
; The following Game Concept is hard-linked from the capital city on the game map:
;
;   GCON_Embassies   (Espionage)
;
; The following Game Concepts are hard-linked from the city screen:
;
;   GCON_Commerce
;   GCON_Culture
;   GCON_Food
;   GCON_Happy_Faces (Happiness)
;   GCON_Moods       (Cities)
;   GCON_Pollution
;   GCON_Research    (Science)
;   GCON_ResourcesL  (Trade)
;   GCON_ResourcesS  (Resources)
;   GCON_Treasury    (Gold)
;   GCON_Shields
;
; The following Game Concepts are hard-linked from the advisor screens:
;
;   GCON_Leaders     (Promotion)
;   GCON_Maintenance (Buildings)
;
; The following Game Concept is hard-linked from the Civilopedia:
;
;   GCON_Spaceship
;
; The following Game Concept is hard-linked from the game start screen:
;
;   GCON_Strengths   (Traits)


#GAME_CONCEPTS_KEYS
GCON_Advisors
GCON_Agreements
GCON_Attitude
GCON_Barbarians
GCON_Bombardment
GCON_Maintenance
GCON_Moods
GCON_Combat
GCON_Commerce
GCON_Conscription
GCON_Corruption
GCON_Culture
GCON_Defection
GCON_Difficulty
GCON_Diplomacy
GCON_Disorder
GCON_Embassies
GCON_Food
GCON_Treasury
GCON_Golden_Age
GCON_Governments
GCON_Happy_Faces
GCON_Histograph
GCON_Hotkeys
GCON_Maps
GCON_Nationality
GCON_ResourcesS
GCON_Pollution
GCON_Leaders
GCON_Rush_Production
GCON_Research
GCON_Shields
GCON_Spaceship
GCON_Specialists
GCON_ResourcesL
GCON_Strengths
GCON_Transport
GCON_Units
GCON_Victory
GCON_War
GCON_ZoC

#GAME_CONCEPTS

; -------------------------------------------------------------------------------------------------------
; 	ADVISORS
; -------------------------------------------------------------------------------------------------------

#GCON_Advisors
Advisors
^
^Your [advisors], in addition to providing helpful advice for managing your empire, are also important in that they are your link to the primary interfaces through which you do so.
^
^   {Domestic Advisor} (F1)
^
^Displays a summary of your $LINK<income and expenses=GCON_Treasury>, an overview of your $LINK<cities=GCON_Moods>, and your current $LINK<government=GCON_Governments>. From this screen, you are able to adjust how much of your income is invested into scientific $LINK<research=GCON_Research> and $LINK<entertainment=GCON_Happy_Faces> for your citizens, as well as incite a revolution to change your type of government.
^
^   {Trade Advisor} (F2)
^
^Displays a summary of all $LINK<resources=GCON_ResourcesS> and cities in your $LINK<trade=GCON_ResourcesL> network (useful for seeing which cities are [not] in your trade network), as well as all rival $LINK<civilizations=MENU_Races> with whom you are capable of trading.
^
^   {Military Advisor} (F3)
^
^Displays a summary of all your $LINK<units=GCON_Units>, including any in production, and how much you are paying for them per turn. This screen is helpful for making military cutbacks, as the payment summary will show the number of "free" units supported by your current government alongside your current total. It's also useful for locating individual units on the map, seeing city defenses at a glance (click to display units by city rather than type), or identifying obsolete units in need of an
^upgrade. Finally, it will compare the overall strength of your military to the known strength of the militaries of other civilizations (for more complete information, you must $LINK<have a spy=GCON_Embassies>).
^
^(Click "more" to continue)

#DESC_GCON_Advisors
^
^   {Foreign Advisor} (F4)
^
^Displays all other known $LINK<civilizations=MENU_Races> and their current relationship to you, as well as with each other. Possible standings are: $LINK<war=GCON_War>, peace (default), $LINK<trade embargo=GCON_Agreements>, and alliance. The expressions of the rival leaders shown here will be indicative of their $LINK<attitude=GCON_Attitude> towards you, and their portraits will also reflect their era of scientific advancement.
From here, you can initiate $LINK<diplomacy=GCON_Diplomacy> with other civilizations by (double) clicking on the portrait of their leader.
^
^[Note:] only eight civilizations can be displayed at a time. On larger maps with more civs present, shift-click one of the other leaders to swap them out.
^
^   {Cultural Advisor} (F5)
^
^Displays an overview of the $LINK<cultural=GCON_Culture> value of all of your cities, as well as your civilization's overall cultural value. Your advisor will inidcate how your culture compares to that of other known civilizations if you click on her enough (although the $LINK<histograph=GCON_Histograph> is a far more useful tool to this end), otherwise this screen is mostly useful for keeping track of your progress towards a cultural $LINK<victory=GCON_Victory>.
^
^   {Science Advisor} (F6)
^
^Displays your civilization's progress through the $LINK<technology=MENU_Technologies> tree and allows you to select the tech that you are currently working toward. As with the Cultural Advisor, most of Sid's advice is meaningless extrapolation upon whichever technologies are currently available to research, but he will also occasionally indicate how your technological advancement compares to that of other known civilizations.
^
^{Protip:} enter this screen immediately after founding your first city! Waiting for the game to prompt you will waste a turn of research.

; -------------------------------------------------------------------------------------------------------
; 	AGREEMENTS
; -------------------------------------------------------------------------------------------------------

#GCON_Agreements
Agreements
^
^When your civilization builds an $LINK<embassy=GCON_Embassies> in a rival's capital city - or when a rival builds one in yours - you can then negotiate diplomatic [agreements] with them. In addition to the stated benefits below, these also tend to provide significant $LINK<attitude=GCON_Attitude> bonuses for the civilization you make them with. Beware, however, that breaking agreements is a {permanent black mark} on your global reputation.
^
^   {Military Alliance}
^
^Both civilizations agree to declare $LINK<war=GCON_War> on a third party. Note that this will carry the same global reputation penalty as declaring war does (as opposed to having war declared on you) if you aren't already at war with said third party.
^
^   {Trade Embargo} --- [(Requires $LINK<Nationalism=TECH_Nationalism>)]
^
^An agreement that neither of you will $LINK<trade=GCON_ResourcesL> with a third party.
^
^[Note:] the attitude bonus for signing a trade embargo with a rival is the same one for $LINK<having recently traded=GCON_Diplomacy> with them, so you would get no further bonus for signing the embargo in that case.
^
^   {Mutual Protection Pact} --- [(Requires $LINK<Nationalism=TECH_Nationalism>)]
^
^An agreement to declare war upon any civilization that attacks your partner. Exercise great caution with these, as they are generally how world wars get started.
^
^   {Peace Treaty}
^
^An agreement to end a war between two parties. This does not require an embassy like other agreements do and is the [only]
^agreement available if you're at war with someone.
^
^[Note:] peace is the "default" relationship between two civilizations.

; -------------------------------------------------------------------------------------------------------
; 	ATTITUDE
; -------------------------------------------------------------------------------------------------------

#GCON_Attitude
Attitude
^
^A rival civilization's [attitude] toward you affects how willing they will be to deal favorably with you in $LINK<diplomatic talks=GCON_Diplomacy> and how inclined they are to declare $LINK<war=GCON_War> on you. Attitude is a hidden numerical value with five possible in-game representations: [Gracious], [Polite], [Cautious]
^(neutral), [Annoyed], and [Furious].
^
^Attitude is influenced by a multitude of factors, including...
^
^ * Your $LINK<power score=GCON_Histograph> (major factor)
^ * Your $LINK<culture=GCON_Culture> level and global culture group
^ * Your current $LINK<government=GCON_Governments>
^ * $LINK<Difficulty=GCON_Difficulty> level
^ * Aggression level (click "more" for details)
^ * Demanding, paying, or refusing to pay $LINK<tribute=GCON_Diplomacy>
^ * Having recently traded $LINK<maps=GCON_Maps> or $LINK<technology=MENU_Technologies>
^ * Having an active $LINK<resource=GCON_ResourcesS> trade
^ * Having an $LINK<embassy=GCON_Embassies>
^ * Diplomatic $LINK<agreements=GCON_Agreements>
^ * Failed $LINK<espionage=GCON_Embassies> attempts
^ * City $LINK<defection=GCON_Defection>
^ * $LINK<Territory=GCON_Maps> infractions
^ * $LINK<Acts of war=GCON_War> against them or their enemies
^ * Just [being] at war with them or their enemies
^ * Starving $LINK<their citizens=GCON_Nationality> or disbanding their units that you control
^ * Trading them $LINK<worker=PRTO_Worker> units of [your] nationality (likely a bug)
^
^Note that while the majority of attitude bonuses and penalties are both temporary and specific to a single rival, several actions are {permanent} hits to your reputation with {all other civilizations}:
^
^ * Declaring war (as opposed to having war declared on you)
^ * Breaking diplomatic agreements or defaulting on per-turn trades
^ * Razing, abandoning, or (completely) starving $LINK<foreign cities=GCON_Moods> you own
^ * Using nuclear weapons
^
^{Protip:} a "peaceful" alternative to destroying unwanted cities full of foreign people is doing so after a light bit of $LINK<ethnic cleansing=GCON_Defection>.

#DESC_GCON_Attitude
^
^Some $LINK<civilizations=MENU_Races> are bigger assholes than others, a fact which is measured by their [aggression] level. An aggression level of "moderate" is considered neutral on lower $LINK<difficulty=GCON_Difficulty> levels (Chieftan and Warlord) and does not affect that tribe's attitude toward you one way or the other - values any higher or lower will make them more or less hostile by default. For the Regent and Prince difficulties, "low" is the neutral
aggression level, and for Emperor and Diety it's "very low".
^
^		{Tribe			Aggression Level}
^
^		{French}			Very Low
^		{Indians}		Very Low
^
^		{Babylonians}	Low
^		{English}			Low
^		{Iroquois}		Low
^		{Japanese}		Low
^
^		{Americans}		Moderate
^		{Chinese}		Moderate
^		{Egyptians}		Moderate
^		{Greeks}			Moderate
^
^		{Aztecs}			High
^		{Persians}		High
^		{Romans}		High
^		{Russians}		High
^
^		{Germans}		Very High
^		{Zulus}			Very High
^
^See also favored and shunned $LINK<governments=GCON_Governments>, which also influences your opponents' default attitude toward you.

