC. The earliest use of this device was

the potter's wheel, used to spin and shape clay pottery. It was not

long before the true potential of the wheel was discovered, and

wheeled carts soon replaced the sledge as a means of

transportation. Rapid developments, such as wheels consisting of a

ring with radial spokes, made the wheel even more practical by

reducing its weight. By using the wheel, mankind gained the ability to

work more efficiently and travel more quickly. Besides its use in

transportation, the wheel went on to become the basic principle behind

almost every mechanical device.

#TECH_Writing

^{New Specialist Citizen:} The $LINK<Philosopher=GCON_Specialists> specialist citizen, which increases Scientific
Research by 1 beaker, becomes available.

^{New Ability:} Civs can establish $LINK<embassies=GCON_Embassies> in foreign countries. Embassies are necessary
to sign $LINK<diplomatic agreements=GCON_Agreements> and conduct limited
$LINK<espionage=GCON_Espionage>.
#DESC_TECH_Writing

^The development of writing is considered one of the most important

advances of civilization. The earliest forms of writing were simple

symbols and marks, used to keep accounts and inventories. Some

cultures developed pictographic symbols to tell stories and record

events. Eventually, complete systems of writing were developed,

capable of conveying any thought that could be expressed orally. At

this point, scribes replaced the oral historian as the chief keepers

of records. Writing allowed the presentation of information in a form

that could be reliably transmitted from person to person and made it

possible for ideas, history, and knowledge to be stored permanently

and passed between cultures more reliably than through oral

recitation.

; Middle Age Techs ----------------------------------------------------------

#TECH_Absolutism

^{New Abilities:} Civs can $LINK<mobilize=GCON_Mobilization> for war.

#DESC_TECH_Absolutism

#TECH_Alchemy

^{New Resource:} $LINK<Saltpeter=BLDG_Saltpeter> appear on the map.


#DESC_TECH_Alchemy

^Alchemy, or "Divine Chemistry", was the transformation of matter. Alchemy was originally based on the belief that
the world originated from a single substance, or “First Matter”, which separated out into four elements (earth, air,
fire, and water) and then recombined in various proportions to make up the physical objects in the world. Aristotle
thought that by manipulating these qualities, it was possible to change the elemental combinations of materials.

^The alchemists reasoned that since all substances are composed of the same four elements, it was possible to
change one substance into another (e.g., lead into gold) by reducing the substance to its original elements, re-
arranging their relative proportions.

^Some Alchemists focused on the discovery of new compounds and their reactions - leading to what is now the
science of chemistry. Most looked at the more spiritual, metaphysical side of alchemy. The ultimate prize was to
discover the process for creating the Philosopher’s Stone. This is the Stone of the Wise said to confer the ability to
transmute base metals into gold, prolong life, and cure all diseases. With it, the Elixir of Immortality could be
attained.

^Egypt is attributed with being the home of alchemy and the Egyptian king Hermes Trismegistus its founder, around
1900 B.C. Unfortunately, most of his works were destroyed in 391 when invading Christians burned the Great
Library in Alexandria. Alchemy eventually was a diverse blend of Babylonian, Chaldean, Egyptian, Greek, Hebrew,
Arabic, and Chinese and Indian methods, and smithing and masonry had roots in alchmey as well.

^Alchemists felt it was in the power of man himself to achieve the divine condition, rejecting the Christian dogma.
Alchemy was viewed as witchcraft and heresy by the patriarchal Church and denounced as a heathen, superstitious
pursuit. Many Alchemists were tortured and killed for their secrets. Charlatans, quacks and cheats took over and
alchemy became, along with sorcery and witchcraft, infamous for fraud and extortion. In the 18th century scientists
tried to separate the real achievements in chemistry, pharmacology and medicine from what remained of this
science.

#TECH_Architecture

#DESC_TECH_Architecture

^As structures became more and more complex, it was no longer possible merely to attempt to start construction
without some overall plan, as else the structure was liable to collapse, either during construction or due to storms
and other natural phenomenon.
Architecture enabled the geometry of structures to be analyzed, and where the stresses and strains on materials
would lie - having walls that were supporting the greatest amount of weight would need to be made thicker for
example is something that is useful before structures have been constructed above it.

Architecture was not [discovered] by one single civilization - evidence is present around the world, notably in the
Mayan constructions as well as those built by the Babylonians, Greeks, Romans, Chinese and Japanese, as well as
many others. Without a sound grasp of architectural techniques, such structures as the Coliseum and the Colossus of
Rhodes would not have been possible.

#TECH_Army_Tactics

#DESC_TECH_Army_Tactics

^For an army to be victorious it is simply not enough to have superior

numbers of men and machinery, or even the most advanced equipment.

Proper deployment of its forces is integral to an army's

success. Placing artillery towards the rear of the army for

example. With its ranged bombardment, artillery can weaken enemy

defenses for the advancing force while still being safely defended.

This type of coordination allows each unit to utilize its strengths.

With the birth (or rebirth) of such tactics, the effective deployment

of a mixed force would be far more viable.

#TECH_Astronomy

#DESC_TECH_Astronomy

^Astronomy originated as simple observation and recording of regular

celestial movements for the purpose of time keeping and determining

directional bearings. The ancient Greeks were among the first to study

astronomy in detail. They described the use of stars for navigation


at sea, and recorded the position of constellations during each season

of the year for purposes of determining times for planting and

harvesting. The Greek astronomer Aristarchus developed the theory

that celestial motion could be explained by the fact that the Earth

revolved on its axis once every 24 hours, and revolves around the sun

along with the other planets. This theory was rejected at the time,

only to be rediscovered nearly 2000 years later by Copernicus. These

early students of astronomy compiled data that became the cornerstone

for modern astronomical research.

#TECH_Banking

^{New Specialist Citizen:} The $LINK<Banker=GCON_Specialists> specialist citizen, which increases Tax Revenue to
2, becomes available.

#DESC_TECH_Banking

^Many of the services performed by banks today can be traced back to

medieval Europe. Certain families, such as the Medicis of Italy, were

known for the banking duties they performed. These wealthy merchants

pooled their surplus money into a bank, then loaned cash (with

interest) to other commercial enterprises. The availability of this

capital for investment made many new businesses possible, accelerating

economic growth.

^Historically, the ethnic people that most often became merchants and

bankers were the Jews, as under the strict Christian code money

lending was not allowed. this was also as the Jews were not permitted
virtually any other career in Europe. Being very industrious as a

rule, and remaining distinct from the rest of the populace the Jews

quickly became envied and hated by the majority of the populace, as the

rich often are. Evidence such as the play "The merchant of Venice" can

be seen how pervasive this attitude was towards these early bankers,

even though the success that they had was due to the constraints of

society.

^The first modern banks were established in Europe during the late

1600s. The primary function of today's banking system is the granting

of loans to consumers and businesses. In addition to loaning money and

safeguarding deposits, banks also invest in government and private

securities and bonds. Both the loan and investment functions of banks

not only make profits for the bank itself, but also stimulate the

economy by providing funds for business growth and consumer purchases.

^Although banks are supposed to invest in a controlled manner, this

does not always happen. Poor investment by the banks can often be the

cause of not only booms in the economy, but also in the usual crash

that follows, as once the monetary system becomes unbalanced disaster

usually strikes modern societies.

#TECH_Bridge_Building

^{New Unit Ability:} Roads now bridge rivers meaning a unit crossing a river on a road no longer suffers a movement
penalty.

#DESC_TECH_Bridge_Building

^
^As the requirement to span greater distances of water, more primitive techniques of bridge building (laying a slab
of stone or wood) would no longer have been sufficient. Similarly, as the tonnage that was required to go over
bridges and the width of the bridges was required to increase, new techniques would be required.

One civilization that is renowned for its building of bridges is the Romans, who not only built simple bridges but also
viaducts that were raised some distance from the ground were constructed.

#TECH_Cavalry_Tactics

#DESC_TECH_Cavalry_Tactics

#TECH_Clockworks

#DESC_TECH_Clockworks

^In ancient Egypt, time was measured during daylight by a shadow clock and

at night by a water clock. During the Middle Ages, time was measured by

using sand clocks (hourglass) and sundials.

^The first watch was invented in Nuremberg, Germany in the early 1500s,

although they became cheap enough to be widely available for another 300 years.

^The first public clock was set up in Milan, Italy in 1353.

#TECH_Constitutionalism

#DESC_TECH_Constitutionalism

^The constitution is the fundamental laws of a state. It lays down the


system of government and defines the relationship of the legislature,

executive, judiciary to each other and the citizens.

^Since the French revolution (1789-1799) almost all countries have

produced a written constitution; that of the USA (1787) is the oldest.

^The United Kingdom is an exception, as its constitution is not contained

in a single document. Instead it is a collection of customs, precedents

and laws. Included in these laws are the Magna Carta (1215), the petition

of right (1628) and the Habeas Corpus Act (1679).

#TECH_Divine_Right

#DESC_TECH_Divine_Right

^Early rulers of lands ruled with no more authority than that they

were the leader and any that challenged him would be killed - a crude

but an effective technique. Stating that the monarch is upon the

throne due to the will of the gods, it is therefore against the gods

to disagree with them - a very powerful thing to be able to say in

god-fearing times.

^In the Roman empire, the power with which the rulers ruled varied,

from the senate, to the legions of Julius Caesar to the Preatorian

guard of later emperors. Although many emperors liked to say that they

were descended from the gods, rule backed up by force was still the

major tool that was employed.

^In Egypt, the Pharaoh was said to be the earthy descendant of Ra, the
god of the sun, and so was an early example of the absolute ruler

ruling as he is the messenger of the gods themselves.

^In Europe, Feudalism was an early example of the King being the god's

chosen representative. All land was owned by the king, and this was

divided to the the Barons and so forth. The idea that the monarch was

the direct representative of God was eventually overturned in most

countries - the last King to rule in such a fashion in England was

King Charles I, who died for these beliefs. In France, this tradition

went on for a longer period of time until the death of Louis IV in the

French revolution, when then France was ruled by a man of the people.

#TECH_Economics

#DESC_TECH_Economics

^The ideas of supply and demand, and philosophies concerning trade and

the production and consumption of goods and services, are concepts

that have existed since the dawn of mankind. As societies became more

complex, people began to study these abstract concepts in a

more formal way and tried to understand the mechanics behind them. The

first recorded study of economics as a science, rather than a

philosophical or political concept, was the book "The Wealth of

Nations" by Scottish economist Adam Smith. This book represents the

first attempt to fully analyze sources of income and the distribution

of wealth. Smith's analysis of economics served as a guide by which

many of the governmental economic policies of the present day were

formed. Although many can try to instigate policies based upon economics,

the number of variables that need to be taken into account makes the
day-to-day application very difficult.

#TECH_Education

^{New Specialist Citizen:} The $LINK<Professor=GCON_Specialists> specialist citizen, which increases Scientific
Research by 2 beakers, becomes available.

^{Obsolete:} Discovery of [Education] renders the $LINK<Great Library=BLDG_Great_Library> obsolete.

#DESC_TECH_Education

^Education is the process of passing on the knowledge of previous generations to future ones. The impact of this

simple process is not to be underestimated, and in a fundamental way permitted mankind to dominate the planet.

Originally a privilege solely of males, it soon became a fundamental right in the United States. Schools of all types

began to specialize in certain fields and/or student demographics, allowing people of all kinds the benefit of this

wealth of information. Modern curriculums surprisingly cover many of the same subjects taught throughout history,
such

as literature, language, and mathematics.

#TECH_Engineering

^{New Unit Ability:} Roads now bridge rivers meaning a unit crossing a river on a road no longer suffers a movement
penalty.

^{New Specialist Citizen:} The $LINK<Engineer=GCON_Specialists> specialist citizen, which increases Shield
production by 1, becomes available.

^{Obsolete:} Discovery of [Engineering] renders the $LINK<Hanging Gardens=BLDG_Hanging_Gardens>obsolete.

#DESC_TECH_Engineering

^Engineering is the application of scientific and mathematical


principles to the design and/or manufacture of theoretical systems and

physical objects. Prior to the mid-18th century, military engineers

carried out all engineering functions. Their work involved the

construction of roads, bridges, fortifications, and the performance of

other duties relating to the military. In the late 18th century, civil

engineers took over all non-military engineering functions. Other

fields of engineering prior to the 20th century included mining

engineers, who designed mines and methods of mining, and mechanical

engineers, who dealt with the design and construction of machinery. As

new technologies developed, new fields of engineering developed along

with them. Today, there are engineers specifically trained in nearly

every field, from electronics and computers to chemistry and atomics.

^Bridge_Building

^As the requirement to span greater distances of water, more primitive techniques of bridge building (laying a slab
of stone or wood) would no longer have been sufficient. Similarly, as the tonnage that was required to go over
bridges and the width of the bridges was required to increase, new techniques would be required.

One civilization that is renowned for its building of bridges is the Romans, who not only built simple bridges but also
viaducts that were raised some distance from the ground were constructed.

#TECH_Federalism

#DESC_TECH_Federalism

^Federalism is system of government in which two or more separate states

unite into a federation under a common central government. The USA is an

example of a federal government.


#TECH_Flintlock

#DESC_TECH_Flintlock

^Flintlocks were a significant advance over the earlier matchlocks. In terms of general construction they were better
made as one would expect as time passes, but the one thing that was notable was the firing mechanism had been
completely redesigned. Now instead of using a burning taper, a piece of flint striking a piece of metal was used. As
well as being more reliable, this also meant that the rate of fire that the gun was capable of was significantly
increased.

#TECH_Free_Artistry

#DESC_TECH_Free_Artistry

^The love of beauty seems a trait mankind was innately born with. When attempting to create things of beauty, and
when

done so skillfully, the product is art. From our ancient cave dwelling ancestors to our electronically amplified

contemporaries, painting, sculpture and music have all played a pivotal role in the quality of human life. A division

can be made between the fine arts and the useful arts (such as pottery making or weaving), though the process
through

which the artists labor remains similar. Today commercial art is increasingly demanding to be considered a serious
art, and in many cases with good reason.

#TECH_Grand_Strategy

#DESC_TECH_Grand_Strategy

#TECH_Grand_War
#DESC_TECH_Grand_War

#TECH_Guilds

#DESC_TECH_Guilds

^Guilds or gilds, economic and social associations of persons engaging in the same business or craft, typical of

Western Europe in the Middle Ages. Membership was by profession or craft, and the primary function was to
establish

local control over that profession or craft by setting standards of workmanship and price, by protecting the business

from competition, and by establishing status in society for members of the guild. In the Western world today the
term

guild is used for certain associations that have little connection with the medieval institution. Some of the great

professional associations (e.g., in medicine and law) fulfill some of the functions of the old guilds but are rarely

given that name.

^By the 11th cent. in Europe, associations of merchants had begun to form for the protection of commerce against
the

feudal governments. Those merchant guilds became extremely powerful as trade in the Mediterranean and across
Europe

increased. Some of the Italian merchant guilds, such as those in Genoa and Florence, became dominant in local

government. In England and in Germany the merchant guilds also exercised enormous power in the growing towns.
Commerce

was becoming less and less a local affair, and the guilds in some cases developed into inter-city leagues for the

promotion and protection of trade. The most striking example was the Hanseatic League of N Europe, which
established

and controlled some of its own trading cities. The merchant guilds had vast influence in the development of
commerce

during that period.

^No less important were the craft guilds, the associations of artisans of a particular industry, e.g., the weavers

guild. These grew with great rapidity as towns developed in the 12th cent. and tended to share power with the
merchants

or even, in some cases, to supplant them in power. Generally the members were divided into masters, apprentices,
and
journeymen. The masters were the owners of the shops and instructors of the apprentices. The apprentices were
bound to

the masters; they were accepted for a stipulated sum paid to the masters for training and were given a subsistence
wage

for a number of years; the amount paid and the length of time varied from one craft to another and one place to

another. The apprentices were strictly under the control of the masters, but the conditions of control were set by

guild regulation. The journeymen were men who had finished their training as apprentices but could not attain the

status of masters, the number of masters being limited.

#TECH_Gunpowder

#DESC_TECH_Gunpowder

^Gunpowder is a chemical mixture of saltpeter, sulfur, and

charcoal. When ignited, it burns rapidly and explodes if contained to

any degree. Gunpowder is believed to have been developed by the

Chinese, who used it in fireworks as early as the 9th century, but it

did not reach Europe until the 14th century. Europeans immediately saw

the potential of this substance, and manufactured it for use in

weapons as early as 1334. The discovery of gunpowder led to the

invention of firearms, such as the musket, which led to the

replacement of archers in most armies of the world by the late

1500s. Gunpowder marked one of the major technological turning points

in military history; significantly changing the way wars were

fought. The name "firearms" denotes their first use of gunpowder as

mainly a incendiary device, only later used to propel bullets.

#TECH_Humanism
#DESC_TECH_Humanism

^Humanism has two distinct uses:

^1) the intellectually liberating movements in Europe in the 15th and 16th Centuries, associated with new attitudes
to ancient Greek and Latin literature. Humanism in this sense had its beginnings in Italy in the 14th century. In the
previous 1,000 years Europe had been led by the Church, which had put Greek and Latin literatures to its own uses
and had directed movements in thought and art through its authority over religious orders and universities. The
humanists began to criticize and evaluate the Latin and Greek authors in to what they believed to be the Greek and
Roman standards of civilization. This led to the increase of scholarship in Latin and Greek, and in England the belief
that a civilized man should be able to understand at least Latin. This teaching was then used further, ending up with
views that the church in the form that it took was incorrect, and led to the Reformation and the foundation of
Protestantism.

^2) A modern movement for the advancement of humanity without reliance on supernatural religious beliefs. As
such religion has been made redundant by science – all things are explainable, so the requirement for god is no
longer required. It’s central principle is that “man is the measure of all things”

#TECH_Invention

#DESC_TECH_Invention

^The contrivance of a previously unknown device, method or process,

which can in turn be used to accomplish an objective in a ways thought

to be impossible, is known as invention. Essentially, inventiveness is

the ability to take one or more newly discovered concepts and find a

way to put them to practical use. The earliest inventions of mankind

date back to ancient stone and metal tools used for hunting, digging,

and other everyday tasks. After writing allowed the ideas of various

civilizations to be exchanged and studied, mankind's inventions became

increasingly more useful and innovative. Most inventions are geared

toward improving or simplifying human existence in some way. Often,

inventions themselves make it possible to make new discoveries, which

then go on to inspire better and more innovative inventions.


#TECH_Jurisprudence

^{Obsolete:} Discovery of [Juris Prudence] renders $LINK<Chichen Itza=BLDG_Chichen_Itza> and $LINK<The Royal
Tournament=BLDG_Royal_Tournament> obsolete.

#DESC_TECH_Jurisprudence

^Jurisprudence, study of the nature and the origin and development of law. It is variously regarded as a branch of

ethics or of sociology. Many of the major systematic philosophers (e.g., Aristotle, St. Thomas Aquinas, and Kant)
have

expounded jurisprudential theories. Before the 19th cent. most jurisprudents adhered to natural law, which
maintained

that sound legal doctrine was derivable only from a supposed law of nature established by divine ordinance. The

natural-law school did not deny that the details of legal regulation depended upon the will of the sovereign.
However,

the positivist, or analytical, school, which first became important in the late 18th cent., insisted that law was

entirely a matter of sovereign decree, distinct from morality and theology. Among important 19th-century trends
was the

view, represented by Savigny, that a people's legal system expressed the national spirit. In the mid-19th cent. many

jurisprudents attempted to avoid what they felt were theoretical preconceptions and to demonstrate a uniform
evolution

from primitive times to modern industrialized society. Other thinkers were skeptical of evolutionary explanations
and

sought the basic principles underlying all systems of law in various fields, including economics and psychology.
Among

the more important legal thinkers in the United States have been Learned Hand, Oliver Wendell Holmes, and Roscoe
Pound.

^Civil law, as used in this article, a modern legal system based upon Roman law, as distinguished from common law.

Civil law is based on written legal codes, a hallmark of the Roman legal system, in which disputes were settled by

reference to a written legal code arrived at through legislation, edicts, and the like; common law is based on the

precedents created by judicial decisions over time. The tendency in civil law is to create a unified legal system by
working out with maximum precision the conclusions to be drawn from basic principles. The civil law judge is bound
by

the provisions of the written law. The traditional civil law decision states the applicable provision from the code or

from a relevant statute, and the judgment is based upon that provision.

#TECH_Leadership

^{Obsolete:}

^- Discovery of [Leadership] renders $LINK<Sun Tzu's Art of War=BLDG_Art_of_War> obsolete.

^- Discovery of [Leadership] renders the $LINK<Sphinx=BLDG_Sphinx> obsolete.

^- Discovery of [Leadership] renders $LINK<Barracks=BLDG_Barracks> obsolete.

#DESC_TECH_Leadership

^Through the Middle Ages, military forces were only assembled as needed, and continued to serve until the current

conflict had ended. Though certain leaders had proven to be adept and occasionally brilliant in their methods, the

short periods for which they served made their fame short-lived. As regular armies became more prevalent, military

leaders had the opportunity to distinguish themselves through the formulation of brilliant military tactics. The

tactics of leaders such as these would be studied by successive generations, and modified to fit new situations up to

and including the present day.

#TECH_Magnetism

^{New Trade Ability:} $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by


$LINK<Ocean=TERR_Ocean> tiles.

^{New Unit Ability:} All naval vessels can safely traverse $LINK<Ocean=TERR_Ocean> tiles.

^{Obsolete:} Discovery of [Magnetism] renders the $LINK<Great Lighthouse=BLDG_Lighthouse>obsolete.


#DESC_TECH_Magnetism

^The ancient Greeks, Romans, and Chinese knew the phenomenon of

magnetism. They observed that lodestone, an iron-bearing ore

(magnetite), attracted other iron. They also noted that pieces of iron

that came into contact with lodestone gained magnetic properties as

well. The electromagnetic force of attraction and repulsion between

various substances is due to the motion of positively and negatively

charged electrons. Every magnet has positive and negative sides,

called poles. Poles with a like charge repel one another, and poles

with opposite charges attract one another. The study of magnetic

phenomena soon showed that a free-floating magnet aligns itself with

the Earth's magnetic field, one pole pointing north, the other

south. This was an important discovery, and led to the invention of

the compass in the early 13th century. The use of the compass

revolutionized sea travel by reducing the reliance on landmarks and

stars for navigation.

#TECH_Matchlock

^{Obsolete:} Discovery of [Matchlock] renders the $LINK<Temple of Zeus=BLDG_Zeus>obsolete.

#DESC_TECH_Matchlock

^The first hand guns that were used were very simple affairs, and were very slow to reload, had a very short range
and were very heavy, as well as being inaccurate. The one major advantage that hand guns offered was that virtually
no training was required to be proficient in their use, as compared to the amount of time that training to use a
longbow required.

To ignite the gunpowder in these simple guns, a burning taper (or match) was applied to a hole in the gun where
gunpowder would be poured. Although this ensured that gun would fire, it added to the slowness of the firearm, as
well as rendering the gun useless in wet weather. So although it was a useful tool on the battlefield, it was clear that
there were many areas where advances would be made.

#TECH_Mercantilism

#DESC_TECH_Mercantilism

^Mercantilism, economic system of the major trading nations during the 16th, 17th, and 18th cent., based on the

premise that national wealth and power were best served by increasing exports and collecting precious metals in
return.

It superseded the medieval feudal organization in Western Europe, especially in Holland, France, and England. The

period 1500-1800 was one of religious and commercial wars, and large revenues were needed to maintain armies
and pay

the growing costs of civil government. Mercantilist nations were impressed by the fact that the precious metals,

especially gold, were in universal demand as the ready means of obtaining other commodities; hence they tended to

identify money with wealth. As the best means of acquiring bullion, foreign trade was favored above domestic trade,
and

manufacturing or processing, which provided the goods for foreign trade, was favored at the expense of the
extractive

industries (e.g., agriculture). State action, an essential feature of the mercantile system, was used to accomplish its

purposes. Under a mercantilist policy a nation sought to sell more than it bought so as to accumulate bullion.
Besides

bullion, raw materials for domestic manufacturers were also sought, and duties were levied on the importation of
such

goods in order to provide revenue for the government. The state exercised much control over economic life, chiefly

through corporations and trading companies. Production was carefully regulated with the object of securing goods
of

high quality and low cost, thus enabling the nation to hold its place in foreign markets. Treaties were made to obtain

exclusive trading privileges, and the commerce of colonies was exploited for the benefit of the mother country. In

England mercantilist policies were effective in creating a skilled industrial population and a large shipping industry.

Through a series of Navigation Acts England finally destroyed the commerce of Holland, its chief rival. As the

classical economists were later to point out, however, even a successful mercantilist policy was not likely to be
beneficial, because it produced an oversupply of money and, with it, serious inflation. Mercantilist ideas did not

decline until the coming of the Industrial Revolution and of laissez-faire. Henry VIII, Elizabeth I, and Oliver

Cromwell conformed their policies to mercantilism. In France its chief exponent was Jean Baptiste Colbert.

#TECH_Metallurgy

^{Obsolete:} Discovery of [Metallurgy] renders the $LINK<Great Wall=BLDG_Great_Wall>,


$LINK<Walls=BLDG_Walls> and $LINK<Castles=BLDG_Castle> obsolete.

#DESC_TECH_Metallurgy

^Metallurgy is the study of the properties of metals and the methods

used to separate metal deposits from metal-bearing ores. Through the

course of history, artisans have switched the materials from which

they constructed weapons and tools to harder, more durable metals as

they were discovered. However, metallurgy as a science wasn't studied

in earnest until the powers of Europe began to compete against one

another in an attempt to design better and more effective weapons

starting around the 14th century. Constant improvements in metallurgy

led to the discovery of new metals and alloys that were stronger,

lighter and cheaper. As a result of this race for military dominance,

Europeans produced some of the most advanced weaponry in the world

during this time period.

#TECH_Military_Tradition

#DESC_TECH_Military_Tradition
^

^With the fall of the feudal system in Europe and the creation of

standing armies, a new military tradition was born. Organizing

soldiers based on their skill, experience, and understanding of

tactics rather than their position of birth, the armies of post feudal

Europe were markedly different from their predecessors. This change in

the position of warfare also necessitated a change in the definition

of the soldier, and with this transformation also came a strict code

of conduct based on the old ideals of chivalry. The life of a

professional soldier came to appeal to many who saw it as a career

filled with opportunity for advancement, and now ordinary citizens

were able to distinguish themselves in any number of specialized

positions in military conflict. The European military tradition

arguably reached its highest point during the reign of Napoleon

Bonaparte in France when through military might France gained control

of the majority of European soil, although finally beaten by an

alliance between Prussia and Great Britain. As the requirement for soldiers

increased in major conflicts, the methods to acquire soldiers became more

unpleasant, with soldiers being sworn into the army when drunk.

#TECH_Modern_Legal_System

#DESC_TECH_Modern_Legal_System

^Modern legal systems are based upon Roman law, as distinguished from

common law. A modern legal system is made up of both civil law and

criminal law.

^Civil law is based on written legal codes, a hallmark of the Roman

legal system, in which disputes were settled by reference to a written


legal code arrived at through legislation, edicts, and the like;

common law is based on the precedents created by judicial decisions

over time. The tendency in civil law is to create a unified legal

system by working out with maximum precision the conclusions to be

drawn from basic principles. The civil law judge is bound by the

provisions of the written law. The traditional civil law decision

states the applicable provision from the code or from a relevant

statute, and the judgment is based upon that provision.

^With a few exceptions, the countries on the continent of Europe, the

countries that were former colonies of such continental powers (e.g.,

the Latin American countries), and other countries that have recently

adopted Western legal systems (e.g., Japan) follow civil law. It is

also the foundation for the law of Quebec prov. and of

Louisiana. Modern countries that do not adhere to the civil law (this

includes Great Britain and all the United States except Louisiana) for

the most part were colonized by England and apply the system of common

law prevailing there.

^In general usage, civil law also means the rules that govern private

legal affairs; in this sense it contrasts with criminal law and, to a

lesser degree, public law.

^Criminal law, on the other hand, is the branch of law that defines

crimes, treats of their nature, and provides for their punishment. A

tort is a civil wrong committed against an individual; a crime, on the

other hand, is regarded as an offense committed against the public,

even though only one individual may have been wronged. The real

distinction lies in the way a remedy for the wrong is pursued. A tort

is a wrong for which the remedy is pursued by, and at the discretion

of, the injured individual or his or her representative, while a crime

is a wrong for which the wrongdoer is prosecuted by the state for the

purpose of punishment. However, the fact that a particular act has


been or may be prosecuted as a crime does not necessarily preclude an

injured party from seeking recovery from the offender in a civil

action.

#TECH_Music_Theory

#DESC_TECH_Music_Theory

^Music finds a comfortable parallel with that of human language. Much

as language has words, sentences, and stories, music has tones,

melodies, and songs. The theory of music emphasizes the elements from

which music is composed. One such structure is the melody, which is a

grouping of musical notes that combine into a basic, but immensely

flexible structure. Another is the chord, which is two or more notes

played simultaneously to create a harmony. The impact of music

throughout history can be clearly seen as both entertainment and an

art, as well as its use in propaganda.

#TECH_Naval_Cannon

#DESC_TECH_Naval_Cannon

^Although it is possible merely to use land based cannon upon ships, this while seeming at first to be a obvious thing
to do has some significant problems that might only become apparent when facing those powers that have used
specialist cannon.

Land based cannon can effectively be of any length, the length of the barrel being determined by the distance that
the projectile is to be fired. On a ship however, space is of far more of a premium, and if the cannon is too long the
barrel can not be brought into the ship to be reloaded – instead the cannon must be reloaded outside the ship,
which as well as being far more dangerous is far slower.

The Spanish Armada that was launched against England had cannon that were basically land cannon placed on a
ship, and indeed in battle did exhibit the problems that have been outlined above. The English cannons on the other
hand had been specially made for ships (England not having a large standing army, so there were few cannons that
could be used in any case). This meant that although the ships that the English had were under-gunned in
comparison to the Spanish galleons, they were able to fire far more regularly, and hence in terms of damage that
could be done in a unit time actually far outdid the Spanish. Incidents such as this soon made all powers that wanted
a navy to manufacture the cannons especially for this purpose, as in the long term it was a far better.

#TECH_Naval_Tactics

#DESC_TECH_Naval_Tactics

#TECH_Navigation

^{Obsolete:}

^- Discovery of [Navigation] renders the $LINK<Voyage of Discovery=BLDG_Leif_Eriksson> obsolete.

^- Discovery of [Navigation] renders the $LINK<Colossus=BLDG_Colossus> obsolete.

#DESC_TECH_Navigation

^In the early days of seafaring, sailors operated solely through a

process known as "piloting", in which the position and course of the

ship was determined by referring to geographical landmarks. The need

to stay in view of the shore severely limited the extent of sea

voyages. Through experience, sailors learned to apply the science of

astronomy to their profession, noting the positions and movement of

particular stars. They realized that even when the shore was out of

sight, they could steer by certain reliable stars. This crude, yet

practical application of astronomy allowed the adventurous to sail

into the unknown with a reasonable chance of finding their way. As a

result, ship building technology quickly improved, producing larger,


more stable ships designed for longer voyages.

#TECH_Political_Philosophy

^{New Diplomatic Agreement:} Civs can negotiate $LINK<military alliances=GCON_Agreements> against other
civilizations.

#DESC_TECH_Political_Philosophy

#TECH_Siege_Warfare

^{New Worker Ability:} $LINK<Worker-Type units=GCON_Worker_Types> can build


$LINK<Barricades=TFRM_Barricades>.

#DESC_TECH_Siege_Warfare

#TECH_Synthesis

#DESC_TECH_Synthesis

^Synthesis is the putting together of parts or elements, so as to form a

whole. Newtonian Synthesis refers to the putting together of various

scientific observations and theories into a unified set of physical laws

governing both the Earth and the heavens. Isaac Newton built upon the work

of earlier astronomers such as Copernicus, Kepler, and Galileo, and created

a unified view of force and motion whereby the movement of objects anywhere

in the universe could be explained by a few simple rules. Based upon the
concepts of mass, force, and acceleration, the Newtonian model explains

everything from the interaction of planets and solar systems to the motion

of an apple falling from a tree. Newton's work did such a good job of

explaining and predicting so many phenomena that his "Laws" explaining

gravity and motion became fundamental concepts of physics which are still

taught today.

#TECH_Perspective

#DESC_TECH_Perspective

#TECH_Physics

#DESC_TECH_Physics

^Physics is the study of the many forms of matter and energy and the

way they interact with themselves and each other. A number of ancient

races made observations about certain aspects of physics, such as

planetary motion, but were unable to develop theories as to the

reasons for these motions. Some of the earliest applications of

physics were by the Greek mathematician Archimedes, who applied

physics to create such devices as levers and screws. It was not until

the 17th century that experimental methods and scientific measuring

devices led to a true understanding of many fundamental physical

laws. Early scientists such as Johannes Kepler and Sir Isaac Newton

began to disprove the theories of the ancient Greek philosophers and

scientifically prove their theories concerning the laws of physics.

Discoveries in physics rarely have direct application, however they do


provide a basic understanding of the laws governing the universe, thus

forming the basis for practical advances in technology.

#TECH_Printing_Press

#DESC_TECH_Printing_Press

^The principle behind printing is not very complicated, but immense

amounts of complexity are invested in the mass production of printed

documents. Invented by Johannes Gutenberg in the mid 15th century, the

early printing presses used a flat tray of inked type. Once paper was

placed over the type, a surface was applied and the ink was pressed

into the paper. While an improvement over the traditional duplication

methods of the time (being meticulously hand scribed volumes), it was

a slow and tedious process to use. Around 1800 the first cylinder

press was created, followed by the large and immensely fast rotary

presses. Today, computers have taken this ancient art out of the

craftsman’s workshop and placed it on the desktop. Desktop

publishing revolutionized the creation of printed documents, not only

from the standpoint of speed and accuracy, but also by enabling anyone

to mass-produce the printed word without investing the many years it

takes to learn the trade.

#TECH_Scholasticism

#DESC_TECH_Scholasticism

^The theological and philosophical systems and methods taught in the


schools of medieval Europe (12th-14th centuries) was known as

Scholasticism.

^It tried to merge orthodox Christian teachings with Aristotelian and

Platonic philosophy. It involved considering different opinions and the

reasons given for them, and then attempting solutions of the problems

raised using logic with question and answer techniques.

^One of the most important scholastic philosophers was Thomas Aquinas

(13th century). His works became classical texts of Catholic doctrine.

#TECH_Scientific_Method

#DESC_TECH_Scientific_Method

^Mankind has always pursued an understanding of the universe that

surrounds them. The scientific method lays down the blueprints for

transmuting a theory into scientific law. The first step is to

identify a process or phenomenon and begin to gather information about

it. From this data, the scientist forms a hypothesis about the

workings of the process observed. They then proceed to run a series

experiments to gather additional information that substantiates or

disproves their theory. If the theory can co-exist with the findings,

it can then be called a scientific law. Which is not to say that it

cannot be disproved, as many such laws have become false as technology

and new ideas are brought to bear.


#TECH_Ship_Building

#DESC_TECH_Ship_Building

^Ship Building describes a set of technologies which allowed the construction

of the great seafaring vessels of the Age of Exploration.

^The invention of the stern rudder in the 12th century, plus the

developments made in sailing during the Crusades (11th-13th centuries),

allowed the use of sails to almost completely supercede the use of oars.

Along with the invention of the compass (14th century), this made exploration

across the oceans viable and led to rapid advances in the development of

sailing ships.

#TECH_Social_Contract

#DESC_TECH_Social_Contract

^Social contract, agreement or covenant by which men are said to have abandoned the “state of nature” to form the

society in which they now live. The theory of such a contract, first formulated by the English philosophers Thomas

Hobbes (in the Leviathan, 1651) and John Locke, assumes that men at first lived in a state of anarchy in which there

was no society, no government, and no organized coercion of the individual by the group. Hobbes maintained that
by the

social contract men had surrendered their natural liberties in order to enjoy the order and safety of the organized

state. Locke made the social contract the basis of his advocacy of popular sovereignty, the idea that the monarch or

government must reflect the will of the people. Like Locke, the French philosopher Jean Jacques Rousseau, in Le
Contrat

social (1762), found the general will a means of establishing reciprocal rights and duties, privileges, and

responsibilities as a basis of the state. Similar ideas were used as a justification for both the American and the
French revolutions in the 18th cent. Thomas Jefferson held that the preservation of certain natural rights was an

essential part of the social contract, and that “consent of the governed” was fundamental to any exercise of

governmental power. Although historically important, the theory as a basis of society and the state has generally
been

discarded by modern social and political scientists.

^Rousseau's political philosophy assumes that there really is a common good, and that the general will is not merely

an ideal, but can, under the right conditions, be actual. And it is under such conditions, with the rule of the general

will, that Rousseau sees our full development taking place, when “"he advantages of a state of nature would be
combined

with the advantages of social life." Because he had such faith in the existence of the common good and the rightness
of

the general will, Rousseau was extreme in the sanctions he was willing to allow for its achievement: “If anyone, after

publicly recognizing these dogmas, behaves as if he does not believe them, let him be punished by death: He has

committed the worst of all crimes, that of lying before the law.” Finally, Rousseau advocates a civil religion.

Rousseau's thought sometimes rings of Calvinist Geneva, even though he reacted against its vision of humanity and
had

his books burned by its ecclesiastic authorities.

#TECH_Strategy

#DESC_TECH_Strategy

^Strategy, art of employing all elements of the power of a nation or nations to accomplish the objectives of a nation

or an alliance in peace or war; also the art of military command in combat. Tactics, on the other hand, are the

dispersing and maneuvering of forces to accomplish a limited objective or an immediate end. Strategy involves the
use

and close integration of economic, political, cultural, social, moral, spiritual, and psychological power.

^Strategy can be formulated only after the objectives to be accomplished have been determined. Thus, national

objectives and national power are the irreducible elements of national strategy. After national objectives have been

determined, all aspects of the problems confronting the nation must be thoroughly examined and accurate
evaluations
made of the character, size, and capabilities of the various available elements of national power. Then possible

courses of action, utilizing the national power elements in varying combinations, are analyzed to develop the best

national strategy possible, taking into account the opposition that may be met as the strategy unfolds. Options
should

therefore be developed to provide choices for possible contingencies.

^A purely military strategy for a nation is no longer possible. A clear-cut line of demarcation between military,

economic, and political matters no longer exists. Consequently, the development of military strategy takes into

consideration political and economic factors, and, conversely, political strategy must be firmly based on military and

economic power realities.

^Strategy and tactics, in warfare, related terms referring, respectively, to large-scale and small-scale planning to

achieve military success. Strategy may be defined as the general scheme of the conduct of a war, tactics as the

planning of means to achieve strategic objectives. Not all theorists of war make this a primary distinction. In the

Chinese and Japanese traditions processes and paradoxes are emphasized more than categories (see Sun Tzu). Karl
von

Clausewitz, the Prussian military theorist, who was influenced by Niccolo Machiavelli, described strategy as the

planning of a whole campaign and tactics as the planning of a single battle. In Clausewitz's theory all military

strategy is part of the larger political pattern, and all the nation's resources are to be subordinated to the task of

attaining the political objective of the war; to this concerted effort he gave the name “grand strategy.”

#TECH_The_Theory_of_Warfare

^{Obsolete:} Discovery of [The Theory of Warfare] renders $LINK<The Training Camp=BLDG_Training_Camp>


obsolete.

#DESC_TECH_The_Theory_of_Warfare

#TECH_Usury

#DESC_TECH_Usury
^

^Usury, the practice of lending money at exorbitant rates of interest, especially at higher rates of interest than are
legal.

; Industrial Techs ----------------------------------------------------------

#TECH_Advanced_Metallurgy

#DESC_TECH_Advanced_Metallurgy

^Early developments in Metallurgy led to such common alloys as bronze

and brass. As Metallurgy became more sophisticated, the number of alloys

and their uses also increased. One of the most useful developments was

steel -- iron with small amounts of carbon added to it. In the modern

age, there are many types of Steel that are used; these have additional

elements added to provide different desirable qualities. One example is

the addition of Chromium to make stainless steel which does not rust;

other elements have also been utilized such as Aluminum,

Titanium, and Magnesium. Combining these together has allowed the

manufacture of structures that are far lighter and more durable than

if only steel had been used. Indeed, due to the fact that steel rusts,

many constructions would have been impossible without the development

of more advanced metallurgy.

#TECH_Amusement_Park

#DESC_TECH_Amusement_Park

^
^In 1884 a preacher LaMarcus A. Thompson decided to build a new ride

at New York's Coney Island to divert attention away from the local

beer gardens. He built two parallel tracks, with individual cars that

climbed 15 feet and zoomed by at 4 miles per hour. The plan worked

despite the ride's relatively meager design. People swarmed to Coney

Island to both ride and watch Thompson's "inclined-plane railway."

Charging a nickel a ride, Thompson paid for the entire project in just

three weeks. And by 1888 he built nearly 50 roller coasters in the

United States and Europe.

^"Thompson recognized and exploited all the ingredients of a

successful amusement ride," writes Judith A. Adams in her book The

American Amusement Park Industry. "His coasters combined an appearance

of danger with actual safety, thrilled riders with exhilarating speed,

and allowed the public to intimately experience the Industrial

Revolution's new technologies of gears, steel, and dazzling electric

lights." Thompson's ride also caught the attention of other

entrepreneurs. To draw crowds they advertised improvements like larger

hills, chain lifts and oval tracks. By 1900 there were hundreds of

roller coasters across the country.

^The roller coaster continued to flourish through the 1920s. As speeds

increased so did the need for safety features like under track wheels,

lap bars and no standing signs. But the Great Depression and World War

II diverted the public's attention away from amusement parks. Money

for entertainment was scarce, and the war placed strict rationing on

wood and rubber.

^Unlike its cousin the carousel, the roller coaster experienced a

rebirth when Walt Disney opened the nation's first theme park,
Disneyland. In addition to speed and new heights, Disney's roller

coaster provided a smooth ride using a new tubular steel that that

attracted entire families, not just eccentric thrill seekers. Other

theme parks would follow Disney's lead, each including new rides with

broad appeal. And by the 1970s a "coaster boom" was underway which

used computers and teams of engineers to design and construct new

rides.

#TECH_Atomic_Theory

#DESC_TECH_Atomic_Theory

^Philosophers in ancient Greece were the first to use the term "atom"

to describe the smallest possible bit of matter. Literally "atom"

means "indivisible" They hypothesized that all things were made up of

atoms, and could be theoretically broken down into atoms. The atom,

however, was indestructible. Study of atomic theory proceeded

slowly. Experimental scientists of the 16th and 17th centuries

developed methods of analyzing gases, liquids, and solids to determine

the individual elements of which they were composed. The founder of

modern atomic theory was British chemist John Dalton. Dalton's

experiments explained how atoms link together to form molecules. He

also explained the nature of these chemical bonds, and performed a

number of experiments concerning the formation of various chemical

compounds.

#TECH_Automatic_Weapons

^
^

^{Obsolete:} Discovery of [Automatic Weapons] renders $LINK<JS Bach's Cathedral=BLDG_Grand_Cathedral>


obsolete.

#DESC_TECH_Automatic_Weapons

^Early guns required reloading after every bullet that was fired. Although the method that was employed to reload
the gun was improved over the years, such as bolt action rifles, each round still required manual insertion into the
chamber, requiring over a second to reload. Compared to modern automatic weapons that can fire in some cases
several thousand bullets a minute, this is very slow.

One of the first automatic weapons that was used was the Gatling gun, which was first used in the American Civil
War. This early automatic weapon relied on the forceful recoil of each bullet to prime the next, and so on. This
enabled the rate of fire to increase, but the gun itself was very unwieldy and not exceptionally accurate.

By World War I, the concept had been vastly improved in the shape of the Vicker’s machinegun, which was able to
fire hundreds of bullets a minute. Similar versions were used by all the combatants of the war, and these machine
guns enabled stalemate that was seen in the war, as well as the levels of casualties that were seen. These early guns
also required water cooling of the barrel to prevent overheating.

All these guns required the mechanical action to reload the next bullet in the chamber, which while a practical
solution was not ideal. A better, if more sophisticated method was found and that utilized some of the gasses that
were produced to load the chamber. This method required far less force to function, and hence allowed an increase
in the level of accuracy. Although the accuracy and rounds per minute that modern automatic weapons can fire have
altered throughout the years, the basic technology is the same.

#TECH_City_Planning

^{New Worker Ability:} $LINK<Worker-Type units=GCON_Worker_Types> can $LINK<Plant


Forests=TFRM_Plant_Forest>.

#DESC_TECH_City_Planning

#TECH_Internal_Combustion
^

^{Obsolete:}

^-Discovery of [Internal Combustion] renders $LINK<Shangri La=BLDG_Shangrila> obsolete.

^-Discovery of [Internal Combustion] renders $LINK<Angkor Wat=BLDG_Angkor_Wat> obsolete.

#DESC_TECH_Internal_Combustion

^The development of internal combustion was a great advance of the

Industrial Age. German engineer Nikolaus Otto built the forerunner of

today’s internal combustion engine in 1876. Refinements on Otto's

design over the next ten years led to more efficient and powerful

engines. The internal combustion engine forever changed world

transportation. Early automobiles utilizing steam engines had proven

to be both underpowered and impractical, but the fuel efficiency and

compact size of the internal combustion engine allowed the automotive

industry to flourish. Several variations, including the diesel engine

designed by Rudolf Christian Karl Diesel, went on to revolutionize

propulsion in shipping and other transportation industries.

#TECH_Communism

#DESC_TECH_Communism

^Communism is a conceptualized system of government in which resources

and production facilities are the property of the entire society

rather than individuals. In a communist society, labor is shared

equally as well, and the benefits of labor are distributed according

to need "from each according to his ability, to each according to his


needs". Under such a system, all people would be equal, without class

stratification. Although the basic idea of communism has existed since

the time of Plato, modern communism is identified with the system of

government described by Karl Marx and Fredrich Engels in the

"Communist Manifesto". They believed that capitalistic systems, in

which the rich upper class prospered through the exploitation of the

powerless lower class, were bound to destroy themselves. As such,

countries that were based on Communism should allow freedom of

movement and free trade, as the Utopia that communism would form would

mean that the Communist countries would out perform capitalist

countries. At this point, the poor would rebel against their former

oppressors and form a classless society.