; -------------------------------------------------------------------------------------------------------
; 	BARBARIANS
; -------------------------------------------------------------------------------------------------------

#GCON_Barbarians
Barbarians
^
^   {Passive Barbarians}
^
^Passive barbarians reside in small villages that appear on the map. When you send a unit into one of them (or your $LINK<borders=GCON_Culture> expand to envelop them), there are several possible results:
^
^ * You gain a random $LINK<technology=MENU_Technologies> (Ancient era only)
^ * You discovery a small amount of $LINK<gold=GCON_Treasury>
^ * A portion of the surrounding $LINK<map=GCON_Maps> is revealed
^ * The villagers are recruited as a military $LINK<unit=GCON_Units>
^ * The villagers join your civilization as a $LINK<settler=PRTO_Settler>
^ * The village is abandoned (nothing happens)
^ * You anger the village and they attack you
^
^{Protip:} You will not receive a settler from a passive tribe if you already have one active or in production by any or your cities. You must also must have fewer cities than the average of all players.
^
^The higher the $LINK<difficulty=#GCON_Difficulty> level, the more likely the "they attack you" result becomes and the more powerful they are in $LINK<combat=GCON_Combat> against you. Aside from playing as an $LINK<expansionist=#GCON_Strengths> tribe, the only ways to avoid being attacked by "goody huts" are to "pop" them by building a $LINK<city=#GCON_Moods> next to them or to do so before building your first city.
^
^   {Aggressive Barbarians}
^
^These guys also reside in villages on the map, but they send out raiding parties to fight your units and pillage your cities. Destroying the village will stop the raids and earn you some gold, but new ones will continue to respawn in unsettled territory until there is none left.
^
^The level of barbarian activity can be adjusted on the game setup screen (note that "no barbarians" also disables goody huts, so select "sedentary" if you just don't feel like dealing with raids). This setting does not affect your $LINK<score=GCON_Histograph> - the only advantages to more barbarians are more gold from trashing their camps, more things to beat up for $LINK<promotions=GCON_Leaders>, and whatever grief they cause your opponents.

; -------------------------------------------------------------------------------------------------------
; 	BOMBARDMENT
; -------------------------------------------------------------------------------------------------------

#GCON_Bombardment
Bombardment
^
^[Bombardment] occurs when a ranged $LINK<unit=#GCON_Units> attacks without entering the defender's square or engaging in direct $LINK<combat=GCON_Combat>. Bombardment inflicts damage to the defender, but cannot completely destroy any unit unless the attacking unit is capable of [lethal] bombardment. If the defending square is a $LINK<city=#GCON_Moods>, then bombardment will randomly attack one of: a garrisoned unit, a citizen (reducing the city's population if
^successful), or an improvement (destroying it if successful).
^
^Air bombardment follows the same rules as the above except that planes must fly to the target and may be shot down by enemy planes on the way. Missile attacks are also similar except that the unit never returns and the attack can - and likely will - be lethal.
^
^The following units are capable of bombardment:
^
^ * $LINK<Catapults=PRTO_Catapult>
^ * $LINK<Cannons=PRTO_Cannon>
^ * $LINK<Artillery=PRTO_Artillery>
^ * $LINK<Radar Artillery=PRTO_Radar_Artillery>
^ * $LINK<Frigates=PRTO_Frigate> and English $LINK<Manowars=PRTO_Man-O-War>
^ * $LINK<Ironclads=PRTO_Ironclad>
^ * $LINK<Destroyers=PRTO_Destroyer>
^ * $LINK<Battleships=PRTO_Battleship>
^ * $LINK<AEGIS Cruisers=PRTO_AEGIS_Cruiser>
^
^The following units are capable of [lethal] bombardment:
^
^ * $LINK<Fighters=PRTO_Fighter> (vs. naval units)
^ * $LINK<Jet Fighters=PRTO_Jet_Fighter> (vs. naval units) and American $LINK<F-15s=PRTO_F-15> (vs. [all] units)
^
^Since lethal bombardment is restricted almost exclusively to air units against naval units, the primary use of artillery and/or naval bombardment is to "soften up" a city before invading it with conventional units. Cities grant a bonus to all stationed units at size 7-12 and another one at size 13+, so bombardment is an effective means of nullifying those defenses by reducing population.

; -------------------------------------------------------------------------------------------------------
; 	BUILDINGS
; -------------------------------------------------------------------------------------------------------

#GCON_Maintenance
Buildings
^
^Every turn, your $LINK<cities=PRTO_Cities> store their $LINK<production=PRTO_Shields> toward an ongoing project, which can be either a $LINK<unit=PRTO_Unit> or a [building]. There are three types of buildings, each with different benefits and rules.
^
^{City Improvements}
^
^[City improvents] are buildings that can be produced by any city whose civilization has discovered the requisite $LINK<technology=MENU_Technologies> and with access to any required $LINK<resources=GCON_ResourcesS>. They provide a variety of benefits to the cities which build them, such as $LINK<placating their citizens=GCON_Happy_Faces> or boosting their production. Several of them produce $LINK<culture=GCON_Culture>, while some may
^generate $LINK<pollution=GCON_Pollution>. City improvements require $LINK<upkeep=GCON_Treasury>, and can be sold - either voluntarily or involuntarily - if you're short on funds. They are also susceptible to being destroyed by enemy $LINK<bombardment=GCON_Bombardment>.
^
^{Wonders}
^
^Great Wonders, or [Wonders of the World], are unique buildings that belong only to whichever civilization builds them first. They're more expensive undertakings than city improvements, are a richer source of culture, and typically provide other empire-wide benefits rather than just to their host city. Great Wonders don't require upkeep like city improvements do and can't be sold, although they can be destroyed if something happens to their host city (and they may [not] be rebuilt).
^
^[Small Wonders] are similar to Great Wonders except that every civilization may build one and they can be rebuilt if destroyed - which they will be if captured by a rival. Most also have additional conditions to being built beyond the requisite technology and will not be available otherwise. Your advisors will alert you whenever the requirements for building a new Small Wonder have been met.
^
^The production of wonders {cannot be rushed in any way} except by a $LINK<leader=PRTO_Leader>. Not only is standard $LINK<rush production=GCON_Rush_Production> disallowed, but also the bonus shields from $LINK<clearing forests=TFRM_Clear_Forest> or disbanding units. You also may not switch a city's production from a non-wonder to a wonder after having done either of these.

; -------------------------------------------------------------------------------------------------------
; 	CITIES
; -------------------------------------------------------------------------------------------------------

#GCON_Moods
Cities
^
^Cities are formed by $LINK<settlers=PRTO_Settler> and make up your empire. They are one of the game's two basic setpieces by which your civilization is represented on the map, the other being $LINK<units=GCON_Units>. The size of a city is equal to its number of citizens, and there are three levels: [Town] (1-6), [City] (7-12), and [Metropolis] (13+). Towns cannot becomes cities without access to fresh water (via an $LINK<Aqueduct=BLDG_Aqueduct> or an adjacent ($LINK<river=TERR_River> or $LINK<lake=TERR_Fresh_Water_Lake>), and a city cannot grow into a metropolis without a $LINK<Hospital=BLDG_Hospital>.
^
^[Note:] squares containing cities are passable by naval units, allowing cities to function as canals if built on thin strips of land.
^
^Every city has a [city radius], an area around the city in which its citizens work. This area is initially limited to the eight squares surrounding the city until its $LINK<borders=GCON_Culture> expand out (or another city's borders expand in) to include all tiles within two spaces of the city. Citizens of the city work the squares in the city radius (one citizen per tile, with the city center being a freebie) extracting $LINK<food=GCON_Food>, $LINK<shields=GCON_Shields>, and $LINK<commerce=GCON_Commerce>. The yield of these squares can be improved by having $LINK<workers=PRTO_Worker> improve the terrain or by certain $LINK<buildings=GCON_Maintenance>. Citizens may be assigned to work tiles as you please in the [city screen], and they may also be pulled from the workforce and turned into $LINK<specialists=GCON_Specialists>.
^
^{Protip:} Micro-management of citizens, especially in the game's earlier stages, is a key factor to success on higher $LINK<difficulty=GCON_Difficulty> levels.
^
^Your cities are vulnerable to attack by $LINK<barbarians=GCON_Barbarians> and $LINK<rival civilizations=GCON_Combat>
^so you must defend them by stationing your own military units there. Garrisoned units also act as $LINK<military police=GCON_Happy_Faces> under some forms of $LINK<government=GCON_Governments> to keep your citizens content and prevent $LINK<disorder=GCON_Disorder>.
^
^Unwanted cities can be disbanded by right-clicking them and clicking "abandon city". Note that this carries the same $LINK<reputation=GCON_Attitude> penalty as razing a city if the {majority of its citizens are foreign nationals}.
^To rid yourself of such a city without penalty, you must either wait for the majority of its citizens to $LINK<assimilate=GCON_Nationality> or do some $LINK<ethnic cleansing=GCON_Defection>.

; -------------------------------------------------------------------------------------------------------
; 	COMBAT
; -------------------------------------------------------------------------------------------------------

#GCON_Combat
Combat
^
^[Combat] occurs when an offensive ground or naval $LINK<unit=GCON_Units> attempts to enter a square occupied by one of a rival civilization; air units behave differently, as do $LINK<artillery=GCON_Bombardment> units. The two units trade blows using the attacker's strength and the defender's defense until one of them loses all of its $LINK<health=GCON_Leaders> and is destroyed, with the winner retaining whatever damage it took. If the attacker has more movement points than the defender and is losing, it may [retreat] before it gets destroyed.
^
^The defending unit recieves [all] of the applicable bonuses:
^
^                           {Terrain Bonuses}
^                           $LINK<River=TERR_River> 				  25%
^                           $LINK<Forest=TERR_Forest>				  25%
^                           $LINK<Jungle=TERR_Jungle>				  25%
^                           $LINK<Hills=TERR_Hills>				  50%
^                           $LINK<Mountains=TERR_Mountains>			100%
^
^                           {Structural Bonuses}
^                           $LINK<Fortification=GCON_Units> 			  +25%
^                           $LINK<Fortress=TFRM_Fortress> 			  +50%
^                           Town w/ $LINK<Walls=BLDG_Walls>		  +50%
^                           City [(size 7-12)]		  +50%
^                           Metro [(size 13+)]		+100%
^
^[Note:] cities with $LINK<resisters=GCON_Nationality> do not give defensive bonuses
^
^In addition, [all] civilizations recieve a bonus when fighting $LINK<barbarians=GCON_Barbarians>, whether attacking or defending, according to the $LINK<difficulty=GCON_Difficulty> level.
^
^If the defending square is a $LINK<city=GCON_Moods>, its population will decrease each time one of its defending units loses a battle. If the defending city contains no offensive units, the city is captured and the attacker is given the option to keep the city or raze it. Beware that razing cities is considered a heinous $LINK<war crime=GCON_Attitude> by [all] rival civilizations.
^
^[Note:] towns with 1 citizen and no $LINK<culture=#GCON_Culture> are automatically destroyed when captured without incurring the reputation hit for razing.

; -------------------------------------------------------------------------------------------------------
; 	COMMERCE
; -------------------------------------------------------------------------------------------------------

#GCON_Commerce
Commerce
^
^[Commerce] is the exchange of goods and cash between communities within and around a $LINK<city=GCON_Moods>, as well as the exchange of knowledge and ideas within your society. It's one of the three basic currencies that your cities produce, the other two being $LINK<food=GCON_Food> and $LINK<shields=GCON_Shields>. It can be adversely affected by $LINK<corruption=GCON_Corruption>, and $LINK<commercial=GCON_Strengths> civilizations recieve a bonus to its production in cities (size 7-12) and metros (13+).
^
^Tax revenue from commercial activity is allocated to the following the following three areas as specified in the $LINK<Domestic Advisor=GCON_Advisors> screen:
^
^ * The build-up of liquid wealth in the $LINK<treasury=GCON_Treasury>
^ * Long-term investment in $LINK<scientific research=GCON_Research>
^ * The $LINK<entertainment of the population=GCON_Happy_Faces>
^
^Commerce is produced by the following types of terrain:
^
^                           {Terrain		Commerce}
^                           $LINK<Flood Plains=TERR_Flood_Plains>	1
^                           $LINK<Coast=TERR_Coast>		2
^                           $LINK<Sea=TERR_Sea>		1
^
^A $LINK<road=TFRM_Road> will add one commerce to [any] terrain except for $LINK<forest=TERR_Forest> and $LINK<jungles=TERR_Jungle> which both gain {two} commerce from a road. Further, any square next to a $LINK<River=TERR_River> produces one extra commerce per turn (hence the "base" commerce of Flood Plains tiles), and most $LINK<natural resources=GCON_ResourcesS> also provide bonus commerce.

; -------------------------------------------------------------------------------------------------------
; 	CONSCRIPTION
; -------------------------------------------------------------------------------------------------------

#GCON_Conscription
Conscription
^
^When a civilization develops $LINK<Feudalism=TECH_Feudalism>, its citizens can be drafted into military service. This is an emergency measure that differs from normal unit production in that it is immediate, does not interrupt the city's current project, and uses $LINK<population=GCON_Moods> instead of $LINK<shields=GCON_Shields> to "build" at the expense of $LINK<making citizens unhappy=GCON_Happy_Faces> (similar to the "forced labor"
^method of $LINK<rush production=GCON_Rush_Production>). The number of citizens that each city may draft per turn is dependent on your current form of government:
^
^                              {Government}		{Draft Limit}
^                              $LINK<Despotism=GOVT_Despotism>		  2 per turn
^                              $LINK<Monarchy=GOVT_Monarchy>		  2 per turn
^                              $LINK<Communism=GOVT_Communism>	  3 per turn
^                              $LINK<Republic=GOVT_Republic>		  1 per turn
^                              $LINK<Democracy=GOVT_Democracy>	  1 per turn
^
^To utilize the draft, press the "Draft" button on the City Display. The draft produces the following $LINK<conscript=GCON_Leaders> units, depending upon your level of scientific development:
^
^                              * $LINK<Spearman=PRTO_Spearman>
^                              * $LINK<Pikeman=PRTO_Pikeman>
^                              * $LINK<Musketman=PRTO_Musketman>
^                              * $LINK<Rifleman=PRTO_Rifleman>
^                              * $LINK<Infantry=PRTO_Infantry>
^                              * $LINK<Mech. Infantry=PRTO_Mech_Infantry>
^
^Cities must be at least size 7 in order to utilize the draft.

; -------------------------------------------------------------------------------------------------------
; 	CORRUPTION & WASTE
; -------------------------------------------------------------------------------------------------------

#GCON_Corruption
Corruption & Waste
^
^[Corruption] is $LINK<commercial=GCON_Commerce> income lost to theft, embezzlement, and other illegal practices. [Waste] is $LINK<shield=GCON_Shield> production lost to inefficiency.
^If left unchecked, they will significantly slow the development of your civilization. You can track the status of corruption and waste in your empire on the $LINK<city display=GCON_Moods> and $LINK<Domestic Advisor=GCON_Advisors> screens.
^
^The levels of corruption and waste in a city are influenced by:
^
^ * Total number of cities you control vs. world map size (see below)
^ * Distance from your capital city and/or your $LINK<Forbidden Palace=BLDG_Forbidden_Palace>
^ * Being connected to your capital via $LINK<road=TFRM_Road>, $LINK<Harbor=BLDG_Harbor>, or $LINK<Airport=BLDG_Airport>
^ * Presence of a $LINK<Library=BLDG_Library>, $LINK<Courthouse=BLDG_Courthouse>, and/or $LINK<Police Station=BLDG_Police_Station>
^ * Your current $LINK<government=GCON_Governments>
^ * $LINK<Difficulty=GCON_Difficulty> level
^ * The $LINK<commercial=GCON_Strengths> trait
^ * $LINK<"We Love The King" Day=GCON_Happy_Faces> [(waste only)]
^
^   {Optimal City Number}
^
^Of all the factors mentioned above, the total number of cities in your empire is the most important. There is a hidden value in the corruption formula called the OCN, or "Optimal City Number", which in short determines the maximum number of cities you can have with minimal corruption issues until the very next one you gain control of sends whichever city you have that's farthest from your capital to absolute shit. All of the other factors (city improvements, difficulty level, etc.)
^simply modify this value either on a per-city or an empire-wide basis.
^
^The "base" OCN is determined by the size of the world map:
^
^                              {Map Size}			  {OCN}
^                              [Tiny]			12
^                              [Small]			14
^                              [Standard]		16
^                              [Large]			24
^                              [Huge]			32

; -------------------------------------------------------------------------------------------------------
; 	CULTURE
; -------------------------------------------------------------------------------------------------------

#GCON_Culture
Culture
^
^[Culture] represents the impact of your civilization's customs, arts, and philosophy on the people
in the countryside surrounding your $LINK<cities=GCON_Moods>. This concept is represented in the game by your $LINK<territorial borders=GCON_Maps>.
^
^   {City Cultural Value & Borders}
^
^$LINK<All wonders and many city improvements=GCON_Maintenance> generate culture points every turn. These accumulate over time, and a border expansion is triggered when the total culture value of a city reaches certain thresholds. You can keep track of when these expansions will occur in the city screen or the $LINK<Cultural Advisor=GCON_Advisors> screen.
^
^[Note:] the amount of culture generated by any Wonder or improvement doubles after 1,000 years.
^
^   {Civilization Culture Value}
^
^The sum of the cultural values of all of your cities is your civilization's cultural value. It comes into play when you conquer an enemy city and $LINK<resistance=GCON_Nationality> is determined, when determining a rival's $LINK<attitude=GCON_Attitude> toward you, or when you and a rival both have $LINK<legitimate claim to the same terrain square=GCON_Defection>. In all cases, it's better for your civilization to be more culturally advanced than your rival.
^
^   {Global Cultures}
^
^There are five global cultures in the game: American/Indian, European, Greco-Roman, 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 slightly more tolerant with one another in $LINK<diplomacy=GCON_Diplomacy>.
^
^   {Cultural Victory}
^
^Raising either your civilization cultural value to 100,000 or the cultural value of any city to 20,000 is one of the game's $LINK<victory conditions=GCON_Victory>.

; -------------------------------------------------------------------------------------------------------
; 	DEFECTION
; -------------------------------------------------------------------------------------------------------

#GCON_Defection
Defection
^
^$LINK<Cities=GCON_Moods> with little $LINK<culture=#GCON_Culture> and/or who are members of culturally-poor civilizations can [defect] to other, more impressive civilizations. This can occur when any tiles of their "full" radius (i.e. within two tiles of the city) overlap with those of a city from the rival civilization, or when foreign $LINK<nationals=GCON_Nationality> are present in the city.
^
^Defections are made {more likely} by:
^
^* The proximity of foreign territory and/or a foreign capital
^* The presence of foreign $LINK<nationals=GCON_Nationality> of the other civilization in the city
^* The application of $LINK<propaganda=GCON_Embassies> by the other civilization
^* $LINK<Civil disorder=GCON_Disorder> in the city
^
^Defections are made {less likely} by:
^
^* The presence of ground combat units in the city
^* The proximity of your capital
^* $LINK<We Love The King Day=GCON_Disorder>
^
^Note that accepting a defected city from a rival civilization will $LINK<displease=GCON_Attitude> their leader, whereas declining the city will have the opposite effect. Also remember that $LINK<abandoning=GCON_Moods> a defected city carries the same global reputation hit as razing it would since its population consists entirely of foreign nationals.
^
^   {Ethnic Cleansing for Dummies}
^
^To move (or remove) a city full of foreigners without penalty, you must either wait for the majority of its citizens to $LINK<assimilate=GCON_Nationality> or export them via other means. $LINK<Forced labor=GCON_Rush_Production> is one option, but you ultimately must build them out as $LINK<workers=PRTO_Worker> and/or $LINK<settlers=PRTO_Settler>. If the city is not growing (no $LINK<food=GCON_Food> is being stored) when its last citizens are used up in this
^manner, the city will be abandoned with no diplomatic drawbacks.
^
^[Note:] because the resulting unit {will retain its nationality} in any case, workers are generally preferable for this purpose since they can then be used as $LINK<slave labor=GCON_Nationality> or $LINK<traded=GCON_Diplomacy> on the global market.

; -------------------------------------------------------------------------------------------------------
; 	DIFFICULTY LEVELS
; -------------------------------------------------------------------------------------------------------

#GCON_Difficulty
Difficulty
^
^The game's [difficulty setting] affects the following things:
^
^ * Overall $LINK<corruption and waste=GCON_Corruption> levels
^ * How many citizens per city are "born" $LINK<content=GCON_Happy_Faces>
^ * $LINK<Combat bonuses=GCON_Combat> against $LINK<barbarian=GCON_Barbarians> units
^ * The likelihood of a negative reaction from passive barbarian tribes
^ * What (and how many) $LINK<units=GCON_Units> your opponents start with
^ * How many "extra" units your opponents can $LINK<support for free=GCON_Treasury>
^ * How quickly your opponents can build things and $LINK<research=GCON_Research> technology
^ * How aggressively your opponents $LINK<trade with each other=GCON_Diplomacy>
^ * How $LINK<aggressive=GCON_Attitude> your opponents are toward you
^ * The maximum number of turns the AI can remain in $LINK<Anarchy=GOVT_Anarchy>
^
^[Regent] is treated as the game's "default" difficulty level, with no significant handicaps placed in favor of either the player or the AI. It's recommended that most players begin on either it or [Monarch] unless they're either new to the series or genre (in which case [Chieftan] and [Warlord] serve as effective tutorials) or are complete masochists (I would not recommend [Emperor] or [Diety] otherwise).
^
^{Protip:} The most significant AI bonus on higher difficulty levels is how fast they research new technologies, making it virtually impossible to keep up with them through conventional means. Your success will hinge largely on your ability to broker technologies amongst your rivals without a tech lead of your own.