^Although Communism was attempted in several countries starting with

the Russians in 1917 under Lenin, the prophecy of a utopia has never

come true. Many Left Wing intelligentsia thought that the Communist

countries were the way forward. From 1917 to 1989, communism spread

into many other countries; some of them were simply following plans

delivered from the mighty USSR, while others -- such as Yugoslavia --

became Communist independently. When the truth about what happened in

the Utopias behind the Iron Curtain finally came to light after the

fall of communism (in the 1930's alone, more than 10,000,000 were

killed in the USSR), many were not able to come to terms with these

horrors.

#TECH_Compulsory_Education

#DESC_TECH_Compulsory_Education
#TECH_Democratic_Socialism

#DESC_TECH_Democratic_Socialism

^Democratic Socialism is a political ideology which promotes the political

ideals of Socialism within an existing Democratic state.

^The late 19th and early 20th century saw a split between those who

reacted against Marxism, and those who emphasized the original

revolutionary significance of Marx's teachings. This led to the formation

of social-democratic parties. The earliest was the SPD in Germany in

1891.

^These divisions also led to the collapse of the second International (a

co-ordinating body formed by labor and socialist groups throughout the

world) in 1914, because right wing socialists in all countries supported

participation in World War I while the left opposed it.

#TECH_Electricity

^{New Worker Ability:} $LINK<Worker-Type units=GCON_Worker_Types> can $LINK<irrigate=TFRM_Irrigation>


without fresh water.

^{New Trade Ability:} Civs can $LINK<trade communications=GCON_Agreements>.

^{Obsolete:} Discovery of [Electricity] renders $LINK<Stonehenge=BLDG_Stonehenge> and the


$LINK<Pyramids=BLDG_Pyramids> obsolete.

#DESC_TECH_Electricity
^

^Humans have witnessed the phenomenon of electricity in the forms of

lightning, static electricity, and magnetism since the dawn of

time. Electricity was not seriously studied however, until the 17th

century. Early electrical pioneers studied various electrical

phenomena, and built devices both to generate and to measure

electrical charges. In 1892 Hendrik Antoon Lorentz, a Dutch

physicist, advanced the electron theory. This theory, which explains

electricity as a reaction between positively and negatively charged

electrons, formed the basis for modern electrical theory. Based on

Lorentz's work, early engineers such as Thomas Edison pioneered

methods allowing the widespread use of electricity as a power source.

#TECH_Emancipation

^{Obsolete:} Discovery of [Emancipation] causes the $LINK<Slave Trade=BLDG_Slave_Trade> and $LINK<Slaves


Market=BLDG_Slave_Market> to dry out and go obsolete, as well as the $LINK<Blood Cult=BLDG_Blood_Cult>comes
to an end.

#DESC_TECH_Emancipation

^The growth of humanitarian feeling during the Age of Enlightenment in the 18th cent., the spread of the ideas of
Jean

Jacques Rousseau and others, and the increase of democratic sentiment led to a growing attack on the slave trade.
The

French Revolution had a great effect not only in the spread of agitation for human rights but more directly in the

uprisings in Saint-Domingue and the establishment of Haitian independence. The movement for the abolition of
slavery

progressed slowly in the United States during the 18th and the first half of the 19th cent. Each of the Northern states

gradually abolished the practice, but the prohibition of foreign slave trade promised in the Constitution (ratified in

1789) was not realized until 1808.


^In Great Britain

^British humanitarians who had incorporated the abolition of slavery into their conception of Christianity labored

successfully to outlaw (1807) the British slave trade. These same men, especially William Wilberforce, Thomas
Clarkson,

Zachary Macaulay, and Lord Brougham (Henry Peter Brougham), continued to work for the abolition of slavery
throughout

the British Empire, which was finally effected with the Abolition Act of 1833. However, according to some writers,
the

British, in abolishing slavery, were primarily motivated by economic, not humanitarian, interests. These critics
argued

that, while the institution produced great wealth under the mercantilist system, it became unprofitable with the rise

of industrial capitalism, which displaced mercantilism early in the 19th cent. At any rate, the abolition legislation

of 1833 was followed by the gradual abolition of slavery in all lands under British control, principally by the device

of invalidating the legality of slavery and removing its legal safeguards, usually by recompensing the owners.

^In the United States

^Slavery proved unprofitable in the Northern states and by the early 19th cent. had disappeared. Its abolition had

been hastened by the work of the Quakers, who, as in Great Britain, were staunchly opposed to slavery. In the
South,

however, slavery came to be an integral part of the plantation system (especially after the introduction of the cotton

gin in 1793).

#TECH_Espionage

^{New Ability:} Civs can conduct $LINK<espionage missions=GCON_Espionage> once an $LINK<Intelligence


Agency=BLDG_Intelligence_Center> is built.

#DESC_TECH_Espionage

^As far back as 500 BC, the Chinese military strategist Sun Tzu

stressed the importance of the gathering of covert information about

one's enemy. Although every world government has strict laws and
penalties to deal with spies, covert intelligence is an important

political, technological, and military commodity. During times of war,

covert operatives provide important information about enemy troop

movements and weapons technology. Spies may also be called upon to

perform acts of sabotage in order to delay or divert the enemy. In

peacetime, organizations such as the CIA and MI6 use operatives to

keep track of potential political situations abroad. Spying is not

limited to politics and war; industrial spies are often used to gain

information about rival companies, although of course this is

officially frowned upon.

#TECH_Fascism

#DESC_TECH_Fascism

^Fascism is the totalitarian philosophy of government that glorifies the

state and nation and assigns to the state control over every aspect of

national life. The name was first used by the party started by Benito

Mussolini, who ruled Italy from 1922 until the Italian defeat in World

War II. However, it has also been applied to similar ideologies in

other countries, e.g., to National Socialism in Germany and to the

regime of Francisco Franco in Spain. The term is derived from the

Latin [fasces,] a bundle of sticks with an axe in the center that

denoted the authority of the bearer in the Roman society.

^Fascism, especially in its early stages, is obliged to be

antitheoretical and frankly opportunistic in order to appeal to many

diverse groups. Nevertheless, a few key concepts are basic to

it. First and most important is the glorification of the state and the
total subordination of the individual to it. The state is defined as

an organic whole into which individuals must be absorbed for their own

and the state's benefit. This “total state” is absolute in its

methods and unlimited by law in its control and direction of its

citizens.

^A second ruling concept of fascism is embodied in the theory of

social Darwinism. The doctrine of survival of the fittest and the

necessity of struggle for life is applied by fascists to the life of a

nation-state. Peaceful, complacent nations are seen as doomed to fall

before more dynamic ones, making struggle and aggressive militarism a

leading characteristic of the fascist state. Imperialism is the

logical outcome of this dogma.

^Another element of fascism is its elitism. Salvation from rule by the

mob and the destruction of the existing social order can be effected

only by an authoritarian leader who embodies the highest ideals of the

nation. This concept of the leader as hero or superman, borrowed in

part from the romanticism of Friedrich Nietzsche, Thomas Carlyle, and

Richard Wagner, is closely linked with fascism's rejection of reason

and intelligence and its emphasis on vision, creativeness, and “the

will.”

^Fascism has found adherents in all countries. Its essentially vague

and emotional nature facilitates the development of unique national

varieties, whose leaders often deny that they are fascists at all.

#TECH_Flight

^
^{New Worker Ability:} $LINK<Worker-Type units=GCON_Worker_Types> can build $LINK<Airfields=TFRM_Airfield>.

#DESC_TECH_Flight

^The idea of flight has tantalized humans since the dawn of

time. Early investigations of flying machines date back to the 13th

century. In the 16th century, Leonardo da Vinci proposed a number of

inventions that eventually came to pass, including the propeller and

the parachute. Throughout the 19th century, various engineers

experimented successfully with gliders, and experiments with

compressed air and steam engines attempted to produce self-powered

flight with limited success. The key to success in powered flight was

the invention of the internal combustion engine. Just after the turn

of the 20th century, Orville and Wilbur Wright made the first four

controlled, sustained human flights at Kitty Hawk, NC. The technology

of flight advanced rapidly from this landmark event, and within a

relatively few years aircraft were circling the globe, safely

delivering passengers, mail and in may cases ordinance at record

speeds.

#TECH_Explosives

^{New Worker Ability:} $LINK<Worker-Type units=GCON_Worker_Types> can build


$LINK<railroads=TFRM_Railroad> if their civilization has access to $LINK<Iron=BLDG_Iron> and
$LINK<Coal=BLDG_Coal>.

#DESC_TECH_Explosives

^
^An explosive is a chemical compound or mixture that undergoes rapid combustion and produces heat, gas, and
pressure

effects. The earliest explosive compound known was gunpowder, which was first used in Europe in the 13th century,
and was the only

explosive known for hundreds of years. The first modern explosive, a compound known as nitroglycerin, was
discovered in

1846. Compounds similar to nitroglycerin are the most commonly used explosives today. Explosives vary in brisance,
or

shattering effect, and in their stability under various environmental conditions. Aside from their obvious use in

weaponry, explosives are also used in such peaceful applications as rocket propellants and for mining and demolition

work.

^From gunpowder to the modern forms of nitroglycerine and nitrocellulose, the energy that is released comes from
the conversion of nitrogen containing compounds to nitrogen gas. In gunpowder, this present in the [potassium
nitrate] that is used, and in nitroglycerine this is present in [nitroso] groups that are present. Although these
compounds release a large amount of energy, to start the reaction, often an initiator is required, something that is
far more unstable, but by itself does not contain enough energy in a small enough space. One example of a
compound that is sometimes used is [Potassium Iodate].

#TECH_High_Explosives

^{New Worker Ability:} $LINK<Worker-Type units=GCON_Worker_Types> can build


$LINK<Railroads=TFRM_Railroad> and

^{New Worker Ability:} $LINK<Worker-Type units=GCON_Worker_Types> can $LINK<Clear


Wetlands=TFRM_Clear_Jungle>.

#DESC_TECH_High_Explosives

^An explosive is a chemical compound or mixture that undergoes rapid combustion and produces heat, gas, and
pressure

effects. The earliest explosive compound known was gunpowder, which was first used in Europe in the 13th century,
and was the only

explosive known for hundreds of years. The first modern explosive, a compound known as nitroglycerin, was
discovered in
1846. Compounds similar to nitroglycerin are the most commonly used explosives today. Explosives vary in brisance,
or

shattering effect, and in their stability under various environmental conditions. Aside from their obvious use in

weaponry, explosives are also used in such peaceful applications as rocket propellants and for mining and demolition

work.

^From gunpowder to the modern forms of nitroglycerine and nitrocellulose, the energy that is released comes from
the conversion of nitrogen containing compounds to nitrogen gas. In gunpowder, this present in the [potassium
nitrate] that is used, and in nitroglycerine this is present in [nitroso] groups that are present. Although these
compounds release a large amount of energy, to start the reaction, often an initiator is required, something that is
far more unstable, but by itself does not contain enough energy in a small enough space. One example of a
compound that is sometimes used is [Potassium Iodate].

#TECH_Industrialization

#DESC_TECH_Industrialization

^Industrialization involves the use of machines to dramatically

increase productivity. Production of goods became concentrated in

factories, where the combination of specialization of labor and

automation reduced labor costs and, ultimately, the cost of the final

manufactured product to the consumers. Industrialization

revolutionized living standards, both positively and negatively. The

rapid growth of production industries and the reduced cost of

production have led to the prosperity of some of the richest families

in history. Industrialization has also led to the creation of a

blue-collar working class. In newly industrialized nations, these

workers, skilled only in their chosen trade, were often underpaid and

forced to endure abominable working conditions.


#TECH_Marxism

#DESC_TECH_Marxism

^Marxism, economic and political philosophy named for Karl Marx. It is also known as scientific (as opposed to

utopian) socialism. Marxism has had a profound impact on contemporary culture; modern communism is based on
it, and

most modern socialist theories derive from. It has also had tremendous effect on academia, influencing disciplines
from

economics to philosophy and literary history.

^Although no one treatise by Marx and his coworker Friedrich Engels covers all aspects of Marxism, the Communist

Manifesto suggests many of its premises, and the monumental Das Kapital develops many of them most rigorously.
Many

elements of the Marxist system were drawn from earlier economic and historical thought, notably that of Georg
Wilhelm

Friedrich Hegel, the comte de Saint-Simon, J. C. L. de Sismondi, David Ricardo, Charles Fourier, and Louis Blanc; but

Marxist analysis as fully developed by Marx and Engels was unquestionably original.

^The Marxist philosophical method is dialectical materialism, a reversal of the dialectical idealism of Hegel.

Dialectical materialism presumes the primacy of economic determinants in history. Through dialectical materialism
was

developed the fundamental Marxist premise that the history of society is the inexorable “history of class struggle.”

According to this premise, a specific class could rule only so long as it best represented the economically productive

forces of society; when it became outmoded it would be destroyed and replaced. From this continuing dynamic
process a

classless society would eventually emerge. In modern capitalist society, the bourgeois (capitalist) class had destroyed

and replaced the unproductive feudal nobility and had performed the economically creative task of establishing the
new

industrial order. The stage was thus set for the final struggle between the bourgeoisie, which had completed its

historic role, and the proletariat, composed of the industrial workers, or makers of goods, which had become the
true

productive class.
#TECH_Mass_Production

^{New Specialist Citizen:} The $LINK<Tycoon=GCON_Specialists> specialist citizen, which increases Tax Revenue to 3,
becomes available.

^{New Resource:} $LINK<Aluminum=BLDG_Aluminum> appears on the map.

#DESC_TECH_Mass_Production

^The industrial revolution redefined the very concepts of

manufacturing and changed the way goods were produced. One such

concept was that of mass production, which utilized the benefits of

machine made replaceable parts to their greatest advantage. In 1914

Henry Ford, the father of the assembly line, realized that by making a

moving line on which automobiles moved and giving each person on the

line a series of specialized tasks they would be able to make cars

cheaply and more efficiently. This concept of mass production

revolutionized the automotive industry. The time it took to turn out a

Model T in the factory went from 728 minutes to 98 minutes; this time

was eventually to drop to one Model T every 24 seconds. The idea

quickly spread, and by the time America entered World War I in 1917

the assembly line had been adapted by all US military manufacturing

plants and shipyards. Mass production techniques developed in the

early 1900s transformed the American landscape from a rural population

into an urban one, and changed all industrialized nations, for better

or for worse, forever.

#TECH_Medicine

#DESC_TECH_Medicine

^
^Primitive man attributed the onset of serious disease as the

influence of the gods, or possession by evil spirits. Over time,

however, it was found that such "possessions" could be treated through

the use of elixirs made from plant extracts. Methods were also

developed to clean and treat wounds, and set fractured bones. The

ancient Greeks established the first schools to teach medical sciences

circa 500 BC. The texts produced by the students of these schools,

most notably Hippocrates, who is considered the father of medicine,

based his theories of the human body on observation and reasoning

rather than supernatural intervention. Continued study of diseases

over the years, combined with the dissection and study of the human

body in the 13th century, pointed out flaws in early Greek theories,

and led to more accurate medical texts based on detailed analysis

rather than conjecture. By the 18th century, the same methods of

analysis and observation used by scientists in other fields were

applied to the study of medicine. This paved the way for the

increasingly effective methods of treatment and surgery that have

prevailed over the last 200 years.

#TECH_Motion_Pictures

^{New Specialist Citizen:} The $LINK<Super Star=GCON_Specialists> specialist citizen, which makes 2 happy faces,
becomes available.

#DESC_TECH_Motion_Pictures

^Motion Pictures is movie-making as an art and an industry, including

its production techniques, its creative artists, and the distribution


and exhibition of its products. The earliest experiments in

photographing movement were made in the late 19th century. Notably,

serial photographs of racehorses, intended to prove

that all four hooves do leave the ground simultaneously, were obtained

(c.1867) in California by Eadweard Muybridge and J. D. Isaacs by

setting up a row of cameras with shutters tripped by wires. The first

motion pictures made with a single camera were by E. J. Marey, a

French physician, in the 1880s, in the course of his study of motion.

^In 1889 Thomas Edison and his staff developed the kinetograph, a

camera using rolls of coated celluloid film, and the Kinetoscope, a

device for peep-show viewing using photographs that flipped in

sequence. Marketed in 1893, the Kinetoscope gained popularity in penny

arcades, and experimentation turned to ways in which moving images

might be shown to more than one person at a time. In France the

Lumière brothers created the first projection device, the

Cinématographe (1895). In the United States, similar machines,

notably the Pantopticon and the Vitascope, were developed and first

used in New York City in 1896.

^At first the screenings formed part of vaudeville shows and arcades,

but in 1902 a Los Angeles shop that showed only moving pictures had

great success; soon “movie houses” (converted shoprooms) sprang

up all over the country. The first movie theater, complete with

luxurious accessories and a piano, was built in Pittsburgh in 1905. A

nickel was charged for admission, and the theater was called the

nickelodeon. An industry developed to produce new material and the

medium's potential for expressive ends began to assert itself.

As business increased, the demand for product was met by many new

companies incorporated to create the supply. The competition led to


many innovations as each company tried to secure continued success and

distinguish its product from the rest. Out of these efforts developed the star

system, the establishment of dedicated "studios" where the films would

be made, and the organization of the filmmaking process into

interlocking crafts; the latter became current disciplines such as acting,

writing, and directing.

#TECH_Motorized_Transportation

^{Obsolete:} Discovery of [Motorized Transportation] causes the $LINK<General Staff


School=BLDG_General_Staff_School> to go obsolete.

#DESC_TECH_Motorized_Transportation

^The earliest attempts at producing a self-propelled vehicle date back

to the late 1770s. These early vehicles used bulky steam engines for

power. Despite constant improvements, the steam engine ultimately

proved impractical for small vehicles. The development of the internal

combustion engine in the late 1800s provided a small but powerful

replacement for steam engines, and was able to achieve much higher

speeds. The first practical automobiles were developed in the late

19th century, by automotive pioneers in France, Germany, and the

United States. By the 1920s, a number of automotive manufacturing

companies were operating in the U.S., including Ford and General

Motors. By 1980, more than 300 million cars and 85 million trucks were

in operation throughout the world. The popularity of the automobile

has led to massive improvements in the highway systems in most

industrialized countries. Unfortunately, automobiles are also one of


the primary sources of air pollution, and have resulted in an all time

high demand for petrochemical fuels.

#TECH_Nationalism

^{New Diplomatic Agreement:} Civs can negotiate $LINK<mutual protection pacts=GCON_Agreements> with one
another.

#DESC_TECH_Nationalism

^[Nationalism] is the belief that the affairs of the nation are the

primary concern of its citizens. A recent political phenomenon (the

first major application taking place after the French Revolution), it

has nonetheless become the overriding paradigm for modern world

politics. It’s important to know that nationalism can come in a

variety of forms, some permutations bearing little resemblance to each

other. Many early nationalistic leaders preached the superiority of

their country over all others. While this type isn’t extinct today

(as evidenced by the ethnocentric nationalism in the former

Yugoslavia), most promote national determinism. Sanctioned by the

United Nations, this is the belief that each nation should be

responsible for it’s own growth and independence.

#TECH_Psychology

^{Obsolete:} Discovery of [Psychology] renders the $LINK<Encyclopédie=BLDG_Encyclopedia> obsolete.

#DESC_TECH_Psychology
^

^Psychology is the systematic study of human and animal behavior. The

subject covers many areas including the roles of instinct, heredity,

environment and culture.

^Wilhelm Wundt in Leipzig, Germany founded the first psychology

laboratory in 1879. Well known psychologists include Sigmund Freud, Carl

Jung, Hans Eynsenck and Gustav Fechner.

#TECH_Realpolitik

^{New Abilities:} Civs can $LINK<draft=GCON_Draft> citizens.

#DESC_TECH_Realpolitik

^Realpolitik is the belief that a pragmatic pursuit of self-interest

and power, backed up by force when convenient, is the only realistic

option for a great nation.

^The term was first used in 1859 to describe the German Chancellor Bismarck's

policies.

#TECH_Refining

^{New Resource:} $LINK<Oil=BLDG_Oil> appears on the map.


#DESC_TECH_Refining

^When the demand for oil-based fuels for lighting and other purposes

began to soar in the 19th century, scientists began searching for a

way to make use of crude oil. This research led to techniques in which

crude oil was broken down, or refined, into a number of different

fuels, including kerosene and gasoline. As consumer demand continued

to increase, commercial refineries were set up to purify crude

oil. The new petroleum products produced as a result of the

development and perfection of the refining process led to the use of

oil-based fuels in many consumer and industrial applications. These

include the use of gasoline to power automobiles, and the use of oil

for heating and for the generation of electrical power.

#TECH_Refrigeration

^{New Resources:} $LINK<Cereals 2=GOOD_Cereals_2> and $LINK<Cattle 2=GOOD_Cattle_2> appears on the map.

#DESC_TECH_Refrigeration

^Prior to World War I, ice was the most widely used means of refrigeration for perishable items. After the war,

electrical refrigerators became commonly available. The availability of these systems allowed for more constant and

efficient cooling, in turn allowing perishable meats, dairy products and other items to be stored, or even frozen for

long periods of time. As a result, food producers could increase their output since excess food could be stored for

later sale or consumption. The concept of the wholesale selling of bulk foods (known as the supermarket) was, in
part,
made possible by improved refrigeration. The same method used in food refrigeration was also developed for use in
air

conditioners.

#TECH_Repeating_Rifle

#DESC_TECH_Repeating_Rifle

#TECH_Replaceable_Parts

^{New Resource:} $LINK<Rubber=BLDG_Rubber> appears on the map.

#DESC_TECH_Replaceable_Parts

^With the advent of machine manufacturing, craftsmen were able to set

manufacturing to exacting specifications. One advantage of this was

being able to manufacture complex objects, such as guns, in separate

pieces. The benefit of this was realized when manufacturers replaced

only the broken parts of the objects that they made rather than

replacing or repairing the entire instrument. By setting machine

manufacturing guidelines manufacturers were able to make large

quantities of the components of their products and then later assemble

the finished product, increasing efficiency greatly. Replaceable parts

revolutionized nearly every industry in the industrial age, paving the

way for mass production and assembly line manufacture.


#TECH_Sanitation

^{New Ability:} $LINK<Disease=GCON_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, often leading to outbreaks

of waterborne diseases in these cramped dwellings. It then became

necessary to come up with systems to dispose of garbage and human

waste in a sanitary manner. Plumbing systems designed to remove

wastewater from dwellings and public buildings became commonplace, as

did sewage plants which treated the wastewater before it was dumped

into local waterways. Landfills were established, and garbage was

collected for sanitary disposal in dumps and landfills a safe distance

from the general population. These measures led to a healthier

environment, and allowed for further population growth.

#TECH_Screw_Propeller

#DESC_TECH_Screw_Propeller

^A propeller is used to propel some types of ships and airplanes. It

has a number of curved blades that describe a helical path as they

rotate within the hub. The effect of the rotation is to accelerate

fluid (liquid or gas) backwards. The reaction to this backward

movement of fluid is a propulsive thrust forwards.


^

^The marine screw propeller was developed by Francis Smith in the UK and

John Ericson in the USA in 1839.

#TECH_Social_Darwinism

^{Obsolete:} Discovery of [Social Darwinism] renders the $LINK<Circus Maximus=BLDG_Circus_Maximus>obsolete.

#DESC_TECH_Social_Darwinism

^Social Darwinism is an influential but contentious social theory

based on the works of Charles Darwin and Herbet Spencer. It claimed to

offer a scientific justification for late 19th century laissez-faire

capitalism and held the basic principle of unrestricted freedom in commerce,

unregulated by government. It argued that only the strong and resourceful

businesses and people would thrive in a free environment.

#TECH_Socialism

#DESC_TECH_Socialism

^Socialism is a movement that aims to establish a classless society by

taking public ownership of the means of production, distribution and exchange.

^Socialist ideas first appeared in classical times in early Christianity.

Then in the 18th-19th centuries were put forward as systematic political

aims.
#TECH_Steam_Engine

#DESC_TECH_Steam_Engine

^The steam engine is a device that uses steam to generate

power. Water, heated by burning fuel (usually coal or wood), turns to

steam. The steam is contained in a chamber where it builds up

pressure, causing a piston to move. The piston drives a turbine, the

rotation of which produces power, which can be use for such purposes

as producing motion or generating electricity. The early principles of

this device were understood as early as the late 17th century, but it

wasn't until 1769 that Scottish engineer James Watt patented a

practical design for what was to become the basis for the modern steam

engine.

#TECH_Steam_Power

^{New Resource:} $LINK<Coal=BLDG_Coal> appears on the map.

^{Obsolete:} Discovery of [Steam Power] renders the $LINK<Knights Templar=BLDG_Knights_Templar>obsolete.

#DESC_TECH_Steam_Power

^
^The invention of the steam engine led to a number of landmark

developments, including the steam locomotive and the earliest examples

of automobiles. Steam engines remained the chief means of motive power

in the transportation industry until the invention of the more

powerful and compact internal combustion engine. Steam turbines are

still in use today in a number of applications including the

generation of electrical power.

#TECH_Steel

#DESC_TECH_Steel

^The iron alloys produced up until about the 14th century were made by

heating a mixture of iron ore and charcoal in a forge, then pounding

the molten metal to drive out the impurities or "slag". Occasionally,

the iron mixture would absorb more carbon, creating steel rather than

wrought iron. Because steel proved to be less brittle and more

resistant to corrosion than iron, techniques were developed to produce

steel. Blowing a coal derivative called coke through molten iron did

this. Most modern steel making utilizes the "blast furnace", developed

by Henry Bessemer in 1855, to accomplish this task on a large-scale

basis. The strength and other qualities of steel make it the material

of choice for warships, planes, and many other vehicles, which has

only been recently supplanted by Aluminum.

#TECH_Submarine_Warfare
#DESC_TECH_Submarine_Warfare

^The development of submarines for warfare was undertaken at the start of the 20th century in earnest. The idea
had been attempted before, but nothing that proved to be militarily viable had been created. The power that was
the most advanced win submarine warfare at the outbreak of World War I was Germany. Germany was aware that
for sheer tonnage it could not compete with the British Navy, so attempted to employ a stealthy weapon that would
not be as susceptible to the British warships. Germany also realized that Britain required prodigious amounts of
produce from its empire, as well as being able to ship troops to and from Europe if it was to participate in a land war.
Being able to disrupt these supply lines would significantly reduce Britain’s ability to fight. This was seen as Germany
attacked convoys that sent goods from the Empire and America to Britain, and did manage to cause much disruption
on the seas. The much vaunted British battleships were unable to do anything against these submersible ships.
Britain did have its own submarine ships, but as Germany was a continental power there were far less targets
available. Britain attempted to design a ship that could sail on top of the water and submerge like a submarine (the
“K” ships), but were found to be next to useless on the surface, and required such a long time to submerge that they
were easily destroyed or captured.

After World War I, most of the powers bar Germany forgot the role that submarines excelled at, as well as the tactics
that are best used against them; these had to be painfully re-learned in the next war. This led to the previous allies
powers (France, America, Britain and Japan – an ally of Britain in World War I) viewing the submarine as a “proper”
fleet ship that should be used to sink enemy battleships, whereas Germany used them again as raiders, where they
excelled in Donitz’s Wolf Packs.

#TECH_Tank_Warfare

#DESC_TECH_Tank_Warfare

^Tanks were first used mainly to support infantry – widely dispersed along a front and travelling at the speed of the
infantry. This thinking is that of commanders adding a new vehicle to their existing thinking, instead of analyzing the
abilities of the vehicle, as Germany did before World War 2. Tanks are at their best in massed formations, smashing
through the enemy front line and causing havoc by attacking the enemy from behind as the troops attack from the
front. The Tanks can then disrupt supply lines, command posts and ammo dumps, reducing the effectiveness of the
front line troops to the extent that they are easily overrun.

This lesson was finally learned by the Allies, as was proven by the two battles: El Almein, and Krusk. In El Almein
where the Desert Fox (Rommel) was finally defeated by the Desert Rat (Montgomery) – although the fact that
“Monty” had more tanks, more troops and the enemy battle plan helped matters…

At Krusk the Germans attacked the Russians exactly where the Russians thought that they would do, resulting in the
largest tank battle in the Second World War where 600 tanks faced each other. The Russians also had anti tank guns
and anti tank minefields in the area, and comprehensively defeated the Germans.
#TECH_Telephone

#DESC_TECH_Telephone

^Developed by Alexander Graham Bell in 1876, the telephone is a device

that allows communication by voice over long distances.

^The basic device has a handset, which comprises a transmitter

(mouthpiece) and receiver (earpiece) resting on a base unit. The base

unit has a dial or push button mechanism for dialling the telephone

number of the person you wish to speak to. A bell or other sound is made

to alert that person that a call is being made. Wires connect the phones,

although in modern times "wireless" phones are increasingly more common.

#TECH_The_Corporation

^The effect of wealth giving improvements is doubled.

#DESC_TECH_The_Corporation

^As businesses grow, they often find it necessary to raise large

amounts of operating capital in order to expand their operations

beyond a certain point, or to meet operating expenses. In these cases,

one option available is to form a corporation and "go public", or sell

shares of the business to investors. This arrangement allows the

business to expand rapidly, while spreading the risks of the expansion

among many people, reducing individual risk. Corporations also have


legal advantages such as the right to sue, and the limitation of

liability for the corporation's debt to the amount originally invested

by the owners. Corporations as legal entities have existed since

ancient Rome, although the joint-stock company as it is known today

didn't begin operating until sometime in the 16th century.

#TECH_Evolution

#DESC_TECH_Evolution

^Evolution is the slow process of change from one form to another, as in

the development of the present universe from the Big Bang, or the

evolution of life on Earth.

^In biological terms, the Theory of Evolution was formalized by Charles

Darwin in the mid-19th century. It is widely accepted as an accurate

explanation of the development of life on Earth; however, some Christians

and Muslims deny the theory of evolution as conflicting with the belief that

God created all things and subscribe to an alternative theory called

Creationism.

#TECH_Relativity

#DESC_TECH_Relativity

^The Theory of Relativity is a theory describing the relative -- rather than

the absolute -- character of motion, mass, and the interdependence of matter,

time and space.


^

^ Albert Einstein developed this theory in two parts.

^1. The special theory of relativity, stated that the laws of nature are

the same for all observers in unaccelerated motion. Also the speed of

light is independent of the motion of its source.

^2. The general theory of relativity, stated that the geometrical

properties of space-time were to be conceived as modified locally by the

presence of a body with mass.

^As part of this theory, Einstein developed the now well-known formula [E = mc2]

^(Energy = mass * Speed of light (in a vacuum) squared.)

#TECH_Thermodynamics

#DESC_TECH_Thermodynamics

^Thermodynamics is the branch of physics dealing with the transformation

of heat into and from other forms of energy. It is the basis for the study

of the efficient working of engines.

There are three laws of thermodynamics:

^1. Energy can be neither created nor destroyed. Heat and mechanical work is

mutually convertible.

^2. It is impossible for an unaided machine to convey heat to another

machine at a higher temperature.


^3. It is impossible to reduce any system to absolute zero of

temperature.

#TECH_Totalitarianism

^{New Specialist Citizen:} The $LINK<Police Officer=GCON_Specialists> specialist citizen, which reduces corruption,
becomes available.

^{Obsolete:} Discovery of [Totalitarianism] causes the $LINK<League of Nations=BLDG_League_of_Nations>to go


obsolete.

#DESC_TECH_Totalitarianism

^Totalitarianism is a modern autocratic government in which the state

involves itself in all facets of society, including the daily life of

its citizens. A totalitarian government seeks to control not only all

economic and political matters but the attitudes, values, and beliefs

of its population, erasing the distinction between state and

society. The citizen's duty to the state becomes the primary concern

of the community, and the goal of the state is the replacement of

existing society with a perfect society.

^Various totalitarian systems, however, have different ideological

goals. For example, of the states most commonly described as

totalitarian -- the Soviet Union under Stalin, Nazi Germany, and the

People's Republic of China under Mao -- the Communist regimes of the

Soviet Union and China sought the universal fulfillment of humankind

through the establishment of a classless society; German National

Socialism, on the other hand, attempted to establish the superiority


of the so-called Aryan race. The ironic similarity of the society

that was formed is a lesson that will stand for all time.

^Despite the many differences among totalitarian states, they have

several characteristics in common, of which the two most important

are the existence of an ideology that addresses all aspects of life

and outlines means to attain the final goal, and a single mass party

through which the people are mobilized to muster energy and

support. The party is generally led by a dictator and, typically,

participation in politics, especially voting, is compulsory. The party

leadership maintains monopoly control over the governmental system,

which includes the police, military, communications, and economic and

education systems. Dissent is systematically suppressed and people

terrorized by a secret police. Autocracies through the ages have

attempted to exercise control over the lives of their subjects, by

whatever means were available to them, including the use of secret

police and military force. However, only with modern technology have

governments acquired the means to control society; therefore,

totalitarianism is, historically, a recent phenomenon.

#TECH_Unionization

#DESC_TECH_Unionization

^Labor unions arose in the 18th and 19th century in response to the poor working conditions brought on by an
intense

competition for jobs, and the increasing dependence of the working class on their employers created by the move
toward

industrialization. Early labor unions, formed by skilled laborers in specific fields, met with opposition from both
employers and the government. In the 19th century, laws were passed legalizing trade unions, and by the 20th
century

unions were formed in semi- or unskilled fields such as mining, transportation, and dock working. Binding their

interests together and bargaining collectively, trade unions forced factory and business owners to provide better

working conditions and economic status for their workers.

; Modern Age Techs ----------------------------------------------------------

#TECH_Advanced_Composites

#DESC_TECH_Advanced_Composites

#TECH_Advanced_Flight

#DESC_TECH_Advanced_Flight

^Around the time of World War II, great leaps were made in the field

of aviation. The military demands of the war necessitated the

development of aircraft designed for long-range bombing, and for the

transportation of troops and equipment. Although advances in aviation

were made all over the world during this time, the Germans were

particularly adept in the development of advanced flight technologies;

there was particularly strong advancement in the field of rocket

propulsion as this was the one area where the Treaties of Versailles

after World War I had not forbidden military growth. In 1944, they

developed the V-2, the first truly guided missile, capable of

delivering 2000 pounds of explosives to targets nearly 200 miles away.

The Germans also developed the Me 262, the first jet fighter plane,
which was first used in 1945. Although both the V-2 and the Me 262

came too late to affect the outcome of World War II, both of these

advances paved the way for the advanced flight technologies of today,

as the technology was avidly retrieved by the victorious powers after

the war, regardless of any immoral acts that the individuals concerned

might have committed.

#TECH_Advanced_Tactics

#DESC_TECH_Advanced_Tactics

^The lessons of the U.S. Civil War were little noticed in Europe,

where strategy and tactics continued to be thought of in terms of

mid-19th-century practice. European theorists also ignored the

extensive and effective use of machine guns, artillery, and rifles in

the colonial wars of the 19th cent. As a result, the bloody stalemate

of World War I came as a surprise to most generals. It was

characterized by trench warfare and by bloody frontal attacks, which

were usually stopped at great cost to the attackers by massed small

arms and artillery fire. In an effort to break the stalemate, both

sides turned to new technical devices, such as the tank, the airplane,

the submarine, and poison gas. The importance of the tank was

stressed in theories of mechanized warfare formulated in the 1920s and

30s in the writings of B. H. Liddell Hart, Charles de Gaulle, and

J. F. C. Fuller; they proved prophetic when the Nazi blitzkrieg marked

World War II as a war of mobility, characterized by vast movements of

mechanized armies.

^The introduction of aircraft in World War I gave rise to theories of


airpower that have dominated strategic and tactical thinking ever

since. The basis of airpower was set down by such men as Giulio

Douhet, H. M. Trenchard, and William Mitchell, who believed that

future wars would be won by air forces. Their theory of strategic

bombing called for aerial attacks on the enemy's population and

industrial centers to destroy the enemy's will and ability to continue

fighting. In World War II that strategy was carried out in massive

form by British and U.S. air forces in attacks on Germany and

Japan. It was found, however, that aerial bombardment did not cut off

industrial production and, in fact, strengthened the enemy's will to

continue. In order to win the war the Allies had to conduct a number

of campaigns with ground forces and, in the case of Germany, occupy

the enemy's homeland.

#TECH_Advanced_Warfare

#DESC_TECH_Advanced_Warfare

#TECH_Amphibious_Warfare

#DESC_TECH_Amphibious_Warfare

^A combined land and sea attack, usually associated with the capture

of a beachhead or coastal area, is known as amphibious warfare. First

attempted by the ancient Persians during the Battle of Marathon in 490

BC, successful coordination of amphibious assaults are considered to

be among the most complex military operations. When ship-mounted guns

were developed, naval vessels would open fire on ground forces and gun
emplacements while merchant ships were used to land troops and

supplies. The first modern amphibious assault took place at Gallipoli

during World War I. Poorly planned and executed, this assault failed,

but served as an example of the need for perfect coordination of

forces in this type of attack. As battlefield communications improved,

and the range of ship-mounted weapons increased, amphibious warfare

became increasingly successful, and played a vital role in World War

II. Today, amphibious operations are augmented by fast, armored

landing vehicles; hovercraft that are capable of moving troops to and

across the beach; and airborne assistance from planes and helicopters.

#TECH_Aviation

^{Obsolete:} Discovery of [Aviation] causes the $LINK<Silk Road=BLDG_Silk_Road> to go obsolete.

#DESC_TECH_Aviation

^World War I (1914-1918) stimulated the growth in aviation. The

increasing development of the petrol engine led to increased power and

speeds rose to 200mph/320kph. Streamlining of the body and reshaping of

wings and other exposed parts led to reduced drag.

^The internally-braced monoplane eventually replaced the original biplane

and is the design most often seen today.

#TECH_Civil_Liberties

^
^

^{Obsolete:} Discovery of [Civil Liberties] renders $LINK<East India Company=BLDG_East_India_Company> obsolete.

#DESC_TECH_Civil_Liberties

^Civil Liberties concern the freedom of a citizen to exercise customary rights, as of speech

or assembly, without unwarranted or arbitrary interference by the

government. Such a right as guaranteed by the laws of a country, as in

the U.S. by the Bill of Rights.

^Natural rights is a political theory that maintains that an individual

enters into society with certain basic rights and that no government

can deny these rights. The modern idea of natural rights grew out of

the ancient and medieval doctrines of natural law, i.e., the belief

that people, as creatures of nature and God, should live their lives

and organize their society on the basis of rules and precepts laid

down by nature or God. With the growth of the idea of individualism,

especially in the 17th cent., natural law doctrines were modified to

stress the fact that individuals, because they are natural beings,

have rights that cannot be violated by anyone or by any

society. Perhaps the most famous formulation of this doctrine is found

in the writings of John Locke. Locke assumed that humans were by

nature rational and good, and that they carried into political society

the same rights they had enjoyed in earlier stages of society,

foremost among them being freedom of worship, the right to a voice in

their own government, and the right of property. Jean Jacques Rousseau

attempted to reconcile the natural rights of the individual with the

need for social unity and cooperation through the idea of the social

contract. The most important elaboration of the idea of natural rights


came in the North American colonies, however, where the writings of

Thomas Jefferson, Samuel Adams, and Thomas Paine made of the natural

rights theory a powerful justification for revolution. The classic

expressions of natural rights are the English Bill of Rights (1689),

the American Declaration of Independence (1776), the French

Declaration of the Rights of Man and the Citizen (1789), the first 10

amendments to the Constitution of the United States (known as the Bill

of Rights, 1791), and the Universal Declaration of Human Rights of the

United Nations (1948).

#TECH_Combined_Arms

#DESC_TECH_Combined_Arms

#TECH_Computers

#DESC_TECH_Computers

^A computer is a device capable of performing a series of repetitive

arithmetic or logical functions far more quickly than the human

brain. The earliest computers were designed to solve complex

mathematical equations. British mathematician Charles Babbage

conceived such a machine called the Analytical Engine, in the 19th

century. Many variations of analog, or mechanical, computing devices

were built during the first half of the 20th century, and were used

for such tasks as computing torpedo tracking in submarines and

controlling bombsights. The growing study of electronics in the late

1940s led to the invention of the digital computer. The first


all-electronic computer, containing 18,000 vacuum tubes and capable of

hundreds of multiplications per minute, was built in 1946. Further

advances in electronics rapidly reduced the size and increased the

speed and efficiency of computers. Today, computers are commonplace,

and are used in virtually every field of endeavor. Significant

advances in computer technology continue to take place at an amazing

pace.

#TECH_Data_Encryption

#DESC_TECH_Data_Encryption

^Data encryption, the process of scrambling stored or transmitted information so that it is unintelligible until it is

unscrambled by the intended recipient. Historically, data encryption has been used primarily to protect diplomatic
and

military secrets from foreign governments. It is also now used increasingly by the financial industry to protect money

transfers, by merchants to protect credit-card information in electronic commerce, and by corporations to secure

sensitive communications of proprietary information.

^All modern cryptography is based on the use of algorithms to scramble (encrypt) the original message, called

plaintext, into unintelligible babble, called ciphertext. The operation of the algorithm requires the use of a key.

Until 1976 the algorithms were symmetric, that is, the key used to encrypt the plaintext was the same as the key
used

to decrypt the ciphertext. In 1977 the asymmetric or public key algorithm was introduced by the American
mathematicians

W. Diffie and M. E. Hellman. This algorithm requires two keys, an unguarded public key used to encrypt the plaintext

and a guarded private key used for decryption of the ciphertext; the two keys are mathematically related but cannot
be

deduced from one another. The advantages of asymmetric algorithms are that compromising one of the keys is not

sufficient for breaking the cipher and fewer unique keys must be generated.

^In 1977 the Data Encryption Standard (DES), a symmetric algorithm, was adopted in the United States as a federal

standard. DES and the International Data Encryption Algorithm (IDEA) are the two most commonly used symmetric
techniques. The most common asymmetric technique is the RSA algorithm, named after Ronald Rivest, Adi Shami,
and Len

Adleman, who invented it while at the Massachusetts Institute of Technology in 1977. Other commonly used
encryption

algorithms include Pretty Good Privacy (PGP), Secure Sockets Layer (SSL), and Secure Hypertext Transfer Protocol

(S-HTTP). The National Institute of Standards and Technology (NIST) is working with industry and the cryptographic

community to develop the Advanced Encryption Standard (AES), a mutually acceptable algorithm that will protect

sensitive government information and will be used by industry on a voluntary basis.

#TECH_Ecology

#DESC_TECH_Ecology

^For centuries, human society has taken the gifts of nature for granted. As civilizations grew, humans spread out

across the face of the planet, taking what they needed from the land and producing more and more waste materials
with

little regard for the future. In the late 1960s, a growing number of people became concerned about the growing

problems of pollution and the destruction of natural habitats. This movement led to the formation of groups like the

Environmental Protection Agency (EPA). The EPA's aim is to reduce all types of pollution. To this end, the agency has

imposed strict laws and guidelines concerning the disposal of hazardous materials, set clean water standards, and

studied more effective techniques of solid waste disposal. The primary goal of the environmental movement as a
whole

is to make sure that the environment is safe and intact for future generations to enjoy. Without the diversity in
species, the environment is less able to adapt to altering conditions.

#TECH_E_Commerce

#DESC_TECH_E_Commerce

^E-commerce is commerce conducted over the Internet, most often via the
World Wide Web. E-commerce can apply to purchases made through the Web

or to business-to-business activities such as inventory transfers. A

customer can order items from a vendor's Web site, paying with a

credit card (the customer enters account information via the computer)

or with a previously established "cybercash" account. The transaction

information is transmitted (usually by modem) to a financial

institution for payment clearance and to the vendor for order

fulfillment. Personal and account information is kept confidential

through the use of "secured transactions" that use encryption

technology.

^Once consumers' worries eased about on-line credit card purchases,

e-commerce grew rapidly in the late 1990s. In 1998 on-line retail

(“e-tail”) sales were $7.2 billion, double the amount in

1997. On-line retail ordering represented 15% of nonstore sales (which

included catalogs, television sales, and direct sales) in 1998, but

this constituted only 1% of total retail revenues that year. Books are

the most popular on-line product order, bought by over half of Web shoppers,

followed by software, audio compact discs, and personal computers.

One on-line bookseller, Amazon.com, which started in

1995, had revenues of $610 million in 1998, although it has since expanded

and offers other products as well. Other on-line commerce

includes trading of stocks, purchases of airline tickets and

groceries, and participation in auctions.

#TECH_Electronics

#DESC_TECH_Electronics

^
^The field of electronics deals with the practical application and

manipulation of electricity and electromagnetic phenomena. The

invention of the vacuum tube in the early 20th century marked the

beginning of modern electronics. The vacuum tube was capable of

amplifying weak radio signals, allowing them to be transmitted over

greater distances. Vacuum tubes also allowed music and voice to be

superimposed onto radio waves for transmission. The early study of

electronics revolutionized a number of fields, especially the field of

communications. Because of the vacuum tube, the technology of radio

communications was highly developed by World War II. After the war,

electronics research continued to advance rapidly. Post-war advances

include the earliest examples of digital computers and, eventually,

transistors and integrated circuits: miniaturized replacements for the

vacuum tube.

#TECH_Fiber_Optics

#DESC_TECH_Fiber_Optics

^Fiber optics is a branch of Physics that deals with the transmission

of light and images through glass or plastic fibers that are known as

optical fibers.

^Broadband cable systems which use this technology to trasmit data are

increasingly being used to provide television, telephone, and Internet

and Interactive services to both homes and businesses.

#TECH_Fission
#DESC_TECH_Fission

^According to Einstein's theory of relativity, even the smallest bit

of matter is equivalent to a tremendous amount of energy. For

instance, two pounds of matter, if converted completely into energy,

would produce energy equivalent to the explosive force of 22 megatons

of high explosives. In 1939, based on German experiments that

successfully split the uranium atom, physicists were able to explain

the process of nuclear fission. When a large, unstable atomic nucleus

splits (fissions) it results in two or more smaller, more stable

nuclei accompanied by the release of tremendous amounts of energy. The

first application of this powerful technology was in warfare. A

top-secret research effort in the U.S. known as the Manhattan Project

studied the fission process, and eventually produced the first atomic

bombs, which were dropped on the Japanese cities of Hiroshima and

Nagasaki in 1945. These relatively small bombs, the only atomic

weapons ever used in a war, each produced an explosion equivalent to

more than 20,000 tons of TNT. The nuclear weapons of today are capable

of producing explosions thousands of times more powerful.