; -------------------------------------------------------------------------------------------------------
; 	DIPLOMACY
; -------------------------------------------------------------------------------------------------------

#GCON_Diplomacy
Diplomacy
^
^[Diplomacy] refers to any interactions with leaders of rival civilizations, during which you can make trades or demands, offer gifts, sign $LINK<agreements=GCON_Agreements>, declare $LINK<war=GCON_War>, or negotiate peace. How willing they are to deal with you is influenced by $LINK<many factors=GCON_Attitude>. Diplomacy is initiated in the $LINK<Diplomatic Advisor=GCON_Advisors> screen, by right-clicking an rival's unit and selecting "contact", or when a rival approaches you during their turn.
^
^The following things may be traded during diplomatic talks:
^
^ * $LINK<Maps=GCON_Maps> (requires $LINK<Map Making=TECH_Map_Making>)
^ * $LINK<Gold=GCON_Treasury> (lump sum or 20-turn contract)
^ * $LINK<Resources=GCON_ResourcesS> (20-turn contract)
^ * $LINK<Technologies=MENU_Technologies>
^ * $LINK<Workers=PRTO_Workers> (must be in your capital city)
^ * $LINK<Cities=GCON_Moods> (peace talks only)
^ * Communications with other civilizations (requires Map Making)
^
^Be careful with 20-turn deals, as defaulting on them is a hit to your global reputation. Captured workers can be traded back to the rival you took them from or away to other rivals with no ill benefits, but {trading your own workers carries an attitude hit} (likely a bug).
^
^{Protip:} avoid trading maps, communications, or technologies during your rival's turns; leave without accepting or rejecting their offer and finish them on [your] turn. When you [do] trade these things, trade them to everyone you can before you end your turn - if you don't, $LINK<they will=GCON_Difficulty>.
^
^There are three separate attitude bonuses you can have at any time with a rival through trading: one for having done so in the last 20 turns, one for having offered a gift (of your own volition), and one for giving in to their most recent demand for a gift. The trade bonus is static and gains no additional benefits from how generous you are, such as offering more gold than the asking price for a technology. The gift bonus is also static, but will last longer depending on the value of the gift. Asking for tribute, whether you recieve it or not, carries a permanent, cumulative attitude penalty and doing so every turn is the go-to method of getting your opponents to declare war on you.

; -------------------------------------------------------------------------------------------------------
; 	DISORDER & CELEBRATION
; -------------------------------------------------------------------------------------------------------

#GCON_Disorder
Disorder & Celebration
^
^   {Civil Disorder}
^
^[Civil Disorder] is a state of near-anarchy in a $LINK<city=GCON_Moods>, 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.
^
^In short, you have a city-sized paperweight.
^
^As if the above weren't bad enough, prolonged periods of disorder can lead to the destruction of existing $LINK<improvements=GCON_Maintenance> or even sabotage to ongoing projects by angry mobs. $LINK<Defection=GCON_Conversion> of the city to a nearby rival becomes more likely, as does an overthrow of your $LINK<government=GCON_Governments> and descent of your empire into $LINK<Anarchy=GOVT_Anarchy>.
^
^Civil disorder is bad, m'kay?
^
^Civil disorder occurs in a city which has $LINK<more unhappy than happy citizens=GCON_Happy_Faces>, and the only remedy is to improve morale. It's best to deal with civil disorder proactively by checking the $LINK<Domestic Advisor=GCON_Advisors>
^screen every turn and dealing with any problems before the turn ends. This will prevent the next turns' productivity from being lost, not to mention that disorder becomes much more aggravating to fix [after] it occurs since you can't $LINK<rush build=GCON_Rush_Production> any improvements or $LINK<draft=GCON_Conscription> any military police while it's going on.
^
^{Protip:} a useful method of dealing with troublesome citizens is to export them as $LINK<workers=PRTO_Worker> or $LINK<settlers=PRTO_Settler> to build or join other cities.
^
^   {"We Love The King" Day}
^
^On the flip-side of angry mobs are cities which are so happy with your rule that they celebrate "We Love The ____ Day" (commonly referred to as "We Love The King Day", or just WLTKD), which reduces $LINK<waste=GCON_Corruption> in the city - but [not] corruption. WLTKD requires a size 6 or higher city with at least as many happy as content citizens and no unhappy ones.

; -------------------------------------------------------------------------------------------------------
; 	ESPIONAGE
; -------------------------------------------------------------------------------------------------------

#GCON_Embassies
Espionage
^
^   {Embassies}
^
^When a civilization learns $LINK<Writing=TECH_Writing>, it can begin to build its intelligence network.
The first step is to build [embassies] in rival capital cities by pressing {Ctrl+E} or by clicking the star on your own capital. Embassies cost $LINK<gold=GCON_Treasury> to build and allow you to sign $LINK<agreements=GCON_Agreements> with your rival and execute diplomatic missions (which also cost gold) against them. Having an embassy with a rival also boosts their $LINK<attitude=GCON_Attitude> toward you.
^
^   {Diplomatic Missions & Espionage}
^
^To execute diplomatic missions or espionage, press {Shift+E} and select an embassy from the list. Your options are initially are limited to diplomatic missions only: investigating enemy cities and attempting to steal their $LINK<technology=MENU_Technologies> or world $LINK<maps=GCON_Maps>. More options become available when your civilization builds an $LINK<Intelligence Agency=BLDG_Intelligence_Center> and plants a spy ({Ctrl+Shift+E}): you may steal enemy troop movement
^information, sabotage their $LINK<production=GCON_Shields>, or even attempt to get their cities to $LINK<defect=GCON_Defection> to your empire.
^
^(Click "more" for a full list of missions)
^
^All diplomatic and espionage missions (except for investigating cities) have a chance of failure while espionage missions also have a chance of your spy being captured and executed. The two checks for espionage missions are independent of one another, meaning that your spy may fail, but manage to get away, or succeed and still be captured. $LINK<Monarchies=GOVT_Monarchy> create veteran diplomats who have a higher success rate at diplomatic missions, while $LINK<Communist=GOVT_Communism> regimes generate veteran spies and thus have a higher success rate at [any]
^mission once a spy has been planted.
^
^Note that being caught doing any of this will {permanently} damage your reputation with your rival (other civilizations won't care).

#DESC_GCON_Embassies
^
^-----------------------------------------------------------------------------------------------
^
^   {Diplomatic Missions}
^
^-----------------------------------------------------------------------------------------------
^
^{Investigate City} - shows the city screen for one of a rival's cities
^
^[Note:] there is no risk of failure or being caught for investigating cities
^
^{Steal Technology} - attempts to steal a rival's $LINK<technology=MENU_Technologies>
^
^{Steal Maps} - attempts to steal a rival's $LINK<world map=GCON_Maps>
^
^-----------------------------------------------------------------------------------------------
^
^   {Espionage Missions}
^
^-----------------------------------------------------------------------------------------------
^
^{Plant Spy} - attempts to plant a spy in a rival's empire; spies increase the chances of success for diplomatic missions and espionage missions may not be conducted without one
^
^[Note:] failure to plant a spy will put your rival on high alert, and you will not be able to plant a spy until the alert clears.
^
^{Steal Plans} - reveals the location of a rival's military units
^
^{Sabotage Production} - attempts to destroy all progress on a rival city's current $LINK<construction project=GCON_Shields>
^
^{Initiate Propaganda} - attempts to incite $LINK<defection=GCON_Defection> in a rival city
^
^{Expose Enemy Spy} - attempts to expose a rival spy in your empire

; PROPAGANDA RESISTANCE
;
; Anarchy	0
; Despotism	15
; Monarchy	20
; Communism	25
; Republic	30
; Democracy	35

; -------------------------------------------------------------------------------------------------------
; 	FOOD
; -------------------------------------------------------------------------------------------------------

#GCON_Food
Food & Growth
^
^Every citizen must eat two [food] per turn or die. Luckily, most citizens labor in the areas around their $LINK<city=GCON_City>, yielding some combination of food, $LINK<shields=GCON_Shields>,
and $LINK<commerce=GCON_Commerce>, thus feeding themselves in the process.
^
^Food in excess of what is consumed by a city's population is put into the city's food storage box each turn. When the box is full, it's emptied and the city grows, adding one citizen to its population. If a city does [not] produce enough food to sustain its population, 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 is produced by the following types of terrain:
^
^                           {Terrain		Food}
^                           $LINK<Grassland=TERR_Grassland>	2
^                           $LINK<Plains=TERR_Plains>		1
^                           $LINK<Flood Plains=TERR_Flood_Plains>	3
^                           $LINK<Tundra=TERR_Tundra>		1
^                           $LINK<Forest=TERR_Forest>		1
^                           $LINK<Jungle=TERR_Jungle>		2
^                           $LINK<Hills=TERR_Hills>		1
^                           $LINK<Lake=TERR_Coast>		2
^                           $LINK<Coast=TERR_Coast>		1
^                           $LINK<Sea=TERR_Sea>		1
^
^All flat terrain types (Grassland, Plains/Flood Plains, Tundra, and $LINK<Desert=TERR_Desert>
^may be $LINK<irrigated=TFRM_Irrigate> to produce one extra food (a $LINK<railroad=TFRM_Railroad> will increase this bonus) and a $LINK<Harbor=BLDG_Harbor> will add one to the food output of all water tiles. Finally, some $LINK<natural resources=GCON_ResourcesS> provide extra food, as well.
^
^{Protip:} the "center" square of a city always produces exactly two food, regardless of underlying terrain. Never settle on top of a natural resource that provides bonus food, or the bonus will be lost!

; -------------------------------------------------------------------------------------------------------
; 	GOLD
; -------------------------------------------------------------------------------------------------------

#GCON_Treasury
Gold
^
^[Gold] is generated by $LINK<commerce=GCON_Commerce> in your $LINK<cities=GCON_Moods>. In the $LINK<Domestic Advisor=GCON_Advisors>
^screen, you can control what percentage of your income it is invested into $LINK<scientific=GCON_Research> research and toward $LINK<entertainment=GCON_Happy_Faces> for your citizens, with whatever is left over going towards any per-turn expenses (see below) and then into your treasury (shown on the lower right of the main game screen next to your per-turn surplus).
^
^Gold is used to pay for the following things:
^
^ * Maintenance for $LINK<city improvements=GCON_Maintenance>
^ * Support for $LINK<units=GCON_Units> as required by your $LINK<government=GCON_Governments>
^ * Upgrading obsolete units to their modern equivalents
^ * $LINK<Rushing production=GCON_Rush_Production> under certain government types
^ * Building $LINK<embassies=GCON_Embassies> and conducting espionage
^ * Per turn or lump sum $LINK<payments to rival civilizations=GCON_Diplomacy>
^
^If there is not enough income to cover your per-turn expenses, then gold will be drawn from your treasury. If there is not enough gold in your treasury, then the expenses will be cut at random: units will be disbanded, improvements will be sold, and per-turn gold payment deals to rivals will be broken.
^
^You can increase your civilization's income by constructing the following $LINK<buildings=GCON_Maintenance> in your cities:
^
^                              * $LINK<Marketplaces=BLDG_Marketplace>
^                              * $LINK<Banks=BLDG_Bank>
^                              * $LINK<Smith's Trading Company=BLDG_Trading_Company>
^                              * $LINK<Wall Street=BLDG_Wall_Street>
^
^Additionally, your citizens can be converted into $LINK<tax collectors=GCON_Specialists>.

; -------------------------------------------------------------------------------------------------------
; 	GOLDEN AGE
; -------------------------------------------------------------------------------------------------------

#GCON_Golden_Age
Golden Age
^
^Every civilization can experience a [Golden Age], a 20-turn period in which every citizen laborer in their $LINK<cities=GCON_Moods> is more productive, producing one extra $LINK<shield=GCON_Shields> and/or $LINK<commerce=GCON_Commerce> if already producing at least one. A Golden Age is triggered in one of two ways:
^
^   {Unique Unit Victory}
^
^Each civilization has a unique military $LINK<unit=GCON_Units> - one that only it can build. A civilization's Golden Age will begin if its unique unit wins a battle against a rival civilization ($LINK<barbarians=GCON_Barbarians> don't count).
^
^              {Tribe			Unit				Replaces}
^
^              {Americans}	F-15				Jet Fighter
^              {Aztecs}		Jaguar Warrior		Warrior
^              {Babylonians}	Bowman			Archer
^              {Chinese}		Rider			Knight
^              {Egyptians}		War Chariot		Horseman
^              {English}		Manowar			Frigate
^              {French}		Musketeer		Musketman
^              {Germans}		Panzer			Tank
^              {Greeks}		Hoplite			Spearman
^              {Indians}		War Elephant		Knight
^              {Iroquois}		Mounted Warrior	Horseman
^              {Japanese}		Samurai			Pikeman
^              {Persians}		Immortal			Swordsman
^              {Romans}		Legionary			Swordsman
^              {Russians}		Cossack			Cavalry
^              {Zulus}			Impi				Spearman
^
^   {Great Wonders}
^
^Each $LINK<Great Wonder=MENU_Wonders> is associated with one or more civilization $LINK<traits=GCON_Strengths>.
^If a civilization builds a Great Wonder (or Wonders) that correspond(s) to [both] of its traits, it will trigger a Golden Age.

; -------------------------------------------------------------------------------------------------------
; 	GOVERNMENTS
; -------------------------------------------------------------------------------------------------------

#GCON_Governments
Governments
^
^There are five forms of $LINK<government=MENU_Governments> that you can use to control your civilization, each with its own advantages and disadvantages. The type of government you use determines:
^
^ * The method by which you are able to $LINK<rush production=GCON_Rush_Production>
^ * How much $LINK<corruption and waste=GCON_Corruption> affects your empire
^ * How many $LINK<units=GCON_Units> you can have before you must $LINK<pay=GCON_Treasury> for support
^ * How many units per $LINK<city=GCON_Moods> can be used as $LINK<military police=GCON_Happy_Faces>
^ * How many citizens you can $LINK<draft=GCON_Conscription> per turn
^ * The effectiveness of your $LINK<diplomats or spies=GCON_Embassies>
^ * How quickly foreign nationals $LINK<assimilate=GCON_Nationality> into your culture
^
^Further, representative governments ($LINK<Republic=GOVT_Republic> and $LINK<Democracy=GOVT_Democracy>) offer a $LINK<commerce=GOVT_Commerce> boost to your cities with the drawback that $LINK<war will make your citizens unhappy=GCON_War>. Democracies also have more efficient $LINK<workers=PRTO_Worker>, but in turn are affected by "war weariness" to a greater degree than Republics are. Civilizations who wish to wage war without penalty
should instead lean toward $LINK<Monarchy=GOVT_Monarchy> or $LINK<Communism=GOVT_Communism>.
^
^As a general rule, the more primitive forms of government are best suited to smaller, fledging civilizations whereas the more advanced ones offer greater benefits to larger ones. $LINK<Despotism=GOVT_Despotism>, for example, is a restrictive system that greatly limits your civilization's productivity, but makes it much easier for a growing empire to sustain an army.
^As your civilization grows, this becomes less of an issue and the benefits of more advanced government types outweigh the cons.
^
^To change your government, you must have a revolution by clicking on the "Government" button on the $LINK<Domestic Advisor=GCON_Advisors> screen. Your civilization will suffer a brief period of $LINK<Anarchy=GOVT_Anarchy> (unless your civilization is $LINK<religious=GCON_Strengths>) before you are able to switch to any form of government for which you have discovered the corresponding $LINK<technology=MENU_Technologies>.
^
^{Protip:} always sanction revolutions at the end of the turn so that you won't get the Anarchy worker penalty that turn.
^
^Click "more" to see how your government affects AI $LINK<attitude=GCON_Attitude>.

#DESC_GCON_Governments
^
^Each civilization has both a [favored] and a [shunned] government, which has no other effect other than their $LINK<attitude=GCON_Attitude> toward you in diplomacy. A rival tribe will be much more agreeable if both of your civilizations are ruled by their favored government and much less so if yours is under thier shunned government and theirs is not (your own favored and shunned governments have no effect on gameplay).
^
^		{Tribe			Favored			Shunned}
^
^		{Americans}		Democracy		Communism
^		{Aztecs}			Despotism		Monarchy
^		{Babylonians}	Monarchy			Despotism
^		{Chinese}		Communism		Monarchy
^		{Egyptians}		Despotism		Republic
^		{English}			Monarchy			Despotism
^		{French}			Republic			Monarchy
^		{Germans}		Republic			Communism
^		{Greeks}			Democracy		Despotism
^		{Indians}		Democracy		Despotism
^		{Iroquois}		Communism		Monarchy
^		{Japanese}		Monarchy			Republic
^		{Persians}		Monarchy			Republic
^		{Romans}		Republic			Communism
^		{Russians}		Communism		Democracy
^		{Zulus}			Despotism		Republic
^
^Note that you receive a small attitude bonus from a rival civilization if you are both ruled by the same government, even if it is not their favored one. Since everyone starts the game with Despotism, this gives you a small attitude bonus to all opponents right off the bat.
^
^See also $LINK<aggression=GCON_Attitude> levels, which also influence your opponents' attitude toward you.

; -------------------------------------------------------------------------------------------------------
; 	HAPPINESS
; -------------------------------------------------------------------------------------------------------

#GCON_Happy_Faces
Happiness
^
^Each citizen is either [happy], [content], or [unhappy]. Depending on the $LINK<difficulty level=GCON_Difficulty>, a certain number of citizens in each $LINK<city=GCON_Moods> are "born" content with all subsquent citizens being unhappy by default.
^
^                              {Difficulty		Content Citizens}
^                              Chieftain			4
^                              Warlord			3
^                              Regent & Monarch	2
^                              Emperor & Diety		1
^
^Further to the above, additional unhappiness can be caused by $LINK<forced labor=GCON_Rush_Production>, $LINK<conscription=GCON_Conscription>, $LINK<war weariness=GCON_War>, or by having $LINK<foreign=GCON_Nationality> citizens with whose countries you are currently at war. You can see a breakdown of unhappiness in any city by right-clicking on an unhappy citizen.
^
^Cities with more unhappy citizens than happy ones ($LINK<specialists=GCON_Specialists> count as content) will fall into $LINK<civil disorder=GCON_Disorder> until the problem is fixed, and so you must combat unhappiness either by converting unhappy citizens to content ones or by making content citizens into happy ones.
^
^   {Unhappy -> Content}
^
^ * $LINK<Military police=GCON_Moods> (up to the maximum allowed by your $LINK<government=GCON_Governments>)
^ * City $LINK<improvements=GCON_Maintenance>, such as a $LINK<Temple=BLDG_Temple> or $LINK<Courthouse=BLDG_Courthouse>
^ * Great wonders, such as the $LINK<Hanging Gardens=BLDG_Hanging_Gardens>
^
^   {Content -> Happy}
^
^ * $LINK<Entertainers=GCON_Specialists>
^ * The "Entertainment" slider in the $LINK<Domestic Advisor=GCON_Advisors> screen
^ * Luxury resources (and a $LINK<Marketplace=BLDG_Marketplace> to distribute them)
^
^Note that no citizens are happy by default - the only way to make them happy are via the methods mentioned above. Happy citizens also contribute more towards your $LINK<score=GCON_Histograph> than content ones do and can allow for a $LINK<celebration=GCON_Disorder> that reduces $LINK<waste=GCON_Corruption>.

; -------------------------------------------------------------------------------------------------------
; 	HISTOGRAPH
; -------------------------------------------------------------------------------------------------------

#GCON_Histograph
Histograph
^
^The Histograph (F8) is a pretty, colorful chart depticing the historical progress of each participating civilization in the game based on three different metrics.
^
^   {Power}
^
^A civilization's "power" score takes pretty much everything in the kitchen sink into account, from their $LINK<population=GCON_Moods> to their $LINK<army strength=GCON_Units>
^to their $LINK<bank accounts=GCON_Treasury> and everything in between. This is thus a fairly effective barometer of who is in the lead and is a major factor in determining how rival civilizations $LINK<treat you=GCON_Attitude>. In short, rivals like you less if you have a power lead over them unless their own power score is so low that they are on the verge of being wiped off the map.
^
^   {Culture}
^
^Sort of like the above, except all it shows is $LINK<culture=GCON_Culture> (which is one of the many factors in your "power" score). This graph is the easiest way to compare your civilization's cultural value to that of your rivals and is worth keeping an eye on if you're going for a $LINK<culture win=GCON_Victory>.
^
^   {Score}
^
^Finally, we have the only things that actually contribute to your final score when the game ends, and it's a pretty short list:
^
^                           * $LINK<Difficulty=GCON_Difficulty> (major factor)
^                           * $LINK<Territory=GCON_Maps>
^                           * $LINK<Happy=GCON_Happy_Faces> & Content citizens
^                           * Any $LINK<Future Tech=MENU_Technologies> you discover
^                           * How quickly you finish the game
^
^Note that your score is averaged over the course of the entire game; bribing your citizens at the last minute does fuck all to bring it up if you spent the entire game pissing them off.