#TECH_Game_Theory

#DESC_TECH_Game_Theory

^Games Theory is a mathematical theory that deals with strategies for maximizing gains and minimizing losses within

prescribed constraints, as the rules of a card game: widely applied in the solution of various decision-making

problems, as those of military strategy and business policy. Also called theory of games.
^Games, theory of, group of mathematical theories first developed by John Von Neumann and Oskar Morgenstern. A
game

consists of a set of rules governing a competitive situation in which from two to n individuals or groups of

individuals choose strategies designed to maximize their own winnings or to minimize their opponent's winnings; the

rules specify the possible actions for each player, the amount of information received by each as play progresses,
and

the amounts won or lost in various situations. Von Neumann and Morgenstern restricted their attention to zero-sum

games, that is, to games in which no player can gain except at another's expense.

^This restriction was overcome by the work of John F. Nash during the early 1950s. Nash mathematically clarified the

distinction between cooperative and noncooperative games. In noncooperative games, unlike cooperative ones, no
outside

authority assures that players stick to the same predetermined rules, and binding agreements are not feasible.
Further,

he recognized that in noncooperative games there exist sets of optimal strategies (so-called Nash equilibria) used by

the players in a game such that no player can benefit by unilaterally changing his or her strategy if the strategies of

the other players remain unchanged. Because noncooperative games are common in the real world, the discovery

revolutionized game theory. Nash also recognized that such an equilibrium solution would also be optimal in
cooperative

games. He suggested approaching the study of cooperative games via their reduction to noncooperative form and
proposed

a methodology, called the Nash program, for doing so. Nash also introduced the concept of bargaining, in which two
or

more players collude to produce a situation where failure to collude would make each of them worse off.

^The theory of games applies statistical logic to the choice of strategies. It is applicable to many fields, including

military problems and economics; the 1994 Nobel Memorial Prize in Economic Science was awarded to Nash, John
Harsanyi,

and Reinhard Selten for their work in applying game theory to economics.

#TECH_Genetics

^{New Resources:} $LINK<Cereals 3=GOOD_Cereals_3> and $LINK<Cattle 3=GOOD_Cattle_3> appears on the map.
#DESC_TECH_Genetics

^The field of genetics involves the manipulation of deoxyribonucleic

acid (DNA) and / or Oxyribonucleic Acid (RNA). DNA contains the

genetic "code" which determines the inherited traits of living

organisms. Removing a section of an organism’s DNA and replacing it

with that of another organism can alter the characteristics of the

organism. Since its inception, genetic engineering has produced a

number of important benefits, such as isolating the gene for

interferon, a rare substance that may be of great value in the

treatment of viral diseases and cancer. Genetic manipulation may

someday also provide a cure for birth defects and inherited

diseases. Unfortunately, there are also potential dangers involved in

this technology. Genetically engineered diseases, more communicable

and virulent than any occurring in nature, could potentially be

created in the laboratory by accident or maliciously. Such viruses

could be used as a dreadful biological weapon. Domestic and

international regulations regarding genetic experimentation exist to

prevent such a situation from occurring.

#TECH_Guerrilla_Warfare

#DESC_TECH_Guerrilla_Warfare

^Guerrilla warfare [(Span., "little war")], fighting by groups of irregular troops (guerrillas) within areas occupied by

the enemy. When guerrillas obey the laws of conventional warfare they are entitled, if captured, to be treated as
ordinary prisoners of war; however, they are often executed by their captors. The tactics of guerrilla warfare stress

deception and ambush, as opposed to mass confrontation, and succeed best in an irregular, rugged, terrain and with
a

sympathetic populace, whom guerrillas often seek to win over by propaganda, reform, and terrorism. Guerrilla
warfare

has played a significant role in modern history, especially when waged by Communist liberation movements in
Southeast

Asia and elsewhere, as well as during WW2, where the Germans were constantly beset with losses by fighters
behind their lines.

^In extreme situations, usually spawned by an oppressive or militaristic system of government, small groups of

citizens have been known to form armed factions. In many cases, these splinter groups lack the numbers, finances
and

armament to start a full-scale revolution. Instead, they adopt a practice of undermining governmental authority
through

covert military operations. These operations usually take the form of hit-and-run raids, where rebel soldiers launch a

surprise attack on an enemy target, then disappear into hiding, only to strike again at some other time and place.
Such

tactics, known as guerrilla warfare, seldom have any lasting effect individually. However, over many years, guerrilla

factions can become a serious threat to governmental authority if the rebels cannot be caught and suppressed.
Tactics

of this sort were used to great effect by the partisan forces in Nazi-occupied Europe during World War II, and due to
their radio links to Great Britain were able to orchestrate the damage that was done.

#TECH_Guided_Weapons

^{New Unit Ability:} Some $LINK<Advanced Fighters=PRTO_Advanced_Fighter>, $LINK<Stealth


Fighters=PRTO_Stealth_Fighter>, $LINK<Stealth Bombers=PRTO_Stealth_Bomber> and $LINK<Precision
Missiles=PRTO_Precision_Missile> may conduct $LINK<Precision Strikes=GCON_Air_Missions>.

#DESC_TECH_Guided_Weapons

^Guided weapons are those that utilize targeting mechanisms external to

it. A good example of this is the ‘Maverick’ munitions, which


use a separate laser to ‘designate’ the bomb’s target. The

source of this laser can be a plane, a soldier close to the target, or

even an orbiting satellite. With the target ‘painted’ by this

laser, the Maverick can adjust and refine its path to the target based

on the laser’s reflection. Another type of smart weapon is one that

uses a TV camera to feed visual information to a human

technician. Using this information they could make small or great

course changes throughout the flight, right up until impact. A benefit

of both these types of guidance is extreme precision. Since many

modern conflicts take place among non-combatants, these high tech

weapons can ensure that only the actual target is affected by the

attack.

#TECH_Smart_Weapons

^{New Unit Ability:} $LINK<Advanced Fighters=PRTO_Advanced_Fighter>, $LINK<Stealth


Fighters=PRTO_Stealth_Fighter> and $LINK<Stealth Bombers=PRTO_Stealth_Bomber> may conduct $LINK<Precision
Strikes=GCON_Air_Missions>.

#DESC_TECH_Smart_Weapons

^Smart weapons are those that utilize targeting mechanisms external to

it. A good example of this is the ‘Maverick’ munitions, which

use a separate laser to ‘designate’ the bomb’s target. The

source of this laser can be a plane, a soldier close to the target, or

even an orbiting satellite. With the target ‘painted’ by this

laser, the Maverick can adjust and refine its path to the target based

on the laser’s reflection. Another type of smart weapon is one that

uses a TV camera to feed visual information to a human


technician. Using this information they could make small or great

course changes throughout the flight, right up until impact. A benefit

of both these types of guidance is extreme precision. Since many

modern conflicts take place among non-combatants, these high tech

weapons can ensure that only the actual target is affected by the

attack.

#TECH_Integrated_Defense

#DESC_TECH_Integrated_Defense

^The threat of nuclear war became the backdrop of world politics after World War II. This terror sparked a fifty year

long conflict, the Cold War, between the two leading super powers, the Soviet Union and the United States.
Although

there was no direct armed conflict between these two nations, the conflicts fought over their opposing ideologies
often

served to heighten tensions and fears of a nuclear holocaust, from which nothing might have emerged. Integrated
defense

was a concept born of the Cold War. Using satellite intelligence and laser designation, it was believed, a shield could

be erected to pinpoint and destroy all high altitude threats through lasers or missiles. Although no such defense

shield was ever erected, the theory behind a national anti missile shield still remains a viable option, especially

against a "rogue state" scenario in which there are a very small number of inbound targets to eliminate. More
recently the "Star Wars" programme has been rekindled by the new President of the United State George W Bush.

#TECH_Jet_Propulsion

#DESC_TECH_Jet_Propulsion

^Jet propulsion is a method of propulsion in which an object is propelled in

one direction by a "jet" or stream of gases moving in the other direction.


^

^This follows from Isaac Newton's third law of motion - "To every action

there is an equal and opposite reaction."

^The most common application of this principle is the jet engine. This is

now the most common aircraft engine. There are two types of jet engine:

the turbojet and the turbofan. The turbofan is quieter and more efficient

than the turbojet.

#TECH_Legalized_Gambling

^{New Specialist Citizen:} The $LINK<Game Developer=GCON_Specialists> specialist citizen, which increases Tax
Revenue by 2, Scientific Research by 2 beakers and makes 1 happy face, becomes available.

#DESC_TECH_Legalized_Gambling

^Gambling or gaming, betting of money or valuables on, and often participation in, games of chance (some involving

degrees of skill). In England and in the United States, gambling was not a common-law crime if conducted privately.

Even in colonial America, however, gambling was liable to rankle public opinion because it was often associated with

rowdy activities and could produce debtors who would burden society.

^In the United States, state laws govern gambling. Some states prohibit public wagers or betting by minors, while

others allow wagering up to a certain amount. In some states pari-mutuel betting on horse races at the tracks is
legal;

several states permit pari-mutuel betting on dog races and jai alai games, and most states operate or participate in

daily and weekly lotteries. Though all of these state-sanctioned forms may conflict with public opinion on the moral

and economic worth of gambling, all provide state and local governments with large revenues. The first legalized

off-track betting system (OTB) in the United States opened in New York City in 1971.

^Nevada was the first state to sanction many types of gambling, with casinos operating slot machines, card games,
and
various games of chance. For many years, Nevada (joined in 1978 by Atlantic City, N.J.) was the only place in the

United States where casinos were legal; by the late 1990s, 27 states allowed them. Some states, however,
particularly

those along the Mississippi River, restrict casino gambling to riverboats. Following the federal Indian Gaming

Regulatory Act of 1988, states were required to permit on reservations any type of gambling that was permitted

off-reservation. Since that time, tribes throughout the country have opened legal gambling establishments, often

greatly enhancing their economy and that of the area where they live, but reservation gambling still produces only a

small percentage of all gambling revenues in the country. In the late 1990s, concerns over compulsive gambling (said
to

affect up to 3% of adult Americans) and the social effects of the mushrooming gambling economy-which had grown
by

1,600% since the mid-1970s, with revenues of some $50 billion-brought increased government attention.

#TECH_Machine_Tools

#DESC_TECH_Machine_Tools

^One of the most important steps in the move toward industrialization was the ability to precisely shape or
"machine"

solid metal into a desired form. Through mechanical, chemical, and other means, machine tools mold and shape raw

materials into precision parts for complex machinery. The first machine tool, a horizontal boring device, was
produced

in the late 1700's. The development of measuring devices accurate to within a millionth of an inch allowed for the
mass

production of items with interchangeable parts. The technology of the 20th century has produced computer-
controlled

machine tools that can be adapted to a wide variety of applications. The speed and accuracy of these machines
allows

for the economical mass production of extremely complex products.

#TECH_Mass_Media
^

^{Obsolete:} Discovery of [Mass Media] renders $LINK<Gutenberg's Bible=BLDG_Bible>obsolete.

#DESC_TECH_Mass_Media

#TECH_Miniaturization

#DESC_TECH_Miniaturization

^Early radios and other electronic devices relied on vacuum tube

technology. Because the tubes took up a great deal of space, the

devices that utilized them tended to be very bulky and cumbersome. In

the late 1940s, the development of the transistor provided a compact

alternative to vacuum tubes. Transistors were capable of achieving the

same level of power amplification achieved by tubes while taking up

much less space, and using only a fraction of the power. Starting in

the 1960s, the integrated circuit provided still another level of

miniaturization. An integrated circuit the size of a transistor could

perform the function of 20 transistors. Today, the microprocessor, a

modern refinement of the original integrated circuits, can incorporate

the functions of several complete printed circuit boards into a

single, low-power consumption chip less than two inches square,

allowing for the construction of hand-held computers with more

computing power than the huge mainframes used in the 70s and 80s.

#TECH_Mobile_Warfare
#DESC_TECH_Mobile_Warfare

#TECH_Naval_Aviation

^{Obsolete:} Discovery of [Naval Aviation] renders $LINK<Clausewitz's On War=BLDG_Clausewitz>obsolete.

#DESC_TECH_Naval_Aviation

#TECH_Nuclear_Power

#DESC_TECH_Nuclear_Power

^In addition to its potential for destruction, the energy released in

nuclear fission was seen as a potential source of controlled power

generation. By 1944, large-scale nuclear reactors were in operation

for the production of plutonium, although the energy produced by these

reactors was not used. Following World War II, increased efforts were

turned toward the extensive use of nuclear power to produce

electricity. Nuclear power plants use the radiant energy of a

controlled nuclear reaction to heat water, converting it to steam to

spin turbines that generate electricity. The major drawback to nuclear

fission is the lack of a safe means of disposal for the waste produced

by the reaction, which retains its lethal radioactivity for hundreds

of years. Another hazard is the possibility of a malfunction in the


reactor that could lead to a meltdown of the core. Despite massive

safety precautions, human error and equipment failures can lead to

devastating accidents such as the explosion at Chernobyl in 1986, in

which at least 30 people were killed and thousands lost their homes

and face possible long-term illness after exposure to near-lethal

doses of radiation. Because of growing public concern, the development

of new nuclear power plants has slowed as scientists search for viable

solutions to these problems.

#TECH_Pesticides

#DESC_TECH_Pesticides

^Pesticide, biological, physical, or chemical agent used to kill plants or animals that are harmful to people; in

practice, the term pesticide is often applied only to chemical agents. Various pesticides are known as insecticides,

nematicides, fungicides, herbicides, and rodenticides, i.e., agents primarily effective against insects, nematodes (or

roundworms), fungi, weeds and rodents, respectively.

^Pesticides can be derived from plants (e.g., pyrethrin, neem) or minerals, or they can be chemically manufactured

(e.g., DDT, 2,4-D). Natural predators and other biological methods are also used. Among the biological agents,

parasites and predators feed on pests, pathogens sicken them, and pheromones interfere with insect mating. There
are

also genetically engineered pesticides, such as the toxin-producing Bacillus thuringiensis strain used against moth

larvae.

^Chemical pesticides are usually contact, stomach, or fumigant poisons. Contact poisons may have immediate or
delayed

effects after physical contact with a pest. Fumigants, which may initially have the form of a solid, liquid, or gas,

kill pests while in a gaseous state.

^Some insecticides and fungicides are systemic, i.e., they are translocated by a plant from the area of application to

other plant parts, where they affect only pests that feed on the crop. Nonselective pesticides can affect both the

targeted pest and other organisms; selective pesticides affect only the target pest. Persistent pesticides are those

that remain in the environment for a long time.


^Since the publication of Rachel Carson's Silent Spring in the 1960s, there has been concern regarding the effects of

chemical pesticides on humans and on the environment. In the environment, the biological concentration of
chemical

pesticides (the amount retained in an organism through direct contact or consumption of affected plants or animals)

tends to increase the higher the animal is in the food chain. DDT, for example, severely reduced the rate of

reproduction in many fish and birds.

^Chemical pesticides now undergo exhaustive and expensive trials prior to government registration and release. The

carcinogenicity of some pesticide components, however, is a vigorously debated topic. Government testing often
uses

massive amounts of such substances on laboratory animals, creating what some critics feel is an exaggerated
assessment

of their danger. Humans are heavily exposed to pesticides usually as a result of acute exposure, such as accidental

inhalation, on the job.

#TECH_Plastics

#DESC_TECH_Plastics

^Plastic, any organic material with the ability to flow into a desired shape when heat and pressure are applied to it

and to retain the shape when they are withdrawn. The first important plastic, celluloid, was discovered (c.1869) by
the

American inventor John W. Hyatt and manufactured by him in 1872; it is a mixture of cellulose nitrate, camphor, and

alcohol and is thermoplastic. However, plastics did not come into modern industrial use until after the production

(1909) of Bakelite by the American chemist L. H. Baekeland. Bakelite, made by the polymerization of biphenol and

urea, is thermosetting. New uses for plastics are continually being discovered. Following World War II optical

lenses, artificial eyes, and dentures of acrylic plastics, splints that X rays may pierce, nylon fibers, machine gears,

fabric coatings, wall surfacing and plastic lamination were developed. More recently a hydrophilic, or

water-attracting, plastic suitable for use in non-irritating contact lenses has been developed. Among the trade names

by which many plastic products are widely known are Plexiglas, Lucite, Polaroid, Cellophane, Vinylite, and Koroseal.

Plastics reinforced with fiberglass are used for boats, automobile bodies, furniture, and building panels.

^A plastic is made up principally of a binder together with plasticizers, fillers, pigments, and other additives. The

binder gives a plastic its main characteristics and usually its name. Thus, polyvinyl chloride is both the name of a
binder and the name of a plastic into which it is made. Binders may be natural materials, e.g., cellulose derivatives,

casein, or milk protein, but are more commonly synthetic resins. In either case, the binder materials consist of very

long chainlike molecules called polymers. Cellulose derivatives are made from cellulose, a naturally occurring
polymer;

casein is also a naturally occurring polymer. Synthetic resins are polymerized, or built up, from small simple

molecules called monomers. Plasticizers are added to a binder to increase flexibility and toughness. Fillers are added

to improve particular properties, e.g., hardness or resistance to shock. Pigments are used to impart various colors.

Virtually any desired color or shape and many combinations of the properties of hardness, durability, elasticity, and

resistance to heat, cold, and acid can be obtained in a plastic.

#TECH_Quantum_Physics

^{New Specialist Citizen:} The $LINK<Physicist=GCON_Specialists> specialist citizen, which increases Scientific
Research by 3 beakers, becomes available.

^{New Resource:} $LINK<Uranium=BLDG_Uranium> appears on the map.

#DESC_TECH_Quantum_Physics

^In the world of Physics, to describe most events that are seen in the world, especially those to do with the
movement of objects the oldest and still to most people the most useful is Newtonian mechanics, invented by
Newton. At the start of the 20th Century, Einstein reviewed the laws as they stood and Einsteinian Mechanics was
borne. Einstein also made the theories behind Quantum physics, which describes the very odd behavior of matter at
a subatomic level. Although the laws that are present can seem to be the stuff of science fiction, they have predicted
accurately events that occur in the real world, and have helped in the production in modern computers and other
miniature components.

#TECH_Radar

^{New Worker Ability:} $LINK<Worker-Type units=GCON_Worker_Types> can build $LINK<Radar


Towers=TFRM_Radar_Tower>.
^

^{New Specialist Citizen:} The $LINK<Civil Engineer=GCON_Specialists> specialist citizen, which produces 2 shields,
becomes available.

^{Obsolete:} Discovery of [Radar] renders $LINK<Arc de Triomphe=BLDG_Arc_de_Triomphe> obsolete.

#DESC_TECH_Radar

^Radar is a device for locating objects by means of transmitted and

reflected high frequency radio waves; it is used mainly for direction

finding and navigation.

^Radar, which stands for RAdio Direction And Ranging, was developed by the

British in World War II to detect incoming German fighters and bombers.

#TECH_Radio

#DESC_TECH_Radio

^Prior to Guglielmo Marconi's invention of the radio in 1896,

long-distance communication was carried out either by mail or over

miles of cable via telegraph. Marconi's first demonstration of the

radiotelegraph transmitted a message just over one mile without the

use of wires. Continued improvements increased transmission range to

over 200 miles by early 1901, and by the end of the year a single

letter ("A") had been transmitted across the Atlantic Ocean. By 1905,

many ships were equipped with radiotelegraphs for ship-to-ship and

ship-to-land communications, and by 1915 the invention of the

three-element vacuum tube, or triode, made it possible to regularly


transmit voice messages over the airwaves. Throughout the years, radio

has been refined not only for communication, but for detection and

ranging (Radar) and astronomy.

#TECH_Recycling

^{New Ability:} Selling $LINK<improvements=MENU_City_Improvements> returns 25% of the shield cost in addition
to the gold received.

#DESC_TECH_Recycling

^Increasing world population has led to an inevitable increase in the

amount of garbage produced by society. Conventional disposal methods,

such as burial in a landfill, have proven inadequate to handle the

growing waste problem. One solution to this problem is the reuse of

discarded materials through recycling. Although scrap metals and other

materials have been reused in manufacturing processes for some time,

true recycling is a broad-based, household-by-household effort. The

increasing pollution generated by industry and consumerism, added to

the depletion of natural resources, make the re-use of materials less

a concern of efficiency and more as one of necessity for the survival

of the human species. Not only does the recycling of waste materials

prevent the unwanted build-up of garbage, it saves energy and slows

the depletion of natural resources such as trees and petroleum

products.

#TECH_Robotics
#DESC_TECH_Robotics

^The creation of machines to assist in, and increase the efficiency

of, the manufacturing process gave birth to the factory system of

production and started the Industrial Revolution. The invention of

digital computers in the late 1940s, and their refinement over the

next several decades, took factory automation one step further.

Computer-controlled machines, called robots, were designed to perform

repetitive or dangerous tasks more quickly than humans. Experimental

robots capable of simple manipulation of objects were in operation by

the late 1960s. General Motors commissioned the first robots used on

an assembly line in the 1970s. Constant improvements in the computer

field have allowed the production of incredibly versatile robots,

capable of performing a wide variety of tasks under virtually any

environmental condition. Robots today are widely used in

manufacturing, scientific research, and space exploration.

#TECH_Rocketry

^{New Specialist Citizen:} The $LINK<Research Specialist=GCON_Specialists> specialist citizen, which increases
Scientific Research by 4 beakers, becomes available.

#DESC_TECH_Rocketry

^Rockets are projectiles that are propelled by the expulsion of gases

generated in a combustion chamber. The first solid-fuel rockets,

invented by the Chinese in the 13th century, used a mixture similar to

gunpowder for fuel. Although rockets were used in warfare to set fire

to buildings and the sails of ships for nearly 500 years, it wasn't
until the early 19th century that the first crude explosive rockets

were used in battle. Research and design efforts by scientists such as

Robert Goddard in the 20th century refined rocket design to produce

faster, better controlled rockets. During World War II, this new

technology was used to create the German V-2, the first true guided

missile. Scientific developments since World War II have been applied

to adapt the rocket for use in even more powerful and accurate weapons

with incredible range. The rocket is also used in peaceful application

such as the launch of satellites and the exploration of space.

#TECH_Satellites

^{Obsolete:} Discovery of [Satellites] renders $LINK<Magellan's Voyage=BLDG_Circumnavigation> obsolete.

#DESC_TECH_Satellites

^Artificial satellites are spacecraft that maintain an orbit around a

celestial body. What differentiates an orbit from other types of space

flight is it doesn’t require any additional propulsion. Satellites

can hold a number of different orbits. One type is a polar orbit,

which causes the spacecraft to pass over the north and south poles.

Another is an equatorial orbit, which causes the satellite to circle

the Earth’s equator. The farther the orbit from the surface of the

earth, the longer it takes to complete a circuit of the earth. If the

vessel uses an equatorial orbit at a distance of 22,300 miles from

Earth, it can achieve geo-synchronous orbit, which causes the

satellite to remain stationary over a specific area. The first

satellite was the Soviet Union vehicle Sputnik 1, which was launched
in October 1957. Today, satellites fulfill many roles including

scientific research, weather forecasting, personal and business

communication, and military intelligence gathering.

#TECH_Space_Flight

#DESC_TECH_Space_Flight

^Utilizing the now well-developed science of rocketry, the modern

exploration of space began in October 1957 when the Soviet Union

launched Sputnik one. This tiny satellite orbited the earth for 57

days, providing information on radiation and other phenomena in the

upper atmosphere. In less than a year, the United States had also

launched a satellite, Explorer one. This started the "space race",

years of competition between the U.S. and the U.S.S.R. to achieve new

frontiers in space exploration. Space flight advanced rapidly from the

simple sub-orbital flights of the 1950s, to manned missions to Earth's

moon in the late 1960s. The rapid growth of space technology led to

many practical applications, such as weather and surveillance

satellites, and vastly improved worldwide communications. Today,

although hindered by severe government budget cuts, the exploration of

space continues. Plans in the near future call for continued orbital

exploration via the space shuttle program, and the eventual

construction of the multi-national, manned space station "Freedom" in

the early 21st century. Exactly what it is free from is not clear, but

bureaucracy is one thing that definitely is still present.

#TECH_Stealth
#DESC_TECH_Stealth

^It has long been recognized that in warfare, the best advantage

available is surprise. If one can approach an enemy undetected, the

attack has a better chance of being successful. The widespread use of

radar starting in World War II greatly decreased the possibility of

surprise for an airborne assault. Planes could be detected from miles

away, giving the enemy a chance to prepare for the attack. Over the

years, the military has employed many different approaches to solve

this problem. The most recent development is "Stealth"

technology. Stealth planes are painted with radar-absorbing paint, and

designed in such a way as to minimize the number of angular surfaces

from which an enemy can bounce a radar signal. The engines are also

hooded to reduce the plane's heat signature. The result is an aircraft

capable of approaching an enemy target, launching an attack, and

returning to base with little chance of detection. The F-117A Stealth

Fighter was used with great effectiveness by US forces in the Persian

Gulf War in 1991.

#TECH_Super_sonic_flight

^{Obsolete:} Discovery of [Supersonic Flight] renders $LINK<Atomic Weapons Test=BLDG_Atomic_Weapons_Test>


obsolete.

#DESC_TECH_Super_sonic_flightc

^Supersonic Flight refers to flight at speeds which are faster than sound

travels; supersonic speeds are measured in "Mach" numbers where Mach 1

refers to the exact speed of sound itself.


^

^When an aircraft passes the sound barrier, shock waves are created that

cause a sonic boom which can be heard on the ground.

^Charles Yeager, a US pilot, was the first person to achieve supersonic

flight in a Bell VS-1 rocket plane on 14th October 1947.

#TECH_Superconductor

#DESC_TECH_Superconductor

^Any material through which an electrical current can pass with

relatively little resistance is known as a conductor. When an

electric current passes through most conductors, part of that current

is lost due to resistance, which varies depending on the conducting

material and the ambient temperature. Some conductors, when cooled to

temperatures near absolute zero, lose all resistance to current. These

are known as superconductors. Because no energy is lost to resistance,

superconductors can lead to a wide variety of practical uses. These

include super-fast computers, powerful electromagnetic fields strong

enough to contain fusion reactions, and the completely efficient

generation and transmission of electrical power. Although the

extremely low temperatures necessary to produce superconductivity have

limited its uses thus far, recent developments hint that some unusual

materials may be super conductive even at room temperatures. The

isolation and large-scale production of these materials could lead to

a new revolution in the field of electronics.


#TECH_Synthetic_Fibers

#DESC_TECH_Synthetic_Fibers

^Modern advances in chemical engineering have given us many new substances which have an astounding number
of

applications. One of the great advances in the chemistry field was the creation of synthetic fibers. Fibers such as

polyester, nylon, and rayon are all laboratory made and have all been found to have amazing uses, from everything
from

clothing to parachutes. Some non-fabric applications, such as seat belts and Kevlar vests, have helped to save lives.

New uses for these amazing substances are still being developed, and our world is becoming more indebted to the

development of synthetic fibers.

#TECH_The_Laser

#DESC_TECH_The_Laser

^Laser is an acronym for "Light Amplification by Stimulated Emission

of Radiation". Lasers produce an amplified, coherent beam of light by

using photons to energize or excite the electrons in the

beam. Einstein first proposed the principles for the underlying theory

of the stimulated emission of light in 1917. The first helium-neon gas

laser was built in 1961. Years of research and development have led to

a wide variety of laser applications in many different fields. Lasers

can be used for everything from the precision cutting of almost any

material and performing microsurgery to reading digital data and music

information off of a compact disc. The military currently uses lasers

for weapons targeting systems, and it has been proposed that laser

technology could be used to defend against an enemy missile attack.


#TECH_Vertical_Flight

#DESC_TECH_Vertical_Flight

^As in nature, horizontal flight has been achieved with far greater ease than vertical flight, although finally this was
achieved in the 20th Century by both Britain and the USSR, with the British Harrier and the USSR’s Yak fighter.
Although the manufactures would be quick to point out that the vertical take off and landing features (VTOL) enable
these planes to be used from ships that are far smaller than those that are required for more traditional planes, and
that they are able to land in smaller areas as well, they are not the equal of planes of other modern planes, being
slower and more expensive to build. They also can not take off with a full load of fuel and weapons, limiting the
effectiveness of this ability. Nevertheless, they are used by both the British Navy and the United States Marines, who
value their compact design over their shortcomings.

The British Harrier uses a very simple method to achieve vertical take off: the exhaust thrusters of the jets swivel to
face downwards to provide lift, thus only requiring one set of engines. The USSR’s Yak has two sets of engines, one
for vertical lift and one for horizontal flight, which considerably adds to the weight and the cost of manufacture.

; Era NONE Techs ------------------------------------------------------------

#TECH_Taxes

^{Design Note:} [Taxes] was a special starting tech from a previous version which is no longer used in the DyP Mod
but remains in the game files for possible future use.

#DESC_TECH_Taxes

^For a government to function in a manner that can be seen to be [fair] to all, taxation is the preferred method
(although the taxes are not equal to all, this is viewed as a significant improvement over merely extortion and
robbery that this method would have taken the place of; not only would the income be more regular, but the
populace would also have a more stable life.
#TECH_Natural_Curiousity

^{Design Note:} [Natural Curiousity] was a special starting tech from a previous version which is no longer used in
the DyP Mod but remains in the game files for possible future use.

#DESC_TECH_Natural_Curiousity

^The human has the biggest brain compared to any other creature that has ever lived. Whereas the reason for this
development is still under fierce debate (defense, secondary sexual characteristic) what is not disputed is that
humans have always questioned the way that the world is, always asking the question “why?” Finding out the
answer to these questions has over time led to many developments in the humans, not only allowing a naked ape
with little in the way of natural protection against predators or the elements to colonise all areas of the world and
discover increasingly complex tools to manipulate the environment as well as each other.

#TECH_Unavailable

^{Design Note:} Some things are just not available in the regular way - you'll have to figure out another way to get
them. Anything requiring this tech, is not readily available to be built, but is usually granted when you build another
structure.

#DESC_TECH_Unavailable

#TECH_Roman

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Roman

#TECH_Egyptian
^

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Egyptian

#TECH_Greek

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Greek

#TECH_Babylonian

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Babylonian

#TECH_German

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_German

#TECH_Russian
^

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Russian

#TECH_Chinese

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Chinese

#TECH_American

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_American

#TECH_Japanese

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Japanese

#TECH_French
^

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_French

#TECH_Indian

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Indian

#TECH_Persian

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Persian

#TECH_Aztec

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Aztec

#TECH_Zulu
^

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Zulu

#TECH_Iroquois

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Iroquois

#TECH_English

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_English

#TECH_Mongolian

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Mongolian

#TECH_Spanish
^

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Spanish

#TECH_Viking

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Viking

#TECH_Ottoman

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Ottoman

#TECH_Celtic

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Celtic

#TECH_Arab
^

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Arab

#TECH_Carthaginian

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Carthaginian

#TECH_Korean

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Korean

#TECH_Ethiopian

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Ethiopian

#TECH_Incan
^

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Incan

#TECH_Malinese

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Malinese

#TECH_Polynesian

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Polynesian

#TECH_Siamese

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Siamese

#TECH_Sioux
^

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Sioux

#TECH_Tibetan

^{Design Note:} The [Being ...] techs are simply special starting techs for each civ which let us create civ-specific
improvements which are necessary to work around game engine limitations.

#DESC_TECH_Tibetan

; END SECTION TECH - Advances ===============================================

; BEGIN SECTION GOOD - Resources ============================================

; PDE 15 July 2003 : Reordered to SS/BIC order

#BLDG_Horses

^[Horses] are a $LINK<strategic resource=GCON_ResourcesS> required to build mounted military units.

^A strategic resource must be connected to a city by domestic or foreign $LINK<trade routes=GCON_Trade> to be


usable.

^[Horses] appear when a civilization discovers $LINK<Domestication=TECH_Domestication> and can be found in


$LINK<Grassland=TERR_Grassland>, $LINK<Hills=TERR_Hills> and $LINK<Plains=TERR_Plains>.

#DESC_BLDG_Horses
^

^Arguably the most useful domesticated animal in mankind’s history, horses have existed for some 50 million years.

While significant evolution has taken place (early ancestors were under a foot tall), the basic appearance of horses

has remained relatively unchanged. The earliest interaction between horses and men was of game, with early man
hunting

them for food. Around 2500 B.C. the first signs of domesticated breeds began appearing in Asia, but the idea took
hold

and spread rapidly. Their contribution to man’s conquest of his fellow man were immense, enabling the vast
campaigns

by Genghis 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 the importance of horses has dwindled since the advent of the internal combustion engine, they
remain a

boon in the form of entertainment and farming.

#BLDG_Iron

^[Iron] is a $LINK<strategic resource=GCON_ResourcesS> required to build military units who use swords and/or
armor.

^A strategic resource must be connected to a city by domestic or foreign $LINK<trade routes=GCON_Trade> to be


usable.

^[Iron] becomes visible in explored areas of the map when $LINK<Scrape Mining=TECH_Mining> has been
discovered and

can be found in $LINK<Hills=TERR_Hills>, $LINK<Tundra=TERR_Tundra>, $LINK<Mountains=TERR_Mountains> and


$LINK<Volcanoes=TERR_Volcano>.

#DESC_BLDG_Iron

^
^Iron (chemical symbol Fe), was known and used for ornamental purposes and weapons in prehistoric ages; the
earliest specimen still extant, a group of oxidized iron beads found in Egypt, dates from about 4000BC. The
archaeological term Iron Age properly applies only to the period when iron was used extensively for utilitarian
purposes, as in tools, as well as for ornamentation. The beginnings of modern processing of iron can be traced back
to central Europe in the mid-14th century BC.

Pure iron has a hardness that ranges from 4 to 5. It is soft, malleable, and ductile. Iron is easily magnetized at
ordinary temperatures; it is difficult to magnetize when heated, and at about 790° C (about 1450° F) the magnetic
property disappears. Pure iron melts at about 1535° C (about 2795° F), boils at 2750° C (4982° F), and has a specific
gravity of 7.86. The atomic weight of iron is 55.847.

^Metallic iron occurs in the free state in only a few localities, notably western Greenland. It is found in meteorites,
usually alloyed with nickel. In chemical compounds the metal is widely distributed and ranks fourth in abundance
among all the elements in the earth's crust; next to aluminum it is the most abundant of all metals. The principal ore
of iron is hematite, which is mined in the United States in Minnesota, Michigan, and Wisconsin. Other important
ores are goethite, magnetite, siderite, and bog iron (limonite). Pyrite, the sulfide ore of iron, is not processed as an
iron ore because it is too difficult to remove the sulfur.

^By far the greatest amount of iron is used in processed forms, such as wrought iron, cast iron, and steel.
Commercially pure iron is used for the production of galvanized sheet metal and of electromagnets. Iron compounds
are employed for medicinal purposes in the treatment of anemia, when the amount of hemoglobin or the number of
red blood corpuscles in the blood is lowered. Iron is also used in tonics.

^In the early 1990s, annual United States production of iron ore exceeded 56 million metric tons. In the same period,
world production was nearly 920 million metric tons. The estimated worth of usable ore produced in 1990 in the
United States was more than 1.7 billion dollars.

#BLDG_Saltpeter

^[Saltpeter] is a $LINK<strategic resource=GCON_ResourcesS> required to build early gunpowder military units.

^A strategic resource must be connected to a city by domestic or foreign $LINK<trade routes=GCON_Trade> to be


usable.

^[Saltpeter] becomes visible in explored areas of the map when $LINK<Alchemy=TECH_Alchemy> has been
discovered and can be found in $LINK<Deserts=TERR_Desert>, $LINK<Hills=TERR_Hills> and
$LINK<Marshes=TERR_Marsh>.

#DESC_BLDG_Saltpeter

^
^When found in nature, saltpeter (also known as potassium nitrate) takes the form of a white powdery substance. A

major component in black gunpowder beginning around the 12th century, it has also contributed to the fields of

medicine, food preservation and farming. Saltpeter occurs as crusts on the surface of the Earth, on walls and rocks,
and in caves; and it forms in certain soils in Spain, Italy, Egypt, Iran, and India. The deposits in the great limestone
caves of Kentucky, Virginia, and Indiana have probably been derived from the overlying soil and accumulated by
percolating water. In former times, the demand for saltpeter as an ingredient of gunpowder led to the formation of
saltpetre plantations, or nitriaries, which were common in France, Germany, and other countries; the natural
conditions were simulated by exposing heaps of decaying organic matter mixed with alkalis (lime, etc.) to
atmospheric action. Potassium nitrate was used at one time in many different diseased conditions, especially
asthma; but now it is rarely used medicinally, except as a diuretic. Its alleged value as a drug for suppressing sexual
desire is purely imaginary.

#BLDG_Coal

^[Coal] is a $LINK<strategic resource=GCON_ResourcesS> required to produce early steampower units, build


$LINK<railroads=TFRM_Railroad>, and fuel the production-boosting improvements that mark the Early Industrial
Age.

^A strategic resource must be connected to a city by domestic or foreign $LINK<trade routes=GCON_Trade> to be


usable.

^[Coal] deposits appear when a civilization discovers $LINK<Steam Power=TECH_Steam_Power> and can be found in

$LINK<Hills=TERR_Hills>, $LINK<Tundra=TERR_Tundra>, $LINK<Forests=TERR_Forest>,


$LINK<Mountains=TERR_Mountains>, $LINK<Volcanoes=TERR_Volcano> and $LINK<Marshes=TERR_Marsh>.

#DESC_BLDG_Coal

^More than 300 million years ago, plant life growing in swamps began to decompose. Layers of sand and mud
covered the

decomposing plants, and the decaying plants were compressed by the combined weight of water and sediment.
Over time,

the plant matter hardened and became coal.


^Early humans used wood, straw, and dried dung for fuel. One of the earliest known references to coal was made by
Greek philosopher and scientist Aristotle, who referred to charcoal-like rock found in Thrace (a region on
northeastern shores of the Aegean Sea) and in northeastern Italy. Although authentic records are unavailable,
historians believe coal was first used commercially in China. Reports indicate the Fu-shun mine in northeastern China
provided coal for smelting copper (extracting copper from an ore by heating it) and for casting coins around 1000 BC.

Coal cinders found among Roman ruins in England suggest that Romans harnessed energy from coal before AD 400.
The written records of monk Reinier of Liege from the early 13th century describe workers mining black earth in
Europe. Blacksmiths used this black earth as fuel for metalworking. Other historical records contain numerous
references to coal mining in England, Scotland, and the European continent during the remainder of the 13th
century.

In the early 18th century, demand for coal escalated when English iron founders John Wilkinson and Abraham Darby
used coal, in the form of coke, to manufacture iron. An almost insatiable demand for coal was created by successive
metallurgical and engineering developments, most notably the invention of the coal-burning steam engine by
Scottish mechanical engineer James Watt in 1769.

^Although coal deposits exist in nearly every region of the world, commercially significant coal resources occur only
in Europe, Asia, Australia, and North America. Commercially significant coal deposits occur in sedimentary rock
basins, typically sandwiched as layers called beds or seams between layers of sandstone and shale.

Exploration geologists have found and mapped the world's most extensive coal beds. In 1997 world coal reserves
were estimated to be 1.04 trillion metric tons, and world coal resources were estimated to be 9.98 trillion metric
tons. These coal reserves are geographically distributed as follows: Europe, including Russia and former Soviet
republics, 44 percent; North America, 28 percent; Asia, 17 percent; Australia, 5 percent; Africa, 5 percent; and South
America, 1 percent.

#BLDG_Oil

^[Oil] is a $LINK<strategic resource=GCON_ResourcesS> required to build late Industrial Age and Modern Era units.

^A strategic resource must be connected to a city by domestic or foreign $LINK<trade routes=GCON_Trade> to be


usable.

^[Oil] becomes visible in explored areas of the map when $LINK<Refining=TECH_Refining> has been discovered and

can be found in $LINK<Tundra=TERR_Tundra>, $LINK<Plains=TERR_Plains> and $LINK<Deserts=TERR_Desert>.

#DESC_BLDG_Oil

^
^Small surface occurrences of petroleum in the form of natural gas and oil seeps have been known from early times.
The ancient Sumerians, Assyrians, and Babylonians used crude oil and asphalt (“pitch”) collected from large seeps at
Tuttul (modern-day HYt) on the Euphrates for many purposes more than 5,000 years ago. Liquid oil was first used as
a medicine by the ancient Egyptians, presumably as a wound dressing, liniment, and laxative.

^Oil products were valued as weapons of war in the ancient world. The Persians used incendiary arrows wrapped in
oil-soaked fibres at the siege of Athens in 480 BC. Early in the Christian era the Arabs and Persians distilled crude oil
to obtain flammable products for military purposes. Probably as a result of the Arab invasion of Spain, the industrial
art of distillation into illuminants became available in western Europe by the 12th century.

^Several centuries later, Spanish explorers discovered oil seeps in present-day Cuba, Mexico, Bolivia, and Peru. In
North America oil seeps were plentiful and were noted by early explorers in what are now New York and
Pennsylvania, where the Indians were reported to have used the oil for medicinal purposes.

^It was not until the 19th century that the real exploitation of crude oil began. The Industrial Revolution had by then
brought about a search for new fuels, and the social changes it effected had produced a need for good, cheap oil for
lamps; people wished to be able to work and read after dark. Whale oil, however, was available only to the rich,
tallow candles had an unpleasant odor, and gas jets were available only in then-modern houses and apartments in
metropolitan areas.

^The Canadian physician and geologist Abraham Gessner in 1852 obtained a patent for producing from crude oil a
relatively clean-burning, affordable lamp fuel called kerosine; and in 1855 an American chemist, Benjamin Silliman,
published a report indicating the wide range of useful products that could be derived through the distillation of
petroleum.

^Today, modern industrial societies use it primarily to achieve a degree of mobility-on land, at sea, and in the air-
that was barely imaginable less than a hundred years ago. In addition, petroleum and its derivatives are used in the
manufacture of medicines and fertilizers, foodstuffs, plastic ware, building materials, paints, and cloth and to
generate electricity.

#BLDG_Rubber

^[Rubber] is a $LINK<strategic resource=GCON_ResourcesS> required to build late Industrial Age and Modern Era
units.

^A strategic resource must be connected to a city by domestic or foreign $LINK<trade routes=GCON_Trade> to be


usable.

^[Rubber] becomes visible in explored areas of the map when $LINK<Replaceable Parts=TECH_Replaceable_Parts>
has been discovered and can be found in $LINK<Jungles=TERR_Jungle>, $LINK<Forests=TERR_Forest> and
$LINK<Marshes=TERR_Marsh>.

^Marshes are only available in R&R.


#DESC_BLDG_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

benefit (because of inferior quality compared to natural rubber) one advantage was independence from having to
import

the material from regional plantations. The Germans learned this lesson well during World War I, when the British
Navy

shutdown much of their naval shipping routes.

^During World War II huge quantities of synthetic rubber, mostly based on polymers of butadiene, were produced.
By the early 1960s synthetic rubbers had overtaken natural rubber in quantity produced.

^In 1990, the world rubber production was more than 15 million metric tons; about 10 million metric tons of this
rubber was synthetically made.

#BLDG_Aluminum

^[Aluminum] is a $LINK<strategic resource=GCON_ResourcesS> that is required to build certain Modern Era units
and Spaceship Parts.

^A strategic resource must be connected to a city by domestic or foreign $LINK<trade routes=GCON_Trade> to be


usable.

^Aluminum becomes visible in explored areas of the map when $LINK<Mass Production=TECH_Mass_Production>
has been discovered and can be found in $LINK<Hills=TERR_Hills>, $LINK<Jungles=TERR_Jungle> and
$LINK<Forests=TERR_Forest>.

#DESC_BLDG_Aluminum
^

^A silvery, gray metal, aluminum (Chemical symbol Al) has a staggering number of uses and applications.

^The atomic weight of aluminum is 26.9815; the element melts at 660° C (1220° F), boils at 2467° C (4473° F), and
has a specific gravity of 2.7.

^A given volume of aluminum weighs less than one-third as much as the same volume of steel. The only lighter
metals are lithium, beryllium, and magnesium. Its high strength-to-weight ratio makes aluminum useful in the
construction of aircraft, railroad cars, and automobiles, and for other applications in which mobility and energy
conservation are important. Because of its high heat conductivity, aluminum is used in cooking utensils and the
pistons of internal-combustion engines.

^Though the dominant metal in the Earth’s composition, aluminum wasn’t discovered until 1825, thousands of years
after copper and iron. The primary reason for this was the difficulty in extracting the metal from the ore (in modern
aluminum, the ore bauxite is used). Charles Hall, a 22-year-old American, created what was to become 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
impact of reducing the cost of the metal from 545 dollars a pound to around 8 dollars. Today, a pound of aluminum
costs approximately 18 cents.

^In 1886 the world production of aluminum was less than 45 kg (less than 100 lb). In 1989, by contrast, the
estimated world production of primary aluminum was 18 million metric tons and an estimated 4 million metric tons
was produced in the United States alone.

#BLDG_Uranium

^[Uranium] is a $LINK<strategic resource=GCON_ResourcesS> required to build Modern Era units and nuclear power
plants, as well as nuclear weapons and some space ship parts.

^A strategic resource must be connected to a city by domestic or foreign $LINK<trade routes=GCON_Trade> to be


usable.

^[Uranium] becomes visible in explored areas of the map when $LINK<Quantum Physics=TECH_Quantum_Physics>
has been discovered and can be found in $LINK<Deserts=TERR_Desert>, $LINK<Mountains=TERR_Mountains> and
$LINK<Forests=TERR_Forest>.

#DESC_BLDG_Uranium

^Uranium, (chemical symbol U) is one of the most valuable metals in the world. It’s use has dramatically changed
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 or warfare. This heavy,
white metal’s greatest contribution is to the process of nuclear fission. Radioactive manipulation of uranium atoms
can eject neutrons, which can travel at speeds up to 12,000 miles per second. If such a neutron impacts the nucleus
of a neighboring atom, the target atom can completely fragment. Not only is the resulting energy released immense,
but also the shattered atom can also

potentially collide with additional atoms. This chain reaction is the phenomenon underlying all nuclear fission

applications including nuclear weapons and power.

^Uranium melts at about 1132° C (about 2070° F), boils at about 3818° C (about 6904° F), and has a specific gravity of
19.05 at 25° C (77° F); the atomic weight of the element is 238.03. Uranium has three crystalline forms, of which the
one that forms at about 770° C (about 1418° F) is malleable and ductile. Uranium is soluble in hydrochloric and nitric
acids, and it is insoluble in alkalies. Uranium displaces hydrogen from mineral acids and from the salt solutions of
such metals as mercury, silver, copper, tin, platinum, and gold. When finally divided, it burns readily in air at 150° to
175° C (302° to 347° F). At 1000° C (1832° F), uranium combines with nitrogen to form a yellow nitride.