; -------------------------------------------------------------------------------------------------------
; 	HOTKEYS
; -------------------------------------------------------------------------------------------------------

#GCON_Hotkeys
Keyboard Hotkeys
^
^{Main Controls}
^End Turn					ENTER
^Save Game				Ctrl+S
^Load Game				Ctrl+L
^New Game					Ctrl+Shift+Q
^Retire						Ctrl+Q
^Quit						ESC
^Civilopedia					Ctrl+C
^Preferences				Ctrl+P
^Audio Preferences			Shift+S
^
^{Map Controls}
^Center on Active Unit		C
^Center on Capital			H
^Zoom Map					Z
^Toggle Grid				Ctrl+G
^Locate City				Shift+L
^
^{Advisors & Misc}
^Domestic Advisor			F1
^Trade Advisor				F2
^Military Advisor				F3
^Foreign Advisor				F4
^Cultural Advisor				F5
^Science Advisor				F6
^Wonders of the World		F7
^Histograph					F8
^Palace					F9
^Spaceship					F10
^Demographics				F11
^
^{Espionage}
^Establish Embassy			Ctrl+E
^Plant Spy					Ctrl+Shift+E
^Use Embassy / Spy			Shift+E
^
^Click "more" for a list of shortcuts for unit commands.

#DESC_GCON_Hotkeys
^
^{General Unit Commands}
^Cycle Active Units				W / Tab
^Skip Turn						Spacebar
^Fortify						F
^Disband						D
^GoTo							G
^GoTo (stack)					J
^Load/Unload					L
^Airlift							T
^Airdrop (Paratroops)				A
^
^{Offensive Unit Commands}
^Pillage						P
^Bombard						B
^Upgrade Unit					U
^Upgrade All					Shift+U
^
^{Settler / Worker Actions}
^Build/Join city/colony			B
^Build Road 					R
^Build Rail						Shift+R
^Irrigate						I
^Build Mine						M
^Build Fortress					Ctrl+F
^Clear Pollution/Forest/Jungle		Shift+C
^Plant Forest					N
^
^{Air Missions}
^Recon						R
^Bombing						B
^Precision Strike					P
^Air Superiority					S
^Re-Base						Shift+R
^
^{Leader Commands}
^Build Army						B
^Rush Production					Ctrl+H

; -------------------------------------------------------------------------------------------------------
; 	MAPS
; -------------------------------------------------------------------------------------------------------

#GCON_Maps
Maps & Territory
^
^   {Territory}
^
^Every civilization has [territory]: areas of the map claimed as national land. The extent is the sum of all squares under the $LINK<cultural=GCON_Culture> influence of your cities. Your territory is defined by your [borders], which are drawn in your team's color and clearly mark your cultural boundaries.
^
^Tiles within your territory can always be "seen" (see below), and any natural $LINK<resource=GCON_ResourcesS> inside your borders with a $LINK<road=TFRM_Road> or rail connection are added to your $LINK<trade network=GCON_ResourcesL> without the need for a $LINK<colony=TFRM_Build_Colony>. Your rivals cannot benefit from the road network within your borders for either movement or trading purposes, and you may forcefully eject
^their $LINK<units=GCON_Units> during $LINK<diplomatic=GCON_Diplomacy> negotiations (although your rival may refuse and elect to declare $LINK<war=GCON_War> on you instead).
^
^   {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 map, they reveal the unexplored areas, brightening whatever squares they can currently "see." Areas that have been explored, but are not currently "seen" by your people have a soft gray veil over them.
^
^[Note:] most units can only "see" the immediate eight tiles surrounding them unless they $LINK<have=PRTO_Radar_Artillery> $LINK<radar=PRTO_AEGIS_Cruiser> or on top of a $LINK<hill=TERR_Hills> or $LINK<mountain=TERR_Mountains>.
^
^   {World Maps}
^
^As civilizations explore the world, 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 valuable in $LINK<diplomatic=GCON_Diplomacy> negotiations with other civilizations.
^You may trade world maps after the discovery of $LINK<Map Making=TECH_Map_Making>.
^
^[Note:] Each civilization also keeps a [territory map] showing areas under its cultural influence only. These are much less valuable in negotiations.

; -------------------------------------------------------------------------------------------------------
; 	NATIONALITY
; -------------------------------------------------------------------------------------------------------

#GCON_Nationality
Nationality
^
^Each civilization produces $LINK<citizens=GCON_Moods> and $LINK<units=GCON_Units> of its own [nationality], a characteristic which comes into play once they start changing hands.
^
^   {Slavery}
^
^When $LINK<workers=PRTO_Worker> and $LINK<settlers=PRTO_Settler> are attacked by offensive units, they are captured instead of destroyed (with settlers being converted into two worker units since founding a city entirely with foreign nationals is a bad idea). Captured workers require no $LINK<support=GCON_Treasury>, but work half as fast as your own workers and do not recieve the $LINK<industrial=GCON_Strengths> bonus under any circumstance. If ordered to join a city, they will do so as their own
^nationality, potentially causing morale issues (see below). Disbanding them is $LINK<treated the same=GCON_Attitude> as killing one of your rival's units, although they may be $LINK<traded to rival civilizations=GCON_Diplomacy> without incident.
^
^   {Resistance}
^
^Aside from the ever-present risk of $LINK<defection=GCON_Defection>, having a city with foreign nationals isn't a problem unless you're at $LINK<war=GCON_War> with their homeland, in which case they are quicker to become $LINK<unhappy=GCON_Happy_Faces>.
^
^Further, when a city is captured, a comparison of the two civilizations' $LINK<cultural values=GCON_Culture> determines if any of the foreign citizens will [resist]. Unlike unhappy citizens, resisters do not work at all. They still still consume $LINK<food=GCON_Food>, however, and their presence eliminates any city $LINK<defensive bonuses=GCON_Combat>. Resisters can be quelled by garrisoning military units in the city (the more the better) or by ending the war.
^
^   {Assimilation}
^
^Foreign nationals in your cities eventually [assimilate] over a period of time determined by your $LINK<government=GCON_Governments> (the more modern, the better) and the cultural values of both civilizations. If you wish to accelerate the process, foreigners take priority (usually) for any event which lowers the population, including $LINK<forced labor=GCON_Rush_Production> and the construction of workers/settlers (in which case the resulting units {will retain their nationality}). $LINK<Starvation=GCON_Food> works in a pinch, but is $LINK<frowned upon=GCON_Attitude>.

; -------------------------------------------------------------------------------------------------------
; 	POLLUTION
; -------------------------------------------------------------------------------------------------------

#GCON_Pollution
Pollution
^
^Pollution is a problem usually associated with the Industrial Age. It's caused primarily by large $LINK<city=GCON_Moods> populations and certain $LINK<improvements=GCON_Maintenance>, though it can also be be caused by nuclear weapons or the catastrophic meltdown of a $LINK<Nuclear Plant=BLDG_Nuclear_Plant>. Polluted map tiles cease to be productive until they are $LINK<cleaned up=TFRM_Clear_Pollution>, although they no longer count against your $LINK<score=GCON_Histograph> as they did in previous [Civilization] games.
^
^The following buildings generate pollution:
^
^                              * $LINK<Airports=BLDG_Airport> (light)
^                              * $LINK<Factories=BLDG_Factory>
^                              * $LINK<Coal Plants=BLDG_Coal_Plant>
^                              * $LINK<Offshore Platform=BLDG_Offshore_Platform>
^                              * $LINK<Iron Works=BLDG_Great_Ironworks> (heavy)
^
^The pollution generated by buildings can be reduced with a $LINK<Recycling Plant=BLDG_Recycling_Center>, and a $LINK<Mass Transit=BLDG_Mass_Transit_System> system will combat the pollution caused by overpopulation. You can further reduce your carbon footprint by relying on clean energy from $LINK<Hydro=BLDG_Hydro_Plant> or $LINK<Solar=BLDG_Solar_Plant> plants instead of coal and by abstaining from the use of nuclear power or weapons.
^
^   {Global Warming}
^
^If world pollution reaches sufficiently critical levels, there is a chance that global warming will occur. It will cause $LINK<forests=TERR_Forest> and $LINK<jungle=TERR_Jungle> to disappear, $LINK<grassland=TERR_Grassland> to become $LINK<plains=TERR_Plains>, and plains to become $LINK<deserts=TERR_Desert>.

; -------------------------------------------------------------------------------------------------------
; 	PROMOTION
; -------------------------------------------------------------------------------------------------------

#GCON_Leaders
Promotion
^
^Military $LINK<units=GCON_Units> are rated according to combat experience: conscripts, regulars, veterans, and elite. The more experienced a unit, the more damage it can take (as shown by its health bar) before dying.
^
^                              {Unit Type		   Health}
^                              Conscript			2
^                              Regular			3
^                              Veteran			4
^                              Elite				5
^
^[Note:] elite units are demoted to veteran status when upgraded
^
^$LINK<Cities=GCON_Moods> normally produce regular units, but will produce veterans if they have $LINK<Barracks=BLDG_Barracks> (for ground units), a $LINK<Harbor=BLDG_Harbor> (naval units), or an $LINK<Airport=BLDG_Airport> (air units). Conscripts are obtained from passive $LINK<barbarian=GCON_Barbarians> tribes or via the $LINK<draft=GCON_Conscription>. Elite units are gained only through [promotion].
^
^{Battlefield Promotions}
^
^When one of your units is victorious in battle, there is a chance that it will be [promoted] to the next level. The odds of promotion are higher the lower the unit's level (i.e. conscript to regular) and/or if it belongs to a $LINK<militaristic=GCON_Strengths> civilization. Also, any unit that wins more than one battle in the same turn is automatically promoted (and will continue being promoted for each subsequent battle won).
^
^{Leaders}
^
^Elite units who win battles against rival civilizations (not barbarians) may produce a $LINK<leader=PRTO_Leader>. Each unit may only produce one leader (unless it is demoted via upgrade and re-promoted) and you may only have one leader at any time - it [is] possible, however, to get more than one leader in the same turn. A Leader can be used either to form an $LINK<army=PRTO_Army>
^or $LINK<rush=GCON_Rush_Production> [any] city project to completion - including wonders.
^
^[Note:] militaristic tribes are no more likely to produce leaders than non-militaristic ones - just more likely to have elite units.

; -------------------------------------------------------------------------------------------------------
; 	RESOURCES
; -------------------------------------------------------------------------------------------------------

#GCON_ResourcesS
Resources
^
^There are 20 types of natural [resources] available throughout the world map. These fall into three categories, [Bonus], [Luxury], and [Strategic].
^
^   {Bonus Resources}
^
^These give production bonuses to $LINK<cities=GCON_Moods> when they are worked within them. Bonus resources cannot be traded to other cities or civilizations and are always visible on $LINK<explored=GCON_Maps> areas of the map.
^
^   {Luxury Resources}
^
^Luxuries are also always visible on the map and give city production bonuses when citizens work them, but they may also be $LINK<traded=GCON_ResourcesL> along trade routes and make content people happy in cities that receive them (a $LINK<Marketplace=BLDG_Marketplace> will increase this effect). All luxury resources that a city has access to will be displayed in its [Luxuries Box].
^
^   {Strategic Resources}
^
^Like the others, strategic resources give bonuses to city production, and they can also be traded like luxuries. Strategic resources are required for a city to build certain military $LINK<units=GCON_Units> and $LINK<buildings=GCON_Maintenance>, and they will not appear on the map until a new $LINK<technology=MENU_Technologies> exposes their usefulness. All strategic resources that a city has access to will be displayed in its [Strategic Resource Box].
^
^{Protip:} one of your main goals during the primary phase of the game should be to acquire control over as many tradeable resources as possible. They are key bargaining tools in $LINK<diplomatic=GCON_Diplomacy> negotiations and strategic resources are required for most victory conditions.
^
^Click "more" for a full list of resources and their production bonuses.

#DESC_GCON_ResourcesS
^
^
^
^{Bonus	            Food	Shields	Commerce}
^
^$LINK<Cattle=GOOD_Cattle>				+2		+1		-
^$LINK<Game=GOOD_Game>				+2		-		-
^$LINK<Fish=GOOD_Fish>				+2		-		+1
^$LINK<Fruit=GOOD_Fruit>				+2		-		+2
^$LINK<Whales=GOOD_Whales>			+1		+2		+2
^$LINK<Wheat=GOOD_Wheat>			+2		-		+1
^
^-----------------------------------------------------------------------------------------------
^
^{Luxury	            Food	Shields	Commerce}
^
^$LINK<Diamonds=GOOD_Diamonds>			-		+1		+3
^$LINK<Furs=GOOD_Furs>				+1		-		+1
^$LINK<Incense=GOOD_Incense>			-		-		+1
^$LINK<Silk=GOOD_Silk>				-		-		+3
^$LINK<Spice=GOOD_Spice>				-		-		+2
^$LINK<Tea=GOOD_Tea>				-		-		+2
^$LINK<Tobacco=GOOD_Tobacco>			-		-		+2
^$LINK<Wine=GOOD_Wine>				+1		-		+1
^
^-----------------------------------------------------------------------------------------------
^
^{Strategic	            Food	Shields	Commerce}
^
^$LINK<Aluminum=GOOD_Aluminum>			-		+2		-
^$LINK<Horses=GOOD_Horses>			-		+1		+1
^$LINK<Iron=GOOD_Iron>				-		+2		-
^$LINK<Oil=GOOD_Oil>				-		+1		+3
^$LINK<Rubber=GOOD_Rubber>			-		+2		+1
^$LINK<Uranium=GOOD_Uranium>			-		+2		+3

; -------------------------------------------------------------------------------------------------------
; 	RUSH PRODUCTION
; -------------------------------------------------------------------------------------------------------

#GCON_Rush_Production
Rush Production
^
^$LINK<City=GCON_Moods> construction projects can be hurried to completion if necessary by clicking the "Rush" button on the [City Display] screen. There are two methods of rush production, depending on your current $LINK<government=GCON_Governments>.
^
^   {Forced Labor}
^
^Under $LINK<Despotism=GOVT_Despotism> and $LINK<Communism=GOVT_Communism>, production is hurried by [forced labor]. This kills one citizen for every 20 $LINK<shields=GCON_Shields> produced and causes $LINK<unhappiness=GCON_Happy_Faces> in the surviving population for the next 20 turns. Note that rush-building $LINK<workers=PRTO_Worker> or $LINK<settlers=PRTO_Settler> in this manner still works even if the cost of the labor brings the city's population below the threshold required for building the unit.
^
^{Protip:} forced labor is an effective, if harsh method of purging $LINK<foreigners=GCON_Nationality> from your cities since they will be the first ones to go.
^
^   {Paid Labor}
^
^Under $LINK<Monarchy=GOVT_Monarchy>, $LINK<Republics=GOVT_Republic>, and $LINK<Democracies=GOVT_Democracy>, you can pay $LINK<gold=GCON_Treasury> to rush a project to completion. The total cost depends upon how much work remains to be done.
^
^{Protip:} due to how the cost of paid labor is calculated and because the game allows you to freely switch between non-wonder projects with no shield penalty, it's more cost-efficient to switch production to the cheapest building or unit that you don't yet have enough shields for and rush-build [that] (and then repeating the process as much as possible) before paying to rush the intended project.
^
^Note that rushing production on the first turn (i.e. with no shields stored) will double the cost - this applies to {both} methods of rush production. $LINK<Great leaders=PRTO_Leaders> can be used to rush production free of any cost, and are the [only] means by which a wonder can be rushed.

; -------------------------------------------------------------------------------------------------------
; 	SCIENCE
; -------------------------------------------------------------------------------------------------------

#GCON_Research
Science
^
^Technological advancement is critical to the ongoing survival of your civilization by allowing it to build more advanced military $LINK<units=GCON_Units> and $LINK<city improvements=GCON_Maintenance> along with many other new abilities and benefits. Your success in these pursuits depends upon your allocation of $LINK<commercial revenue=GCON_Commerce> to [science]. At the start of each turn, the science output of each $LINK<city=GCON_Moods> is added to the research project currently in progress, eventually resulting in the discovery of a new $LINK<technology=MENU_Technologies>.
^
^{Protip:} any research overflow is lost whenever a new technology is discovered, so it is wise to adjust the slider in the $LINK<Domestic Advisor=GCON_Advisors>
^screen on the turn beforehand to $LINK<maximize your income=GCON_Treasury>.
^
^You can increase the scientific output of your cities either by boosting their raw commercial output or by constructing $LINK<Libraries=BLDG_Library> (and later $LINK<Universities=BLDG_University> and $LINK<Research Labs=BLDG_Lab>). $LINK<Newton's University=BLDG_Great_University> further adds to them, while the $LINK<SETI Program=BLDG_SETI_Program> acts as a Research Lab in every city.
^
^A major deciding factor in which technology you should research next is how likely you are to acquire it elsewhere. You will never get the technology that you're currently researching from passive $LINK<barbarian=GCON_Barbarian>
^tribes and any research that you have invested into an advance is lost if you $LINK<acquire it from a rival=GCON_Diplomacy>. This will be offset, however, as the AI devalues technology depending on how many other civilizations possess it, which also takes any research toward it into account.
^
^[Note:] your research goal may be freely changed at any time; however, you will incur a penalty to your accrued research for doing so. It is thus best to avoid switching unless absolutely necessary.
^
^Technologies require a minimum of four turns to discover regardless of how much research you conduct and max out at forty turns provided you are conducting any research at all. Each technology has its own cost which is then modified by the size of the map (since larger maps will more cities than smaller ones). The forty-turn maximum is static regardless of map size, however, and is a significant factor in the slower-moving early game on larger maps and/or on higher $LINK<difficulty levels=GCON_Difficulty> where it is extremely hard to out-research your opponents.

; -------------------------------------------------------------------------------------------------------
; 	SHIELDS
; -------------------------------------------------------------------------------------------------------

#GCON_Shields
Shields & Production
^
^[Shields] represent raw materials in the countryside and the labor required to make something useful from them - in essence, they are a measure of production. The shields that a $LINK<city=GCON_Moods> produces are used to complete its current project, which may be a $LINK<unit=GCON_Units> or a $LINK<building=GCON_Maintenance>. When the production box is full of shields, the project is finished, the box is emptied, and a new project is started. A city's current project can be
^changed at any time with no penalty; however, you cannot change production from a non-wonder to a wonder in mid-project. Projects may also be $LINK<rushed=GCON_Rush_Production>, albeit for a price.
^
^{Protip:} any shield overflow is lost when a city completes a project, so it is wise to redistribute your citizens if possible to produce extra $LINK<food=GCON_Food> and/or $LINK<commerce=GCON_Commerce> on the turn beforehand.
^
^Shield production can be lost to $LINK<waste=GCON_Corruption>, and $LINK<industrial=GCON_Strengths> civilizations recieve a bonus to its production in cities (size 7-12) and metros (13+).
^
^Shields are produced by the following types of terrain:
^
^                           {Terrain		Shields}
^                           $LINK<Grassland=TERR_Grassland>	0/1
^                           $LINK<Plains=TERR_Plains>		1
^                           $LINK<Forest=TERR_Forest>		2
^                           $LINK<Hills=TERR_Hills>		1
^                           $LINK<Mountains=TERR_Mountains>	2
^
^A $LINK<mine=TFRM_Mine> will add one shield to a grasslands or plains square and {two}
^shields to hills or mountains. Most $LINK<natural resources=GCON_ResourcesS> also provide bonus shields. Further, a $LINK<worker=PRTO_Worker> who clears a $LINK<forest=TERR_Forest> tile will send 20 shields to the nearest city, and $LINK<disbanding a unit=GCON_Units> in any city will put half of that unit's shield cost towards that city's current project.

; -------------------------------------------------------------------------------------------------------
; 	SPACESHIP
; -------------------------------------------------------------------------------------------------------

#GCON_Spaceship
Spaceship
^
^To win the space race $LINK<victory=GCON_Victory>, you have to be the first to build - and launch - a [spaceship]. The spaceship is comprised of components:
^
^                              * $LINK<Thrusters=BLDG_SS_Thrusters>
^                              * $LINK<Cockpit=BLDG_SS_Cockpit>
^                              * $LINK<Docking Bay=BLDG_SS_Landing_Docking_Bay>
^                              * $LINK<Engine=BLDG_SS_Engine>
^                              * $LINK<Fuel Cells=BLDG_SS_Fuel_Cells>
^                              * $LINK<Life Support System=BLDG_SS_Life_Support_System>
^                              * $LINK<Stasis Chamber=BLDG_SS_Stasis_Chamber>
^                              * $LINK<Storage/Supply=BLDG_SS_Storage_Supply>
^                              * $LINK<Planetary Party Lounge=SS_Planetary_Party_Lounge>
^                              * $LINK<Exterior Casing=SS_Exterior_Casing>
^
^[Note:] only one of each is needed; they may be built in any order
^
^Construction of the spaceship cannot begin until the civilization completes the $LINK<Apollo Program=BLDG_Apollo_Project>. The spaceship is located in the civilization's capital city; capturing it will destroy [all] of that civilization's progress on it.
^
^Press {F10} to view the current progress (or lack thereof) on your cvilization's spaceship.