^Uranium ores are widely distributed throughout the world. Deposits of pitchblende, the richest uranium ore, are
found chiefly in Canada, the Democratic Republic of the Congo (DRC, formerly Zaire), and the United States. Most of
the uranium mined in the United States is obtained from carnotite occurring in Colorado, Utah, New Mexico,
Arizona, and Wyoming. A mineral called coffinite, discovered in 1955 in Colorado, is a high-grade ore containing
nearly 61 percent uranium. Coffinite deposits were found subsequently in Wyoming and Arizona and in several
foreign countries. In 1990, U.S. production of pure uranium concentrate was about 3417 metric tons, while Canadian
production was about 8729 tons; world production totaled about 29,100 metric tons.

#BLDG_Gold

^[Gold] is a $LINK<strategic resource=GCON_ResourcesS> that is required to build commercial improvements.

^A strategic resource must be connected to a city by domestic or foreign $LINK<trade routes=GCON_Trade> to be


usable.

^[Gold] becomes visible in explored areas of the map when $LINK<Caste System=TECH_Caste_System> has been
discovered and can be found in $LINK<Hills=TERR_Hills> and $LINK<Mountains=TERR_Mountains>.

#DESC_BLDG_Gold

^Gold has been known and highly valued from earliest times, not only because of its beauty and resistance to
corrosion, but also because gold is easier to work than all other metals. In addition, gold was easier to obtain in pure
form than the other metals. Because of its relative rarity, gold became used as currency and as a basis for
international monetary transactions. The unit used in weighing gold is the troy ounce; 1 troy ounce is equivalent to
31.1 grams.
^Gold production dates from the Etruscan, Minoan, Assyrian, and Egyptian civilizations, when placer gold was
derived from alluvial sands and gravels by simple processes of washing or panning. Gold was produced in this
manner at an early period in India, central Asia, the southern Ural Mountains and in the regions bordering the
eastern Mediterranean. With progress in mining technique, primary auriferous (gold-bearing) veins were exploited;
this type of gold mining attained some importance before the Christian era. During the Middle Ages little progress
was made in gold production and mining.

^Gold is found in nature in quartz veins and secondary alluvial deposits as a free metal or in a combined state. It is
widely distributed although it is rare, being 75th in order of abundance of the elements in the crust of the earth. It is
almost always associated with varying amounts of silver; the naturally occurring gold-silver alloy is called electrum.

^Pure gold is the most malleable and ductile of all the metals. It can easily be beaten or hammered to a thickness of
0.000013 cm (0.000005 in), and 29 g (1.02 oz) could be drawn into a wire 100 km (62 mi) long. It is one of the softest
metals (hardness, 2.5 to 3) and is a good conductor of heat and electricity. Gold is bright yellow and has a high luster.
Gold is extremely inactive. It is unaffected by air, heat, moisture, and most solvents. It will, however, dissolve in
aqueous mixtures containing various halogens such as chlorides, bromides, or some iodides. It will also dissolve in
some oxidizing mixtures, such as cyanide ion with oxygen, and in aqua regia, a mixture of hydrochloric and nitric
acids. The chlorides and cyanides are important compounds of gold. Gold melts at about 1064° C (about 1947° F),
boils at about 2808° C (about 5086° F), and has a specific gravity of 19.3; its atomic weight is 196.97.

^In the late 20th century four countries—South Africa, Russia, the United States, and Australia—accounted for two-
thirds of the gold produced annually throughout the world.

#GOOD_Wine

^[Wine] is a $LINK<luxury resource=GCON_ResourcesL> that will make content people


$LINK<happy=GCON_Happy_Faces> in cities that are connected to it by domestic or foreign $LINK<trade
routes=GCON_Trade>.

^A luxury resource need not be inside any city's $LINK<radius=GCON_Radius>, but it must be inside a civ's
$LINK<cultural borders=GCON_Territory> in order to benefit from it, unless it is imported.

^[Wine] becomes visible in explored areas of the map when $LINK<Fermentation=TECH_Fermentation> has been
discovered

and can be found in $LINK<Hills=TERR_Hills> and $LINK<Grassland=TERR_Grassland>.

#DESC_GOOD_Wine

^
^Wine, a beverage made from fermented grapes, was first produced as early as 6000 BC. Its use spread throughout
the

Middle East and Egypt, and it quickly became a popular beverage of the ancient world. The Greeks carried on an
active wine trade and planted grapes in their colonies from the Black Sea to Spain. The Romans carried grape
growing into the valleys of the Rhine and Moselle (which became the great regions of Germany and Alsace), the
Danube (in modern-day Romania, Yugoslavia, Hungary, and Austria), and the Rhône, Saône, Garonne, Loire, and
Marne (which define the great French regions of Rhône, Burgundy, Bordeaux, Loire, and Champagne, respectively).
The role of wine in the Christian mass helped maintain the industry after the fall of the Roman Empire, and monastic
orders preserved and developed many of the highly regarded wine-producing areas in Europe.

^Following the voyages of Columbus, grape culture and wine making were transported from the Old World to the
New. Spanish missionaries took viticulture to Chile and Argentina in the mid-16th century and to lower California in
the 18th. With the flood of European immigration in the 19th and early 20th centuries, modern industries, based on
imported V. vinifera grapes, were developed. The prime wine-growing regions of South America were established in
the foothills of the Andes Mountains. In California, the center of viticulture shifted from the southern missions to the
Central Valley and the northern counties of Sonoma, Napa, and Mendocino.

British settlers planted European vines in Australia and New Zealand in the early 19th century, and Dutch settlers
took grapes from the Rhine region to South Africa as early as 1654.

#GOOD_Furs

^[Furs] are a $LINK<luxury resource=GCON_ResourcesL> that will make content people


$LINK<happy=GCON_Happy_Faces>

in cities that are connected to it by domestic or foreign $LINK<trade routes=GCON_Trade>.

^A luxury resource need not be inside any city's $LINK<radius=GCON_Radius>, but it must be inside a civ's

$LINK<cultural borders=GCON_Territory> in order to benefit from it, unless it is imported.

^[Furs] are always visible on the map and can be found in $LINK<Tundra=TERR_Tundra>,
$LINK<Jungles=TERR_Jungle> and $LINK<Forests=TERR_Forest>.

#DESC_GOOD_Furs

^Throughout history, animal furs have been valuable commodities for trade and sale. Many different types of
animals

including minks, rabbits, and beavers have been captured by trappers for the purpose of obtaining their pelts for use
in the making of clothing and other items. 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 specifically to raise

animals for the fur industry. Starting in the 1970s, environmentalists and animal 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_Dyes

^[Dyes] are a $LINK<luxury resource=GCON_ResourcesL> that will make content people


$LINK<happy=GCON_Happy_Faces>

in cities that are connected to it by domestic or foreign $LINK<trade routes=GCON_Trade>.

^A luxury resource need not be inside any city's $LINK<radius=GCON_Radius>, but it must be inside a civ's

$LINK<cultural borders=GCON_Territory> in order to benefit from it, unless it is imported.

^[Dyes] become visible in explored areas of the map when $LINK<Dynasticsm=TECH_Dynasticsm> has been
discovered and can be found in $LINK<Forests=TERR_Forest>, $LINK<Jungles=TERR_Jungle>,
$LINK<Deserts=TERR_Desert> and $LINK<Marshes=TERR_Marsh>.

#DESC_GOOD_Dyes

^ Dyes can be natural or synthetic in nature. Its most important use is in dyeing {textiles}. Wool or cotton fabrics
may have dyes applied at any stage of manufacture from fibre to finished garment, depending on the nature of the
textile, its subsequent processing, and the requirements in use.

^ Dyeing was practiced in Egypt, Persia, China, and India thousands of years ago. Before 1856, natural materials
derived from insects, plants, shellfish, and minerals were the only known sources of dyestuffs. These sources
included the root of the herb madder for red dye and the indigo plant for blue dye. In the early days of the Roman
Empire, garments colored with Tyrian purple, a dye derived from a shellfish of the Mediterranean Sea, were worn by
the imperial family and the nobility. As late as the 4th century AD, cloth colored with Tyrian purple was the symbol
of royalty.
The art of dyeing was stimulated in the 13th century by the discovery of achil, a purple dye made from a species of
lichen. Northern Italy, where the discovery was made, became the center of dyeing in Europe. In the 16th century,
explorers brought back from the Americas such dyestuffs as cochineal and logwood. Other important sources of
natural dyes included quercitron, weld, fustic, brazilwood, safflower, and indigo plants.

In 1856 the first synthetic dye, mauve, was derived from coal tar. Mauve was developed by British chemist William
Henry Perkin so that it could be produced easily on a large scale. Since then a great number of synthetic dyes have
been developed, and the use of natural dyes has almost ceased.

#GOOD_Incense

^[Incense] is a $LINK<strategic resource=GCON_ResourcesS> that is required to build religious city improvements.

^A strategic resource must be connected to a city by domestic or foreign $LINK<trade routes=GCON_Trade> to be


usable.

^[Incense] becomes visible in explored areas of the map when $LINK<Ritualism=TECH_Ritualism> has been
discovered and can be found in $LINK<Deserts=TERR_Desert>, $LINK<Plains=TERR_Plains>, $LINK<Flood
Plains=TERR_Flood_Plain>, $LINK<Forests=TERR_Forest> and $LINK<Jungles=TERR_Jungle>.

#DESC_GOOD_Incense

^A potent luxury today as well as throughout history, these grains of resins (sometimes mixed with spices) produce a
potent and wide variety of odors when burned. Incense-bearing trees were imported from the Arabian and Somali
coasts into ancient Egypt, where incense was prominent in religious ritual— [e.g.], at the daily liturgy before the cult
image of the sun god Amon-Re and in the mortuary rites, when the souls of the dead were thought to ascend to
heaven in the flame. Incense was employed to counteract disagreeable odours and drive away demons and was said
both to manifest the presence of the gods (fragrance being a divine attribute) and to gratify them. The Babylonians
used it extensively while offering prayer or divining oracles. It was imported into Israel before the Babylonian Exile
(586–538 BC) and was assigned miraculous powers; later, in the 5th century BC, altars were set apart for incense
offerings. Incense no longer has any role in the Jewish liturgy, however.

^Historically, the chief substances used as incense were such resins as frankincense and myrrh, along with aromatic
wood and bark, seeds, roots, and flowers. The incense used by the ancient Israelites in their liturgy was a mixture of
frankincense, storax, onycha, and galbanum, with salt added as a preservative. In the 17th and 18th centuries,
natural substances began to be supplanted by chemicals used in the perfume industry, and this trend toward the use
of synthetic substitutes in incense continues to the present day.
#GOOD_Spices

^[Spices] are a $LINK<luxury resource=GCON_ResourcesL> that will make content people


$LINK<happy=GCON_Happy_Faces>

in cities that are connected to it by domestic or foreign $LINK<trade routes=GCON_Trade>.

^A luxury resource need not be inside any city's $LINK<radius=GCON_Radius>, but it must be inside a civ's

$LINK<cultural borders=GCON_Territory> in order to benefit from it, unless it is imported.

^[Spices] becomes visible in explored areas of the map when $LINK<Cultivation=TECH_Cultivation> has been
discovered and can be found in $LINK<Deserts=TERR_Desert>, $LINK<Plains=TERR_Plains>, $LINK<Flood
Plains=TERR_Flood_Plain>, $LINK<Forests=TERR_Forest> and $LINK<Jungles=TERR_Jungle>.

#DESC_GOOD_Spices

^Cinnamon, cassia, cardamom, ginger, and turmeric were known to Eastern peoples thousands of years ago, and
they became important items of commerce early in the evolution of trade. Cinnamon and cassia found their way to
the Middle East at least 2,000 years before the Christian era. From time immemorial, southern Arabia had been a
trading center for frankincense, myrrh, and other fragrant resins and gums. Arab traders artfully withheld the true
source of these spices. To satisfy the curious, to protect their market, and to discourage competitors, they spread
fantastic tales to the effect that cassia grew in shallow lakes guarded by winged animals and that cinnamon grew in
deep glens infested with poisonous snakes.

^Whatever part the overland trade routes across Asia played, it was mainly by sea that the spice trade grew.
Arabians were making direct sailings before the Christian era. In the Far East, the Chinese were moving through the
waters of the Malay Archipelago and trading in the Spice Islands (the Moluccas or the East Indies generally). Ceylon
was a central trading point.

^In Egypt, Alexandria's revenues from port dues were already enormous when Ptolemy XI bequeathed the city to the
Romans in 80 BC. Under the Romans, Alexandria became the greatest commercial center of the world and the
emporium for the aromatic and pungent spices of India that found their way to the markets of Greece and the
Roman Empire.

^The Europeans knew the origin of the spices reaching Alexandria and, unable to break the hold of Venice,
determined in the last third of the 15th century to build ships and venture abroad in search of a route to the spice-
producing countries. So began the famed voyages of discovery.

^For mariners it was an age of adventure, risk, hardship, disease, and death; for nations it was an age of struggle,
defeat, or conquest and an age for acquiring new, near-primitive lands and colonizing and gaining dominion over
civilized foreign territories. For European commercial interests it was an age of rewarding success, which broke the
monopoly of Venice, overcame the Muslim domination of the spice trade, created a voluminous trade in a great
variety of merchandise between Europe and the Far East, and opened up a New World.
#GOOD_Elephant

^[Elephants] are a $LINK<strategic resource=GCON_ResourcesS> that are required to build alternative mounted
units.

^A strategic resource must be connected to a city by domestic or foreign $LINK<trade routes=GCON_Trade> to be


usable.

^[Elephants] become visible in explored areas of the map when $LINK<Warfare=TECH_Warfare> has been
discovered and can be found in $LINK<Jungles=TERR_Jungle>, $LINK<Forest=TERR_Forest>,
$LINK<Grassland=TERR_Grassland> and $LINK<Plains=TERR_Plains>.

#DESC_GOOD_Elephant

^Elephants, are a huge mammal characterized by a long muscular snout and two long, curved tusks. Highly
intelligent and strong, elephants are the largest land animals and are among the longest-lived, with life spans of 60
years or more. Healthy, full-grown elephants have no natural enemies other than humans.

^For more than 2000 years, Asian elephants have been captured and trained to serve people. African elephants were
used by Carthaginian general Hannibal to carry his supplies across the Alps during his famous march to conquer
Rome in the 3rd century. As recently as the 16th century, elephants were harnessed and ridden onto the battlefield,
and during World War II (1939-1945) they were used to drag heavy military equipment up steep, muddy slopes.
Although no longer employed for warfare, Asian elephants continue to earn their keep in Southeast Asia and India.
Approximately 13,000 to 16,000 of these animals, roughly 25 percent of the world's wild Asian elephant population,
have been captured and trained to perform a variety of tasks. Pulling logs out of forests, carrying passengers and
freight, and assisting in capturing wild elephants are among the many jobs requiring intelligence and strength that
elephants perform.

^Elephants have long been revered and honored, and in Thailand, India, and other Southeast Asian countries,
beautifully decorated elephants still play a significant role in traditional religious ceremonies. According to Buddhist
tradition, the Buddha chose the form of a white elephant as one of his many earthly incarnations, and the rare
appearance of a white elephant is still heralded as a manifestation of the gods.

Over the past 40 million years, more than 600 species of elephants have roamed the earth. Today only two species
are alive-the African elephant and the Asian elephant. Climate fluctuations over the millennia and resulting
vegetation changes caused the extinction of many elephant species, but human impact has also taken its toll. At the
turn of the 20th century, elephants numbered from 5 million to 10 million, but widespread hunting and habitat
destruction reduced their numbers to an estimated 640,000 by the end of the century. Present-day efforts to save
elephants may be inadequate, and biologists are unsure if elephants as a species will survive.
#GOOD_Silks

^[Silks] are a $LINK<luxury resource=GCON_ResourcesL> that will make content people


$LINK<happy=GCON_Happy_Faces>

in cities that are connected to it by domestic or foreign $LINK<trade routes=GCON_Trade>.

^A luxury resource need not be inside any city's $LINK<radius=GCON_Radius>, but it must be inside a civ's

$LINK<cultural borders=GCON_Territory> in order to benefit from it, unless it is imported.

^[Silks] becomes visible on the map when $LINK<Weaving=TECH_Weaving> has been discovered and can be found in
$LINK<Hills=TERR_Hills>, $LINK<Jungles=TERR_Jungle> and $LINK<Forests=TERR_Forest>.

#DESC_GOOD_Silks

^Silk has been a valuable commodity for textiles since its properties were discovered in the 27th century BC. Silk is
obtained from the cocoon of the silkworm moth, which was originally native to the forests of China. The fine fibers
of the cocoon are woven into cloth, which is used to make all types of clothing. Raw silk was obtained only from Asia
until 550 AD, when two monks sent from the Roman Empire secretly stole silkworm eggs from China and brought
them to 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_Gems

^[Gems] are a $LINK<luxury resource=GCON_ResourcesL> that will make content people


$LINK<happy=GCON_Happy_Faces>

in cities that are connected to it by domestic or foreign $LINK<trade routes=GCON_Trade>.

^A luxury resource need not be inside any city's $LINK<radius=GCON_Radius>, but it must be inside a civ's

$LINK<cultural borders=GCON_Territory> in order to benefit from it, unless it is imported.

^
^[Gems] become visible in explored areas of the map when $LINK<Bronze Working=TECH_Bronze_Working> has
been discovered and can be found in $LINK<Flood Plains=TERR_Flood_Plain>, $LINK<Deserts=TERR_Desert>,
$LINK<Jungles=TERR_Jungle>, $LINK<Mountains=TERR_Mountains>, $LINK<Volcanoes=TERR_Volcano> and
$LINK<Marshes=TERR_Marsh>.

#DESC_GOOD_Gems

^Royalty in Asia have worn diamond jewelry for thousands of years, but this versatile 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 due to pressure and heat. Diamonds are
pure carbon and are created by intense heat and pressure occurring over a very long period of time. Unlike the
graphite, the other form of carbon, the carbon atoms are arranged tetrahedrally, which leads to its strength,
whereas graphite is layered.

^There is no shortage of uses for such a resilient substance, including wartime applications like manufacturing,
cutting and drilling. World War II found the Allies in strong position because of these benefits, since the British
colony of South Africa produced over half the world’s supply. More recently diamonds have been created
synthetically. These diamonds lack the beauty of natural diamonds, but are of great importance in industry.

#GOOD_Whales

^[Whales] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food>, $LINK<shields=GCON_Shields> and $LINK<commerce=GCON_Commerce> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Whales] become visible in explored areas of the map when $LINK<Seafaring=TECH_Seafaring> has been
discovered and can be found only in $LINK<Sea=TERR_Sea>.

#DESC_GOOD_Whales

^Whaling, the hunting and killing of whales for oil and other byproducts, was practiced as an organized industry as

early as 875 AD. By the 16th century, it had risen to be the principle industry in the coastal regions of Spain and

France. The industry spread throughout the world, and became increasingly profitable in terms of trade and
resources.
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. The depletion of some whale species to near extinction led to the banning of whaling in many
countries

by 1969, and to a worldwide cessation of whaling as an industry in the late 1980s, much to the chagrin of Norway
and Japan.

#GOOD_Game

^[Game] is a $LINK<bonus resource=GCON_ResourcesB> that increases the production of $LINK<food=GCON_Food>


and $LINK<shields=GCON_Shields> in a city.

^To get the bonus, the resource must

be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the tile.

^[Game] is always visible in explored areas of the map and can be found in $LINK<Tundra=TERR_Tundra>,
$LINK<Jungles=TERR_Jungle>, $LINK<Forests=TERR_Forest> and $LINK<Marshes=TERR_Marsh>.

#DESC_GOOD_Game

^Since ancient times, hunting of game animals has been important both for survival and for sport. Forested areas

containing a large concentration of deer, elk, and smaller game were very valuable as a source of food for nearby

settlements and cities. Though the widespread practice of farming domestic animals for food purposes has made
hunting

for sport much more common than hunting for food, certain animals such as geese, ducks, and deer are still
frequently

hunted and killed for food.

#GOOD_Fish

^
^[Fish] is a $LINK<bonus resource=GCON_ResourcesB> that increases the production of $LINK<food=GCON_Food>
and $LINK<commerce=GCON_Commerce> in a city.

^To get the bonus, the resource must

be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the tile.

^[Fish] become visible in explored areas of the map when $LINK<Boat Building=TECH_Boat_Building> has been
discovered and can be found in $LINK<Marshes=TERR_Marsh>, $LINK<Coast=TERR_Coast>, $LINK<Sea=TERR_Sea>
and $LINK<Fresh Water Lakes=TERR_Fresh_Water_Lake>.

#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 surface back

toward the coast. The high concentration of nutrients in this colder water, caused by decomposition of organic
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 resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food> and $LINK<shields=GCON_Shields> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Cattle] become visible in explored areas of the map when $LINK<Domestication=TECH_Domestication> has been
discovered and can be found in $LINK<Grassland=TERR_Grassland>, $LINK<Plains=TERR_Plains> and $LINK<Flood
Plains=TERR_Flood_Plain>.
^

#DESC_GOOD_Cattle

^ Descendants of the buffalo and bison, cattle fulfilled many uses in man’s past and present. Originally wild herds
of

these beasts roamed vast stretches of Asia, Africa and Europe. Their early contributions to mankind 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 World, 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_Cattle_1

^[Cattle] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food> and $LINK<shields=GCON_Shields> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Cattle] become visible in explored areas of the map when $LINK<Domestication=TECH_Domestication> has been
discovered and can be found in $LINK<Grassland=TERR_Grassland>, $LINK<Plains=TERR_Plains> and $LINK<Flood
Plains=TERR_Flood_Plain>.

#DESC_GOOD_Cattle_1

^ Descendants of the buffalo and bison, cattle fulfilled many uses in man’s past and present. Originally wild herds
of

these beasts roamed vast stretches of Asia, Africa and Europe. Their early contributions to mankind 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 World, 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_Cattle_2

^[Cattle 2] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food> and $LINK<shields=GCON_Shields> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Cattle 2] become visible in explored areas of the map when $LINK<Refrigeration=TECH_Refrigeration> has been
discovered and can be found in $LINK<Grassland=TERR_Grassland>, $LINK<Plains=TERR_Plains> and $LINK<Flood
Plains=TERR_Flood_Plain>.

#DESC_GOOD_Cattle_2

^ Descendants of the buffalo and bison, cattle fulfilled many uses in man’s past and present. Originally wild herds
of

these beasts roamed vast stretches of Asia, Africa and Europe. Their early contributions to mankind 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 World, 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_Cattle_3

^[Cattle 3] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food> and $LINK<shields=GCON_Shields> in a city.
^

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Cattle 3] become visible in explored areas of the map when $LINK<Genetics=TECH_Genetics> has been discovered
and can be found in $LINK<Grassland=TERR_Grassland>, $LINK<Plains=TERR_Plains> and $LINK<Flood
Plains=TERR_Flood_Plain>.

#DESC_GOOD_Cattle_3

^ Descendants of the buffalo and bison, cattle fulfilled many uses in man’s past and present. Originally wild herds
of

these beasts roamed vast stretches of Asia, Africa and Europe. Their early contributions to mankind 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 World, 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_Gold

^[Gold] is a $LINK<strategic resource=GCON_ResourcesS> that is required to build commercial improvements.

^A strategic resource must be connected to a city by domestic or foreign $LINK<trade routes=GCON_Trade> to be


usable.

^[Gold] becomes visible in explored areas of the map when $LINK<Caste System=TECH_Caste_System> has been
discovered and can be found in $LINK<Hills=TERR_Hills> and $LINK<Mountains=TERR_Mountains>.

#DESC_GOOD_Gold

^Gold has been known and highly valued from earliest times, not only because of its beauty and resistance to
corrosion, but also because gold is easier to work than all other metals. In addition, gold was easier to obtain in pure
form than the other metals. Because of its relative rarity, gold became used as currency and as a basis for
international monetary transactions. The unit used in weighing gold is the troy ounce; 1 troy ounce is equivalent to
31.1 grams.

^Gold production dates from the Etruscan, Minoan, Assyrian, and Egyptian civilizations, when placer gold was
derived from alluvial sands and gravels by simple processes of washing or panning. Gold was produced in this
manner at an early period in India, central Asia, the southern Ural Mountains and in the regions bordering the
eastern Mediterranean. With progress in mining technique, primary auriferous (gold-bearing) veins were exploited;
this type of gold mining attained some importance before the Christian era. During the Middle Ages little progress
was made in gold production and mining.

^Gold is found in nature in quartz veins and secondary alluvial deposits as a free metal or in a combined state. It is
widely distributed although it is rare, being 75th in order of abundance of the elements in the crust of the earth. It is
almost always associated with varying amounts of silver; the naturally occurring gold-silver alloy is called electrum.

^Pure gold is the most malleable and ductile of all the metals. It can easily be beaten or hammered to a thickness of
0.000013 cm (0.000005 in), and 29 g (1.02 oz) could be drawn into a wire 100 km (62 mi) long. It is one of the softest
metals (hardness, 2.5 to 3) and is a good conductor of heat and electricity. Gold is bright yellow and has a high luster.
Gold is extremely inactive. It is unaffected by air, heat, moisture, and most solvents. It will, however, dissolve in
aqueous mixtures containing various halogens such as chlorides, bromides, or some iodides. It will also dissolve in
some oxidizing mixtures, such as cyanide ion with oxygen, and in aqua regia, a mixture of hydrochloric and nitric
acids. The chlorides and cyanides are important compounds of gold. Gold melts at about 1064° C (about 1947° F),
boils at about 2808° C (about 5086° F), and has a specific gravity of 19.3; its atomic weight is 196.97.

^In the late 20th century four countries—South Africa, Russia, the United States, and Australia—accounted for two-
thirds of the gold produced annually throughout the world.

#GOOD_Cotton

^[Cotton] is a $LINK<luxury resource=GCON_ResourcesL> that will make content people


$LINK<happy=GCON_Happy_Faces>

in cities that are connected to it by domestic or foreign $LINK<trade routes=GCON_Trade>.

^A luxury resource need not be inside any city's $LINK<radius=GCON_Radius>, but it must be inside a civ's

$LINK<cultural borders=GCON_Territory> in order to benefit from it, unless it is imported.

^[Cotton] becomes visible in explored areas of the map when $LINK<Dynasticsm=TECH_Dynasticsm> has been
discovered and can be found in $LINK<Grassland=TERR_Grassland> and $LINK<Flood Plains=TERR_Flood_Plain>.

#DESC_GOOD_Cotton
^

^Cotton, is natural vegetable fiber of great economic importance as a raw material for cloth. Its widespread use is
largely due to the ease with which its fibers are spun into yarns. Cotton's strength, absorbency, and capacity to be
washed and dyed also make it adaptable to a considerable variety of textile products.

^ It is almost impossible to determine the original habitats of the various species of cotton. Scientists have
determined fiber and boll fragments from the Tehuacán Valley of Mexico to be about 7000 years old. The plant has
certainly been grown and used in India for at least 5000 years and probably for much longer. Cotton was used also
by the ancient Chinese, Egyptians, and North and South Americans. It was one of the earliest crops grown by
European settlers, having been planted at the Jamestown colony in 1607.

^ Cotton is still a principal raw material for the world's textile industry, but its dominant position has been seriously
eroded by synthetic fibers. In the United States, cotton accounts today for about 35 percent of the materials
processed in textile mills, as compared to 80 percent before World War II. Net per capita consumption of cotton
fibers in the United States, after declining by more than one-third between 1950 and 1970, increased during the
1980s and by the early 1990s was about 12 kg (about 27 lb) per year.

^ World production of cotton in the early 1990s stood at 18.9 million metric tons annually. In the 1930s, the United
States produced more than half the world's cotton; by the early 1990s it was turning out about a sixth. The other
leading producers include China, India, Pakistan, Brazil, and Turkey.

#GOOD_Coffee

^[Coffee] is a $LINK<luxury resource=GCON_ResourcesL> that will make content people


$LINK<happy=GCON_Happy_Faces>

in cities that are connected to it by domestic or foreign $LINK<trade routes=GCON_Trade>.

^A luxury resource need not be inside any city's $LINK<radius=GCON_Radius>, but it must be inside a civ's

$LINK<cultural borders=GCON_Territory> in order to benefit from it, unless it is imported.

^[Coffee] becomes visible in explored areas of the map when $LINK<The Wheel=TECH_The Wheel> has been
discovered and can be found in $LINK<Hills=TERR_Hills> and $LINK<Mountains=TERR_Mountains>.

#DESC_GOOD_Coffee

^Exactly where and when coffee was first cultivated is not known, but some authorities believe that it was grown
initially in Arabia near the Red Sea about 675 AD. Coffee cultivation was rare until the 15th and 16th centuries, when
extensive planting of the tree occurred in the Yemen region of Arabia. Until the close of the 17th century, the world's
limited supply of coffee was obtained almost entirely from the Yemen region. The consumption of coffee increased
in Europe during the 17th century, prompting the Dutch to cultivate it in their colonies. With the increasing
popularity of the beverage, the propagation of the plant spread rapidly to Java and other islands of the Indonesian
archipelago in the 17th century. In 1714 the French succeeded in bringing a live cutting of a coffee tree to the island
of Martinique in the West Indies. This single plant was the genesis of the great coffee plantations of Latin America.

^ By the 20th century the greatest concentration of production was centered in the Western Hemisphere—
particularly Brazil. In the late 19th and early 20th centuries, industrial roasting and grinding machines came into use,
vacuum-sealed containers were invented for ground roasts, and decaffeination methods for green coffee beans
were developed. After 1950 the production of instant coffee was perfected. The popularity of instant coffee led to
increased production of the cheaper Robusta beans in Africa.

^ Coffee grows well on the islands of Java and Sumatra and in Arabia, India, Africa, the West Indies, and South and
Central America. The Americas, where Arabian coffee is grown, produce approximately two-thirds of the world's
supply.

#GOOD_Olive_Oil

^[Olive Oil] is a $LINK<luxury resource=GCON_ResourcesL> that will make content people


$LINK<happy=GCON_Happy_Faces>

in cities that are connected to it by domestic or foreign $LINK<trade routes=GCON_Trade>.

^A luxury resource need not be inside any city's $LINK<radius=GCON_Radius>, but it must be inside a civ's

$LINK<cultural borders=GCON_Territory> in order to benefit from it, unless it is imported.

^[Olive Oil] becomes visible in explored areas of the map when $LINK<Urbanization=TECH_Urbanization> has been
discovered and can be found in $LINK<Deserts=TERR_Desert>, $LINK<Hills=TERR_Hills> and
$LINK<Mountains=TERR_Mountains>.

#DESC_GOOD_Olive_Oil

^The edible olive was grown on the island of Crete about 3500 BC; the Semitic peoples apparently cultivated it as
early as 3000 BC. Olive oil was prized for anointing the body in Greece during the time of Homer, and it was an
important crop of the Romans c. 600 BC. Later, olive growing spread to all the countries bordering the
Mediterranean.

^ Commercial olive production generally occurs in two belts around the world, between 30° and 45° N latitude and
between 30° and 45° S, where the climatic requirements for growth and fruitfulness can be found. Olive varieties do
not come true from seed. Seedlings generally produce inferior fruit and must be budded or grafted to one of the
named varieties. Olives can be propagated by cuttings, either by hardwood cuttings set in the nursery row in the
spring or by small, leafy cuttings rooted under mist sprays in a propagating frame. The trees start bearing in 4 to 8
years, but full production is not reached for 15 or 20 years.

^ In the late 20th century, Spain and Italy were the world leaders in commercial olive production, with more than a
quarter each of the world's total followed by Greece, with more than a 10th. Other important olive-producing
countries are Turkey, Tunisia, Morocco, Syria, and Portugal. Europe, with nearly 500 million olive trees, has more
than three-quarters of the world's cultivated olives, followed by Asia (about 13 percent).

#GOOD_Sugar

^[Sugar] is a $LINK<luxury resource=GCON_ResourcesL> that will make content people


$LINK<happy=GCON_Happy_Faces>

in cities that are connected to it by domestic or foreign $LINK<trade routes=GCON_Trade>.

^A luxury resource need not be inside any city's $LINK<radius=GCON_Radius>, but it must be inside a civ's

$LINK<cultural borders=GCON_Territory> in order to benefit from it, unless it is imported.

^[Sugar] becomes visible in explored areas of the map when $LINK<Cultivation=TECH_Cultivation> has been
discovered and can be found in $LINK<Grassland=TERR_Grassland> and $LINK<Jungles=TERR_Jungle>.

#DESC_GOOD_Sugar

^The first cultivated sugar crop was sugarcane, developed from wild varieties in the East Indies—probably New
Guinea. The sugar beet was developed as a crop in Europe in the 19th century during the Napoleonic Wars, when
France sought an alternate homegrown source of sugar in order to save its ships from running blockades to
sugarcane sources in the Caribbean. Sugarcane, once harvested, cannot be stored because of sucrose
decomposition. For this reason, cane sugar is generally produced in two stages, manufacture of raw sugar taking
place in the cane-growing areas and refining into food products occurring in the sugar-consuming countries. Sugar
beets, on the other hand, can be stored and are therefore generally processed in one stage into white sugar.

^ Among the commercially important sugars are glucose, lactose, and maltose, which are widely used in infant
feeding; most important, however, is sucrose, also called saccharose or cane sugar. Sucrose is generally known as
cane sugar even when its source is not the sugarcane. Sucrose is used as a sweetening agent for foods and in the
manufacture of candies, cakes, puddings, preserves, soft and alcoholic beverages, and many other foods. As a basic
foodstuff sucrose supplies approximately 13 percent of all energy that is derived from foods. Its role and value in the
human diet are controversial.
Sucrose is present in limited quantities in many plants, including various palms and the sugar maple, but the sugar
beet and the sugarcane are the only commercially important sources.

^ More than half of the world sugar supply is obtained from the sugarcane, which is grown in tropical and
subtropical climates. The rest is supplied by the sugar beet, which is grown in temperate countries. Sugar beets are
the chief source of sugar for most of Europe and are grown extensively in Russia, Ukraine, Germany, France, and
Poland. The northwestern U.S. is also a center of sugar beet production; sugarcane is grown in the U.S. in Hawaii,
Louisiana, and Florida; it is also grown in Puerto Rico. The countries producing the largest amounts of sugar include
Brazil, Cuba, Kazakhstan, Mexico, India, and Australia.

#GOOD_Tea

^[Tea] is a $LINK<luxury resource=GCON_ResourcesL> that will make content people


$LINK<happy=GCON_Happy_Faces>

in cities that are connected to it by domestic or foreign $LINK<trade routes=GCON_Trade>.

^A luxury resource need not be inside any city's $LINK<radius=GCON_Radius>, but it must be inside a civ's

$LINK<cultural borders=GCON_Territory> in order to benefit from it, unless it is imported.

^[Tea] becomes visible in explored areas of the map when $LINK<Aristocracy=TECH_Aristocracy> has been
discovered and can be found in $LINK<Grassland=TERR_Grassland> and $LINK<Plains=TERR_Plains>.

#DESC_GOOD_Tea

^According to legend tea has been known in China since about 2700 BC. For millennia it was a medicinal beverage
obtained by boiling fresh leaves in water, but around the 3rd century AD it became a daily drink, and tea cultivation
and processing began. The first published account of methods of planting, processing, and drinking came in AD 350.
Around 800 AD the first seeds were brought to Japan, where cultivation became established by the 13th century.
Chinese from Amoy brought tea cultivation to the island of Formosa (Taiwan) in 1810. Tea cultivation in Java began
under the Dutch, who brought seeds from Japan in 1826 and seeds, workers, and implements from China in 1833.

^ In 1824 tea plants were discovered in the hills along the frontier between Burma and the Indian state of Assam.
The British introduced tea culture into India in 1836 and into Ceylon (Sri Lanka) in 1867. At first they used seeds from
China, but later seeds from the Assam plant were used.

^ The Dutch East India Company carried the first consignment of China tea to Europe in 1610. In 1669 the English
East India Company brought China tea from ports in Java to the London market. Later, teas grown on British estates
in India and Ceylon reached Mincing Lane, the center of the tea trade in London. By the late 19th and early 20th
centuries, tea growing had spread to Russian Georgia, Sumatra, and Iran and extended to non-Asian countries such
as Natal, Mala¯i, Uganda, Kenya, Congo, Tanzania, and Mozambique in Africa, to Argentina, Brazil, and Peru in South
America, and to Queensland in Australia.

#GOOD_Tobacco

^[Tobacco] is a $LINK<luxury resource=GCON_ResourcesL> that will make content people


$LINK<happy=GCON_Happy_Faces>

in cities that are connected to it by domestic or foreign $LINK<trade routes=GCON_Trade>.

^A luxury resource need not be inside any city's $LINK<radius=GCON_Radius>, but it must be inside a civ's

$LINK<cultural borders=GCON_Territory> in order to benefit from it, unless it is imported.

^[Tobacco] becomes visible in explored areas of the map when $LINK<Mysticism=TECH_Mysticism> has been
discovered and can be found in $LINK<Plains=TERR_Plains>, $LINK<Grassland=TERR_Grassland> and
$LINK<Hills=TERR_Hills>.

#DESC_GOOD_Tobacco

^As early as 2000 years ago, natives of the Americas used tobacco as a medicine, as a hallucinogen in religious
ceremonies, and as offerings to the spirits they worshiped. When Christopher Columbus traveled to the Americas in
1492, he observed the Arawak people of the Caribbean smoking tobacco loosely rolled in a large tobacco leaf. They
also smoked tobacco through a tube they called a tobago, from which the name tobacco originated. Columbus's
crew introduced tobacco growing and use to Spain. During the next 50 years, sailors, explorers, and diplomats
helped spread pipe and cigar smoking throughout Europe. At first, it was used medicinally as a purported treatment
for such diseases and disorders as bubonic plague, migraines, labor pains, and asthma. Within 100 years, however,
smoking for pleasure became common.

In 1612, the British colony at Jamestown, Virginia, began growing wild tobacco and exporting it to England. They
soon switched to common tobacco, the milder kind grown in the West Indies and in demand in Europe. It quickly
became the main crop grown in the colonies and was so profitable that without it, historians agree, the English
colonies in North America would have failed. As tobacco farming expanded through the colonies, growers brought
British prisoners and debtors to work the fields. These indentured servants earned their freedom after 5 to 12 years
of labor. Growers soon found it more profitable to bring in African slaves, since they never had to be given their
freedom. After 1776 tobacco farming expanded from Virginia south to North Carolina and west as far as Missouri.

^Cigarettes were invented in 1614 by beggars in Sevilla (Seville), Spain, a center for cigar production. The beggars
collected scrap tobacco and rolled it in paper. However, cigarettes did not become popular for two and a half
centuries; snuff, cigars, and pipes remained the most popular means of using tobacco. Cigarette popularity rose
when British soldiers fighting in the Crimean War (1853-1856) found the cigarettes of their Turkish allies to be more
convenient than pipes or cigars. Cigarettes grew in popularity in the United States after the Civil War (1861-1865).
Cigarette prices fell after American inventor James A. Bonsack patented a machine to roll cigarettes in 1880; the
machines could produce more than 10,000 cigarettes in an hour. By 1919, cigarettes were more popular than cigars.
Smoking continued to grow in popularity until the 1960s and 1970s, when awareness of its health risks grew.

#GOOD_Tropical_Fruit

^[Tropical Fruit] is a $LINK<luxury resource=GCON_ResourcesL> that will make content people


$LINK<happy=GCON_Happy_Faces> in cities that are connected to it by domestic or foreign $LINK<trade
routes=GCON_Trade>.

^A luxury resource need not be inside any city's $LINK<radius=GCON_Radius>, but it must be inside a civ's

$LINK<cultural borders=GCON_Territory> in order to benefit from it, unless it is imported.

^[Tropical Fruit] is always visible on the map and can be found in $LINK<Jungles=TERR_Jungle>.

#DESC_GOOD_Tropical_Fruit

^The tropical environments that are so conducive to the growth of $LINK<Jungles=TERR_Jungle> also provide the
perfect environment for

growing certain fruits. Bananas, for example, originally native to the jungles of Southeast Asia, are an excellent,

naturally occurring food crop. Many such fruits, including the banana, can be transplanted and grown in similar

climates all over the world.

#GOOD_Wool

^[Wool] is a $LINK<luxury resource=GCON_ResourcesL> that will make content people


$LINK<happy=GCON_Happy_Faces> in cities that are connected to it by domestic or foreign $LINK<trade
routes=GCON_Trade>.

^A luxury resource need not be inside any city's $LINK<radius=GCON_Radius>, but it must be inside a civ's

$LINK<cultural borders=GCON_Territory> in order to benefit from it, unless it is imported.

^
^[Wool] becomes visible in explored areas of the map when $LINK<Weaving=TECH_Weaving> has been discovered
and can be found in $LINK<Hills=TERR_Hills> and $LINK<Mountains=TERR_Mountains>.

#DESC_GOOD_Wool

^Wool, common name applied to the soft, curly fibers obtained chiefly from the fleece of domesticated sheep, and
used extensively in textile manufacturing. Wool may be differentiated from hair mainly by the nature of the scales
that cover the outer surface of each fiber. Wool scales are numerous, minute, and pointed and are attached only at
their bases; thus the fibers interlock under pressure. The number of scales varies with the fineness and curliness of
the fiber. Because of its crimp, or curl, wool has considerable resilience. This quality, together with its high tensile
strength and elasticity, gives fine woolen fabrics the ability to retain shape better than cloth made from other
natural fibers. Other characteristics of wool, which make it especially desirable for clothing, are its lightness, its
ability to absorb moisture, and its insulating properties.

^The fleece of sheep raised for wool is generally shorn once yearly, in the spring or early summer. In regions where
the climate is warm throughout the year, shearing may occur twice annually. The fleece is cut close to the skin,
usually with mechanical shears, and removed in one piece. The average weight of the fleece shorn from better wool-
producing breeds is about 4.5 kg (about 10 lb). Small amounts of wool come from the skins of lambs slaughtered for
meat.

Wool from different parts of the same fleece varies greatly in length of fiber, fineness, and structure. Wool from the
shoulders and sides of the sheep is usually superior to that from other parts of the body. Quality varies also with the
different breeds of sheep. Pure merino sheep bear the finest wool, and this type has been crossed with hardy sheep
producing longer, coarser wool. About 40 percent of the world's total wool production consists of merino wool, and
about 43 percent is obtained from crossbred varieties. The remainder is composed largely of carpet wools, which are
derived mostly from special types of sheep and are employed in the manufacture of blankets, carpets, and
tapestries. In addition, a small quantity of fine wool used for apparel is obtained from animals other than sheep.
These wool-bearing animals include the camel, the alpaca, the Angora and Kashmîr goats, the llama, and the vicuña.

^Australia is the world's largest producer of raw wool, growing about 29% of the total world supply. Other leading
producers are the former Soviet republics, New Zealand, China, Argentina, South Africa, and Uruguay.

#GOOD_Camel

^[Camels] are a $LINK<strategic resource=GCON_ResourcesS> that is required to build certain alternative mounted
units.

^A strategic resource must be connected to a city by domestic or foreign $LINK<trade routes=GCON_Trade> to be


usable.

^
^[Camels] become visible in explored areas of the map when $LINK<Domestication=TECH_Domestication> has been
discovered and can be found in $LINK<Deserts=TERR_Desert> and $LINK<Flood Plains=TERR_Flood_Plain>.

#DESC_GOOD_Camel

^Camels are used as draft and saddle animals in desert regions, especially of Africa and Asia. The Arabian camel, or
dromedary (C. dromedarius), has only one hump, but the Bactrian camel (C. bactrianus) has two. The limbs are long,
and the feet have no traces of the second and fifth toes; the wide-spreading soft feet are adapted for walking upon
sand or snow. Horny pads on the chest and knees support the weight when kneeling. The animals run with a
characteristic pacing gait, the legs on each side moving in unison. In adaptation to wind-blown deserts and other
unfavorable environments, camels have double rows of protective eyelashes, haired ear openings, the ability to
close the nostrils, and keen senses of sight and smell. Camels are docile when properly trained and handled but,
especially in the rutting season, are prone to fits of rage. They spit when annoyed and can bite and kick dangerously.

^Camels originated in North America about 40,000,000 years ago and by 1,000,000 years ago had spread to South
America and Asia. They later vanished natively from their continent of origin and survive in South America only in
camelid relatives (guanaco, vicuña, llama, and alpaca). Of the two surviving species of true camels, the Bactrian
occurs throughout the highlands of Central Asia from Turkistan to Mongolia, where it has traditionally been an
important beast of burden. The Arabian camel, characteristic of North Africa, the Middle East, and India, is likewise
primarily important as a beast of burden, though like the other species it also provides wool, milk, hides, and meat. It
is longer-legged, lighter-built, and shorter-coated than the Bactrian camel.

^Camels can flourish on the coarsest of sparse vegetation and feed on thorny plants, the leaves and twigs of shrubs,
and dried grasses that other animals would refuse, though camels are not averse to better food if available. When
the feeding is good, they accumulate in their humps stores of fat, which, when conditions are adverse, they are able
to draw upon not only for sustenance but also for the manufacture of water by the oxidation of the fat. They thus
are able to fast and go without drinking for several days; they have been known to go without water for 17 days and
survive.

#GOOD_Crab

^[Shellfish] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food> and $LINK<commerce=GCON_Commerce> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^
^[Shellfish] become visible in explored areas of the map when $LINK<Boat Building=TECH_Boat Building> has been
discovered and can be found in $LINK<Marshes=TERR_Marsh>, $LINK<Coastal=TERR_Coast> tiles and $LINK<Fresh
Water Lakes=TERR_Fresh_Water_Lake>.

#DESC_GOOD_Crab

^ The term shellfish is generally applied to all invertebrate marine organisms having visible shells. They may be
broadly categorized as crustaceans and mollusks.

^ These crustaceans include lobsters, crabs, crayfish, and both shrimp and the closely related but larger prawns.
The shells consist mainly of a hard, inedible substance called chitin. Crustaceans molt frequently during growth. Blue
crabs are eaten when molting and soft-shelled. Marine lobsters are eaten when about five years old and have by
then molted about 25 times.

^ The major mollusks consumed as food are oysters, mussels, clams, scallops, whelks, and snails. The best-known
marine snail is the abalone, encountered in many warm waters. This group also includes the octopus, squid, and
cuttlefish, popular seafoods in Mediterranean countries and the Far East.

Oysters, mussels, scallops, and clams, rank among the most commercially important shellfish throughout the world.

#GOOD_Shellfish

^[Shellfish] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food> and $LINK<commerce=GCON_Commerce> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Shellfish] become visible in explored areas of the map when $LINK<Boat Building=TECH_Boat Building> has been
discovered and can be found in $LINK<Marshes=TERR_Marsh>, $LINK<Coastal=TERR_Coast> tiles and $LINK<Fresh
Water Lakes=TERR_Fresh_Water_Lake>.

#DESC_GOOD_Shellfish

^ The term shellfish is generally applied to all invertebrate marine organisms having visible shells. They may be
broadly categorized as crustaceans and mollusks.

^ These crustaceans include lobsters, crabs, crayfish, and both shrimp and the closely related but larger prawns.
The shells consist mainly of a hard, inedible substance called chitin. Crustaceans molt frequently during growth. Blue
crabs are eaten when molting and soft-shelled. Marine lobsters are eaten when about five years old and have by
then molted about 25 times.
^ The major mollusks consumed as food are oysters, mussels, clams, scallops, whelks, and snails. The best-known
marine snail is the abalone, encountered in many warm waters. This group also includes the octopus, squid, and
cuttlefish, popular seafoods in Mediterranean countries and the Far East.

Oysters, mussels, scallops, and clams, rank among the most commercially important shellfish throughout the world.

#GOOD_Fruit

^[Fruit] is a $LINK<bonus resource=GCON_ResourcesB> that increases the production of $LINK<food=GCON_Food>


and $LINK<commerce=GCON_Commerce> in a city.

^To get the bonus, the resource must

be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the tile.

^[Fruit] is always visible in explored areas of the map and can be found in $LINK<Grassland=TERR_Grassland> and
$LINK<Forests=TERR_Forest>.

#DESC_GOOD_Fruit

#GOOD_Oasis

^An [Oasis] is a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^An [Oasis] is always visible in explored areas of the map and can be found in $LINK<Deserts=TERR_Desert> and
$LINK<Flood Plains=TERR_Flood_Plain>.

#DESC_GOOD_Oasis

^
^In rare instances, the water table in an area within a desert reaches the surface, with enough moisture to permit
the

growth of vegetation. The water may come up to the surface in springs, or it may collect in mountain hollows.

Underground reservoirs or rivers beneath a desert may run near the surface, forming a lake in the middle of an

otherwise barren region of land. The presence of water allows plants to grow, and may even attract animal life. An

oasis makes it easier for human settlements to survive in desert climates by providing rich soil for the growing of

food crops. Since they are so rare, oases are fiercely guarded by desert dwellers that are lucky enough to stumble

across them. Oases vary in size, ranging from a pond with a group of date palms to the oasis cities of the deserts of

Arabia with extended agricultural cultivation. The ice-free dry valleys of Antarctica are also called oases because

they support life surrounded by a barren ice desert.

#GOOD_Pearls

^[Pearls] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food> and $LINK<commerce=GCON_Commerce> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^Pearls are always visible in explored areas of the map and can be found in LINK<Marshes=TERR_Marsh>,
$LINK<Coastal=TERR_Coast> tiles and $LINK<Fresh Water Lakes=TERR_Fresh_Water_Lake>.

#DESC_GOOD_Pearls

^ The oyster is one of the best known pearl producers. Though famous for the smooth pearls created by only a few
types,

oysters also provide a rich source of food and useful minerals. These bottom dwellers rarely move about, and they
tend

to congregate in longstanding beds. A bed of oysters might contain hundreds of thousands of individuals of all ages

and sizes. These vast plains of oysters can sustain themselves for hundreds or even thousands of years, if not
destroyed by overzealous harvesting or ecological disaster.

^ Pearls are formed in oysters by the accumulation of nacre, the material lining the oyster shell, around a solid
piece of foreign matter that has become lodged inside the shell. Only those pearls produced by mollusks whose
shells are lined with mother-of-pearl ([e.g.], certain species of both saltwater oysters and freshwater clams) are
really fine pearls; pearls from other mollusks are reddish or whitish, porcellaneous, or lacking in pearly lustre.
Jewelers commonly refer to saltwater pearls as Oriental pearls and to those produced by freshwater mollusks as
freshwater pearls.The best natural pearls occur in a few Oriental species, particularly [Meleagrina vulgaris], native to
the Persian Gulf. The richest harvests are taken from the waters off the great bight that curves from the peninsula of
Oman to that of Qatar, the pearls come from depths of 8 to 20 fathoms (48 to 120 feet). Other notable sources of
fine-quality pearls include the Gulf of Mannar between India and Sri Lanka; the waters off Celebes, Indonesia; and
the islands of the South Pacific. In the Americas, the Gulf of California, the Gulf of Mexico, and the waters of the
Pacific coast of Mexico have yielded dark-hued pearls with a metallic sheen as well as white pearls of good quality.

#GOOD_Pigs

^[Pigs] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of $LINK<food=GCON_Food>


in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Pigs] become visible in explored areas of the map when $LINK<Domestication=TECH_Domestication> has been
discovered and can be found in $LINK<Hills=TERR_Hills> and $LINK<Plains=TERR_Plains>.

#DESC_GOOD_Pigs

^Pigs or swine, are a mammal of the Suidae family. They have been raised for their meat (pork) since ancient times.
There are more than 300 breeds worldwide. In Britain, the term pig refers to all domestic swine. In the United States,
it refers to younger swine not yet ready for market and weighing usually less than 82 kg (180 pounds), others being
called hogs. Pigs are stout-bodied, short-legged, omnivorous mammals, with thick skins usually sparsely coated with
short bristles. Their hooves have two functional and two nonfunctional digits. Domestic North American pigs
originated from wild stocks still found in European, Asian, and North African forests. Wild pigs are not truly native to
North America but are believed to have been introduced on Christopher Columbus' second voyage in 1493 and
brought to the mainland in the early 1500's. There is little difference between wild pigs, or boars, and domestic
swine, though the tusklike teeth of domestic pigs are not as developed as the tusks of their wild kin,

^who use the sharp ends to forage for roots and as a defensive weapon. Wild pigs may live up to 25 years or more.
^Domestic pigs are categorized according to three basic types: large-framed lard types with a comparatively thick
layer of fat and carcasses usually weighing at least 100 kg (220 pounds); smaller bacon types, with carcasses of about
70 kg (150 pounds); and pork types with carcasses averaging around 45 kg (100 pounds).

In the late 20th century, China had the largest hog population of any country in the world, but scientific breeding
was concentrated in Europe and the United States. Denmark produced the Landrace breed, raised for its excellent
bacon. The {Yorkshire} (Large White), the world's most popular breed, originated in Britain in the 18th century.

#GOOD_Rice

^[Rice] is a $LINK<bonus resource=GCON_ResourcesB> that increases the production of $LINK<food=GCON_Food> in


a city.

^To get the bonus, the resource must

be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the tile.

^[Rice] is always visible in explored areas of the map and can be found in $LINK<Flood Plains=TERR_Flood_Plain> and
$LINK<Jungles=TERR_Jungle>.

#DESC_GOOD_Rice

^ Rice, is a plant that produces an edible grain; the name is also used for the grain itself. Rice is the primary food
for half the people in the world.

^ According to the most widely accepted theory, rice cultivation originated as early as 10,000 BC in Asia.
Archaeological evidence shows that rice was grown in Thailand as early as 4000 BC, and over the centuries spread to
China, Japan, and Indonesia. By 400 BC rice was cultivated in the Middle East and Africa. The invading armies of
Alexander the Great probably introduced rice to Greece and nearby Mediterranean countries around 330 BC. Rice
was brought to the American colonies in the early 1600s, and commercial production began in 1685.

^ Although rice originally flourished in the dry climate of Central Asia, it spread to the flood plains of tropical
regions, resulting in evolution of varieties with the capacity to grow with roots submerged in water. The African and
Asian varieties that are flooded during the growing season are more productive than the varieties that are not
flooded, partly because the submerged roots easily extract needed nutrients from the water. Flooded rice, also
known as lowland rice, is grown in paddies, which are fields that contain water enclosed by low walls of earth called
bunds. Paddy rice fed by rainfall alone accounts for about 50 percent of all rice grown worldwide, while paddies
flooded by a combination of rainfall and irrigation provide about 35 percent of rice produced. The major rice-
producing countries, including China, India, and Vietnam, primarily cultivate paddy rice.

^ Asian countries produced about 90 percent of the 569 million tons of rice grown worldwide in 1996. Typically,
China and India together produce about 55 percent of the world's rice, and it is a significant agricultural crop in more
than 50 other countries. About 96 percent of the rice grown worldwide is consumed in the countries where it is
produced.

#GOOD_Seal

^[Seals] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food> and $LINK<commerce=GCON_Commerce> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Seals] are always visible in explored areas of the map and can be found in $LINK<Tundra=TERR_Tundra>,
$LINK<Coastal=TERR_Coast> tiles and $LINK<Fresh Water Lakes=TERR_Fresh_Water_Lake>.

#DESC_GOOD_Seal

^ Seals are any of numerous species of carnivorous aquatic mammals that live chiefly in cold regions and have
limbs modified into webbed flippers for use in swimming. Together with walruses, seals make up the suborder
[Pinnipedia] of the order [Carnivora].

^ Seals are found throughout the world, with some species favoring the open ocean and others inhabiting coastal
waters or spending time on islands, shores, or ice floes. The coastal species are generally sedentary, but the
oceangoing species make extensive, regular migrations. Seals are especially abundant in cold polar seas.

^ Seals have been hunted for their meat, hides, oil, and fur. The pups of harp seals, for example, are born with
fluffy white coats that are of value in the fur trade. The fur seals of the North Pacific and the ringed seals of the
North Atlantic have also been hunted for their pelts. Elephant seals and monk seals were hunted for their blubber,
which had various commercial uses. Seal hunting, or sealing, was so widespread and indiscriminate in the 19th
century that many species might have become extinct if international regulations had not been enacted for their
protection. The severe decline of sealing worldwide after World War II and the effects of international agreements
aimed at conserving breeding stocks, enabled several severely reduced species of seals to replenish their numbers.

#GOOD_Silver

^[Silver] is a $LINK<luxury resource=GCON_ResourcesL> that will make content people


$LINK<happy=GCON_Happy_Faces> in cities that are connected to it by domestic or foreign $LINK<trade
routes=GCON_Trade>.
^

^A luxury resource need not be inside any city's $LINK<radius=GCON_Radius>, but it must be inside a civ's
$LINK<cultural borders=GCON_Territory> in order to benefit from it, unless it is imported.

^[Silver] becomes visible in explored areas of the map when the $LINK<Caste System=TECH_Caste_System> has
been discovered and can be found in $LINK<Hills=TERR_Hills> and $LINK<Mountains=TERR_Mountains>.

#DESC_GOOD_Silver

^ Together with gold, and the platinum-group metals, silver is one of the so-called precious metals. Because of its
comparative scarcity, brilliant white color, malleability, and resistance to atmospheric oxidation, silver has long been
used in the manufacture of coins, ornaments, and jewelry. Silver ornaments and decorations have been found in
royal tombs dating back as far as 4000 BC. It is probable that both gold and silver were used as money by 800 BC in
all countries between the Indus and the Nile.

^ Silver is widely distributed in nature, but the total amount is quite small when compared with other metals; the
metal constitutes 0.05 parts per million of the Earth's crust. Practically all sulfides of lead, copper, and zinc contain
some silver. Silver-bearing ores may contain amounts of silver from a trace to several thousand troy ounces per
avoirdupois ton, or about 10 percent.

^ Unlike gold, silver is present in many naturally occurring minerals. The most abundant include argentite (Ag2S)
and tetrahedrite. Deposits of native (chemically free, or uncombined) silver are also commercially important.

^ Because the majority of the ores that contain silver also contain the important metals lead, copper, or zinc or a
combination of the three, the silver-bearing fraction of these ores is frequently recovered as a by-product of copper
and lead production. Pure silver is then recovered by a combination of smelting and fire- or electrorefining.

^ Use of the metal for sterling and plated silverware, ornaments, jewelry, and similar products has continued to be
important. Alloys of silver with copper are harder, tougher, and more fusible than pure silver and are used for
jewelry and coinage. The proportion of silver in these alloys is stated in terms of {fineness}, which means parts of
silver per thousand of the alloy. Sterling silver contains 92.5 percent of silver and 7.5 percent of another metal,
usually copper; i.e., it has a fineness of 925. Jewelry silver is an alloy containing 80 percent silver and 20 percent
copper (800 fine). The yellow gold that is used in jewelry is composed of 53 percent gold, 25 percent silver, and 22
percent copper. Historically, a major use of silver has been monetary, in the form of reserves of silver bullion and in
coins. By the 1960s, however, the demand for silver for industrial purposes, in particular the photographic industry,
exceeded the total annual world production.

; New resources for R&R.

#GOOD_Rocks

^
^[Off-Shore Rocks] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of
$LINK<shields=GCON_Shields> and $LINK<commerce=GCON_Commerce> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Off-Shore Rocks] are always visible in explored areas of the map and can be found in $LINK<Coastal=TERR_Coast>
tiles and $LINK<Fresh Water Lakes=TERR_Fresh_Water_Lake>.

#DESC_GOOD_Rocks

#GOOD_Kelp

^[Kelp] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of $LINK<food=GCON_Food>


and $LINK<shields=GCON_Shields> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Kelp] is always visible in explored areas of the map and can be found in $LINK<Coastal=TERR_Coast> tiles and
$LINK<Fresh Water Lakes=TERR_Fresh_Water_Lake>.

#DESC_GOOD_Kelp

#GOOD_Exotic_Woods

^[Exotic Woods] is a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<shields=GCON_Shields>, and $LINK<commerce=GCON_Commerce> in a city.

^To get the bonus, the resource must


be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the tile.

^[Exotic Woods] is always visible in explored areas of the map and can be found in $LINK<Forests=TERR_Forest> and

$LINK<Jungle=TERR_Jungle>.

#DESC_GOOD_Exotic_Woods

#GOOD_Peat

^[Peat] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<shields=GCON_Shields> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Peat] is always visible in explored areas of the map and can be found only in $LINK<Marshes=TERR_Marsh>.

#DESC_GOOD_Peat

#GOOD_Date_Palms

^[Date Palms] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food>, and $LINK<commerce=GCON_Commerce> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Date Palms] are always visible in explored areas of the map and can be found in $LINK<Deserts=TERR_Desert> and
$LINK<Flood Plains=TERR_Flood_Plain>.
#DESC_GOOD_Date_Palms

#GOOD_Berries

^[Berries] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Berries] are always visible in explored areas of the map and can be found in $LINK<Tundra=TERR_Tundra> and
$LINK<Marshes=TERR_Marsh>.

#DESC_GOOD_Berries

#GOOD_Big_Game

^[Big Game] is a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food>, and $LINK<commerce=GCON_Commerce> in a city.

^To get the bonus, the resource must

be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the tile.

^[Big Game] is always visible in explored areas of the map and can be found in $LINK<Forests=TERR_Forest> and
$LINK<Tundra=TERR_Tundra>.

#DESC_GOOD_Big_Game
#GOOD_Alligators

^[Alligators] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food> and $LINK<commerce=GCON_Commerce> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Alligators] are always visible in explored areas of the map and can be found only in $LINK<Marshes=TERR_Marsh>.

#DESC_GOOD_Alligators

#GOOD_Cereals

^[Cereals] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Cereals] becomes visible in explored areas of the map when $LINK<Cultivation=TECH_Cultivation> has been
discovered and can be found in $LINK<Grassland=TERR_Grassland>, $LINK<Plains=TERR_Plains>, and $LINK<Flood
Plains=TERR_Flood_Plain>.

^The production of $LINK<food=GCON_Food> from [Cereals] increases when


$LINK<Refrigeration=TECH_Refrigeration> has been discovered.

^
^The production of $LINK<food=GCON_Food> from [Cereals] increases again when $LINK<Genetics=TECH_Genetics>
has been discovered.

#DESC_GOOD_Cereals

^Cereal is grass grown for its edible seeds. Cereals include wheat, oats, rye and barley. The term is also used when
refering to maize (corn), millet and rice.

^The two cereals wheat and corn are described below..

^ Wheat has been a staple crop for civilizations occupying temperate zones of the planet since pre-historic times.

There is archaeological 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, Canada or the Ukraine.

^ Although most wheat is grown for human food, and about 10 percent is retained for seed, small quantities are
used by industry for production of starch, paste, malt, dextrose, gluten, alcohol, and other products. Inferior and
surplus wheats and various milling byproducts are used for livestock feeds.

^ More of the world's farmland is devoted to wheat than to any other food crop; in the late 20th century about
570,000,000 acres (230,000,000 hectares) were sown annually, with a total production of almost 600,000,000 metric
tons. The world's largest producer is China, with an estimated annual yield of almost 100,000,000 metric tons. Other
leading producers are the United States, Russia, India, Ukraine, France, Canada, Kazakstan, and Turkey.

^ Corn originated in America, probably having been first developed by Indians in the highlands of Mexico. It was
quickly adopted by the European settlers, Spanish, English, and French. The first English settlers found the northern
Indians growing a hard-kerneled, early-maturing flint variety that kept well, though its yield was low. The Indians in
the south central area of English settlement grew a soft-kerneled, high-yielding, late-maturing dent corn. There were
doubtless many haphazard crosses of the two varieties.

^ Since its introduction into Europe by Columbus and other explorers, corn has spread to all areas of the world
suitable to its cultivation. Indians in the Americas taught colonists to grow the indigenous grains, which included
some varieties of yellow corn that are still popular as food. Corn is used as livestock feed, as human food, and as raw
material in industry. Although it is a major food in many parts of the world, it is inferior to other cereals in nutritional
value.
^ Corn is one of the most widely distributed of the world's food plants; it is exceeded in acreage planted only by
wheat. It is the most important crop in the United States, which produces about half the world's total. Nearly two-
fifths of the U.S. crop is exported annually. China ranks second in average production, followed by Brazil, Mexico,
and Argentina.

#GOOD_Cereals_1

^[Cereals] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Cereals] becomes visible in explored areas of the map when $LINK<Cultivation=TECH_Cultivation> has been
discovered and can be found in $LINK<Grassland=TERR_Grassland>, $LINK<Plains=TERR_Plains>, and $LINK<Flood
Plains=TERR_Flood_Plain>.

#DESC_GOOD_Cereals_1

^Cereal is grass grown for its edible seeds. Cereals include wheat, oats, rye and barley. The term is also used when
refering to maize (corn), millet and rice.

^The two cereals wheat and corn are described below..

^ Wheat has been a staple crop for civilizations occupying temperate zones of the planet since pre-historic times.

There is archaeological 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, Canada or the Ukraine.

^ Although most wheat is grown for human food, and about 10 percent is retained for seed, small quantities are
used by industry for production of starch, paste, malt, dextrose, gluten, alcohol, and other products. Inferior and
surplus wheats and various milling byproducts are used for livestock feeds.
^ More of the world's farmland is devoted to wheat than to any other food crop; in the late 20th century about
570,000,000 acres (230,000,000 hectares) were sown annually, with a total production of almost 600,000,000 metric
tons. The world's largest producer is China, with an estimated annual yield of almost 100,000,000 metric tons. Other
leading producers are the United States, Russia, India, Ukraine, France, Canada, Kazakstan, and Turkey.

^ Corn originated in America, probably having been first developed by Indians in the highlands of Mexico. It was
quickly adopted by the European settlers, Spanish, English, and French. The first English settlers found the northern
Indians growing a hard-kerneled, early-maturing flint variety that kept well, though its yield was low. The Indians in
the south central area of English settlement grew a soft-kerneled, high-yielding, late-maturing dent corn. There were
doubtless many haphazard crosses of the two varieties.

^ Since its introduction into Europe by Columbus and other explorers, corn has spread to all areas of the world
suitable to its cultivation. Indians in the Americas taught colonists to grow the indigenous grains, which included
some varieties of yellow corn that are still popular as food. Corn is used as livestock feed, as human food, and as raw
material in industry. Although it is a major food in many parts of the world, it is inferior to other cereals in nutritional
value.

^ Corn is one of the most widely distributed of the world's food plants; it is exceeded in acreage planted only by
wheat. It is the most important crop in the United States, which produces about half the world's total. Nearly two-
fifths of the U.S. crop is exported annually. China ranks second in average production, followed by Brazil, Mexico,
and Argentina.

#GOOD_Cereals_2

^[Cereals 2] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.

^[Cereals 2] becomes visible in explored areas of the map when $LINK<Refrigeration=TECH_Refrigeration> has been
discovered and can be found in $LINK<Grassland=TERR_Grassland>, $LINK<Plains=TERR_Plains>, and $LINK<Flood
Plains=TERR_Flood_Plain>.

#DESC_GOOD_Cereals_2

^Cereal is grass grown for its edible seeds. Cereals include wheat, oats, rye and barley. The term is also used when
refering to maize (corn), millet and rice.

^
^The two cereals wheat and corn are described below..

^ Wheat has been a staple crop for civilizations occupying temperate zones of the planet since pre-historic times.

There is archaeological 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, Canada or the Ukraine.

^ Although most wheat is grown for human food, and about 10 percent is retained for seed, small quantities are
used by industry for production of starch, paste, malt, dextrose, gluten, alcohol, and other products. Inferior and
surplus wheats and various milling byproducts are used for livestock feeds.

^ More of the world's farmland is devoted to wheat than to any other food crop; in the late 20th century about
570,000,000 acres (230,000,000 hectares) were sown annually, with a total production of almost 600,000,000 metric
tons. The world's largest producer is China, with an estimated annual yield of almost 100,000,000 metric tons. Other
leading producers are the United States, Russia, India, Ukraine, France, Canada, Kazakstan, and Turkey.

^ Corn originated in America, probably having been first developed by Indians in the highlands of Mexico. It was
quickly adopted by the European settlers, Spanish, English, and French. The first English settlers found the northern
Indians growing a hard-kerneled, early-maturing flint variety that kept well, though its yield was low. The Indians in
the south central area of English settlement grew a soft-kerneled, high-yielding, late-maturing dent corn. There were
doubtless many haphazard crosses of the two varieties.

^ Since its introduction into Europe by Columbus and other explorers, corn has spread to all areas of the world
suitable to its cultivation. Indians in the Americas taught colonists to grow the indigenous grains, which included
some varieties of yellow corn that are still popular as food. Corn is used as livestock feed, as human food, and as raw
material in industry. Although it is a major food in many parts of the world, it is inferior to other cereals in nutritional
value.

^ Corn is one of the most widely distributed of the world's food plants; it is exceeded in acreage planted only by
wheat. It is the most important crop in the United States, which produces about half the world's total. Nearly two-
fifths of the U.S. crop is exported annually. China ranks second in average production, followed by Brazil, Mexico,
and Argentina.

#GOOD_Cereals_3

^[Cereals 3] are a $LINK<bonus resource=GCON_ResourcesB> that increases the production of


$LINK<food=GCON_Food> in a city.

^To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must
work the tile.
^

^[Cereals 3] becomes visible in explored areas of the map when $LINK<Genetics=TECH_Genetics> has been
discovered and can be found in $LINK<Grassland=TERR_Grassland>, $LINK<Plains=TERR_Plains>, and $LINK<Flood
Plains=TERR_Flood_Plain>.

#DESC_GOOD_Cereals_3

^Cereal is grass grown for its edible seeds. Cereals include wheat, oats, rye and barley. The term is also used when
refering to maize (corn), millet and rice.

^The two cereals wheat and corn are described below..

^ Wheat has been a staple crop for civilizations occupying temperate zones of the planet since pre-historic times.

There is archaeological 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, Canada or the Ukraine.

^ Although most wheat is grown for human food, and about 10 percent is retained for seed, small quantities are
used by industry for production of starch, paste, malt, dextrose, gluten, alcohol, and other products. Inferior and
surplus wheats and various milling byproducts are used for livestock feeds.

^ More of the world's farmland is devoted to wheat than to any other food crop; in the late 20th century about
570,000,000 acres (230,000,000 hectares) were sown annually, with a total production of almost 600,000,000 metric
tons. The world's largest producer is China, with an estimated annual yield of almost 100,000,000 metric tons. Other
leading producers are the United States, Russia, India, Ukraine, France, Canada, Kazakstan, and Turkey.

^ Corn originated in America, probably having been first developed by Indians in the highlands of Mexico. It was
quickly adopted by the European settlers, Spanish, English, and French. The first English settlers found the northern
Indians growing a hard-kerneled, early-maturing flint variety that kept well, though its yield was low. The Indians in
the south central area of English settlement grew a soft-kerneled, high-yielding, late-maturing dent corn. There were
doubtless many haphazard crosses of the two varieties.

^ Since its introduction into Europe by Columbus and other explorers, corn has spread to all areas of the world
suitable to its cultivation. Indians in the Americas taught colonists to grow the indigenous grains, which included
some varieties of yellow corn that are still popular as food. Corn is used as livestock feed, as human food, and as raw
material in industry. Although it is a major food in many parts of the world, it is inferior to other cereals in nutritional
value.
^ Corn is one of the most widely distributed of the world's food plants; it is exceeded in acreage planted only by
wheat. It is the most important crop in the United States, which produces about half the world's total. Nearly two-
fifths of the U.S. crop is exported annually. China ranks second in average production, followed by Brazil, Mexico,
and Argentina.

#GOOD_Natives

^Not available

#DESC_GOOD_Natives

; END SECTION GOOD - Resources ==============================================

; BEGIN SECTION TERR - Terrain ==============================================

; PDE 15 July 2003 : Reordered to SS/BIC order

; "Real" Terrain -----------------------------------------------------------

#TERR_Desert

^[Deserts] are arid stretches of land characterized by annual rainfall of less than ten inches.

^In R&R {[Deserts] may contain:}

^[Strategic Resources:] $LINK<Saltpeter=BLDG_Saltpeter>, $LINK<Oil=BLDG_Oil>, $LINK<Uranium=BLDG_Uranium>,


$LINK<Incense=GOOD_Incense> or $LINK<Camels=GOOD_Camel>.

^[Luxury Resources:] $LINK<Gems=GOOD_Gems>, $LINK<Spices=GOOD_Spices>, $LINK<Dyes=GOOD_Dyes> or


$LINK<Olive Oil=GOOD_Olive_Oil>.

^[Bonus Resorces:] $LINK<Oasis=GOOD_Oasis> or $LINK<Date Palms=GOOD_Date_Palms>.


#DESC_TERR_Desert

^Because the desert atmosphere has such low humidity, evaporation of moisture from the ground exceeds
precipitation.

Many deserts are characterized by extremely high daytime temperatures and equally low nighttime temperatures.
Only the

hardiest plants and animals can survive in the harsh desert environment. Despite the perception that deserts are

composed of useless sand, most desert soil is naturally fertile because little water moves through the desert to carry

away nutrients. Through the use of artificial irrigation, humans have managed to grow crops in desert environments.
If

this is not done carefully, it can lead to irreversible environmental damage when the meager water supply that is

tapped for the irrigation process is depleted.

#TERR_Plains

^[Plains] are vast, open tracts of land, usually with very few trees and covered with vegetation such as sagebrush
and

various grasses.

^In R&R {[Plains] may contain:}

^[Strategic Resources:] $LINK<Horses=BLDG_Horses>, $LINK<Oil=BLDG_Oil>, $LINK<Incense=GOOD_Incense> or


$LINK< Elephants=GOOD_ Elephant>.

^[Luxury Resources:] $LINK<Spices=GOOD_Spices>, $LINK<Tobacco=GOOD_Tobacco> or $LINK<Tea=GOOD_Tea>.

^[Bonus Resorces:] $LINK<Cattle=GOOD_Cattle>, $LINK<Pigs=GOOD_Pigs> or $LINK<Cereals=GOOD_Cereals>.

#DESC_TERR_Plains

^Plains are any relatively level area of the Earth's surface exhibiting gentle slopes and small local relief. Plains vary
widely in size. The smallest occupy only a few hectares, whereas the largest cover hundreds of thousands of square
kilometres, for example, the Great Plains of North America and the expanse of gently undulating land that sweeps
from the Pyrenees Range on the French–Spanish border across northern Europe and Asia almost halfway around the
world nearly to the Bering Sea.

^The major plains of North America, South America, Europe, and Asia occur in the continental interiors, but broad
extensions of some of these flat lands reach the Atlantic coast.

^The majority of the world's most extensive plains were formed as a result of the dominance of erosional and
depositional processes over tectonic activity e.g., uplift or subsidence of the Earth's crust. By contrast, a large
number of smaller plains developed in areas where crustal deformation was quite intense. Most of these consist of
depressed crustal segments that have been partly filled by sand, clay, and rock debris deposited by streams from
adjoining highlands.

^With certain exceptions, plains have become the sites of major centers of population, industry, commerce, and
transportation. Their flat surfaces are easily cultivated and usually contain the most productive soil. Moreover, such
areas of low relief present few obstacles to land transportation, and the rivers running across them are generally
much easier to navigate than are those of rougher terrain.

#TERR_Grassland

^The areas of land between desert regions and forests in temperate and tropical climates usually consist of

[grassland].

^In R&R {[Grassland] may contain:}

^[Strategic Resources:] $LINK<Horses=BLDG_Horses> or $LINK< Elephants=GOOD_ Elephant>.

^[Luxury Resources:] $LINK<Cotton=GOOD_Cotton>, $LINK<Tea=GOOD_Tea>, $LINK<Wine=GOOD_Wine>,


$LINK<Sugar=GOOD_Sugar> or $LINK<Tobacco=GOOD_Tobacco>.

^[Bonus Resorces:] $LINK<Cattle=GOOD_Cattle>, $LINK<Cereals=GOOD_Cereals> or $LINK<Fruit=GOOD_Fruit>.

#DESC_TERR_Grassland

^These fertile regions, covered with various types of vegetation, once occupied large areas of North and South

America, Africa, and Eurasia. These areas are characterized by marked wet and dry seasons, with annual periods of

drought. Although many types of grassland are naturally occurring, grasslands can also be created through

deforestation of woodland areas. Grasslands are often cultivated and used as pastures and grazing lands. Because of

the relatively low rainfall in these regions, the topsoil is high in nutrients.

^Grasslands frequently have been converted to cropland on which edible grains are grown; this allows food for
humans to be taken directly from the grasslands themselves rather than via grazing animals feeding on the native
grasses in a rangeland situation. The increase in yields is substantial. According to figures compiled for the northern
Great Plains of North America, for example, one hectare of natural grassland grazed by cattle can provide the
equivalent of one-tenth of one person's annual food energy requirements, whereas the same area sown to wheat
can provide four persons' requirements.

^However, it should be pointed out that wheat yields cannot be sustained annually at their initially high levels
without additional inputs of fertilizer. Similarly, sustained heavy grazing of natural grasslands can quickly lead to
degradation of the vegetation and erosion of the soil. This is particularly likely to occur unnoticed in regions that lack
fences and therefore do not exhibit fenceline contrasts in range condition. In these fenceless grazing regions
degradation due to overgrazing may be difficult to distinguish from background changes due to long- or short-term
weather variations.
#TERR_Tundra

^[Tundra] is cold, barren permafrost found in polar regions.

^In R&R {[Tundra] may contain:}

^[Strategic Resources:] $LINK<Iron=BLDG_Iron>, $LINK<Coal=BLDG_Coal> or

$LINK<Oil=BLDG_Oil>.

^[Luxury Resources:] $LINK<Furs=GOOD_Furs>.

^[Bonus Resorces:] $LINK<Game=GOOD_Game>, $LINK<Seals=GOOD_Seal>, $LINK<Berries=GOOD_Berries> or


$LINK<Big Game=GOOD_Big_Game>.

#DESC_TERR_Tundra

^Arctic tundra covers about one-tenth of the total surface of the Earth. Its southern boundary meets the
northernmost timberline, where boggy soils are threaded with numerous streams and lakes. Precipitation is less
than 15 inches (38 cm) annually, and the sparse vegetation has a growing season between two and four months
long. Most of the biological activity is confined to the freeze-thaw layer, because the softer soils of spring through
autumn (thaw periods) allow animals to burrow, plant roots to extend down, and organic matter to decompose into
food for micro organisms. Coastal tundras are dominated by mosses, sedges, and cotton grass. On more elevated
sites, like hummocks, the soil is peatier and supports low willows, grasses, and rushes. Sunflower plants and legumes
of various kinds thrive along the sandy banks of streams and lakes. Many of the plant species are perennials that
flower within a few days of maturity, after the snows have begun to melt. They may germinate as soon as four to six
weeks after maturing.

^Animals common in Arctic tundras are the polar bear, Arctic fox, Arctic wolf, Arctic hare, and Arctic weasel. Many of
these develop a white coat during the winter months as camouflage against the snow and ice. Large herbivores, such
as caribou, musk-oxen, and reindeer, are adapted for the cold by virtue of their large body-surface areas, which
prevent heat from dispersing to the outside. Lemmings are an important species in the Arctic tundra. They remain
active throughout the long winters, burrowing under the snow to feed on the roots of grasses and sedges. The
accumulation of manure around their burrows adds nitrogen and other nutrients to the soil, stimulating plant
growth.

^Insects like mosquitoes and black flies, common to Arctic tundras, have adapted darkly colored bodies to absorb as
much heat from sunlight as possible. Many geese and other tundra birds are migratory, remaining in the tundra only
long enough to nest and molt. Birds of prey (e.g., jaegars and snowy owls) and predatory animals (e.g., wolves and
foxes) fluctuate in population levels according to the availability of their prey, particularly lemmings. In general, the
food web in the tundra is simple and is easily subject to imbalance if a critical species fluctuates rapidly in
population.
#TERR_Flood_Plain

^Incredibly rich farm land, [flood plains] always appear along rivers and produce extra $LINK<food=GCON_Food>.
Diseases such as malaria are can also be endemic on floodplains and can cause $LINK<disease=GCON_Disease>.

^In R&R {[Flood Plains] may contain:}

^[Strategic Resources:] $LINK<Camels=GOOD_Camel> or $LINK<Incense=GOOD_Incense>.

^[Luxury Resources:] $LINK<Spices=GOOD_Spices>, $LINK<Gems=GOOD_Gems> or $LINK<Cotton=GOOD_Cotton>.

^[Bonus Resorces:] $LINK<Date Palms=GOOD_Date_Palms>, $LINK<Oasis=GOOD_Oasis>, $LINK<Rice=GOOD_Rice>,


$LINK<Cattle=GOOD_Cattle> or $LINK<Cereals=GOOD_Cereals>.

#DESC_TERR_Flood_Plain

^Deserts are often very rich in their soil composition; it is only their lack of rainfall that prevents their soil

from being used. When rivers run through such areas, the periodic flooding usually carries the nutrient rich soil up

into the flood plains surrounding them, depositing the nutrients and the water into these areas and making them

unparalleled in value. Many great cultures such as those in the Nile river basin or those dependent on the flooding of

the Tigris and Euphrates rivers have harvested the bounty of these lands, plains which transform lifeless wastelands

into lush oases of life.

#TERR_Hills

^Rolling areas of the countryside often found between plains and more mountainous regions are known as [hills].

^In R&R {[Hills] may contain:}

^[Strategic Resources:] $LINK<Iron=BLDG_Iron>, $LINK<Aluminum=BLDG_Aluminum>,


$LINK<Saltpeter=BLDG_Saltpeter>, $LINK<Coal=BLDG_Coal> or $LINK<Horses=BLDG_Horses>.

^[Luxury Resources:] $LINK<Gold=GOOD_Gold>, $LINK<Silver=GOOD_Silver>, $LINK<Tobacco=GOOD_Tobacco>,


$LINK<Wine=GOOD_Wine>, $LINK<Wool=GOOD_Wool>, $LINK<Olive Oil=GOOD_Olive_Oil>,
$LINK<Coffee=GOOD_Coffee> or $LINK<Silks=GOOD_Silks>.

^[Bonus Resorces:] $LINK<Pigs=GOOD_Pigs>.

#DESC_TERR_Hills

^
^Hilly areas, often covered with rich soil and grasses or heavily forested, are rich in resources. Coal, iron, lead,

copper, and even gold and silver may be found in these regions, making them profitable areas for the mining
industry.

In areas where the below ground resources are scarce, hill areas are often cultivated for agricultural purposes.

Certain crops such as coffee and grapes thrive in these regions, given the proper climate.

#TERR_Mountains

^[Mountains] are areas of high elevation, usually consisting of a chain of rugged peaks and valleys.

^In R&R {[Mountains] may contain:}

^[Strategic Resources:] $LINK<Iron=BLDG_Iron> $LINK<Uranium=BLDG_Uranium> or $LINK<Coal=BLDG_Coal>.

^[Luxury Resources:] $LINK<Gems=GOOD_Gems>.$LINK<Gold=GOOD_Gold>, $LINK<Olive Oil=GOOD_Olive_Oil>,


$LINK<Coffee=GOOD_Coffee>, $LINK<Wool=GOOD_Wool> or

$LINK<Silver=GOOD_Silver>.

^[Bonus Resorces:] None.

#DESC_TERR_Mountains

^Mountains are formed when the plates making up the Earth's crust impact or slide against one another, raising
layers

of rock above the surrounding land. Mountains can also be formed by volcanic action, or through the effects of

erosion. Generally poor agricultural regions, mountains are often a source of great mineral wealth, with large

deposits of gold and other valuable ores. Aside from their economic value, mountains provide a natural defensive

barrier, shielding human settlements from invaders. Extensive mountain ranges can also greatly affect the weather

patterns of a region by blocking and diverting wind and storms.

#TERR_Volcano

^A [Volcano] is a mountain capped by a large crater which can, on rare occasions,

$LINK<erupt=GCON_Volcanic_Eruptions> and spew forth streams of molten lava.

^
^In R&R [Volcanoes] may contain:

^[Strategic Resources:] $LINK<Iron=BLDG_Iron> or $LINK<Coal=BLDG_Coal>.

^[Luxury Resources:] $LINK<Gems=GOOD_Gems>.

^[Bonus Resorces:] None.

#DESC_TERR_Volcano

^Heat rises. This is the reason, in a nutshell, for the presence of volcanoes on the earth. Mountainous

manifestations of vents and cracks in the earth's crust, volcanoes provide release for the heat that builds up

in the earth's core. A volcanic eruption occurs when the heat pressure underneath a particular vent becomes

too strong for the crust to contain, and depending on the size of the vent and the amount of pressure an

eruption can be minor (just a dribble of lava that seals off the volcano when it dries) or cataclysmic

(such as the Krakatoa or Vesuvius eruptions).

#TERR_Forest

^Extensive areas of land covered by thick growths of trees and related ground vegetation are classified as [forests].

^In R&R {[Forests] may contain:}

^[Strategic Resources:] $LINK<Rubber=BLDG_Rubber>, $LINK<Coal=BLDG_Coal>,


$LINK<Aluminum=BLDG_Aluminum>, $LINK<Incense=GOOD_Incense>, $LINK<Uranium=BLDG_Uranium> or
$LINK<Elephants=GOOD_ Elephant>.

^[Luxury Resources:] $LINK<Dyes=GOOD_Dyes>, $LINK<Silks=GOOD_Silks>, $LINK<Spices=GOOD_Spices> or


$LINK<Furs=GOOD_Furs>.

^[Bonus Resorces:] $LINK<Game=GOOD_Game>, $LINK<Fruit=GOOD_Fruit>,

$LINK<Big Game=GOOD_Big_Game> or $LINK<Exotic Woods=GOOD_Exotic_Woods>.

#DESC_TERR_Forest

^Tree-dominated forests can occur wherever the temperatures rise above 10° C (50° F) in the warmest months and
the annual precipitation is more than 200 mm (8 inches). They can develop under a variety of conditions within
these climatic limits, and the kind of soil, plant, and animal life differs according to the extremes of environmental
influences. In cool, high-latitude subpolar regions, forests are dominated by hardy conifers like pines, spruces, and
larches. These taiga (boreal) forests have prolonged winters and between 250 and 500 mm (10 and 20 inches) of
rainfall annually. In more temperate high-latitude climates, mixed forests of both conifers and broad-leaved
deciduous trees predominate. Broad-leaved deciduous forests develop in middle-latitude climates, where there is an
average temperature above 10° C (50° F) for at least six months every year and annual precipitation is above 400 mm
(16 inches). A growing period of 100 to 200 days allows deciduous forests to be dominated by oaks, elms, birches,
maples, beeches, and aspens. In the humid climates of the equatorial belt, tropical rainforests develop. There heavy
rainfall supports evergreens that have broad leaves instead of needle leaves, as in cooler forests. In the lower
latitudes of the Southern Hemisphere, the temperate deciduous forest reappears.

^Forests are among the most complex ecosystems in the world, and they exhibit extensive vertical stratification.
Conifer forests have the simplest structure: a tree layer rising to about 98 feet (30 m), a shrub layer that is spotty or
even absent, and a ground layer covered with lichens, mosses, and liverworts. Deciduous forests are more complex;
the tree canopy is divided into an upper and lower story, while rain forest canopies are divided into at least three
strata. The forest floor in both of these forests consists of a layer of organic matter overlying mineral soil. The humus
layer of tropical soils is affected by the high levels of heat and humidity, which quickly decompose whatever organic
matter exists. Fungi on the soil surface play an important role in the availability and distribution of nutrients,
particularly in the northern coniferous forests. Some species of fungi live in partnership with the tree roots, while
others are parasitically destructive.

^The forest is nature's most efficient ecosystem, with a high rate of photosynthesis affecting both plant and animal
systems in a series of complex organic relationships.

#TERR_Jungle

^[Jungles] cover a large portion of the equatorial areas of the world. Diseases like malaria can be

endemic in jungles and can cause $LINK<disease=GCON_Disease>.

^In R&R {[Jungles] may contain:}

^[Strategic Resources:] $LINK<Incense=GOOD_Incense>, $LINK<Elephants=GOOD_Elephant>,


$LINK<Aluminum=BLDG_Aluminum> or $LINK<Rubber=BLDG_Rubber>.

^[Luxury Resources:] $LINK<Gems=GOOD_Gems>, $LINK<Dyes=GOOD_Dyes>, $LINK<Silks=GOOD_Silks>,


$LINK<Spices=GOOD_Spices>, $LINK<Sugar=GOOD_Sugar>, $LINK<Tropical Fruit=GOOD_Tropical_Fruit> or
$LINK<Furs=GOOD_Furs>.

^[Bonus Resorces:] $LINK<Game=GOOD_Game>, $LINK<Exotic Woods=GOOD_Exotic_Woods>

or $LINK<Rice=GOOD_Rice>.

#DESC_TERR_Jungle
^Jungles are actually rainforests that have had the tree canopy layer removed.

The dense, tangled environment of the jungle is home to wide varieties of plant and animal life. Although mineral

deposits and fruit-bearing plants can sometimes be found in these regions, jungles tend to lack both mineral and
food

resources. This, combined with the sheer density of the native plant life, makes jungles inhospitable to humans. In

order to make these areas more useful, jungles are often destroyed through forestation and burning to yield areas of

grassland. While this improves the usefulness of the land for humans, it destroys the habitat of the indigenous

animals of the region. It is estimated that hundreds of undiscovered species of insect and animal life have been
made

extinct as a result of the destruction of jungles and rain forests.

#TERR_Marsh

^An extensive area of soft, low-lying terrain is known as a [Marsh]. The fetid conditions of

a marsh can sometimes cause $LINK<disease=GCON_Disease>.

^Ib R&R [Marshes] may contain:

^[Strategic Resources:] $LINK<Saltpeter=BLDG_Saltpeter>, $LINK<Coal=BLDG_Coal>,

$LINK<Oil=BLDG_Oil> or $LINK<Rubber=BLDG_Rubber>.

^[Luxury Resources:] $LINK<Gems=GOOD_Gems> or $LINK<Dyes=GOOD_Dyes>.

^[Bonus Resorces:] $LINK<Shellfish=GOOD_Shellfish>, $LINK<Pearls=GOOD_Pearls>, $LINK<Peat=GOOD_Peat>,


$LINK<Berries=GOOD_Berries>, $LINK<Alligators=GOOD_Alligators>, $LINK<fish=GOOD_Fish> or

$LINK<game=GOOD_Game>.

#DESC_TERR_Marsh

^River deltas and other low-lying areas are often surrounded by poorly drained mineral beds. This leads to

the formation of marshes, large, water-logged areas vibrant with grasses and other plant life. Marshes are

often extremely complex ecosystems home to hundreds of different plant and animal species. Rice and other food

plants requiring large quantities of water can be grown in marshes, although the soil underneath may not be

sufficiently hospitable. Due to the soft nature of the ground, marsh is generally unsuitable for building
purposes.

#TERR_Coast

^Shallow by comparison with sea or ocean tiles, [coastal] waters appear along the shorelines of land masses.

Initially, naval units that leave the comfort of coastal areas risk loss in treacherous seas. But after the discovery

of $LINK<Seafaring=TECH_Seafaring>, this danger is overcome.

^In R&R {[Coastal] tiles may contain:}

^[Strategic Resources:] and [Luxury Resources:] None.

^[Bonus Resorces:] $LINK<Fish=GOOD_Fish>, $LINK<Shellfish=GOOD_Shellfish>, $LINK<Kelp=GOOD_Kelp>,


$LINK<Seals=GOOD_Seal>, $LINK<Pearls=GOOD_Pearls> or $LINK<Rocks=GOOD_Rocks>.

#DESC_TERR_Coast

^The coastlines of the world's continents measure about 312,000 km (193,000 miles). They have undergone shifts in
position over geologic time because of substantial changes in the relative levels of land and sea. Studies of
glaciations during the Pleistocene Epoch (1,600,000 to 10,000 years ago) indicate that drops in sea level caused by
the removal of water from the oceans during glacial advances affected all coastal areas. During the last Pleistocene
glacial period, the sea level is thought to have been almost 122 m (400 feet) lower than it is today, resulting in the
exposure of large portions of what is now the continental shelf.

^Such changes in sea level have also played an important role in shaping the coasts. Glacial ice descending from
coastal mountains in Alaska, Norway, and certain other areas excavated deep U-shaped depressions in times of
lowered sea level. When the glacial ice melted and the level of the sea rose again, these steep-sided valleys were
inundated, forming fjords. Estuaries, formed by the flooding of coastal river valleys, also are found in regions where
the sea level has risen significantly.

^Other factors that are instrumental in molding the topography of coasts are destructive erosional processes (e.g.,
wave action and chemical weathering), deposition of rock debris by currents, and tectonic activity that causes an
uplifting or sinking of the Earth's crust. The configuration and distinctive landforms of any given coast result largely
from the interaction of these processes and their relative intensity, though the type and structure of the rock
material underlying the area also have a bearing. For example, coastal terrains of massive sedimentary rock that
have been uplifted by tectonic forces and subjected to intense wave erosion are characterized by steep cliffs
extending out into the water. These nearly vertical sea cliffs generally alternate with irregularly shaped bays and
narrow inlets. By contrast, wide sandy beaches and relatively smooth plains of unconsolidated sediment prevail in
areas of crustal subsidence where deposition is intense.

^Such coasts are characterized by sandbars paralleling the shoreline, as well as by tidal flats.

#TERR_Sea

^[Sea] tiles are significant barriers to $LINK<trade=GCON_Trade> until the discovery of


$LINK<Seafaring=TECH_Seafaring>.

Early ships that end their turn on sea tiles are in danger of sinking.

^In R&R {[Seas] may contain:}

^[Strategic Resources:] None.

^[Luxury Resources:] None.

^[Bonus Resorces:] $LINK<Whales=GOOD_Whales> or $LINK<Fish=GOOD_Fish>.

#DESC_TERR_Sea

^When viewed from space, the predominance of the oceans on the Earth is readily apparent. The oceans and their
marginal seas cover nearly 71 percent of the Earth's surface, with an average depth of 3,795 metres (12,450 feet).
The exposed land occupies the remaining 29 percent of the planetary surface and has a mean elevation of only 840
metres (2,756 feet). Actually, all the elevated land could be hidden under the oceans and the Earth reduced to a
smooth sphere that would be completely covered by a continuous layer of seawater 2,686 metres deep. This is
known as the sphere depth of the oceans and serves to underscore the abundance of water on the Earth's surface.

^From the beginning of recorded history, people have used the sea as a means of transporting themselves and their
goods. The bulk of the tonnage of products transported throughout the world today continues to be moved in ocean
vessels. The size of these vessels ranges from small boats capable of carrying a few tons to bulk carriers (e.g.,
supertankers) capable of transporting more than 500,000 tons of oil. The cost of transporting goods on the ocean
depends on the product, the form of shipment, and the type of vessel. As the per capita consumption of materials
increases, the outlook for marine transportation is one of ever-increasing tonnages and size of carrying vessels.

^Many millions of tons of edible fish and shellfish are taken from the oceans each year. Yet, the food-producing
potential of the sea is considerably greater than this. The prevailing methods by which fish are taken from the
oceans are inefficient. This problem is compounded by the fact that only a handful of varieties are targeted by
commercial fishermen (anchovy, sardine, herring, cod, mackerel, and pollack constitute more than half of the total
annual catch). Overfishing of certain varieties and areas along the continental shelves also has resulted in declining
numbers and therefore catches. The decimation of the whale (many species are near extinction) and also of the
anchovy off the waters of Peru exemplifies the consequences of overfishing.

#TERR_Ocean

^[Ocean] tiles are significant barriers to $LINK<trade=GCON_Trade> until the discovery

of $LINK<Magnetism=TECH_Magnetism>. Some early ships are completely unable to cross through Ocean tiles, and
those that can, and end their

turn on ocean tiles are in danger of sinking.

^[Oceans] do not contain resources.

#DESC_TERR_Ocean

^When viewed from space, the predominance of the oceans on the Earth is readily apparent. The oceans and their
marginal seas cover nearly 71 percent of the Earth's surface, with an average depth of 3,795 metres (12,450 feet).
The exposed land occupies the remaining 29 percent of the planetary surface and has a mean elevation of only 840
metres (2,756 feet). Actually, all the elevated land could be hidden under the oceans and the Earth reduced to a
smooth sphere that would be completely covered by a continuous layer of seawater 2,686 metres deep. This is
known as the sphere depth of the oceans and serves to underscore the abundance of water on the Earth's surface.

^From the beginning of recorded history, people have used the sea as a means of transporting themselves and their
goods. The bulk of the tonnage of products transported throughout the world today continues to be moved in ocean
vessels. The size of these vessels ranges from small boats capable of carrying a few tons to bulk carriers (e.g.,
supertankers) capable of transporting more than 500,000 tons of oil. The cost of transporting goods on the ocean
depends on the product, the form of shipment, and the type of vessel. As the per capita consumption of materials
increases, the outlook for marine transportation is one of ever-increasing tonnages and size of carrying vessels.

^Many millions of tons of edible fish and shellfish are taken from the oceans each year. Yet, the food-producing
potential of the sea is considerably greater than this. The prevailing methods by which fish are taken from the
oceans are inefficient. This problem is compounded by the fact that only a handful of varieties are targeted by
commercial fishermen (anchovy, sardine, herring, cod, mackerel, and pollack constitute more than half of the total
annual catch). Overfishing of certain varieties and areas along the continental shelves also has resulted in declining
numbers and therefore catches. The decimation of the whale (many species are near extinction) and also of the
anchovy off the waters of Peru exemplifies the consequences of overfishing.

; "Fake" Terrain - not actual separate types ---------------------------------


#TERR_Grassland_with_Shield

^The areas of land between desert and forests in temperate and tropical climates usually consist of [grassland].
Some grasslands contain mineral deposits. They have a rock outcropping and produce a
$LINK<shield=GCON_Shields> when worked. In R&R {[Grassland] may contain:}

^[Strategic Resources:] $LINK<Horses=BLDG_Horses> or $LINK< Elephants=GOOD_ Elephant>.

^[Luxury Resources:] $LINK<Cotton=GOOD_Cotton>, $LINK<Tea=GOOD_Tea>, $LINK<Wine=GOOD_Wine>,


$LINK<Sugar=GOOD_Sugar> or $LINK<Tobacco=GOOD_Tobacco>.

^[Bonus Resorces:] $LINK<Cattle=GOOD_Cattle>, $LINK<Cereals=GOOD_Cereals> or $LINK<Fruit=GOOD_Fruit>.

#DESC_TERR_Grassland_with_Shield

^These fertile regions, covered with various types of vegetation, once occupied large areas of North and South

America, Africa, and Eurasia. These areas are characterized by marked wet and dry seasons, with annual periods of

drought. Although many types of grassland are naturally occurring, grasslands can also be created through

deforestation of woodland areas. Grasslands are often cultivated and used as pastures and grazing lands. Because of

the relatively low rainfall in these regions, the topsoil is high in nutrients.

^Grasslands frequently have been converted to cropland on which edible grains are grown; this allows food for
humans to be taken directly from the grasslands themselves rather than via grazing animals feeding on the native
grasses in a rangeland situation. The increase in yields is substantial. According to figures compiled for the northern
Great Plains of North America, for example, one hectare of natural grassland grazed by cattle can provide the
equivalent of one-tenth of one person's annual food energy requirements, whereas the same area sown to wheat
can provide four persons' requirements.

^However, it should be pointed out that wheat yields cannot be sustained annually at their initially high levels
without additional inputs of fertilizer. Similarly, sustained heavy grazing of natural grasslands can quickly lead to
degradation of the vegetation and erosion of the soil. This is particularly likely to occur unnoticed in regions that lack
fences and therefore do not exhibit fenceline contrasts in range condition. In these fenceless grazing regions
degradation due to overgrazing may be difficult to distinguish from background changes due to long- or short-term
weather variations.

#TERR_River

^[Rivers] do not run [in] squares: instead they run along the edges of squares.
Any square with a river along its edge produces one extra $LINK<commerce=GCON_Commerce> if

worked by citizen laborers within a $LINK<city radius=GCON_Radius>. Also, rivers are sources of fresh water,

allowing $LINK<irrigation=TFRM_Irrigation> of adjacent squares prior to the discovery of the $LINK<Steam


Engine=TECH_Steam_Engine>.

#DESC_TERR_River

^The value of a clean source of fresh water to a population cannot be underestimated, and river banks have always
been

prized sites for settlements. In addition to fresh water for drinking, irrigation, and waste removal, rivers are valuable

trade routes and have been used to aid the defense of the settlements on their banks.

#TERR_Fresh_Water_Lake

^[Lakes] are small bodies of water completely surrounded by land. They contain fresh water, allowing

$LINK<irrigation=TFRM_Irrigation> of adjacent squares prior to the discovery of the $LINK<Steam


Engine=TECH_Steam_Engine>.

^In R&R {[Lakes] may contain:}

^[Strategic Resources:] None.

^[Luxury Resources:] None.

^[Bonus Resorces:] $LINK<Fish=GOOD_Fish>, $LINK<Shellfish=GOOD_Shellfish>, $LINK<Kelp=GOOD_Kelp>,


$LINK<Seals=GOOD_Seal>, $LINK<Pearls=GOOD_Pearls> or $LINK<Rocks=GOOD_Rocks>.

#DESC_TERR_Fresh_Water_Lake

^The shores of fresh water lakes have always been greatly valued sites on which to build because of the abundance
of fresh

water for drinking and irrigation. Lakes are also rich sources of food and commercial products, and harvesting such
resources

is a boon to any nearby settlement.


; END SECTION TERR - Terrain ================================================

; BEGIN SECTION GOVT - Governments ==========================================

; PDE 15 July 2003 : Reordered to SS/BIC order

#GOVT_Anarchy

^[Anarchy] is not so much a system of government as the lack of one. Your civilization can sink into anarchy if the
government falls from prolonged $LINK<civil disorder=GCON_Disorder>, or if you sanction a
$LINK<revolution=GCON_Revolution>. Anarchy lasts from 1-8 turns depending on empire size and a randomness
factor; during that period, corruption and waste are so high that the civilization is essentially paralyzed.

^$LINK<Worker Efficiency=GCON_Worker_Types> 50%

^$LINK<Rate Cap=GCON_Rate_Caps> 100%

^$LINK<Hurry Method=GCON_Hurry_Production> None

^$LINK<Corruption / Waste=GCON_Corruption> Catastrophic

^$LINK<Draft Rate=GCON_Draft> 0

^$LINK<Military Police Limit=GCON_Moods> 0

^$LINK<Maintenance Costs=GCON_Maintenance> None

^$LINK<War Weariness=GCON_War_Weariness> None

^$LINK<Support=GCON_Unit_Support> Cost per Unit 1

^[Units Free of Support:]

^ per town (size 1-7)

^ per city (size 8-15) (All Units Free)

^ per metropolis (size 16+)

^[Notes:] No city $LINK<production=GCON_Shields>; no $LINK<taxes=GCON_Commerce> collected; no


$LINK<research=GCON_Research> done.
#DESC_GOVT_Anarchy

^Changes of rule in cultures are often periods of unrest, but when the

very framework for government is transformed it almost always results

in a period of anarchy. The massive political and social upheaval

experienced by the culture during a period of anarchy brings commerce

and production to a standstill as cities rise up and government

organizations try to restructure. Despite the fact that corruption and

waste are absolute, there is a positive side to anarchy -- it is

temporary. When the smoke clears and the citizens calm down they are

ready to embrace a new form of order in your society.

#GOVT_Monarchy

^In a dynastic [Monarchy], 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 of production efforts.

^$LINK<Worker Efficiency=GCON_Worker_Types> 100%

^$LINK<Rate Cap=GCON_Rate_Caps> 60%

^$LINK<Hurry Method=GCON_Hurry_Production> Forced Labor (Pop)

^$LINK<Corruption / Waste=GCON_Corruption> Rampant

^$LINK<Draft Rate=GCON_Draft> 1

^$LINK<Military Police Limit=GCON_Moods> 3

^$LINK<Maintenance Costs=GCON_Maintenance> Normal

^$LINK<War Weariness=GCON_War_Weariness> None

^$LINK<Support=GCON_Unit_Support> Cost per Unit 1

^[Units Free of Support:]

^ per town (size 1-7) 2

^ per city (size 8-15) 2

^ per metropolis (size 16+) 3

^ additional free units 2


#DESC_GOVT_Monarchy

^Rule by monarchy developed as a logical extension of the absolute rule of tribal chieftains. Many of the earliest
monarchs, such as those in ancient Egypt, claimed that they ruled by divine right. Most monarchies appear to have
been elective originally, but dynasties of ruling families early became customary. In primitive times, divine descent of
the monarch was often claimed. Deification was general in ancient Egypt, the Middle East, and Asia, and it was also
practiced during certain periods in ancient Greece and Rome.

#GOVT_Republic

^Under a [Republic,] you rule over autonomous city states by consent of the people through

representatives. Compared to a $LINK<Monarchy=GOVT_Monarchy>, there is increased

economic freedom in a Republic; this is manifested in lower unit support costs for an empire with large

cities and a higher rate cap. However, you will be unable to draft your citizens into emergency military service.

^$LINK<Worker Efficiency=GCON_Worker_Types> 100%

^$LINK<Rate Cap=GCON_Rate_Caps> 70%

^$LINK<Hurry Method=GCON_Hurry_Production> Forced Labor (Pop)

^$LINK<Corruption / Waste=GCON_Corruption> Rampant

^$LINK<Draft Rate=GCON_Draft> 0

^$LINK<Military Police Limit=GCON_Moods> 3

^$LINK<Maintenance Costs=GCON_Maintenance> Normal

^$LINK<War Weariness=GCON_War_Weariness> Low

^$LINK<Support=GCON_Unit_Support> Cost per Unit 1

^[Units Free of Support:]

^ per town (size 1-7) 2

^ per city (size 8-15) 4

^ per metropolis (size 16+) 4

^ additional free units 1

^[Note:] Any tile worked by a citizen laborer which

already produces at least one


$LINK<commerce=GCON_Commerce> will produce an extra

commerce in a [Republic.]

#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

ancient Rome, where local provinces sent elected

representatives to the Senate, which governed all

Roman lands. Both the head of state and the local

representatives in a republic are elected; no one is

granted a position by birth or divine right.

^Republican governments are similar in some ways to

democracies, in that they offer a great deal of

personal, financial, and political freedom to their

citizens. The main difference between the two systems

is that a true democracy allows the participation of

every voting citizen in any and all political matters,

whereas in a republic, a body of elected officials

represents the views and opinions of the people.

Although an effective system, personal agendas of

political representatives might act to decrease the

effectiveness in representing the views of the people.

Due to human nature, corruption is fairly common in a

republican government.

#GOVT_Democracy
^In a [Democracy,] you are elected by the people to

rule with their interests at heart. Increased personal

freedoms leads to increased

$LINK<commerce=GCON_Commerce>, but you will be unable

to draft in times of crisis and must be careful about

starting a war because of potential $LINK<war weariness=GCON_War_Weariness>.

^$LINK<Worker Efficiency=GCON_Worker_Types> 100%

^$LINK<Rate Cap=GCON_Rate_Caps> 80%

^$LINK<Hurry Method=GCON_Hurry_Production> Paid Labor (Gold)

^$LINK<Corruption / Waste=GCON_Corruption> Rampant

^$LINK<Draft Rate=GCON_Draft> 0

^$LINK<Military Police Limit=GCON_Moods> 1

^$LINK<Maintenance Costs=GCON_Maintenance> Normal

^$LINK<War Weariness=GCON_War_Weariness> High

^$LINK<Support=GCON_Unit_Support> Cost per Unit 3

^[Units Free of Support:]

^ per town (size 1-7) 2

^ per city (size 8-15) 3

^ per metropolis (size 16+) 1

^ additional free units 0

^[Note:] Any tile worked by a citizen laborer which

already produces at least one

$LINK<commerce=GCON_Commerce> will produce an extra

commerce in a [Democracy.]

#DESC_GOVT_Democracy

^The term democracy originating in ancient Greece to


designate a government where the people share in

directing the activities of the state, as distinct

from governments controlled by a single class, select

group, or autocrat. The definition of democracy has

been expanded, however, to describe a philosophy that

insists on the right and the capacity of a people,

acting either directly or through representatives, to

control their institutions for their own purposes.

Such a philosophy places a high value on the equality

of individuals and would free people as far as

possible from restraints not self-imposed. It insists

that necessary restraints be imposed only by the

consent of the majority and that they conform to the

principle of equality.

^Democracy first flourished in the Greek city-state,

reaching its fullest expression in ancient Athens.

There the citizens, as members of the assembly,

participated directly in the making of their laws.

Citizens would gather in a public forum and each one

would have the opportunity to speak and vote on issues

affecting the community. A democracy

of this sort was possible only in a small state where

the people were politically educated, and it was

limited since the majority of inhabitants were slaves

or noncitizens. Athenian democracy fell before

imperial rule, as did other ancient democracies in the

early Italian cities and the early church.

In this period and in the Middle Ages, ideas such as

representation crucial to modern Western democracy


were developed.

#GOVT_Feudal_Monarchy

^[Feudal 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

earned the right to rule and this helps alleviate some

of the economic problems found in earlier governments.

$LINK<Corruption and waste=GCON_Corruption> are

significant, but are ameliorated to an extent by

loyalty to the King.

^$LINK<Worker Efficiency=GCON_Worker_Types> 100%

^$LINK<Rate Cap=GCON_Rate_Caps> 70%

^$LINK<Hurry Method=GCON_Hurry_Production> Paid

Labor (Gold)

^$LINK<Corruption / Waste=GCON_Corruption> Rampant

^$LINK<Draft Rate=GCON_Draft> 1

^$LINK<Military Police Limit=GCON_Moods> 2

^$LINK<Maintenance Costs=GCON_Maintenance> Normal

^$LINK<War Weariness=GCON_War_Weariness> Low

^$LINK<Support=GCON_Unit_Support> Cost per Unit 3

^[Units Free of Support:]

^ per town (size 1-7) 5

^ per city (size 8-15) 1

^ per metropolis (size 16+) 1

^ additional free units 1


#DESC_GOVT_Feudal_Monarchy

^Unlike the Dynastic Monarchs of the Ancient Empires

who ruled through divine right, the original Feudal

Monarchs of the Middle Ages received their right to

rule through strength and prowess on the battlefield.

Whoever could most effectively raise and command an

army wore the crown. Eventually those monarchies also

took on dynastic qualities, with rule of the country

passing to the eldest son when the king died or

retired. Monarchs had absolute rule over their

subjects, severely limiting the personal and economic

freedom of all citizens except for nobility and the

rich upper class. Although monarchies ruled most of

Europe for centuries, the unhappiness of lower-class

citizens eventually grew intolerable, causing several

major revolutions. By the mid-18th century, the power

of the European monarchs had been severely limited,

paving the way for participatory systems of

government.

#GOVT_Theocracy

^[Theocracy] is a government that is controlled by the

priests. Their overriding focus is the practice of the

state religion and they can rely on tithes eagerly

paid by their subjects. However, productivity suffers

as workers spend time on religious matters, and the

priests' distrust of radical ideas which question the

status quo of the "One True Faith" may cause


$LINK<scientific research=GCON_Research> to suffer. In

addition, the people have very little tolerance for

conflict in a Theocracy, preferring to practice their

religion peacefully.

^$LINK<Worker Efficiency=GCON_Worker_Types> 50%

^$LINK<Rate Cap=GCON_Rate_Caps> 60%

^$LINK<Hurry Method=GCON_Hurry_Production> Forced

Labor (Pop)

^$LINK<Corruption / Waste=GCON_Corruption> Rampant

^$LINK<Draft Rate=GCON_Draft> 0

^$LINK<Military Police Limit=GCON_Moods> 3

^$LINK<Maintenance Costs=GCON_Maintenance> Normal

^$LINK<War Weariness=GCON_War_Weariness> High

^$LINK<Support=GCON_Unit_Support> Cost per Unit 3

^[Units Free of Support:]

^ per town (size 1-7) 0

^ per city (size 8-15) 1

^ per metropolis (size 16+) 1

^ additional free units 20

#DESC_GOVT_Theocracy

^Theocracy is a form of government in which a god or

deity is recognized as the supreme civil ruler. The

god's or deity's laws are then interpreted by the

ecclesiastical authorities who rule the believers and


inflict a reign of terror on the non-believer.

#GOVT_Communist

^Under [Communism,] the government is in the hands of

a ruling "party" controlled absolutely by you, the

Chairman. Although Communism allows good production,

the system restricts personal freedoms, limiting

commerce. One positive aspect of Communism is its

effect upon corruption and waste: all cities suffer

the same, limited effects.

^Your cities lose population points upon a

change to communist government, Newly conquered cities

also lose population, and do not generate culture

until a popular majority has been assimilated.

^$LINK<Worker Efficiency=GCON_Worker_Types> 100%

^$LINK<Rate Cap=GCON_Rate_Caps> 80%

^$LINK<Hurry Method=GCON_Hurry_Production> Paid

Labor (Gold)

^$LINK<Corruption / Waste=GCON_Corruption> Communal

^$LINK<Draft Rate=GCON_Draft> 1

^$LINK<Military Police Limit=GCON_Moods> 3

^$LINK<Maintenance Costs=GCON_Maintenance> Normal

^$LINK<War Weariness=GCON_War_Weariness> None

^$LINK<Support=GCON_Unit_Support> Cost per Unit 2

^[Units Free of Support:]

^ per town (size 1-7) 3

^ per city (size 8-15) 4


^ per metropolis (size 16+) 5

^ additional free units 2

#DESC_GOVT_Communist

^Communism is a conceptualized system of government in

which resources and production facilities are the

property of the entire society rather than

individuals. In a communist society, labor is shared

equally as well, and the benefits of labor are

distributed according to need. Under such a system,

all people would be equal, without class

stratification. Although the basic idea of communism

has existed since the time of Plato, modern communism

is identified with the system of government described

by Karl Marx and Fredrich Engels in the "Communist

Manifesto". They believed that capitalistic systems,

in which the rich upper class prospered through the

exploitation of the powerless lower class, were bound

to destroy themselves. At this point, the poor would

rebel against their former oppressors and form a

classless society. This prophecy has never come true,

and countries that have attempted to base their

governments on communism have ultimately failed to

achieve the utopia described by Marx and Engels.

^Communist governments, like other governments have a

tendancy to look unfavorably upon dissenters.

Unfortunately for dissenters in these communist states

the Party disposes of people who step out of line.

When these purges occur vast amounts of people

suddenly disappear, never to be seen or heard from


again. There is an old Russian saying, "The blade of

grass that sticks up the highest is the first to be

cut down." So it is within a communist state. He who

tries to stick his head up too high will be shortened

by a foot.

#GOVT_Fascist

^[Fascism] is a modern political ideology that seeks

to regenerate a country by instilling a heightened

sense of national belonging or ethnic identity.

Fascism rejects liberal ideas such as freedom and

individual rights, and often tries to remove elements

of democracy like elections or legislatures.

^Your cities

lose population points upon a change to fascist

government, Newly conquered cities also lose

population, and do not generate culture until a

popular majority has been assimilated.

^$LINK<Worker Efficiency=GCON_Worker_Types> 200%

^$LINK<Rate Cap=GCON_Rate_Caps> 100%

^$LINK<Hurry Method=GCON_Hurry_Production> Paid

Labor (Gold)

^$LINK<Corruption / Waste=GCON_Corruption>

Problematic

^$LINK<Draft Rate=GCON_Draft> 1

^$LINK<Military Police Limit=GCON_Moods> 4

^$LINK<Maintenance Costs=GCON_Maintenance> Normal


^$LINK<War Weariness=GCON_War_Weariness> None

^$LINK<Support=GCON_Unit_Support> Cost per Unit 2

^[Units Free of Support:]

^ per town (size 1-7) 2

^ per city (size 8-15) 5

^ per metropolis (size 16+) 8

^ additional free units 2

#DESC_GOVT_Fascist

^The term fascism was first used by Italian dictator

Benito Mussolini in 1919. The term comes from the

Italian word [fascio,] which means "union" or

"league." It also refers to the ancient Roman symbol

of power, the fasces, a bundle of sticks bound to an

axe, which represented civic unity and the authority

of Roman officials to punish wrongdoers.

^Fascist movements surfaced in most European countries

and in some former European colonies in the early 20th

century. Fascist political parties and movements

capitalized on the intense patriotism that emerged as

a response to widespread social and political

uncertainty after World War I (1914-1918) and the

Russian Revolution of 1917. With the important

exceptions of Spain, Italy and Germany, however,

fascist movements failed in their attempts to seize

political power. In Italy and Germany after World War

I, fascists managed to win control of the state and

attempted to dominate all of Europe, resulting in


millions of deaths in the Holocaust and World War II

(1939-1945). Because fascism had a decisive impact on

European history from the end of World War I until the

end of the World War II, the period from 1918 to 1945

is sometimes called the fascist era. Fascism was

widely discredited after Italy and Germany lost World

War II, but

persists today in new forms.

^The term fascism includes most movements that aim for

total social renewal based on the national community

while also pushing for a rejection of liberal

democratic institutions. Scholars disagree over how

to define the basic elements of fascism. Marxist

historians and political scientists (that is, those

who base their approach on the writings of German

political theorist Karl Marx) view fascism as a form

of politics that is cynically adopted by governments

to support capitalism and to prevent a socialist

revolution. These scholars have applied the label of

fascism to many authoritarian regimes that came to

power between World War I and World War II, such as

those in Portugal, Austria, Poland, and Japan. Marxist

scholars also label as fascist some authoritarian

governments that emerged after World War II, including

regimes in Argentina, Chile, Greece, and South Africa.

Despite idealistic goals, attempts to build Fascist

societies have led to wars and persecutions that

caused millions of deaths. As a result, Fascism is


strongly associated with right-wing fanaticism,

racism, totalitarianism, and violence.

#GOVT_Federal_Republic

^A [Federal Republic] is a federation of

quasi-independent states bound together under a

national government, but still retaining a measure of

autonomy. The government is accountable to the people

through a system of elected representatives. They have

the lowest possible $LINK<corruption=GCON_Corruption>

but will find war very difficult to sustain.

^$LINK<Worker Efficiency=GCON_Worker_Types> 150%

^$LINK<Rate Cap=GCON_Rate_Caps> 100%

^$LINK<Hurry Method=GCON_Hurry_Production> Paid

Labor (Gold)

^$LINK<Corruption / Waste=GCON_Corruption> Minimal

^$LINK<Draft Rate=GCON_Draft> 1

^$LINK<Military Police Limit=GCON_Moods> 0

^$LINK<Maintenance Costs=GCON_Maintenance> Normal

^$LINK<War Weariness=GCON_War_Weariness> High

^$LINK<Support=GCON_Unit_Support> Cost per Unit 4

^[Units Free of Support:]

^ per town (size 1-7) 1

^ per city (size 8-15) 1

^ per metropolis (size 16+) 2

^ additional free units 0


^

^[Note:] Any tile worked by a citizen laborer which

already produces at least one

$LINK<commerce=GCON_Commerce> will produce an extra

commerce in a [Fed. Rep.]

#DESC_GOVT_Federal_Republic

^Federalism, also referred to as federal government,

is a national or

international political system in which two levels of

government

control the same territory and citizens. The word

federal comes from

the Latin term [fidere,] meaning "to trust." Countries

with

federal political systems have both a central

government and

governments based in smaller political units, usually

called states,

provinces, or territories. These smaller political

units surrender

some of their political power to the central

government, relying on it

to act for the common good. In a federal system, laws

are made both

by state, provincial, or territorial governments and

by a central

government.

^Federal political systems divide power and resources


between central

and regional governments. The balance of power between

the two levels

of government varies from country to country, but most

federal systems

grant substantial autonomy to state or provincial

governments. Central

governments decide issues that concern the whole

country, such as

organizing an army, building major roads, and making

treaties with

other countries. Federalism varies in practice,

however, and in some

countries with federal systems the central government

plays a large

role in community planning, schools, and other local

issues. Federal

political systems are relatively uncommon around the

world. Instead,

most countries are unitary systems, with laws giving

virtually all

authority to the central government.

^A confederation is similar to a federal system but

gives less power

to the central government. The loose alliances of

countries or other

political entities that make up a confederation seek

to cooperate with

one another while retaining ultimate control of their


own internal

policies. Unlike federal systems, confederations

usually give each

member nation absolute control over its citizens and

territory. The

central government decides only issues that affect all

members of the

confederation. In the 18th century the United States

was founded as

such a system under the Articles of Confederation.

More recently, the

Soviet Union dissolved in 1991, and many of the former

republics

formed a confederation called the Commonwealth of

Independent States

(CIS) to coordinate domestic and foreign policy.

Confederations tend

to be weak and unstable because member nations often

resist

relinquishing final authority on any matters and

insist on their right

to withdraw from the confederation at any time.

#GOVT_Social_Democracy

^[Socialist Democracies] incorporate modern concepts

of freedom and economics, but also have a strong

central government that heavily taxes its people to

provide a wide range of services. A large military is

very expensive in a Social Democracy, but this is


offset by no maintenance costs; sustaining a war will

also be quite difficult.

^$LINK<Worker Efficiency=GCON_Worker_Types> 150%

^$LINK<Rate Cap=GCON_Rate_Caps> 100%

^$LINK<Hurry Method=GCON_Hurry_Production> Paid Labor (Gold)

^$LINK<Corruption / Waste=GCON_Corruption> Communal

^$LINK<Draft Rate=GCON_Draft> 0

^$LINK<Military Police Limit=GCON_Moods> 0

^$LINK<Maintenance Costs=GCON_Maintenance> None

^$LINK<War Weariness=GCON_War_Weariness> High

^$LINK<Support=GCON_Unit_Support> Cost per Unit 5

^[Units Free of Support:]

^ per town (size 1-7) 0

^ per city (size 8-15) 0

^ per metropolis (size 16+) 0

^ additional free units 0

^[Note:] Any tile worked by a citizen laborer which

already produces at least one

$LINK<commerce=GCON_Commerce> will produce an extra

commerce in a [Soc. Dem.]

#DESC_GOVT_Social_Democracy

^The beginnings of modern Socialist Democracies came

from the early Industrial Revolution. When it became

clear that some changes had to be made to appease the


discontent masses, the government, hitherto backers of

business, began to make concessions to prevent the

people from rising up in full revolt. These

concessions took the form of 5-day work weeks,

overtime pay and better working conditions. As time

went on, however, many countries developed welfare

system designed, as the name implies, to look out for

the welfare of the nations' citizens. Welfare systems

usually provide basic necessities such as education,

health care, and unemployment benefits.

^Social Democracy took firm root in European politics

after World War I. Socialist democratic parties

actively participated in government in Great Britain,

Germany, Sweden, Belgium, the Netherlands, and other

nations. Socialism also became a powerful force in

parts of Latin America, Asia, and Africa. To the

Indian leader Jawaharlal Nehru and other leaders of

independence movements, it was attractive as an

alternative to the systems of private enterprise and

exploitation established by their foreign rulers. 12

After World War II, socialist parties came to power in

many nations throughout the world, and much private

industry was nationalized. In Africa and Asia where

the workers are peasants, not industrial laborers,

socialist programs stressed land reform and other

agrarian measures. These nations, until recently, have

also emphasized government planning for rapid economic

development. African socialism has also included the

revival of pre-colonial values and institutions, while


modernizing through the centralized apparatus of the

one-party state. Recently, the collapse of Eastern

European and Soviet Communist states has led

socialists throughout the world to discard much of

their doctrines regarding centralized planning and

nationalization of enterprises.

#GOVT_Chiefdom

^[Chiefdom] is the default starting government.

Commerce and production are greatly limited and there

is no way to hurry production. You would do well to

leave Chiefdom for a more advanced government at the

earliest opportunity.

^$LINK<Worker Efficiency=GCON_Worker_Types> 50%

^$LINK<Rate Cap=GCON_Rate_Caps> 50%

^$LINK<Hurry Method=GCON_Hurry_Production> None

^$LINK<Corruption / Waste=GCON_Corruption> Rampant

^$LINK<Draft Rate=GCON_Draft> 1

^$LINK<Military Police Limit=GCON_Moods> 3

^$LINK<Maintenance Costs=GCON_Maintenance> Normal

^$LINK<War Weariness=GCON_War_Weariness> None

^$LINK<Support=GCON_Unit_Support> Cost per Unit 1

^[Units Free of Support:]

^ per town (size 1-7) 1

^ per city (size 8-15) 2

^ per metropolis (size 16+) 2

^ additional free units 3


^

^[Note:] Any tile worked by a citizen laborer which

normally produces more than two $LINK<food=GCON_Food>,

$LINK<shields=GCON_Shields>, or

$LINK<commerce=GCON_Commerce> produces one less in a

[Chiefdom.]

#DESC_GOVT_Chiefdom

^The term Chiefdom is sometimes used in political

anthropology to designate a particular degree of

social organization, intermediate between tribe and

state.

At the simpler levels of social organization, the band

or tribe usually lacks centralized authority and is

ruled by the totality of adult males or of family or

clan heads. Sometimes a temporary headman is chosen

for a special occasion such as a hunting or war party.

When authority is concentrated in one individual on a

more permanent basis, the chief may have limited

functions, such as the organization and supervision of

work parties, religious ceremonies, the collection and

distribution of goods, or service as a war leader. A

community may possess several chiefs among whom

various functions are divided. Chieftainship may be

achieved through inherent qualities of leadership,

through the display of powers considered supernatural,

through rank or wealth, or through hereditary

succession. The power of chiefs is usually checked by

custom and by kinship allegiances.


#GOVT_Abs_Monarchy

^An [Absolute Monarchy] is an early Medieval Monarchy.

You experience increased

$LINK<production=GCON_Shields> through lower

$LINK<corruption=GCON_Corruption>.

^$LINK<Worker Efficiency=GCON_Worker_Types> 100%

^$LINK<Rate Cap=GCON_Rate_Caps> 90%

^$LINK<Hurry Method=GCON_Hurry_Production> Paid Labor (Gold)

^$LINK<Corruption / Waste=GCON_Corruption> Problematic

^$LINK<Draft Rate=GCON_Draft> 1

^$LINK<Military Police Limit=GCON_Moods> 3

^$LINK<Maintenance Costs=GCON_Maintenance> Normal

^$LINK<War Weariness=GCON_War_Weariness> None

^$LINK<Support=GCON_Unit_Support> Cost per Unit 2

^[Units Free of Support:]

^ per town (size 1-7) 2

^ per city (size 8-15) 4

^ per metropolis (size 16+) 6

^ additional free units 0

#DESC_GOVT_Abs_Monarchy

^During the Renaissance and after, there emerged "new

monarchs" who broke the power of the nobility and

centralized the state under their own rigid rule.

Notable examples are Henry VII and Henry VIII of

England and Louis XIV of France. The 16th and 17th

cent. mark the height of absolute monarchy, which


found its theoretical justification in the doctrine of

divine right. However, even the powerful monarchs of

the 17th cent. were somewhat limited by custom and

constitution as well as by the delegation of powers to

strong bureaucracies. Such limitations were also felt

by the "benevolent despots" of the 18th cent. Changes

in intellectual climate, in the demands made upon

government in a secular and commercially expanding

society, and in the social structure, as the

bourgeoisie became increasingly powerful, eventually

weakened the institution of monarchy in Europe.

#GOVT_Con_Monarchy

^A [Constitutional Monarchy] combines the tradition of

Monarchy with democratic freedoms. You experience

increased $LINK<commerce=GCON_Commerce> and

$LINK<production=GCON_Shields> due to low

$LINK<corruption=GCON_Corruption>. 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.

^$LINK<Worker Efficiency=GCON_Worker_Types> 150%

^$LINK<Rate Cap=GCON_Rate_Caps> 100%

^$LINK<Hurry Method=GCON_Hurry_Production> Paid Labor (Gold)

^$LINK<Corruption / Waste=GCON_Corruption> Nuisance

^$LINK<Draft Rate=GCON_Draft> 1

^$LINK<Military Police Limit=GCON_Moods> 0


^$LINK<Maintenance Costs=GCON_Maintenance> Normal

^$LINK<War Weariness=GCON_War_Weariness> High

^$LINK<Support=GCON_Unit_Support> Cost per Unit 4

^[Units Free of Support:]

^ per town (size 1-7) 1

^ per city (size 8-15) 2

^ per metropolis (size 16+) 2

^ additional free units 0

^[Note:] Any tile worked by a citizen laborer which

already produces at least one

$LINK<commerce=GCON_Commerce> will produce an extra

commerce in a [Con. Mon.]

#DESC_GOVT_Con_Monarchy

^The Glorious Revolution in England (1688) and the

French Revolution (1789) were important landmarks in

the decline and limitation of monarchical power.

Throughout the 19th cent. royal power was increasingly

reduced by constitutional provisions and parliamentary

incursions. In the 20th cent., monarchs have generally

become symbols of national unity, while real power has

been transferred to constitutional assemblies. Over

the past 200 years democratic self-government has been

established and extended to such an extent that a true

functioning monarchy is a rare occurrence in both East

and West. Among the few remaining are Brunei, Morocco,

and Saudi Arabia. Notable constitutional monarchies

include Belgium, Denmark, Great Britain, Japan, the


Netherlands, Norway, Sweden, and Thailand.

#GOVT_Fundamentalism

^[Fundamentalism] is a government that is controlled by radical priests. Their overriding focus is the practice of the
state religion. However, instead of relying on the economic support of a peaceful people, Fundamentalist
governments play on the strong religious beliefs of their subjects to mount very strong, violent movements for short
periods of time. Fundamentalist states also often alienate those who are moderate or practice a religion other than
that of the state.

^Your cities lose population points upon a

change to communist government, Newly conquered cities

also lose population, and do not generate culture

until a popular majority has been assimilated.

^$LINK<Worker Efficiency=GCON_Worker_Types> 50%

^$LINK<Rate Cap=GCON_Rate_Caps> 50%

^$LINK<Hurry Method=GCON_Hurry_Production> Forced Labor (Pop)

^$LINK<Corruption / Waste=GCON_Corruption> Communal

^$LINK<Draft Rate=GCON_Draft> 1

^$LINK<Military Police Limit=GCON_Moods> 4

^$LINK<Maintenance Costs=GCON_Maintenance> Normal

^$LINK<War Weariness=GCON_War_Weariness> None

^$LINK<Support=GCON_Unit_Support> Cost per Unit 3

^[Units Free of Support:]

^ per town (size 1-7) 3

^ per city (size 8-15) 3

^ per metropolis (size 16+) 2

^ additional free units 3

#DESC_GOVT_Fundamentalism

^Fundamentalism, is a governing system whose laws and doctrines are rooted in the extremist and controversial
views of religion. Fundamentalists believe in the absolute truth and infallibility of their religion, accepting nothing
short of a literal interpretation of the scriptures of their faith. Their views are sometimes so radical as to put them at
odds with even the most devout traditionalists of the religion in question. Fundamentalist movements have
appeared from time to time throughout the world, including a widespread movement of Christian fundamentalism
in the U.S. in the early 20th century. In some cases, most notably in areas of the Middle East, these movements are
so widespread that entire nations fall under Fundamentalist rule. Such governments, backed by a fanatical military
force, can be a serious threat to any country that opposes their radical views.

^Fundamentalist governments are certainly nothing new to the world. Throughout history, religion has played a
large part in the governing and behavior of peoples. Protestant leader John Calvin created his own Theocracy in
Geneva, in which he slaughtered thousands of non-believers to secure his power. In 16th century America,
Protestant theocrats hanged and stoned to death dozens of people believed to be witches. 20th century
Fundamentalist governments are usually closely associated with radical version of Islam, and can perhaps be seen as
a reaction to the secularism and

science of the West.

; END SECTION GOVT - Governments ==========================================

; BEGIN SECTION TFRM - Worker Actions =====================================

; PDE 16 July 2003 : Reordered to SS/BIC order

; "Real" Jobs -------------------------------------------------------------

#TFRM_Mine

^Once your civilization has discovered $LINK<Construction=TECH_Construction> you may begin to build [worker
camps] or [mines] to further extract the resources from the land.

^A worker camp or mine increases the $LINK<shield production=GCON_Shields> of certain tiles.

^ {Mining Terrain}

^ { Bonus Types}

^ 3 $LINK<Mountains=TERR_Mountains>

^ 2 $LINK<Hills=TERR_Hills>
^ 1 $LINK<Plains=TERR_Plains>, $LINK<Tundra=TERR_Tundra>,
$LINK<Desert=TERR_Desert>, $LINK<Flood Plains=TERR_Flood_Plain>, $LINK<Forest=TERR_Forest> and
$LINK<Jungle=TERR_Jungle>

^Other terrain (including $LINK<Grassland=TERR_Grassland>) {cannot} be mined.

^$LINK<Workers=GCON_Worker_Types> are ordered to dig mines by pressing {M}, or the "Build Mine" button.

#DESC_TFRM_Mine

#TFRM_Irrigation

^Once your civilization have discovered $LINK<Crop Rotation=TECH_Crop_Rotation> they may begin to cultivate the
land more efficiently.

^Cultivation or farming increases $LINK<food production=GCON_Food>. Only tiles adjacent to fresh water
($LINK<river=TERR_River> or $LINK<lake=TERR_Fresh_Water_Lake>) or to another cultivated tile may be turned into
farmland. After the discovery of $LINK<Steam Engine=TECH_Steam_Engine>, you can cultivate a tile without
proximity to fresh water.

^$LINK<Grassland=TERR_Grassland>, $LINK<Plains=TERR_Plains>, $LINK<Hills=TERR_Hills>,


$LINK<Desert=TERR_Desert>, and $LINK<Flood Plains=TERR_Flood_Plain> can all be cultivated and will get a bonus
of one extra food.

^$LINK<Workers=GCON_Worker_Types> are ordered to irrigate by pressing {I} or the "Irrigate" button.

#DESC_TFRM_Irrigation

#TFRM_Fortress

^Once you have discovered $LINK<Construction=TECH_Construction> you may begin to erect


$LINK<fortresses=GCON_Fortresses> on the outskirts of your civilization or in other strategically important places.

^
^Units within a fortress enjoy a +75% defensive bonus, as well as a $LINK<zone of control=GCON_ZOC>.

^$LINK<Workers=GCON_Worker_Types> are ordered to build fortresses by pressing {Ctrl-F}, or the "Build Fortress"
button.

#DESC_TFRM_Fortress

#TFRM_Road

^Roads increase the output of $LINK<commerce=GCON_Commerce> and can be built in any land terrain tile. Units
moving along roads expend only one half of a movement point per tile, regardless of terrain type. Roads have no
technology prerequisite and can be built from the start of the game.

^Roads are also used to connect $LINK<strategic=GCON_ResourcesS> and $LINK<luxury=GCON_ResourcesL>


resources to the $LINK<trade network=GCON_Trade>

^$LINK<Workers=GCON_Worker_Types> are ordered to build roads by pressing {R} or the "Build Road" button.

^Note: In R&R roads can be built on Volcanoes.

#DESC_TFRM_Road

#TFRM_Railroad

^Units moving along a [railroad] expend zero movement points. Railroads also increase the output of

$LINK<cultivation/irrigation=TFRM_Irrigation> or $LINK<mines=TFRM_Mine>.

^Workers can build railroads after the discovery of $LINK<High Explosives=TECH_High_Explosives>, but only if your
civilization has access to the $LINK<strategic resources=GCON_ResourcesS> of $LINK<Iron=BLDG_Iron> and
$LINK<Coal=BLDG_Coal>.

^
^$LINK<Workers=GCON_Worker_Types> are ordered to build railroads by pressing {Shift-R} or the "Build Railroad"
button, (or {R} if a road exists).

^Note: In R&R railroads can be built on Volcanoes.

#DESC_TFRM_Railroad

#TFRM_Plant_Forest

^After the discovery of $LINK<City Planning=TECH_City_Planning>, workers can [plant forests] in any
$LINK<Grassland=TERR_Grassland>, $LINK<Plains=TERR_Plains> or $LINK<Tundra=TERR_Tundra> tile. This
transforms the tile into a normal $LINK<Forest=TERR_Forest> tile.

^A $LINK<Worker=GCON_Worker_Types> is ordered to plant forests by pressing {N} or the "Plant Forest" button.

#DESC_TFRM_Plant_Forest

#TFRM_Clear_Forest

^After the discovery of $LINK<Dynasticism=TECH_Dynasticism>, workers can [clear] the $LINK<Forest=TERR_Forest>


from a tile and contribute [20] $LINK<shields=GCON_Shields> to a nearby controlled city. The resulting terrain will be
either $LINK<Grasslands=TERR_Grassland>,

$LINK<Plains=TERR_Plains>, or $LINK<Tundra=TERR_Tundra>, depending upon the base terrain beneath the forest.

^A $LINK<Worker=GCON_Worker_Types> is ordered to clear forests by pressing {Shift-C} or the "Clear Forest"


button in a forest tile.

#DESC_TFRM_Clear_Forest
#TFRM_Clear_Jungle

^Clear Wetlands.

^A worker can [clear] the $LINK<Jungle=TERR_Jungle> or $LINK<Marsh=TERR_Marsh> from a tile after the discovery
of $LINK<High Explosives=TECH_High_Explosives>, creating $LINK<Grasslands=TERR_Grassland>.

^ NO shields are gained from this action, although the detrimental effects of the jungle or Marsh are of course
removed.

^A $LINK<Worker=GCON_Worker_Types> is ordered to clear jungle [or marsh] by pressing {Shift-C} or the "Clear
Wetland" button.

#DESC_TFRM_Clear_Jungle

#TFRM_Clear_Pollution

^Clear Damage.

^A worker can [clear] $LINK<pollution=GCON_Pollution> from a contaminated tile, restoring it to its former
production capacity. There is no technology prerequisite to clean up pollution and it can be done from the start of
the game.

^This command is also used to [clear] damage from bombardment that cause $LINK<craters=GCON_Craters>.

^A $LINK<Worker=GCON_Worker_Types> is ordered to clear damage by pressing {Shift-D} or the "Clear Damage"


button.

#DESC_TFRM_Clear_Pollution

#TFRM_Airfield

^After discovery of $LINK<Flight=TECH_Flight>, workers can be used to


build [Airfields] in neutral or owned $LINK<territory=GCON_Territory>.

Airfields function in the same manner that a city with an

$LINK<airport=BLDG_Airport> would for air units.

All $LINK<air missions=GCON_Air_Missions> can be launched from an

airfield, and there is no limit to the number of aircraft that can be

re-based to an Airfield. An Airfield can only be used by the player who

created it. If it falls into the territory of another civilization,

however, the airfield becomes solely useable by the player whose

territory it lies in (unless they have yet to research Flight, in

which case the airfield is destroyed).

^To construct an Airfield, move a $LINK<Worker=GCON_Worker_Types> to

any neutral or owned land tile and press {Ctrl-Shift-A} or the "Build

Airfield" button. Airfields can only be built in tiles that are empty

or have a road and/or railroad, and construction of the Airfield

consumes the worker.

#DESC_TFRM_Airfield

#TFRM_Radar_Tower

^After discovery of $LINK<Radar=TECH_Radar>, workers can be used to construct [Radar Towers] within their
$LINK<territory=GCON_Territory>. Radar Towers provide a combat bonus to units within their affected area, which is
a range of {2} tiles. Friendly units within the Radar Tower's range get a {+25%} attack and defense bonus. This bonus
can only be applied once, even if multiple towers overlap. Radar Towers can only be used by the player who created
them. Should a Radar Tower fall into the territory of another civilization, it will be destroyed.

^To construct a Radar Tower, move a $LINK<Worker=GCON_Worker_Types> to any land tile within your territory
and press {Ctrl-T} or the "Build Radar Tower" button. Radar Towers can only be built in a tile that is empty, has a
mine, irrigation, a road and/or a railroad, and construction of the Radar Tower consumes the worker.
#DESC_TFRM_Radar_Tower

#TFRM_Outpost

^After discovery of $LINK<Masonry=TECH_Masonry>, workers can be used to construct [Outposts] in neutral or


owned $LINK<territory=GCON_Territory>. Outposts eliminate fog of war from the $LINK<map=GCON_Maps>. The
range of vision for the Outpost is {1} tile on flat terrain, {2} tiles on $LINK<Hills=TERR_Hills> and {3} tiles on
$LINK<Mountains=TERR_Mountains>. Outposts can only be used by the player who created them. If an Outpost falls
within the territory of any other civilization, it will be destroyed.

^To construct an Outpost, move a $LINK<Worker=GCON_Worker_Types> to any land tile in neutral or owned
territory and press {Ctrl-O} or the "Build Outpost" button. Outposts can only be built in a tile that is empty, has a
mine, irrigation, a road and/or a railroad, and construction of the Outpost consumes the worker.

#DESC_TFRM_Outpost

#TFRM_Barricades

^Once you have discovered $LINK<Siege Warfare=TECH_Siege_Warfare> you may begin to erect
$LINK<barricades=GCON_Barricades> on the outskirts of your civilization or in other strategically important places.

^Barricades are constructed around existing fortresses.

^Units within a Barricade enjoy a +75% defensive bonus, as well as the defensive bonus of the
$LINK<Fortress=TFRM_Fortress> and a $LINK<zone of control=GCON_ZOC>.

^$LINK<Workers=GCON_Worker_Types> are ordered to build barricades by pressing {Ctrl-F}, or the "Build Barricade"
button.

#DESC_TFRM_Barricades
; "Fake" Jobs -------------------------------------------------------------

#TFRM_Build_Colony

^A worker can establish a colony on any tile that contains a $LINK<tradable resource=GCON_ResourcesN>. If the
colony

is then $LINK<connected=GCON_Trade> to a city, that city gains access to the resource. A colony is necessary only if

the resource is not inside your $LINK<borders=GCON_Territory>. Note that when a city's borders expand to include a

colony, the colony disappears because it is no longer needed.

^A $LINK<Worker=GCON_Worker_Types> is ordered to build a colony by pressing {B} or the "Build Colony" button.
Construction of the Colony consumes the worker.

#DESC_TFRM_Build_Colony

; END SECTION TFRM - Worker Actions ========================================

; BEGIN SECTION RACE - Civilizations =======================================

; PDE 16 July 2003 : Reordered to SS/BIC order

; Barbarians ---------------------------------------------------------------

; PDE: I have no idea why this is here, but it is in the BIC, so I'll roll

; with it; might as well leave them minimal though because the GCON is what

; always gets linked and these guys don't show up under "Tribes"

#RACE_BARBARIANS

^You shouldn't see this. If you do, please refer to the $LINK<Barbarians Game Concept=GCON_Barbarians> instead.
#DESC_RACE_BARBARIANS

; Vanilla Civs -------------------------------------------------------------

#RACE_Romans

^The Romans are $LINK<Militaristic and Commercial=GCON_Strengths>. They start the game with
$LINK<Warfare=TECH_Warfare> and $LINK<Pottery=TECH_Pottery> and build $LINK<Legionary=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, following the overthrow of Lucius

Tarquinius Superbus, the last of Rome's seven kings. Rome was built on a site highly prized by the Etruscans, who

dominated the Italian peninsula in the 6th century BC. The Etruscan king Porsenna 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 monarchy 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 various Italian peoples into a

political whole.

^ Toward the end of the 5th century BC, the Romans, propelled by the pressures 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, the expanding Roman Republic found
the

Greek phalanx formation too unwieldy for fragmented fighting in the hills and valleys 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 arms; the ensuing Latin War (340-
338

BC) was quickly decided in Rome's favor. By 264 BC all Italy south of the Alps was united under the leadership of
Rome, its members either incorporated in or allied with the Republic. Rome's growing influence led it into conflict

with Carthage, an established commercial power in northern Africa. The defeat and destruction 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 erupted. 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 Caesar}, the conqueror of Gaul (58-50

BC), who eventually was given power over Rome as its dictator. After his assassination 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 until 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 gifted in the applied arts of law,

record-keeping and city planning, yet they also acknowledged and adopted the contributions 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 Justinian Code. The empire's road network was

without match in the ancient world, designed for rapid movement of commerce, agriculture, mail delivery as well as
the

army. Roman city planners achieved unprecedented standards of hygiene 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 foundations of the European world.

#RACE_Egyptians

^The Egyptians are $LINK<Agricultural and Industrious=GCON_Strengths>. They start the game with
$LINK<Cultivation=TECH_Cultivation> and

$LINK<Masonry=TECH_Masonry> and build $LINK<War Chariots=PRTO_War_Chariot> instead of normal

$LINK<Chariots=PRTO_Chariot>.

^Few civilizations have left such an indelible mark on history as that of ancient Egypt. Though the first settlers of

the Nile valley are thought to have arrived as early as 7000 BC, it wasn't until the legendary king Menes unified

Upper and Lower Egypt that the region began to develop a cohesive sense of culture and identity. This First Dynasty

(2925-2775 BC), with its capital at Memphis, was followed by 26 more over the next 2700 years. Writing was the
major

instrument in the centralization and self-preservation of Egypt. The two basic forms 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 2650 BC no continuous texts were
recorded;

the only literary texts written down before the early Middle Kingdom (1950 BC) seem to have been lists of religious

practices and medical treatises. Another strength was the Egyptian religion, which was one of the most enduring of
the

ancient world, through which Egypt became a highly stratified, highly efficient 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 mathematics. The priesthood also served the

functions of a state bureaucracy, carrying out the edicts of the Pharaoh and managing 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 (2575-2465 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 changed 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 opponents 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 valuable military asset. However, this was not enough to guarantee the
isolation

of the richest land in the Mediterranean world. Egypt fell to the Assyrians, and then to the Persians yet even during

the plunder of Xerxes’ governors, Egyptian culture and religion survived. Alexander the Great liberated the
Egyptians

from Persian rule in 332 BC 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 emerged in the aftermath of Alexander's death and the struggles of his successors. It was the

wealthiest, however, and for much of the next 300 years, the most powerful politically and militarily. The able

Ptolemies ruled in an unbroken line until the death of {Cleopatra} VII in 30 BC. Cleopatra’s infamous liaisons with

Julius Caesar and Mark 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 - Arabic, 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 successful constitutional monarchies. But it was ripe for revolution; the military coup of July 1952 led

by Gamal Nasser, ironically, finally made Egypt an island of stability in a turbulent Middle East.

#RACE_Greeks

^The Greeks are $LINK<Seafaring and Scientific=GCON_Strengths>. They start the game with $LINK<Boat
Building=TECH_Boat_Building> and $LINK<Alphabet=TECH_Alphabet> and build $LINK<Hoplites=PRTO_Hoplite>
instead of

$LINK<Spearmen=PRTO_Spearman>.

^
^The period following the catastrophic collapse of the Mycenaean civilization in Greece (about 1200 BC) was marked
by

a series of migrations by barbarian peoples from the north, leading to a number of city-states - prominent among

these, Sparta and Athens - and a phase of Greek colonization along the shores of the Mediterranean. For two
centuries,

Greek history was a provincial tale of neighbors squabbling over scarce resources. But it was also the dawn of

philosophy and science. There seems to be no good reason why the Hellenes, clustered in isolated city-states in a

relatively poor and backward land, should have struck out into intellectual regions that were only dimly perceived, if

at all, by the splendid civilizations of the Yangtze, the Tigris and Euphrates, and the Nile valleys but they did.

^ The Persian Wars (492-449 BC) were sparked by a revolt of Greek colonies in Asia Minor and brought the Greeks

onto the stage of world history. Athens and Eretria sent a small fleet in support of the revolt, which the Persian

emperors took as a pretext for launching two invasions of the Greek mainland. In 490 BC a Persian army under
Darius I

(522-486 BC) landed unopposed on the plain of Marathon; following an appeal to the Spartans, the Athenian-led
Greeks

won a decisive victory. A second invasion ten years later, blunted by the valiant stand by the Spartans and Thespians

at Thermopylae (481 BC), ended with the crushing defeat of the Persian fleet at Salamis. Sporadic fighting between

Greek alliances and Persia continued for another 30 years, before the Peace of Callas (449 BC) finally ended the

hostilities. The surprising Greek triumph ensured the survival of Greek culture and political structures.

^ Growing tensions among the victors led to the Peloponnesian Wars (431-404 BC), fought between Athens and
Sparta.

The Athenian league was, in fact, an empire that included most of the island and coastal states around the shores of

the Aegean Sea, while Sparta was leader of an alliance of independent cities that included most of the major land

powers of the peninsula. The end finally came in 404 BC when, starved by an impenetrable blockade, Athens
capitulated.

Athens' devastation and decline was perhaps the worst casualty in a war that crippled Greek unity.

#DESC_RACE_Greeks

^ By this time, a new power was growing in the north of Greece. In 353 BC, Philip I was in undisputed control of a

much-enlarged Macedonia. Phalanx tactics were known from ancient Sumer and Egypt, but Philip perfected the
tactical

use of spear-wielding {Hoplites} in dense, massive blocks of eight, or even 16-20 ranks, sacrificing flexibility and
mobility in order to achieve maximum protection and power. Unless {Alexander} (336-323 BC) was himself
responsible for

his father's assassination in 336 BC, he cannot have foreseen the moment of his succession. But he was certainly

prepared. Educated by Aristotle and left in charge of Macedonia during Philip's attack on Byzantium, Alexander

defeated the Maedi; two years later he commanded the left wing at the battle of Chaeronea, in which Philip
defeated

the allied Greek states. By the time of his death at the age of 33, Alexander had moved the great centers of

civilization westward and initiated a new age, spread Hellenism in a vast colonizing wave throughout the Middle
East

and created, if not politically at least economically and culturally, a single civilization stretching from Gibraltar

to the Punjab, open to trade and intellectual intercourse.

^ But the Greek empire could hardly survive Alexander's death. During a 40-year (323-280 BC) interregnum, the

provinces became independent kingdoms, with various of Alexander's generals rising to rule through bloodshed and

assassination, yet unable to ally against the coming of a new military power. By 350 BC, Rome was encroaching on
the

westernmost Greek settlements, beginning a 200-year conquest of the Hellenic world that Alexander had created.
With

the defeat of Cleopatra and Mark Anthony, Octavian's forces occupied Egypt and the last kingdom of Alexander's

successors fell to Rome. For two millennia, Greece was part of the Roman, then Byzantine and finally the Ottoman

empires. Following an uprising supported by Britain, Russia and France, Greece's existence as an independent nation

gained formal recognition in 1832.

#RACE_Babylon

^The Babylonians are $LINK<Scientific and Agricultural=GCON_Strengths>. They start the game with
$LINK<Alphabet=TECH_Alphabet> and $LINK<Cultivation=TECH_Cultivation> and build
$LINK<Bowmen=PRTO_Bowman>

instead of normal $LINK<Archers=PRTO_Archer>.

^Because of the historical significance and legendary status achieved by the city of Babylon, the term "Babylonian"

is often used to refer to all of the ancient cultures and tribes of Mesopotamia. The oldest known urban and literate

culture in the world was developed by the Sumerians in Mesopotamia beginning in the late 4th millennium BC. For
centuries, Babylon was an insignificant suburb of the Sumerian capital of Ur until {Hammurabi} (1792-1750 BC)
came to

power. Hammurabi unified the bickering Sumerians and Akkadians and created the famous Code of Hammurabi, the
most

comprehensive code of laws of antiquity with 283 entries covering topics from criminal punishments to family laws.

Under Hammurabi, Babylon became the commercial and political center of southern Mesopotamia, but its prestige
and

wealth made it a target for foreign conquerors. The city and empire would be ruled, in succession, by the Hittites,

Kassites, Assyrians, Arameans and Chaldeans.

^ Under the Chaldean leader Nebuchadnezzar II (605-561 BC), Babylon entered its second golden age, spanning
the

7th and 6th centuries BC. Aside from the destruction of Jerusalem and Judah, Nebuchadnezzar II is best known for
his

efforts to rebuild Babylon and reorganize its military forces, returning it to glory as one of the great cities in the

ancient world. The fabled Hanging Gardens were constructed at Nebuchadnezzar's decree, reportedly to help his
Median

wife overcome her longing for the "mountainous scenery" of her homeland. He also rebuilt the great Temple of
Marduk

and its ziggurat, collectively known as the Tower of Babel. Following Nebuchadnezzar's death, his successor
Nabonidus

failed to maintain the skilled {Bowmen} formations and the massive fortifications of the great city. When the
Persians

under Cyrus attacked in 539 BC, the capital fell almost without resistance. Babylon remained in Persian hands until

Alexander the Great overthrew the Persian Empire. Alexander planned to make Babylon the center of his expanded

Hellenic empire; however, he died in Nebuchadnezzar's palace before those plans could be completed. Alexander's
empire

would not

#DESC_RACE_Babylon

^ survive his death; after a power struggle among Alexander's generals, Babylon passed to the Seleucid dynasty in
312

BC. The city's importance was much reduced by the building of a new capital, Seleucia, on the Tigris, to which most
of

Babylon's population was forcibly transferred in 275 BC. In the 2nd century BC Mesopotamia became part of the
Parthian empire, and Babylon itself a buffer region between the Parthians and the Roman Empire. By the time of
Christ,

the city was an extensive field of ruins and largely deserted. In the 7th century AD, Mesopotamia was conquered by

Muslim Arabs. Babylon passed into legend, and from that time forward the history of the Babylonian realm is that of

Iraq and Iran. The city itself would not be re-discovered until the initial surveys by the British archaeologist C.J.

Rich in 1811 and 1817. Major excavation began in 1899, under the auspices of the German Oriental Society, and
have

continued unabated since, revealing more of the wonders of the lost city of Babylon.

#RACE_Germans

^The Germans are $LINK<Scientific and Militaristic=GCON_Strengths>. They start the game with $LINK<the
Alphabet=TECH_Alphabet> and $LINK<Warfare=TECH_Warfare> and build the $LINK<Panzer IV=PRTO_Panzer_IV>
instead of normal $LINK<Armor=PRTO_Armor>.

^Julius Caesar's Gallic Wars brought the Germanic tribes into the spotlight of history. Although Roman efforts to

establish hegemony across the Rhine continued for decades, the frontier eventually stabilized along the Rhine and

Danube rivers. At that time, Germanic culture extended from Scandinavia as far south as the Carpathians. Although
it

was heavily fortified, the frontier was never a barrier to trade or culture. Germanic fear of the Huns meant that the

Roman Empire could, in moments of crisis, mobilize at least the Goths, Burgundians, and Franks for mutual defense.

Soon after Attila's death in 453, however, the Hun empire collapsed, and Rome lost this hold over the Germans.

^ The Merovigian kings and their Carolingian successors eventually brought much of what would later constitute

Germany under Frankish control, but the ceaseless blows from Danes, Saracens and Magyars in the later 9th and
10th

centuries weakened the kingdom's cohesion. Because the Carolingians themselves were unable to provide effective
defense

for the empire, there arose in nearly all the German lands powerful lines of margraves, counts and hereditary rulers,

their intrigues and wars against each other interrupted only briefly by the rise of strong electors such as Frederick

Barbarossa (1155-1190). The subsequent history of Germany is, despite the role of the central rule of the Holy
Roman

Empire, one of the rise and fall of feuding principalities.

^ It would be a thousand years before Germany was again unified under a single ruler. Troubled by the mass
insurrections and diplomatic defeats that had followed the Napoleonic Wars, William I of Prussia (1861-1888)

considered abdicating in favor of his son, who was believed to have political views close to those of the liberal

opposition. He was persuaded, however, to consider forming a new government led by {Otto von Bismarck}, the
Prussian

ambassador to Paris.

^ In September 1862, Europe was startled by the news that a statesman with a reputation for conservatism,

nationalism and [realpolitik] had become the prime minister of Prussia. The new German

#DESC_RACE_Germans

^Empire was proclaimed in January 1871, in the aftermath of three short and decisive wars against Denmark, Austria
and France by coalitions of German states. Bismarck had unified Germany.

^ The same nationalism that brought unity would bring disaster. Already staggering under a vengeful peace
imposed

by the Western Allies following World War I, the worldwide economic collapse that began in 1929 proved the
catalyst

for political extremism. Although bitterly opposed to each other, the Nazis and Communists during the next decade

succeeded in mobilizing the political and economic resentments generated by defeat and depression. When Hitler

finally became chancellor in January 1933, it was not on the crest of a wave of popular support but as the result of

ruthless political intrigue.

^ World War II is appropriately called "Hitler's War." Spearheaded by {Panzer} formations using revolutionary new

tactics, Hitler came close to realizing his aim of establishing German hegemony in Europe. But the turning point of

the war came with his decision to send his Panzers into Soviet Russia. Though at the end of 1942 an ultimate
German

victory still seemed possible, by spring 1945 the Third Reich was prostrate. As a legacy of surrender and the ensuing

Cold War, a truncated Germany was divided into two zones of military occupation. While under Soviet rule East
Germany

suffered and stagnated, West Germany's recovery from total economic and political prostration at the end of World
War

II was of such dramatic proportions as to become a modern legend.

^ The swift and unexpected downfall of the Soviet order in Europe led to a unification treaty, ratified by the

West German Bundestag and the East German People's Chamber in September 1990. After 45 years of division,
Germany was
once again a united nation.

#RACE_Russian

^The Russians are $LINK<Scientific and Expansionist=GCON_Strengths>. They start the game with $LINK<the
Alphabet=TECH_Alphabet> and $LINK<Domestication=TECH_Domestication> and build
$LINK<Cossacks=PRTO_Cossack> instead of normal

$LINK<Dragoons=PRTO_Dragoon>.

^Indo-European, Ural-Altaic, and other races have occupied what is now the territory 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 estuaries 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 with other Scandinavians operating

farther west, extended their raiding activities down the main river routes toward Baghdad and Constantinople,
reaching

the Black Sea in 860. In the period from 930 to 1000, the region came under 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 Moscow 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 were 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 intellectual and political heir. Catherine's

reign was notable for imperial expansion. Most important were the securing of the northern shore of the Black Sea,
the
annexation of the Crimea, and the expansion into the steppes beyond the Urals. This permitted the protection of
Russian

#DESC_RACE_Russian

^agricultural settlements in the south and the establishment of trade routes through 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 special military obligations.

^ Despite the heritage of Peter and Catherine, by the time of Nicholas II (1894-1917) Russia was in disarray,

fighting an onerous war and plagued by internal misery and oppression. The Kerensky 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 superpowers following the Second World War.

^ But in the ensuing Cold War, Russia's economy tottered towards collapse. The people turned to Boris Yeltsin, a

liberal Party functionary. Elections to the Congress of People's Deputies in March 1989 saw him score a stunning

victory. He used his newfound legitimacy to promote Russian sovereignty, to advocate and adopt radical economic
reform,

to demand Gorbachev's resignation, and to negotiate treaties with the Baltic republics, in which he acknowledged
their

right to secede from the union. An ill-conceived, ill-planned, and poorly executed coup attempt to unseat Yeltsin

occurred August 1991, bringing an end to the Communist Party and accelerating the movement to disband the
Soviet

Union. Yeltsin dissolved the Union of Soviet Socialist Republics in December 1991, banned the Communist Party in

Russia and seized all of its property.

#RACE_Chinese
^The Chinese are $LINK<Scientific and Industrious=GCON_Strengths>. They start the game with
$LINK<Alphabet=TECH_Alphabet> 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, China 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" peoples 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 artists, among them Confucius and
Lao-zi,

it was eventually supplanted by a "barbarian" invasion that established the brief Ch'in Empire (221-206 BC). The

subsequent Han dynasty was founded by Liu Pang, who assumed the title of emperor in 202 BC. The four centuries
of the

Han was one of considerable changes in imperial, political, cultural and social development, as well as massive

engineering projects (including the Great Wall), and established a Chinese identity that would survive until the

advent of Communism.

^ By the end of the 2nd century AD the Han Empire had virtually ceased to exist, followed by a lengthy period of

rival kingdoms that did not end until 618 AD, when the T'ang dynasty came to power. The T'ang were followed by
the Sung

dynasties (960-1279 AD), which collapsed in the face of the Mongol invasions. By securing the allegiance of the Hsi

Hsia in Tibet (1209), Genghis Khan disposed of a potential enemy and prepared 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 uneasy 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 {Riders} and auxiliary troops of north China,

#DESC_RACE_Chinese
^

^attacked on several fronts. When organized resistance ceased soon afterward, foreign invaders controlled the
whole of

China for the only time in history.

^ The Mongols occupied China for a century, but ineptitude on the throne, factionalism 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 last 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 disintegration of the old order in China and the

foundations of a new society, begun by the short-lived democratic Republic (1912-1920), which quickly degenerated
into

the dictatorship of Yuan Shih-k'ai. A new revolution, led by the Nationalist Party (KMT) and the Chinese Communist

Party (CCP), erupted. Although united against the Japanese invasion, by the end of World War II civil war raged in

China. Nationalists and Communists raced to take over Japanese-held territories, built up their forces, and fought

limited engagements while still conducting negotiations; during 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-tung} 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 start the game with

$LINK<Domestication=TECH_Domestication> and $LINK<Masonry=TECH_Masonry> and build $LINK<Airborne


Rangers=PRTO_Airborne_Ranger> instead of normal $LINK<Paratroopers=PRTO_Paratrooper>.

^The United States is relatively young by Civilization standards, being barely more than 200 years old; it achieved
its current size and influence only in the mid-20th century. America was the first 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 inaugurated in

Washington - six Southern states sent representatives to Montgomery to declare a new independent government.
With

Jefferson Davis at its head, the Confederate States of America came into being, set up its own bureaus and offices,

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 prosperity 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, urban growth, technological advances
and a

host of American inventions - including the telephone, typewriter, linotype, phonograph, electric light, cash

register, air brake, refrigerator car, and the automobile - contributed to the American explosion, while widespread

use of corporate organization offered new opportunities for large-scale financing of business enterprise and
attracted

new capital.

^ Militarily speaking, the Spanish-American War of 1898 was so brief and relatively bloodless as to have been a

mere passing episode in the history of modern warfare but it catapulted the United 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 an 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 World 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 destiny," a
malaise that would not pass for 20 years. Lasting but 40 days, the Gulf War was easily won by the U.S.-led coalition
at only slight material and human cost, but its sophisticated weapons - spearheaded by the American F-15 fighters -
caused heavy damage to Iraq's military and economic infrastructure. With the declining power (and subsequent
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 the game with
$LINK<Ritualism=TECH_Ritualism> and $LINK<Warfare=TECH_Warfare> and build $LINK<Kensai=PRTO_Kensai>
instead of $LINK<Cavaliers=PRTO_Cavalier>.

^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 Yayoi culture that arose in Kyushu,

while the Jomon culture was still evolving, spread gradually eastward, overwhelming 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 growing accumulation of power by regional leaders and
a

weakening of royal influence.

^ After the Onin War, the power of independent local leaders increased markedly, and in many instances deputies
of

great shugo houses usurped the domains of their superiors; a new type of feudal lord, the daimyo, took their place.

This Sengoku ("Warring States") period was marked by constant conflict among many such lords. The Yamato court
was

resuscitated by efforts made within the royal family itself, primarily the reforms of Prince Shotoku, who drafted the

Seventeen-Article Constitution of 604 AD. The death of Shotoku in 622 prevented his Confucian ideals of
government

from bearing full fruit when the Soga family, regaining its former power, executed Shotoku's son Yamashiro and all
his

family in 643. Two years later, princes Nakano and Nakatomi engineered a coup d'état within the palace, killing the

Soga family and wiping out all forces opposed to the imperial family. They then set about establishing a system of

centralized government with the emperor as absolute monarch that would last 1000 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 noble 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 earlier, 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 warring Samurai clans arose the
able

{Tokugawa} Takechiyo, founder of the Edo shogunate (1603-1867 AD), which ended the incessant conflicts and
brought

reform and peace to the islands. Although Spanish and Portuguese traders and missionaries had been in Japan since
the

mid-1500s, it was the arrival of a squadron of U.S. warships commanded by Commodore Matthew C. Perry in Uraga
Bay in

July 1853 that finally opened the nation to Western influence - and brought pressure for political reforms and a

national identity. The Meiji government that followed the overthrow of the shogunate set about the task of

westernization and the creation of a modern state, and moved Japan onto the world stage.

^ Ironically, Japan's new, influential role - marked by the ensuing Russo-Japanese War (1904-1905), Japan's

involvement in the First World War and in the Allied intervention in Siberia following the Bolshevik Revolution of

1918 - led indirectly to the attack on Pearl Harbor and the horrors that followed. The summer of 1945 brought
disaster

for the Japanese: the Americans took Okinawa in a bloody invasion, 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 August 14, with the formal surrender signed on September 2 in
Tokyo

Bay aboard the battleship USS Missouri. With postwar American aid, from 1952 to 1973 Japan experienced
accelerated

economic growth and social change. By the 1990s, Japan 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<Pottery=TECH_Pottery> and $LINK<Masonry=TECH_Masonry> and build
$LINK<Musketeers=PRTO_Musketeer> instead of

$LINK<Arquebusiers=PRTO_Arquebusier>.

^Modern France has its roots in ancient Gaul. In the 2nd century BC Rome intervened on the side of Massilia

(Marseilles), a Greek colony founded in 600 BC, in its struggle against the barbarian tribes of the hinterland. The

result was the formation, in 121 BC, of the Roman Provincia; between 58 to 50 BC Caesar seized the remainder.
From 395

the internal problems of the Empire encouraged barbarian penetration of Transalpine Gaul. By 418, the Franks and

Burgundians were established west of the Rhine, and the Visigoths had settled in Aquitaine. The period of the

Merovingian and Carolingian Frankish dynasties (476-887) frames the Early Middle Ages.

^ Following his ascension, the first Merovingian, Clovis (481-511), consolidated the position of the Franks in

northern Gaul. Clovis came to believe that his victories were due to the Christian God. Clovis' subsequent conversion

assured the Frankish rulers of the support not only of the Catholic Church but of the majority of their own subjects.

By the rise of the house of Valois in 1328, France was the most powerful kingdom in Europe. Its ruler could muster

larger armies than rivals; he could tap enormous fiscal resources; and the king's courts maintained royal supremacy.

The history of France in the Late Middle Ages is dominated by efforts of its kings to maintain their suzerainty,

efforts that, despite French advantages, were long frustrated.

^ The Hundred Years War was an intermittent struggle between England and France in the 14th-15th centuries
over a

series of dynastic disputes, including the legitimate succession to the French crown. The war's turning point was

reached in 1429, when an English army was forced to raise its siege of Orléans by a relief force organized by {Joan of

Arc}. Her insistence that only consecration at Reims could make a true king, chosen by God, led to further victories.

Charles III was anointed in Reims in July 1429. By 1453, England retained only Calais, which it finally relinquished

in 1558.

^ With the ascension of the infant Louis XIII (1610-1643), the security of the country was again threatened as

factions disputed the throne. Crown and country, however, were rescued by the most controversial

#DESC_RACE_French
^

^figure of the Bourbon dynasty: Armand-Jean du Plessis, Cardinal de Richelieu. He proved an indefatigable servant
of

the French crown, intent on securing absolute obedience to the monarchy and on raising its international prestige

through the military prowess of the King’s elite {Musketeers}. Under the last Bourbons, France became the
industrial

and commercial center of Europe.

^ These developments, although significant by themselves, gave rise to a still more momentous change: the
French

Enlightenment, a cultural transformation based on rationalism; empiricism, and an amorphous concept of freedom
found

in the influential writings of Rousseau (1712-78). Hence, what began in 1787 as a conflict between royal authority
and

aristocrats became a triangular struggle, with "the masses" opposing both absolutism and privilege. By any
standard,

the fall of the Bastille to the Parisian crowd was a monumental event, a seemingly miraculous triumph of the
people.

But the Revolution soon degenerated in a reign of terror and chaos. Unlike others before him, Napoleon terminated
the

bloodshed, but at the price of suppressing freedom altogether. In utter contrast to the Revolution, militarism
became

the defining quality of the Napoleonic regime. However, the revolutionary fervor of the French citizenry was

undiminished by the Napoleonic experience, and led to further revolutions in 1830 and 1848, the latter leading to
the

Second Republic followed by the Second Empire (1852-1870).

^ Following defeat in the Franco-Prussia War, the Third Republic was formed - surviving the First World War but

collapsing in the face of the German invasion in 1940. The period of the short-lived Fourth Republic (1947-59) was

succeeded by the Fifth, adopted in September 1958 by popular referendum.

#RACE_Indian

^The Indians are $LINK<Religious and Commercial=GCON_Strengths>. They start the game with
$LINK<Ritualism=TECH_Ritualism> and $LINK<Pottery=TECH_Pottery> 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 influential 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 basis for the early Harappan civilization, the

peer of contemporary Egyptian and Babylonian civilizations. However, 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 inaugurated the first Indian empire; the Mauryan dynasty was to rule almost
the

entire subcontinent except the southern coasts.

^ Using {War Elephants} to good effect, he defeated Alexander's successor Seleucus, the ruler of the eastern Greek

holdings in Iran and India. The result was a treaty by which Seleucus ceded 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 Islamic tide.

^ The first Arabic raids in the subcontinent were made along the western coast and in Sind during the 7th and 8th

centuries, and there had been Muslim trading communities in India for decades before. The permanent military
movement

of Muslims into northern India, however, dates from the late 12th century 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 overlords 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 1511 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 resources unprecedented in Indian history and covered
almost the

entire subcontinent.

^ The 16th and 17th centuries also saw the establishment and expansion of European trading organizations in the

subcontinent, principally for the procurement of rare resources. By 1740, the Portuguese, Dutch, English and French

had all founded colonial settlements, but with the Seven Years' War the French holdings were surrendered to the

British East India Company. The quarter-century following the bitter Indian 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 Bombay even as Indian troops were

fighting in upper Burma under the British flag. {Mohandas Gandhi} (1869-1948), later 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 passed 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 Militaristic=GCON_Strengths>. They start the game with
$LINK<Masonry=TECH_Masonry> and $LINK<Warfare=TECH_Warfare> and build
$LINK<Immortals=PRTO_Immortals> instead of $LINK<Spearmen=PRTO_Spearman>.

^The term Persia has been used for centuries, chiefly in the West, to designate a region of southern Iran formerly
known as Persis or Parsa, the name of the Indo-European nomadic people who migrated into the region about 1000
BC,

eventually supplanting the Assyrians and Chaldeans. The first mention of the Parsa occurs in the annals of
Shalmanesar

III, an Assyrian king, in 844 BC. Cyrus II (559-529 BC), heir to a long line of ruling chiefs in Mesopotamia, was a

tolerant and venerated monarch, called the father of his people by the ancient Persians. After a successful revolt

against his Achaemenian overlords in 550 BC and inheriting the kingdom of the Medes, Cyrus consolidated his rule
on

the Iranian Plateau and extended it westward across Asia Minor.

^ In October 539 BC, Babylon, the greatest city of the ancient world, fell to his Persian forces. Following the

death of Cyrus' heir, Darius I (522-486 BC), a leading general and one of the princes of the Achaemenid family,

proclaimed himself king following suppression of a number of provincial rebellions and challenges from other
pretenders

to the throne. Darius was in the mold of Cyrus the Great - a powerful personality and a dynamic ruler. To
consolidate

his accession, Darius I founded his new capital of Parsa, known to the Greeks as Persepolis ("Persian City") and

expanded the ranks of his personal bodyguard, the {Immortals}.

^ Although Darius consolidated and added to the conquests of his predecessors, it was as an administrator that he

made his greatest contribution to Persian history. During his reign, political and legal reforms revitalized the

provinces and ambitious projects were undertaken to promote imperial trade and commerce; coinage, weights and
measures

were standardized and new land and sea routes explored and established.

^ Such activities, however, did not prevent Darius from following an active expansionist policy. Campaigns in the

east confirmed gains made by Cyrus the Great and added large sections of the northern

#DESC_RACE_Persian

^Indian subcontinent to the list of Persian-controlled provinces. Expansion to the west began about 516 BC when

Darius moved against the Greek colonies along the coast of Asia Minor.

^ {Xerses} (486-465 BC), son and successor of Darius I, was determined to continue the Persian conquest of the
west

and is best known for his massive invasion of Greece from across the Hellespont in 480 BC, a campaign marked by
the
battles of Thermopylae, Salamis and Plataea. Although successful in the pacification of Egypt and suppression of a

Babylon revolt, his defeat by the allied Greek city-states spelled the beginning of the decline of the Persian Empire.

Soured by these reversals, Xerxes retired to his palaces at Susa and Persepolis. In his last years, he squandered the

once-enormous treasury he had gathered through trade and taxation by launching vast construction programs, most
never

finished.

^ The death of Xerxes was the final turning point in Persian influence. Occasional flashes of vigor and ability by

some of Xerxes' successors were too infrequent to prevent eventual collapse. The final act was played out during the

reign Darius II (423-404 BC), who rose to the throne through palace intrigue. Darius was able to put down yet
another

rebellion in Egypt in 337-336 BC, but the beginning of the end came soon afterward with his defeat at the Battle of

Granicus (334 BC) by Alexander the Great. Persepolis fell to the young Macedonian conqueror in April 330 BC, and

Darius, the last Achaemenid, was murdered in the summer of the same year while fleeing the Greek forces. In the

struggle for power after Alexander's death, Seleucus I brought under his control the Persian provinces of
Alexander's

empire. But this unity was short-lived, as the Indian holdings successfully revolted and the Seleucid kingdom broke

into the competing nations of Parthia and Bactria. The last vestiges of Persian culture disappeared with the advent
of

Islam and the Arab conquest (640-829 AD) of Iran.

#RACE_Aztecs

^The Aztecs are $LINK<Religious and Militaristic=GCON_Strengths>. They start the game with
$LINK<Ritualism=TECH_Ritualism> and $LINK<Warfare=TECH_Warfare> and build $LINK<Jaguar

Warriors=PRTO_Jaguar_Warrior> instead of normal $LINK<Warriors=PRTO_Warrior> or


$LINK<Champions=PRTO_Champion>.

^The origin of the Aztec people is uncertain, but elements of their own tradition suggest that they were a tribe of

hunter-gatherers on the northern Mexican plateau before their appearance in Meso-America in the 12th century.
The

Aztec were so called for Aztlán ("White Land"), an allusion to their origins in northern Mexico. It is possible that

their migration southward was part of a general movement of peoples that followed, or perhaps helped trigger, the

collapse of the Toltec civilization. The Aztecs settled on islands in Lake Texcoco and in 1325 founded Tenochtitlán,
which remained their chief city. The basis of the Aztec's success in creating a great state and ultimately an empire

was their remarkable system of agriculture, which featured intensive cultivation of all available land, as well as

elaborate systems of irrigation and reclamation of swampland. The high productivity gained by these methods made
for a

rich and populous state. The empire the Aztecs established was equaled in the New World only by that of the Incas
of

Peru, and the brilliance of their civilization is comparable to that of other great ancient cultures of the New and

the Old World.

^ Under a succession of ambitious kings they established a dominion that eventually stretched over most of

present-day Mexico. By commerce and conquest, Tenochtitlán came to rule an empire of 400 to 500 small states,

comprising by 1519 some five- to six-million people spread over 80,000 square miles. Valor in war, notably in the

feared {Jaguar Warrior} formations, was the surest path to advancement in Aztec society, which was caste- and

class-divided but nonetheless vertically fluid. The priestly and bureaucratic classes were involved in the

administration of the empire, while at the bottom of society were classes of serfs, indentured servants, and outright

slaves. The incredible story of a wandering tribe that was able to build an empire in one century (from the beginning

of the 14th century to the beginning of the 15th) can be largely explained by three main factors: the Aztec religion,

the thriving trade routes centered on Tenochtilán, and Aztec military organization. In 1502 the ninth

#DESC_RACE_Aztecs

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

#RACE_Zulu

^The Zulus are $LINK<Expansionist and Militaristic=GCON_Strengths>. They start the game with
$LINK<Domestication=TECH_Domestication> and $LINK<Warfare=TECH_Warfare> and build
$LINK<Impi=PRTO_Impi> instead of normal

$LINK<Medieval Infantry=PRTO_Longswordsman>.

^
^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 cultural ties with the Swazi and Xhosa. Before
they

overwhelmed the neighboring tribes under their leader {Shaka} 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 grasslands, replenishing their herds by raiding neighboring tribes.

Boys in Shaka's militaristic society were initiated at adolescence in groups called age sets. Each age set constituted

a unit of the Zulu army and was stationed away from home at royal barracks under direct control of the King.
Formed

into regiments ({Impi}), these men could marry 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) established 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 with Dingane's brother and deposed him
in

1840, penetrated the Zulu empire. The empires survived, but under King Mpande (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. Zululand 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. Under the apartheid system, a Bantu Homeland (later called a
"black

state") named KwaZulu was established for the Zulu in the 1970s and was composed

#DESC_RACE_Zulu

^
^of discrete areas of historical Zululand. With the abolition of the apartheid system, KwaZulu in 1994 was

reincorporated into Natal province. The Zulu were the single largest ethnic group in modern South Africa and now

number about nine million.

#RACE_Iroquois

^The Iroquois are $LINK<Expansionist and Agricultural=GCON_Strengths>. They start the game with
$LINK<Domestication=TECH_Domestication> and $LINK<Cultivation=TECH_Cultivation> and build
$LINK<Braves=PRTO_Brave>

instead of normal $LINK<Archers=PRTO_Archer>.

^Loosely speaking, Iroquois is the term for any member of the Five (later, Six) Nations composed of several Native

American tribes speaking a language of the Iroquoian family: the Cayuga, Mohawk, Oneida, Onondaga, Seneca, and

Tuscarora (after 1722). At its greatest extent, the Five Nations occupied a vast territory around Lakes Ontario, Huron

and Erie, in present-day New York state and Pennsylvania and southern Ontario and Quebec. Tradition credits the

formation of the Iroquois Confederacy, forged between 1570 and 1600, to Dekanawidah, born a Huron, who is said
to have

persuaded {Hiawatha}, an influential Onondaga who had become the Mohawks' war chief, to abandon cannibalism
and

advance "peace, civil authority, righteousness, and the great law" as sanctions for confederation. Cemented mainly
by

their desire to stand together against invasion, the five tribes united in a common council composed of clan and

village chiefs; each tribe had one vote, and unanimity was the rule. In this form, the Iroquois used a combination of

military prowess and skilled diplomacy to conquer an empire. Until their internal unity finally failed them during the

American Revolution, the Iroquois dealt with even the European powers as equals.

^ For nearly two centuries before the American Revolution, the Iroquois stood athwart the path from the Eastern

coast to the Great Lakes, blocking the route to permanent settlement by the French and containing the Dutch and
the

English. Throughout the 18th century the Six Nations remained consistent and bitter enemies of the French, who
were

allied with their traditional foes, the Algonquins and Hurons. The Iroquois' success in maintaining their autonomy

from both the French and English was a remarkable achievement for an aboriginal people. But during the American
War of
Independence, a schism developed within the Iroquois Confederation. The Oneida and Tuscarora espoused the
American

cause, while the rest of the league, led by Chief Joseph Brant's Mohawks, fought for the British, decimating isolated

American settlements.

#DESC_RACE_Iroquois

^Eventually, the villages, fields, orchards and granaries, as well as the morale of the Iroquois, were destroyed in

1779 when Major-General John Sullivan led a retaliatory expedition of 4000 American regulars, and crushed their

assembled warriors near present-day Elmira. Having finally acknowledged defeat in the Second Treaty of Fort
Stanwix

(1784), the Iroquois Confederacy effectively came to an end by ceding western Pennsylvania, New York and
Kentucky to

the United States. At the end of the Revolutionary War, there were less than 8000 Iroquois left. Even the 1940 U.S.

census listed only 17,000 Iroquois in both the United States and Canada, but current figures approach 70,000 in
about

twenty settlements on eight reservations in New York, Wisconsin, Oklahoma, Ontario and Quebec.

#RACE_ENGLISH

^The British are $LINK<Seafaring and Commercial=GCON_Strengths>. They start the game with $LINK<Boat
Building=TECH_Boat_Building> and $LINK<Pottery=TECH_Pottery> and build $LINK<Man 0 War=PRTO_Man-O-War>
instead of $LINK<Ships of the Line=PRTO_Ship_of_the_line>.

^In Roman times Britain lay on the periphery of the civilized world, and it emerged into the light of history only

after the Saxon settlements in the 5th century AD. Tribal migrations into Britain began about the middle of the 5th

century. The first arrivals were invited by a British chieftain to defend his kingdom against the Picts and Scots. The

first mercenaries were from three tribes - the Angles, Saxons, and Jutes - which located on the coastlands of

northwestern Germany. Eventually, these peoples would themselves topple the native kingdoms. But unity was
fleeting;

the subsequent Norman Conquest (1066) resulted in the subordination 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 humiliation of

the past decades, the kingdom again stood on the threshold of an extraordinary age. Her reign ushered in two
centuries

of British exploration, colonization, artistic and intellectual advances. When Elizabeth, the "Virgin Queen," 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 colonial power. The Seven Years' War was

particularly notable in this respect, and so were the Napoleonic Wars. By 1820 the total population of the British

Empire was 200 million, 26% of the world's total population. However acquired, all these acquisitions added to the

crown’s and the country's power and reputation. For the privileged

#DESC_RACE_English

^and the rich, the Victorian era was pre-eminently one of confidence 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

impoverished or redundant. British foreign policy for much of the postwar period aimed at rehabilitating Germany,

while domestic policy focused on institutionalizing socialism to counter public concerns. In general, these
movements

were opposed by France and resulted in a rupture between Britain and its wartime ally, forcing France into a
position

of isolation that would have prodigious consequences for Europe with the rise of Hitler in the 1930s. Margaret

Thatcher (1979-1990) set out to end socialism in Britain. Her most dramatic acts consisted of a continuing series of

statutes to denationalize nearly every industry that Labor had brought into public ownership during the previous 40
years. Promising that "we shall govern as New Labour," the Blair government installed in 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.

; PTW Civs -------------------------------------------------------------------

#RACE_Mongols

^The Mongols are $LINK<Expansionist and Militaristic=GCON_Strengths>. They start the game with

$LINK<Domestication=TECH_Domestication> and $LINK<Warfare=TECH_Warfare> and build

$LINK<Keshiks=PRTO_Keshik> instead of $LINK<Horse Archers=PRTO_Horse_Archer>.

^ The history of the Mongol tribe began with the birth of {Temujin}, born in c.1167 AD in the wild steppe-land of
Mongolia,

which is bordered by Modern Day China and Russia. When Temujin was nine years old, tribal rivals poisoned and
murdered

his father Yesugei, creating a power vacuum in the tribe that resulted in the exile of young Temujin and his family as

fugitives. In time Temujin would return to claim his inheritance, forge political alliances, and vanquish old rivals.

In 1204 AD he summoned a kuriltai war council and proceeded to unite all local nomad tribes by force. It was at

this time he received the title 'Genghis Khan', meaning 'Great Ruler'.

^ China, at the time, was divided by three sects: the Ch'in, who were the most powerful, reigned in the north at

Peking; the Sung occupied the South; and the Hsi-Hsia, the weakest of the 3, inhabited the western flank of the
Great Wall.

^ The Mongol conquest against China began in 1211 AD when the consolidated tribes of the Great Khan struck at
the

Hsi-Hsia, with tremendous success. Not impressed with the defeat of his weaker neighbor, the new Emperor of Ch'in
insisted

on a public display of servitude from Temujin. Temujin reacted by ordering a general advance against the Ch'in
Empire.

The resulting war lasted for approximately 23 years, and ended in the complete destruction of the Ch'in. During this
campaign Temujin ensured that the epic war upon the Ch'in did not occupy all of his resources and time; there were
older

enemies to address.

^ Amid the war against the Ch'in the Mongols also rallied against the Kara-Khitay, one of the original Kuchlug tribes

that had fled from defeat during Temujin's war of unification. Victory over the Kara-Khitay provided the Mongols a
common

frontier with the Shah of Khwarizm, who ruled a large Muslim state that stretched from modern day Iran to the
southern

Soviet Union as far as the Caspian and Aral seas. In 1219 AD the Mongol horde gathered for the first of several large

operations against Muslim and Persian enemies. After defeating the Shah, the Mongols had access to Russia. Not
content

with remaining a peaceful neighbor, Temujin permitted his generals

#DESC_RACE_Mongols

^to lead an extraordinary campaign into southern Russia, which would be staged largely in the winter months.
Three years,

and numerous victories later, they returned to rendezvous with the main Mongol force and to contribute in the war
against

the Ch'in and their Muslim enemies.

^ Mongol children were taught to ride on horseback from the age of three, and were given bow and arrows to use
for hunting

at the age of five. Horseback became a natural way for the Mongols to conduct war. When speed was essential, a
Mongol rider

could even sleep while in the saddle; and by using a system that consisted of approximately four remounts,
Temujin's army was

capable of traversing 130 miles in two days, with no breaks for food.

^ Another defining characteristic of a Mongolian army was the speed and voracity with which it was able to accept
and

prepare for battle. The Mongol's harsh, nomadic lifestyle had prepared them well for the rigors of war; and they
often

thrived in conditions that would be considered intolerable by any other military of its time. When the need arose
they

could last up to ten days at a time without cooking food, during which they would sustain themselves by drinking the
blood
of their horses.

^ Every victory wrought by the Mongols was followed by slaughters of incredible scale. No citizens, with the
exception of

those who were useful to the Mongol war effort, were spared in these attacks. In 1221 AD, the Islamic city of Merv
was

captured; 700,000 were murdered, and a rearguard was assembled to dispatch any citizens who were fortunate
enough to have

escaped the original slaughter, this was routine for the Mongol army.

^ By the end of the 13th century Mongol armies had been involved in action in countries including: Poland, Japan,
Korea,

Hungary, Russia, Palestine, Persia, India, Cambodia, Burma, and Vietnam. After Temujin's death in 1227 five more
Khans

would follow, including, Kublai Khan, whose triumph was the union of all of China under his rule. However, the
death of

Kublai Khan in 1294 AD marked the end of an era for Mongol conquests, and the march of Mongol armies was never
again

resumed, leaving its populace to be absorbed into the sedentary life style of the neighboring people.

#RACE_Spanish

^The Spanish are $LINK<Seafaring and Religious=GCON_Strengths>. They start the game with

$LINK<Boat Building=TECH_Boat_Building> and $LINK<Ritualism=TECH_Ritualism> and build

$LINK<Conquistadors=PRTO_Conquistador> instead of $LINK<Explorers=PRTO_Explorer>.

^ The Kingdom of Spain is located in the extreme southwest of the European continent, and occupies
approximately 85-percent

of the Iberian Peninsula. Spain is bordered on the west by Portugal, in the Northeast by France, and by the great
wall of the

Pyrenees Mountains. The Iberian Peninsula that the Spanish inhabited was occupied by various other civilizations,
including

the Phoenicians, Carthaginians, Romans, Visigoths, and Muslims, and Spain is now associated with having a very rich,
eclectic

culture as a result.

^ The development of Christian society and culture in the first 300 years following Islamic conquest in Spain was
slow, but
major changes occurred for the Spanish in the 12th and 13th centuries. The population grew, communication with
northern

Europe intensified, commerce and urban life gained in importance, and the kingdoms of the Castile, Aragon, and
Navarre, and

Portugal emerged as the governing bodies of the Iberian Peninsula. These kingdoms reached the frontiers that they
would keep,

with minimum amount of alteration, until the end of the Middle Ages, when {Isabella I} became Queen of Castile.

^ Isabella began participating in the royal court at the age of 13; and when Portugal, Aragon, and France offered
their

marriage candidates, she favored Ferdinand of Aragon. Isabella ascended to the throne as Queen of Castile to rule
sensibly

and with a prudent political program. Her unification of the states of the Iberian Peninsula into a single entity, the

maintenance and control over the Strait of Gibraltar, policy of expansion into Muslim North Africa, reform of Spanish

Catholicism, and support for the exploration and expansion in the unknown was evidence of her wisdom and
capabilities as

Queen.

^ On October 12, 1492 Columbus, with the blessing and financial backing of Isabella, sought a route to the
legendary rich

markets of China and Japan, but instead discovered what would become known as "The New World", the present
day Americas. This

voyage gave way to a new golden age of expeditions and conquest, as the Americas contained gold, a valuable
resource that Spain

happened to be desperately bereft of at the time.

#DESC_RACE_Spanish

^ Following Columbus' lead, a Spanish military group known as {Los Conquistadores}, 'The Conquerors', were
directed by Hernan

Cortes to the New World with the soul purpose of seeking out new frontiers and riches in the unknown. The
Conquistadores

undertook their expeditions in the vast landmasses of the Americas at their own expense, risking their lives without
aid from

the Spanish royalty. Their conquests included campaigns in Guatemala, Peru, Cuzco, Columbia, Chile, the Bay of
Honduras, and

as far as the Pacific Coastal regions. The Conquistadors, however, were given to fighting and searching for gold, and
were
swiftly replaced by administrators and settlers from Spain who governed in their place.

^ Once the Spanish Kingdom established its presence in the Americas their operations inevitably became high-
profile targets

of pirates and other raiders who were endorsed by European powers such as England. The Monarchy of Spain
endeavored to

retaliate by building an armada of warships that was dubbed "The Invincible Armada". The armada was a collection
of over 130

naval warships and transport-ships, which contained approximately 8,000 seamen and 19,000 soldiers. King Philip II
directed

this armada to invade England when the various and frequent raids on Spanish commerce in the Caribbean became
intolerable.

England's success in repelling the Spanish fleet saved England and the Netherlands from potential consolidation into
the

Spanish empire, but despite the armadas' defeat, the blow dealt by the Spanish upon England's reputation as the
greatest

European power was palpable.

^ Thereafter, Spain declined in power quickly; and by the 19th century, Spain became somewhat marginal in
international

politics. Spain's period of imperial power and exploration left a legacy that consisted of 18 Latin American states,
Puerto

Rico, and the ever-growing Spanish-speaking population in the United States today. In 1969 Spain transitioned into a

constitutional monarchy by way of a democratic constitution and is now recognized for its eclectic culture as well as
for

the glory and mystique that it once possessed in its youth.

#RACE_Vikings

^The Vikings are $LINK<Militaristic and Seafaring=GCON_Strengths>. They start the game with

$LINK<Warfare=TECH_Warfare> and $LINK<Boat Building=TECH_Boat_Building> and build $LINK<Norse


Axeman=PRTO_Norse_Axeman>

instead of $LINK<Medieval Infantry=PRTO_Longswordsman>.

^ The suggested reasons for the appearance of the Vikings at the end of the 8th century in Scandinavia are
varied. The most logical explanation to date is the possible overpopulation of the region. An explosion in Nordic
population throughout Norway, Sweden, Finland, and Denmark during the 7th and 8th centuries may have forced
the indigenous people to explore and settle in more favorable territories. In addition, the gradual establishment of
government throughout most of Western Europe augmented mercantile trade greatly as well as the opportunities
for piracy. At home, these Scandinavians were independent farmers, but at sea or on the fields of war they were
some of the fiercest warriors in the world.

^ The Scandinavian art of shipbuilding evolved during the course of the 8th century and greatly facilitated
these early Viking expeditions and raids. The most distinct differences between the Viking ships and their merchant
vessel victims, was that the merchant ships were short, broad and relied on sail power, while Viking warships

were longer, thinner and had a far greater number of oars and men. This made the Viking ships notably faster, and
was instrumental in allowing the Vikings to penetrate long distances up rivers. Small armies of Viking longships
negotiated the seas, utilizing hit-and-run tactics on the cities, towns, and villages that dotted the coasts of Europe.
These longships were the very tools of Viking expansion. The Vikings were able to raid far afield and subsequently
colonize the lands that they plundered.

^ Viking hordes attacked England at the end of the 8th century, after which followed a period of relative calm
that was shattered years later when attacks began renewed. At first, the Vikings led nothing more than predatory
aids in the summer months in search of booty and slaves, with no attempts permanent settlement. Beginning in 850
however, there appeared to be changes in Viking strategy, for the first time, Vikings occupied entire villages and
regions in the winters following their raids… they had come to stay.

#DESC_RACE_Vikings

^ In 865 a massive fleet arrived that carried some of the fiercest Viking leaders, including sons of the Danish
{King Ragnar Lodbrok} ("Hairy-Breeches"), whose family was regarded as representing the very epitome of true
Vikings. Ivar the Boneless, Halfdan, and Ubbi (or 'Hubba') brought military ambitions with them.

Ragnar's sons captured York at the end of 867; and then proceeded to overrun most of Northumbria, Anglia, and

Mercia. Ivar advanced to Dublin to conquer it, later dying in the Battle of Ashdown in 871. Halfdan became the

chief leader following Ivar, where he defeated the English at Basing, Meretun, Reading, and Wilton. For the next

few years the Vikings concentrated on securing conquests in eastern and northern England. They divided
Northumbria

and Mercia amongst themselves, and Halfdan followed in Ivar's footsteps in another attempt to secure Dublin from

Ireland, only to be defeated by Norweigian Vikings in 877.

^ The Scandinavian countries seemed to possess an inexhaustible supply of able-bodied warriors and manpower.
In

land battles Vikings favored overlapping shield-wall formations, which consisted of approximately 5 or more ranks

deep of the most heavily armed and armored Vikings forming the exterior of a line, wedge, or circle formation to

absorb the brunt of enemy attacks. In the pagan era, before Scandinavia was converted to Christianity, the

{berserkir} warriors were looked upon as possessing supernatural powers attributed to the Viking's chief god, Odin;

and a belief in lycanthropy. These warriors were known to rush into battle without armor, as mad as wolves, and

as strong as wild boars. This infamous berserkir frenzy reportedly allowed them to kill men in single blows with
great bearded axes, and shrug off blows from fire and iron alike. Today it is believed that these frenzies were

the result of epileptic attacks.

^ The era of the Viking lasted only 300 years, ending at approximately 1066AD; around the time of the
approximated

death of Harald Hardrada, who died heroically in battle. Harald has been dubbed 'the last Viking'. Most

remaining Viking conquests and exploits never amounted to those of their predecessors, and Viking lineage

gradually integrated into their surrounding civilizations.

#RACE_Ottomans

^The Ottomans are $LINK<Commercial and Expansionist=GCON_Strengths>. They start the game with

$LINK<Pottery=TECH_Pottery> and $LINK<Domestication=TECH_Domestication> and build

$LINK<Sipahi=PRTO_Sipahi> instead of $LINK<Cuirassiers=PRTO_Cuirassier>.

^ Fables and legends that feature the origins of the Ottoman Empire indicate that {Osman}, a Turkish tribesman,

was the original ruler responsible for founding the civilization that nearly brought Christian Europe to its

knees. Narratives indicate that Osman's tribe, the Kayi, fled west from the Mongols in the 13th century and took

control of a freebooting army of nomads and Muslim peasants who inhabited the rugged stretch of wasteland along

the Byzantine frontier. This band of refugees enjoyed close ties to Muslim guilds and religious brotherhoods in

local towns that were led by Sheikh Edebali, who allowed Osman to form a tiny state around his castle of

Karacahisar. Turkish warriors and religious leaders who also fled from the pagan Mongols in the east quickly

populated this region, ruled by Osman. Osman directed his community through the Kara Su valley to seize

Yenisehir, and establish it as the first true Ottoman capital. The Ottoman state emerged, poised above the

fertile shores of the Sea of Marmara.

^ Osman continued to wage a slow but persistent war against the Byzantine Empire who endeavored to defend

their territories along the Asiatic shores that were opposite of Constantinople (now Istanbul). His first

victory over a Byzantine army at Koyunhisar in 1301 AD perpetuated Osman's fame, and settlers flocked to Ottoman

territory as a result. Osman extended his control over several other Byzantine fortresses, providing the

Ottomans with strong bases from which they could lay siege to Bursa and Nicaea in northwest Anatolia. The

pinnacle of Osman's reign occurred at the conquest of Bursa shortly before his death.

^ Initially, Ottoman war tactics were no different than those used by the tribal Turks. They would first
harass the foe with horse-archers, employing hit and run tactics, only closing in on the enemy when they became

completely disorganized. Thus, the earliest Ottoman successes were won against isolated Byzantine garrisons,

but rarely against a field army. In order to capture fortified towns the Ottomans ravaged the countryside and

imposed blockades. Afterwards, the Ottomans would revive the town's trade and increase its population so that

it could then be consolidated into the Empire as a productive

#DESC_RACE_Ottomans

^and functioning city. During their earliest exploits,the Ottomans were frequently frustrated by fortifications

and the exhausting sieges that were required in order to overcome these defenders. This changed in the 15th

century and beyond as imported expertise in firearms and gunpowder led to some of the most massive artillery of

the time. A form of Turkish heavy cavalry, known as {Sipahi}, became the predominating military unit utilized by

the Ottoman Empire. The earliest variations of these soldiers were well-armored men on well-armored horses,

who typically used a mace as their primary weapon. During the 17th century the Sipahi replaced their archaic

weaponry with sabers and pistols, establishing them as a fearsome presence on the battlefield. While European

infantry were more than a match for the standard Ottoman infantry, the Sipahi were far superior to any

medieval knights.

^ During their period of expansion, the Ottomans visualized Europe, as Americans would later see their Western

frontier, a land of destiny. The conquest of Istanbul in 1453 AD initiated this by uniting Muslim Anatolia and

Christian Rumelia under the Ottoman Sultan's protection. However this attitude would change as the Ottomans

were forced to go on the defensive during the 17th and 18th centuries. Ottoman defeats were followed by mass

slaughters of Muslim minorities. These massacres characterized the war between Christian and Turk in the 19th

century.

^ At its height, the Ottoman Empire included territory such as: Hungary, Serbia, Bosnia, Romania, Greece, the

Ukraine, Iraq, Syria, Israel, Egypt, a large section of North Africa, and most of the Arabian Peninsula. Over

time however, Sultans grew weary of their administrative duties and withdrew from public affairs. The office of

Grand Vizier was created to act second only to the sultan in authority and revenue, but while the Grand Vizier

was able to stand in for the sultan in an official capacity, he could not take his place as a focus of loyalty

among the different classes and social groups in the empire. This separation of political loyalty and

centralized authority led to a decline in the government's ability to impose its will, which inevitably led to
the Ottoman Empire's end in 1922, when it was replaced by the Turkish Republic.

#RACE_Celts

^The Celts are $LINK<Agricultural and Religious=GCON_Strengths>. They start the game with

$LINK<Cultivation=TECH_Cultivation> and $LINK<Ritualism=TECH_Ritualism> and build

$LINK<Gallic Swordsmen=PRTO_Gallic_Swordsman> instead of $LINK<Swordsmen=PRTO_Swordsman>.

^ In the 1st century BC, Strabo wrote of the Celts: 'The whole race...is madly fond of war, high-spirited and

quick to battle...and on whatever pretext you stir them up, you will have them ready to face danger, even if they

have nothing on their side but their own strength and courage'. Much of what we know about Celtic culture today

has been derived from the insights of the various writers and geographers of the time; coupled with finds from

Celtic burial sights located in Bavaria, Bohemia, and Upper Austria. The Celts once formed a loose-knit

'empire', inhabiting territory that stretched in a chaotic band across central Europe. The writings and

findings of modern archaeologists place Celtic civilization as ranging from the Atlantic Coast of the British

Isles and northern Spain, to as far east as Transylvania and the Black Sea.

^ The Celts lived as extended families, or clans, which banded together, in order to form larger tribes that

would occupy territory together. A Knight and a High Chieftain typically governed these tribes, while a third

privileged class known as 'men of art', who are better known today as the Druids and Bards, extolled the feats

of Celtic warriors in song and craft. Celtic society was held together by a complex web of family ties and

other obligations, within which, the warrior nobles would strive to attain wealth and prestige through

agriculture, trade, and success in war; which they often used to create and fund their own family or tribe.

^ At the age of fourteen, Celt boys attained manhood and were permitted to bear arms, while girls became

eligible for marriage. Young nobles and sons of freemen who reached their fourteenth birthday became clients

of a famous lord or well reputed Celtic Knight. Such warrior retinues were called 'Fianna'. These junior

warriors sought out and followed experienced warriors whose success could provide them with greater chances

at their own wealth and glory.

^ While the bulk of a Celtic army would typically consist of poorly armored spearmen, it was the warrior

nobles who wielded swords that were the most feared. These {Gallic Swordsmen} were wealthier than their peers,

and could afford to equip themselves not only


#DESC_RACE_Celts

^with their slashing and stabbing sword, but also with a helmet and shield. They often charged into battle

bare-chested or completely naked, occasionally wearing vividly patterned pants or cloaks. Similar to the

Viking Berserker, they began their battles by viciously taunting their enemies, and followed it with a mad

rush against enemy lines. This was standard behavior for skirmishes between clans, which were frequent in

Celtic society. These tribal conflicts provided starting points for young Celts who sought to openly display

their bravery and skill as a warrior. Celtic warriors were also known to serve as mercenaries to numerous

armies of the classical period. The best known of instance of this, is when Celtic mercenaries joined Hannibal

in his invasion of Italy during the 2nd Punic War, contributing to victories against Rome.

^ The Celts previous capture and sack of Rome, headed by {Brennus}, also remained an indelible mark on Roman

folk memory, and was likely the instigator for Rome's merciless treatment of the Celts in subsequent wars.

This mutual hostility did not cease until the Gauls and Britons were later formerly incorporated into the Roman

Empire.

^ Despite the writings and other information that paints the Celts as uncultured savages, the relatively

sophisticated weapons, pottery, jewelry, and other equipment found at burial sites serves to remind us that

they were in-fact very far from being the savages they were once depicted as. On the contrary, it in fact

appears that the Celts maintained a rich culture that is survived by the modern Celtic and Gallic speakers of

Ireland, Highland Scotland, the Isle of Man, Wales and Brittany.

#RACE_Arabs

^The Arabs are $LINK<Expansionist and Religious=GCON_Strengths>. They start the game with

$LINK<Domestication=TECH_Domestication> and $LINK<Ritualism=TECH_Ritualism> and build

$LINK<Ansar Warriors=PRTO_Ansar_Warrior> instead of $LINK<Knights=PRTO_Knight>.

^ Before the spread of Islam and the Arabic language, the term "Arab" referred to any of the nomadic residents of

the Arabian Peninsula. When used in a modern context, "Arab" refers to any of the Arabic-speaking peoples who

reside on the Atlantic Coast of Africa, Southwestern Iran, Egypt, Sudan, Saudi-Arabia, Syria, and Iraq. The
earliest nomadic inhabitants of the Arabian Peninsula herded their sheep, goats, and camels through an unforgiving

desert environment; while those Arabs who settled in the oases provided date and cereal agriculture as trade staples

for Arab caravans that transported spices, ivory, and gold from southern Arabia and the Horn of Africa to the

civilizations farther north.

^ During the 7th century AD, Muhammad emerged as the prophet for the religion of Islam, which was widely
adopted

by the Arab community. Islam unified the Bedouins and the town-dwellers of the oases, and within a century,
spread

throughout most of the present day Arab-speaking world. The newfound social organization that followed Islam

offered new possibilities for the Arabs as agricultural production and intercity trading, particularly in luxury

goods, saw significant increases. Gradually, the triad of temple, court, and market formed, as well as a

standardized style of writing for laws and other texts. New institutions also emerged, including: coinage,

territorial deities, royal priesthoods, and standing armies, which further enhanced Arab power. Adherence to the

religion of Islam has become a global phenomenon. Muslims predominate in approximately 30 to 40 countries, from
the

Atlantic to the Pacific and along a belt that stretches across northern Africa into Central Asia and the northern

regions of the Indian subcontinent. Despite the absence of any large-scale Islamic political entities, the Islamic

faith continues to expand, by some estimates faster than any other major religion.

^ By proclaiming his message publicly, Muhammad gained followers. {Abu Bakr} is noted as being the first male

convert to Islam and also as Muhammad's closest companion and advisor. At the point of Muhammad's death, on
June

8th, 632 AD Muslims resolved the crisis of succession by accepting Abu Bakr as the first Caliph. In his rule as

#DESC_RACE_Arabs

^Caliph, Abu Bakr suppressed tribal, political, and religious uprisings, known as the Rida Wars, and brought central

Arabia under Muslim control. These wars caused high casualties among the Islamic community, but through them,

Abu Bakr not only ensured the survival of Islam, but also established himself as the undisputed leader of the entire

Arabian Peninsula. By undertaking direct expansion from Arabia into Iraq and Syria, he began the Muslim conquests

otherwise known as 'Jihad'. Aside from Iraq and Syria these conquests penetrated regions including Anatolia, Nubia,

Libya, and Iran. While early Muslim forces consisted of very few soldiers, it's understood that they retained higher

morale and mobility than their enemies, as well as the luxury to retreat into the desert where they alone knew the
location of water and grazing land. The one military unit that was present in nearly all of the Arabic expansion of

the 7th to 9th centuries was the {Ansar Warrior}. These warriors participated as infantry, but most commonly rode
on

horseback. The quality of the Arabian horses quickly led to these soldiers dominating the battlefield, making ample

use of their array of weaponry, which consisted of javelins, a sword, as well as bow and arrows. Jihad is the only

type of war legitimized by Islam, yet the word itself is still misunderstood by Westerners. 'Holy War' is the

often-used misleading translation of Jihad, which in fact is meant to consist of an individual's or a communal

'struggle' against evil, within one's self, and in order to protect Islam, but never as a tool for conversion.

^ Traditional Arab values have since been modified in the 20th century through the combined pressures of

urbanization, industrialization, and Western influences. While urban Arabs still tend to identify themselves

more by nationality than by tribe, village farmers revere the pastoral nomad's romantic way of life and claim a

kinship with the great desert tribes of the past. As heirs to the ancient Egyptians, Babylonians, Persians,

Hebrews, even to the Greeks and Indians, the societies created by Muslims bridge time and space. The original

Arab tribes in less than 20 years after Muhammad's death defeated the Byzantine and Persian empires, occupied a

vast territory from Libya to Persia, and then developed into the Arab, or Islamic, Empire known today.

#RACE_Carthaginians

^The Carthaginians are $LINK<Seafaring and Industrious=GCON_Strengths>. They start the game with

$LINK<Boat Building=TECH_Boat_Building> and $LINK<Masonry=TECH_Masonry> and build

$LINK<Numidian Spearmen=PRTO_Libyan_Spearman> instead of normal $LINK<Spearmen=PRTO_Spearman>.

^ Carthaginians were 8th century BC Phoenician emigrants who fled from the Persian-held city of Tyre and sought
to fashion

their own identity in the fertile peninsula of northern Africa. The effort of these refugees was realized in the
foundation

Carthage. The Romans knew the people of Carthage as "Poeni", a derivation of the word "Phoenicians", from which
the

adjective "Punic" is also derived. Carthage is located in modern-day Tunisia, bordered by Algeria, Libya, and the

Mediterranean Sea. Located roughly center of the triangular Cap Bon peninsula, it is surrounded by low hills and
backed

by the lake of Tunis, allowing for safe anchorage and an abundant supply of fish. The resulting city site was well
protected, and easily defensible. Carthaginian control extended as far southwest as Theveste in northern Algeria;

throughout which, a thriving agriculture developed.

^ The actual stages of growth in Carthaginian power are unknown, but the process was largely complete by the
start of

the 4th century BC. Ancient sources indicate that Carthage had perhaps become the richest city in the world via
trade in

perishable goods such as textiles, un-worked metals, food, and slaves. Tin, silver, gold, and iron were obtained in

exchange for these manufactured and consumer goods. Carthage maintained a monopoly of trade from the 6th to
3rd century

BC by sinking all intruders and exacting recognition of its position from neighboring Mediterranean states. This
wealth

was attested by the vast mercenary armies it was able to maintain with a mintage of gold coins far exceeding that
known

for any other advanced state of its time.

^ While frequently led by Carthaginian soldiers, the majority of the Carthaginian armies was comprised of
mercenaries.

Celts and Iberians contributed large numbers of infantry and horsemen, but {Numidian Infantry} dominated their
ranks. These

Numidian mercenaries were equipped with loot from assorted engagements against Rome, and were generally
regarded as capable

soldiers and spearmen.

^ The First Punic War between Rome and Carthage resulted from attempts to garner control over lands and trade
routes

through Corsica and Sicily. Carthaginians intervened in a dispute between the

#DESC_RACE_Carthaginians

^two principal cities on the Sicilian coast, Messana and Syracuse, in order to establish their presence on the island.
Rome

responded by attacking Messana, forcing the Carthaginians to withdraw and later surrender, ceding Sicily and the
Lipari

islands to Rome. The great Carthaginian general, Hamilcar, led Carthage against Rome in the First Punic War, and his
son

{Hannibal} was made to swear eternal hostility against Rome at an early age as well. From the death of Hamilcar in
229 BC
until his own death in 183 BC, Hannibal's life was one of constant struggle against the Roman Republic. Hannibal
made

good on his oath by instigating a second Punic war.

^ During the Second Punic War Hannibal established base in Spain, from which he could wage war against Rome.
Hannibal

refused Rome's demand to withdraw from the Iberian Peninsula, and Rome renewed war on Carthage once again.
Rome controlled

the Sea, forcing Hannibal to lead his army overland through Spain, Gaul, and the Alps to reach Rome. After this
spectacular

achievement, Hannibal undermined Rome through battlefield tactics and shrewd political maneuvering. Once
Hannibal's hold

over northern Italy was established he maintained it until 203 BC, when he was ordered to return to Africa. Roman
forces

maintained pressure on Carthaginian strongholds, however, and eventually forced the Carthaginians out of Spain.
Carthage

accepted the terms of peace, surrendering its navy and ceded Spain as well as the Mediterranean islands to Rome.

^ The first and second Punic wars effectively deprived Carthage of its political power, but did nothing to quell its

commercial trade, which continued to expand rapidly. This inevitably drew the envy of Rome's growing mercantile
community,

and was reason enough for the Roman Republic to goad the people of Carthage into one final war. Despite
determined and

ingenious resistance against a siege that lasted for two years, Carthage fell. The third and final war between the
Roman

Republic and the Carthaginians resulted in the final destruction of Carthage, the enslavement of its population, and
Roman

hegemony over the western Mediterranean.

#RACE_Koreans

^The Koreans are $LINK<Commercial and Scientific=GCON_Strengths>. They start the game with

$LINK<Pottery=TECH_Pottery> and $LINK<Alphabet=TECH_Alphabet> and build

$LINK<Hwach'as=PRTO_Hwacha> instead of $LINK<Crossbowmen=PRTO_Crossbowman>.

^ Long before 3000 BC, the tribal immigrants of Manchuria and Siberia settled along the coasts and river
valleys of the
modern day Korean peninsula. These settlers were the original founders of what we know today as the Korean
civilization.

The immigrant tribes solidified into three rival kingdoms: Koguryo, Paekche, and Silla; and nearly simultaneously, the

kingdoms achieved a complete centralization of power through wars of expansion, organized military systems,
training

institutions, and tribal aristocracies assembled within the capital cities. The maturation of monarchies in the
kingdoms

eventually eliminated the influence of the aristocracies however, and the balance of power waxed and waned as
each kingdom

endeavored to unite Korea under their exclusive rule.

^ By 935 AD a general named {Wang Kon} established the Koryo dynasty, which ruled the Korean peninsula
until 1392 AD. Koryo,

from which the western word "Korea" is derived, was proclaimed as the successor to all of the conquered kingdoms
and states.

It was during the Koryo dynasty that Korea began to construct its own distinct cultural identity among the rest of the
East-

Asian civilizations. A bureaucratic system was created in order to replace the archaic tribal system that had
previously

governed the country, and civil service examinations were utilized as a means to select only the most capable
officials and

provincial magnates. The new bureaucratic force reaped by the civil service examinations held the applied precepts
of Buddhism

in disdain however, and with the assistance of Confucian-scholar General Yi Song-gye, the disgruntled officials seized
power

and established reforms that brought about the end of the Koryo dynasty, replacing the Buddhist-based system with
Confucianism.

The Yi dynasty named Hanyang (modern day Seoul) as the new capital of Korea, and operated from it for
approximately 500 years

until the Japanese annexation of Korea occurred in 1910.

^ During the reign of the Koryo and Choson / Yi dynasties the advent of popular arts, as well as the
introduction of

Roman Catholicism in the 17th and 18th centuries, propelled Korea even closer to the modern state that exists
today. A

series of changes transpired that

#DESC_RACE_Koreans
^

^would impact virtually every sector of Korean society. Korean agriculture prospered as farming technology
advanced.

The cultivation of special crops such as tobacco and ginseng became possible, providing new and profitable trades
products;

which consequently, improved the standard of living for peasants drastically. The government began to mint coins
and collect

farm rent in cash. Markets were established across the country, creating a national trade network. Scholars
switched focus

from theory and speculation to matters of practical relevance, including the needs of society and state, while
popular

literature and artistic works also came into fashion.

^ At the onset of World War II in 1941, Japan attempted to obliterate Korea as a nation. Hundreds of
thousands of Koreans

were drafted to fight and work for Japan during the war while the Japanese continued to commit numerous
atrocities upon the

Korean populace. The Korean provisional government organized the Korean Restoration Army to fight alongside
Allied forces in

China until August of 1945, when Japan surrendered.

^ The end of Japanese rule caused great political confusion among the liberated Korean population. The U.S.
and the U.S.S.R.

supervised the permanent removal of Japanese forces and government from Korea, dividing it along the 38th
parallel and sharing

the task. The Soviet army however, was accompanied by a group of expatriated Korean Communists who were
placed into key

positions of power. The Soviet Union installed a Communist-controlled government in the North, which adopted the
political

structure of the Soviet Union. This new agency became the only lawful Korean government recognized by the
U.S.S.R, essentially

declaring war upon South Korea. South Korea was largely unprepared to resist a total invasion; aware of this, the
U.S.

Congress approved monetary and military aid to support South Korea. The resulting war lasted for approximately
three years, but

in that time over two-fifths of Korea's industrial facilities, and one-third of its homes were destroyed. On July 27,
1953 an

armistice was arranged establishing a cease-fire and a demilitarized zone between the two Korean factions, which
still exists
today.

; DyP Civs --------------------------------------------------------------------

; PDE: These could definitely use a little summary.

#RACE_Ethiopia

^The Ethiopians are $LINK<Industrious and Religious=GCON_Strengths>. They start the game with

$LINK<Masonry=TECH_Masonry> and $LINK<Ritualism=TECH_Ritualism> and build

$LINK<Javelineers=PRTO_Javelineer> instead of $LINK<Spearmen=PRTO_Spearman>.

#DESC_RACE_Ethiopia

#RACE_Inca

^The Incans are $LINK<Industrious and Militaristic=GCON_Strengths>. They start the game with

$LINK<Masonry=TECH_Masonry> and $LINK<Warfare=TECH_Warfare> and build

$LINK<Inti Warriors=PRTO_Inti_Warrior> instead of regular $LINK<Medieval Infantry=PRTO_Longswordsman>.

^Hundreds of years ago, a group of people calling themselves the [Inca] settled the Cuzco Valley high in the Andes
Mountains of South America. Where they had come from was a mystery. Yet, though their purpose for settling such
a rugged and inhospitable landscape was unclear, the end result of their arrival is without doubt. In time, the Inca
built an empire that spanned the Pacific coast (as far south as Argentina and as far north as Ecuador), some 2,000
miles of hills, mountains, valleys and coastline. In just a short time (roughly 100 years), the Incan empire dominated
South America and is, to this day, considered one of the finest empires the world has ever known. Beginning with
the ninth ruler, {Pachacuti} Inca Yupanqui, the Inca began their expansion. Pachacuti won his first military campaign
against the Chanca people, where he refused to retreat despite insurmountable odds. From there, he consolidated
his control over his cultural base, Cuzco, then moved north into the Urubamba Valley, which extended beyond the
site where the lost city of Mach Picchu was later built. He then turned his army south and conquered the Colla and
Lupaca tribes. Though not the first Incan ruler, Pachacuti was by many accounts one of the finest Pre-Columbian
persons that ever lived. A great military strategist, an architect, a skilled diplomat and a gifted religious philosopher,
his teachings are still practiced by many Andeans today.

^ Like many other groups that preceded the Inca (the Chimu, the Nazca, the Moche), Incan society was heavily
dipped in the worship of powerful gods. Their pantheon contained such lofty omnipotents as Viracocha (the god of
creation), Inti (the sun and father of the Inca Dynasty), Illapa (god of rain, thunder, and lightening), Pacha Mama
(mother of the earth), and Mama Cocha (mother of the lakes). Grand ceremonies were held frequently to honor
these gods, for the Inca believed that if one did not give thanks and obedience to the gods, bad things would
happen. The world of the Andes Mountains is full of ecological wonders [and] ecological disasters: Earthquakes,
severe storms, and volcanic activity. The gods held sway with these events and thus the proper respect had to be
paid at all times.

#DESC_RACE_Inca

^ The Inca called their empire Tahuantinsuyu (“Land of the Four Quarters”), which was divided into four provinces.
Each province was controlled by a local governor called the [apu]; below him were the local rulers - the [curacas],
and even lower still the district headsmen - the [camayoc]. Through this governmental structure, the [Sapa-Inca]
could rule the empire with impunity. Additional structures were also put in place, such as the Imperial road system,
which was built along the steep inclines of mountains, interspersing bridges and stone walkways, stone steps and flat
brick highways. To rule such a vast realm, the Sapa-Inca also needed constant information

about the status of the far-flung reaches of the kingdom. To provide this information, the Inca formed the {Chasqui
Scout} system. Chasquis delivered messages across the empire, relaying (by memory) important information from
point to point. And in this

way, a message about a peasant uprising hundreds of miles north of Cuzco could reach the king within a matter of
days. Chasquis were also used by the army on campaigns to deliver messages between the moving columns. In
addition, way-stations known as

[tambos] were constructed at strategic points along the roads, giving travelers and important dignitaries a place to
rest and prepare for the next leg of their journey.

^ The Incan army was also well organized. When called upon to fight, each province would muster squadrons of men
armed with maces, bows and arrows, slings, darts, and

spears. During a battle, slingers would let fly a shower of rocks to soften the enemy lines. Then, archers would
release their shafts, darts would fly, and then the shock troops would hit, in a torrent of screams and shouts meant
to confuse and terrify the wavering opposition. Incan warfare was very successful. But nothing could prepare the

empire for what was coming.

^ After the glorious rise of Pachacuti and his son, Topa Inca, the empire began to erode under a series of internal and
external disasters. A bitter civil war between half brothers Huascar and Atahuallpa stretched the empire to the
breaking point. Atahuallpa won the war, quickly killed his half-brother, and declared himself king.

But, in 1532 AD, Spanish Conquistadors, under the command of Francisco Pizarro, entered the Cajamarca Valley,
brutally attacked Atahuallpa and his subjects, killing many and taking the Sapa-Inca hostage. Eventually, Pizarro killed
Atahuallpa, pillaged

the empire of its riches, and brought an end to the mighty Incan civilization.

#RACE_Mali
^The Malinese are $LINK<Commercial and Agricultural=GCON_Strengths>. They start the game with

$LINK<Pottery=TECH_Pottery> and $LINK<Cultivation=TECH_Cultivation> and build

$LINK<Mali Heavy Horsemen=PRTO_Mali_Heavy_Horseman> instead of $LINK<Knights=PRTO_Knight>.

#DESC_RACE_Mali

#RACE_Polynesia

^The Polynesians are $LINK<Seafaring and Expansionist=GCON_Strengths>. They start the game with

$LINK<Boat Building=TECH_Boat_Building> and $LINK<Domestication=TECH_Domestication> and build


$LINK<Outriggers=PRTO_Outrigger> instead of $LINK<Galleys=PRTO_Galley>.

#DESC_RACE_Polynesia

#RACE_Siam

^The Siamese are $LINK<Agricultural and Seafaring=GCON_Strengths>. They start the game with

$LINK<Cultivation=TECH_Cultivation> and $LINK<Boat Building=TECH_Boat_Building> and build $LINK<Siamese


Swordsmen=PRTO_Siamese_Swordsman> instead of regular $LINK<Swordsmen=PRTO_Swordsman>.

#DESC_RACE_Siam

#RACE_Sioux

^The Sioux are $LINK<Militaristic and Agricultural=GCON_Strengths>. They start the game with

$LINK<Warfare=TECH_Warfare> and $LINK<Cultivation=TECH_Cultivation> and build $LINK<Mounted


Warriors=PRTO_Mounted_Warrior> instead of regular $LINK<Horse Archers=PRTO_Horse_Archer>.

#DESC_RACE_Sioux
#RACE_Tibet

^The Tibetans are $LINK<Scientific and Religious=GCON_Strengths>. They start the game with

$LINK<Alphabet=TECH_Alphabet> and $LINK<Ritualism=TECH_Ritualism> and build $LINK<Ghurka=PRTO_Ghurka>


instead of regular $LINK<Pikemen=PRTO_Pikeman>.

#DESC_RACE_Tibet

; END SECTION RACE ==========================================================

;Old Unit Section


===============================================================================================
=====================

#BLDG_Naval_Base

^A city with a [Naval Base] produces $LINK<veteran=GCON_Experience> naval units instead of regulars and heals
naval units completely in one turn.

^[Naval Bases] also provide a city with a naval bombardment defense of {8} and can automatically bombard passing
enemy ships; this bombardment has a strength of {6}.

^{Requirements:} A city must be [coastal] to build a [Naval Base].

#DESC_BLDG_Naval_Base

#PRTO_Chariot_Archer

^
^The [Chariot Archer] is a powerful ancient archery unit that combines the speed and mobility of the Chariot and the
range of the Bowman. [Chariot archers] move fast and [withdraw] from combat if losing the battle (unless fighting
another fast unit). They are able to fire off a $LINK<defensive volley=GCON_Bomb_Expand> if attacked, and also
exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain.

^A [Chariot Archer] suffers a 1-point $LINK<penalty to hit points=GCON_Experience>.

^{Limitations:} A [Chariot Archer] cannot travel through $LINK<Jungle=TERR_Jungle> or


$LINK<Mountains=TERR_Mountains> without the presence of roads.

^{Requires:} A city must have $LINK<Horses=BLDG_Horses> in its $LINK<strategic resource=GCON_ResourcesS> box


to build [Chariot Archers.]

#DESC_PRTO_Chariot_Archer

^Around 1700 BC, two existing technologies of military consequence,

the chariot and the bow, were merged to create a fearsome new military

weapon - the chariot archer. armored archers carried in fast chariots

dominated the battlefields of the civilized world for the next 500

years and remained useful for some time after that. In the open ground

of the settled plains and river valleys, the chariot archer was

devastating due to its speed, mass, and firepower. Chariot archers

were typified by the Egyptian nobility and pharaohs of the New

Kingdom, 1552-1069 BC, who prided themselves on their archery. The

first recorded battle of history, Megiddo in 1460 BC, was fought with

chariots carrying archers.The chariot archer was the dominating

battlefield weapon from China to Greece from about 1600 to 1200 BC,

according to the historical and archaeological record. The long reign

of chariot armies was due to several factors, including most

importantly the placement of a composite bow archer in the basket with

the driver and using the chariot as a mobile firing platform. The

fast-firing chariot archer was devastating against slow, poorly


armored infantry in the open areas of the civilized cultures. The

glorious vision of elite archers from the nobility fighting from their

expensive chariots and wheeling around the battlefields at will

pervaded all civilized cultures of the time.

#PRTO_Elephant_Archer

^The [Elephant Archer] combines the toughness of the $LINK<Elephant Rider=PRTO_Elephant_Rider> and the
ranged attack strength of the $LINK<Archer=PRTO_Archer>. They are able to fire off a $LINK<defensive
volley=GCON_Bomb_Expand> if attacked, and exert $LINK<zone of control=GCON_ZOC> over the surrounding
terrain.

^In all elephant units pass through $LINK<Jungles=TERR_Jungle> and $LINK<Forests=TERR_Forest> as if they were
passing through Grassland.

^[Elephant Archers] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.

^{Requires:} A city must have $LINK<Elephants=GOOD_Elephant> in its $LINK<strategic


resource=GCON_ResourcesS> box to build [Elephant Archers].

#DESC_PRTO_Elephant_Archer

^Attempting to use elephants in combat posed a number of problems, including the central one of how the elephant
would

fight and cause casualties. One answer was to place a box on the elephant’s back from which archers could shoot.
The

archers were protected by the box and could fire down into the melee below. That worked only as long as the
elephant

remained standing and within range of the enemy. In the years following the death of Alexander the Great, many
western

kings adorned their armies with elephants but they were rarely effective. Armies of ancient India used elephants
more
successfully for many centuries.

#PRTO_Truck

^[Trucks] are weak at offense and somewhat strong defensively, but their main use is the transportation of other
units to destinations quicker than would otherwise be possible, be that inside the civilization's borders, or increasing
the speed at which troops are able to move. They race over $LINK<Desert=TERR_Desert> terrain as if it were
grassland.

^{Limitations:} [Trucks] cannot travel through $LINK<Jungle=TERR_Jungle> or $LINK<Mountains=TERR_Mountains>


without the presence of roads.

^{Requirements}: A city must have both $LINK<Oil=BLDG_Oil> and $LINK<Rubber=BLDG_Rubber> in its


$LINK<strategic resource=GCON_ResourcesS> box to build the [Truck.]

#DESC_PRTO_Truck

^Trucks have been in operation for over a century in one form or another for moving items from one place to
another; in terms of warfare they came into their own in World War 2, where they were heavily used by both the
axis and the allies for moving troops from place to place - key to the German lightning attacks, as well as their less
known but more used encircling movements which were employed to encircle entire armies in the East. Without the
speed that the truck offered the German army, these victories would not have been possible, as troops would not
have been able to maintain the same speed as the German Panzers.

#PRTO_APC

^[Armored Personnel Carriers] or [APCs] are fast-moving defensive units that will [withdraw] from combat if losing
(unless fighting another fast unit). They can also $LINK<attack at a range=GCON_Bomb_Expand> of 1 tile. They race
over $LINK<Desert=TERR_Desert> terrain as if it were grassland.

^[APCs] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^
^{Limitations:} [APCs] cannot travel through $LINK<Jungle=TERR_Jungle> or $LINK<Mountains=TERR_Mountains>
without the presence of roads.

^{Requirements}: A city must have both $LINK<Oil=BLDG_Oil> and $LINK<Rubber=BLDG_Rubber> in its


$LINK<strategic resource=GCON_ResourcesS> box to build the [APC.]

#DESC_PRTO_APC

^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. Armies required a fast way to move soldiers to the front in order to hold the newly won ground.
Although originally trains were used to transfer troops to the front line, this was more useful in defense than in
attack. To move troops quickly when an attack is being undertaken trucks can be used, but these are very vulnerable
to counter attacks. Armored Personnel Carriers Filled this requirement.

#PRTO_Steam_Frigate

^The [Steam Frigate] is an improved version of the $LINK<Frigate=PRTO_Frigate>. It moves 6 tiles per turn,
regardless of ocean depth, and can $LINK<bombard=GCON_Combat> other ships or coastal land tiles which are 1 tile
away.

^[Steam Frigates] receive a 3-point $LINK<bonus to hit points=GCON_Experience>.

^{Requires:} A coastal city needs $LINK<Iron=BLDG_Iron> and $LINK<Coal=BLDG_Coal> in its $LINK<strategic


resource=GCON_ResourcesS> box to build the [Steam Frigate.]

^$LINK<Flavor Units=GCON_Flavor>{:} English $LINK<Iron Frigate=PRTO_Iron_Frigate>.

#DESC_PRTO_Steam_Frigate

#BLDG_Coastal_Fortress
^

^A [Coastal Fortress] provides a city with a naval bombardment defense of {12} and can automatically bombard
passing enemy ships; this bombardment has a strength of {10}.

^{Requires:} A city must be [coastal] and have $LINK<Saltpeter=BLDG_Saltpeter>

in its $LINK<strategic resource=GCON_ResourcesS> box to build a [Coastal Fortress].

#DESC_BLDG_Coastal_Fortress

^The construction of defensive structures such as city walls and fortified castles dates back to ancient times. City

walls were designed primarily to repel an attack launched by ground-based forces, and they performed adequately
in

such a situation. However, coastal cities were also vulnerable to attack from sea bombardments, since even a city
wall

left sea ports relatively unprotected. The best way to protect the port was to keep the enemy out of range of the

city. This was accomplished by constructing fortresses to cover the approach to the city. These coastal fortresses,

built at the mouth of the city's harbor or on barrier islands, would hold enemy vessels at bay, turning away or

thinning out the attacking force and minimizing damage to the city's port. A determined attack would still most likely
succeed, but at least this would discourage the opportunist raider from attempting to damage the port.

#BLDG_Mill

^The [Mill] increases the base $LINK<shield production=GCON_Shields> in its city by {25%}. This effect is cumulative
with other such buildings.

^{Requires:} A city must have a [river] within its $LINK<radius=GCON_Radius> to be able to build a [Mill].
#DESC_BLDG_Mill

^Milling, mechanical grinding of wheat or other grains to produce flour. Milling separates the fine, mealy parts of

grain from the fibrous bran covering. In prehistoric times grain was crushed between two flat stones. Later a stone

with a rounded end was used to grind grain in a cup-shaped stone; this led to the development of the mortar and
pestle.

The more advanced peoples began to use the quern, a primitive mill in which the grain is placed on a flat, circular

lower millstone and ground by revolving a similar upper millstone to which a handle is attached. Such a device,

operated at first by hand, was adapted to the use of animal, water, or wind power. The Greeks probably used water
power

c.450 B.C.; the Romans used gears to connect several sets of millstones with one waterwheel. Windmills are said to
have

become widespread in Europe following the Crusades and were probably introduced from Asia Minor. The Industrial

Revolution initiated the use of steam power and of transportation facilities that resulted in the rise of large-scale

milling centers. Machinery was improved, with metal replacing wood and steel rollers replacing millstones. The

invention of the middlings purifier, by which, after preliminary grinding, the flour is separated from bran particles

by strong air currents, improved the quality of flour prepared from hard spring wheat and, in the United States, led
to

the development of great milling centers in the spring-wheat areas of Minnesota (notably Minneapolis), the Dakotas,
and

Montana. In Europe modern rolling methods were developed during the 19th cent. in Hungary, and Budapest
became one of

the chief milling centers. In modern processing, grain is usually blended, cleaned, scrubbed to remove wheat hairs,

tempered by heat and moisture (to prevent brittleness in the bran and consequent pulverization resulting in
speckled

flour), passed through sets of steel rolls with successively finer corrugations, and sifted after each grinding. It is

then blown in a middlings purifier, ground between sets of smooth rolls, and bolted through a very fine mesh sieve.
The

entire, highly automated process takes about an hour and comprises some 180 operations. The term milling is
applied

also to the processing of other materials, e.g., soap, textiles, and metals; processing establishments are often called

mills, e.g., lumber mill or sawmill, cotton mill, and sugar mill.
#BLDG_Bell

^[Bell's Lab] immediately grants its builder {2 free advances} upon completion and increases the base
$LINK<scientific research=GCON_Research> in its city by {100%}. This effect is cumulative with other such buildings.

^Possessing this Wonder doubles the $LINK<unhappiness=GCON_Moods> caused by any $LINK<Slave


Markets=BLDG_Slave_Market> in a nation to {two} citizens each. This effect is [not] cumulative.

^{Golden Age:} It may trigger a $LINK<Golden Age=GCON_Golden_Age> for $LINK<Scientific=GCON_Strengths>


civilizations.

^[Bell's Lab] {does not} become obsolete.

#DESC_BLDG_Bell

^Alexander Graham Bell (1847-1922), was a Scottish born US scientist and inventor. He was the first person to
transmit speech from one place to another by means of electricity. His invention the telephone was made in 1876.
He also invented the tricycle undercarriage in aeronautics and experimented with phonographs. Later he achieved
the first wireless transmission of speech with his photophone, a device that transmitted words in a beam of light.

; END OF FILE

#EOF

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