; -------------------------------------------------------------------------------------------------------
; 	SPECIALISTS
; -------------------------------------------------------------------------------------------------------

#GCON_Specialists
Specialists
^
^[Specialists] are citizens who have been removed from a $LINK<city's=GCON_Moods>. workforce (i.e. they do not "work" any tile in the city radius), and thus do not contribute the production of $LINK<food=GCON_Food>, $LINK<shields=GCON_Shields>, or $LINK<commerce=GCON_Commerce>. Instead, they generate $LINK<happiness=GCON_Happy_Faces> or extra $LINK<gold=GCON_Treasury> (see below).
^
^   {Entertainers}
^
^An entertainer produces one $LINK<happy face=GCON_Happy_Faces>
^
^   {Tax Collector} --- [(Requires $LINK<Currency=TECH_Currency>)]
^
^A tax collector produces two extra $LINK<gold=GCON_Treasury>
^
^To create one of these specialists, on the [City Display], click any square currently being worked;
the production icons disappear and an entertainer appears among the population. To change the entertainer to a tax collector (or vise versa), click on the specialist. Specialists are automatically created when there are no more free squares to work in the city radius or when you select "give them some entertainment" in response to $LINK<civil disorder=GCON_Civil Disorder>.
^
^{Protip:} remember that all city specialists count as "content" citizens! Never use an entertainer to prevent civil disorder when a tax collector (if available) will suffice.
^
^Also note that the revenue generated by tax collectors is not subject to $LINK<corruption=GCON_Corruption>, making them potentially more productive than normal citizens in cities far away from your capital.

; -------------------------------------------------------------------------------------------------------
; 	TRADE ROUTES
; -------------------------------------------------------------------------------------------------------

#GCON_ResourcesL
Trade Routes
^
^   {Domestic Trade}
^
^Domestic trade occurs automatically between $LINK<cities=GCON_Moods> of the same civilization. Any tradable $LINK<resource=GCON_ResourcesS> either within your $LINK<borders=GCON_Maps> or at a $LINK<colony=TFRM_Build_Colony> outside them that's connected to any city via $LINK<road=TFRM_Road> or rail is shared by [all] friendly cities connected to it. Cities will list all of their available resources in the appropriate box of the City Display.
^
^   {Foreign Trade}
^
^A single resource square is enough to supply the needs of an entire civilization; excess strategic and luxury resources may be traded to other civilizations during $LINK<diplomatic=GCON_Diplomacy> negotiations so long as the capital cities of both civilizations are connected and your capital is connected to the resource.
^
^   {Trade Route Connections}
^
^Two cities are connected if both of them...
^
^ * Have a road or railroad running between them
^ * Contain $LINK<Harbors=BLDG_Harbor> and there is an $LINK<explored=GCON_Maps> water route between them
^ * Contain $LINK<Airports=BLDG_Airport>
^
^[Note:] in order to use a water trade route, your people must be able to [safely] traverse every tile, which is dependent upon $LINK<Astronomy=TECH_Astronomy> for any $LINK<sea=TERR_Sea> tiles and $LINK<Navigation=TECH_Navigation> or $LINK<Magnetism=TECH_Magnetism> for $LINK<ocean=TERR_Ocean> tiles.
^
^   {Breaking Trade Connections}
^
^Domestic trade connections are unusable if they pass through rival territory and foreign routes are invalid if they pass through any [other]
^rival territory with whom either party is at $LINK<war=GCON_War>. Road connections may be broken by $LINK<pillaging=GCON_Units> them and water routes can be interrupted by [blockading] them with naval units. Note that the termination of a foreign trade agreement due to your failure to deliver - {regardless of what causes it} - constitues $LINK<a serious blow to your global reputation=GCON_Attitude>.

; -------------------------------------------------------------------------------------------------------
; 	TRAITS
; -------------------------------------------------------------------------------------------------------

#GCON_Strengths
Traits
^
^Each $LINK<civilization=MENU_Races> possesses two of the following [traits] listed below:
^
^   {Militaristic} --- [(Starting Tech: $LINK<Warrior Code=TECH_Warrior_Code>)]
^
^Military $LINK<city improvements=GCON_Maintenance> (i.e. $LINK<Barracks=BLDG_Barracks>, $LINK<City Walls=BLDG_Walls>, $LINK<Harbors=BLDG_Harbor>) are half cost and units are $LINK<promoted=GCON_Leaders> more frequently.
^
^   {Scientific} --- [(Starting Tech: $LINK<Bronze Working=TECH_Bronze_Working>)]
^
^$LINK<Scientific=GCON_Research> city improvements ($LINK<Libraries=BLDG_Library>, $LINK<Universities=BLDG_University>, and $LINK<Research Labs=BLDG_Lab>) are half cost and you receive a free $LINK<tech=MENU_Technologies> at the start of every era.
^
^   {Religious} --- [(Starting Tech: $LINK<Ritual Burial=TECH_Ritual_Burial>)]
^
^Religious city improvements ($LINK<Temples=BLDG_Temple> and $LINK<Cathedrals=BLDG_Cathedral>) are half cost and no period of $LINK<anarchy=GOVT_Anarchy> occurs when switching $LINK<governments=GCON_Governments>.
^
^   {Commercial} --- [(Starting Tech: $LINK<Alphabet=TECH_Alphabet>)]
^
^$LINK<Corruption=GCON_Corruption> levels are lower and the center squares of all $LINK<cities=GCON_Moods> produce extra $LINK<commerce=GCON_Commerce> (+1 at size 7-12 and +2 at 13+).
^
^   {Industrious} --- [(Starting Tech: $LINK<Masonry=TECH_Masonry>)]
^
^$LINK<Workers=PRTO_Worker> are more efficient and the center squares of all cities produce extra $LINK<shields=GCON_Shields> (+1 at size 7-12 and +2 at 13+).
^
^   {Expansionist} --- [(Starting Tech: $LINK<Pottery=TECH_Pottery>)]
^
^Passive $LINK<barbarian=GCON_Barbarians> tribes will never respond negatively and you have access to early $LINK<exploratory=PRTO_Scout> $LINK<units=PRTO_Curragh> that other tribes do not.
^
^---
^
^See also $LINK<unique units=GCON_Golden_Age> exclusive to the tribes that build them in place of generic units. Click "more" for a list of all tribes and their bonuses.

#DESC_GCON_Strengths
^
^
^
^		{Americans}		Industrious		Expansionist
^
^		{Aztecs}			Militaristic		Religious
^
^		{Babylonians}	Scientific			Industrious
^
^		{Chinese}		Militaristic		Industrious
^
^		{Egyptians}		Religious			Industrious
^
^		{English}			Commercial		Expansionist
^
^		{French}			Commercial		Industrious
^
^		{Germans}		Militaristic		Scientific
^
^		{Greeks}			Commercial		Scientific
^
^		{Indians}		Religious			Commercial
^
^		{Iroquois}		Religious			Expansionist
^
^		{Japanese}		Scientific			Religious
^
^		{Persians}		Militaristic		Religious
^
^		{Romans}		Militaristic		Commercial
^
^		{Russians}		Scientific			Expansionist
^
^		{Zulus}			Militaristic		Expansionist

; -------------------------------------------------------------------------------------------------------
; 	TRANSPORT
; -------------------------------------------------------------------------------------------------------

#GCON_Transport
Transport
^
^Ground $LINK<units=GCON_Units> may be [transported] over long distances by sea or air.
^
^   {Naval Transport}
^
^Certain naval units can be boarded from any shoreline by simply moving the rider onto the ship or by using the {Load} (L) command in a coastal city. Movement onto or off of a ship costs a unit's entire turn, and units can not disembark directly onto a square containing an enemy unit or city unless it's $LINK<amphibious=PRTO_Marine>.
^
^{Protip:} units can be moved from one ship to another adjacent ship even in the middle of the ocean, thus allowing them to maximize efficiency by "relaying" their cargo.
^
^The following naval units have transport capacity:
^                              * $LINK<Curragh=PRTO_Curragh> (2 units)
^                              * $LINK<Galley=PRTO_Galley> (2 units)
^                              * $LINK<Caravel=PRTO_Caravel> (3 units)
^                              * $LINK<Galleon=PRTO_Galleon> (4 units)
^                              * $LINK<Transport=PRTO_Transport> (8 units)
^                              * $LINK<Carrier=PRTO_Carrier> (4 air units)
^                              * $LINK<Nuclear Subs=PRTO_Nuclear_Submarine> (1 $LINK<Tactical Nuke=PRTO_Nuke>)
^
^   {Air Transport}
^
^Any city with an $LINK<Airport=BLDG_Airport> may [airlift] one ground unit per turn to any other friendly city with an airport. As with boarding and unboarding ships, the {Airlift} (T) command will consume a unit's entire turn.
^
^{Protip:} airlifting is an efficient method of allowing your more productive cities to assist in the production of your distant ones by $LINK<sending them units to disband=GCON_Shields>.

; -------------------------------------------------------------------------------------------------------
; 	UNITS
; -------------------------------------------------------------------------------------------------------

#GCON_Units
Units
^
^[Units] are one of the two major setpieces by which your civilization's presence is represented on the map (the other being $LINK<cities=GCON_Moods>).
^
^   {Offensive Units}
^
^Most units possess attack and defense ratings, thus allowing them to initiate $LINK<combat=GCON_Combat> with enemy units. They may also [pillage] enemy $LINK<tile
^improvements=PRTO_Worker>, capture enemy cities and $LINK<workers and/or settlers=GCON_Nationality>, and act as $LINK<military police=GCON_Happy_Faces> (ground units only) in your own cities.
^
^   {Non-Offensive Units}
^
^Any unit without the ability to engage in combat with other units instead exists to serve special functions: $LINK<settlers=PRTO_Settler> build cities, $LINK<workers=PRTO_Worker>
^improve the terrain, $LINK<scouts=PRTO_Scout> and $LINK<explorers=PRTO_Explorer>... well, scout and explore. Artillery units are also included in this category due to their $LINK<method of
^attack=GCON_Bombardment> and inability to defend themselves, but naval $LINK<transport=GCON_Transport> units are not since they actually can fight (just not very well). Finally, $LINK<Leaders=PRTO_Leader> are an extra-special type of non-offensive unit that $LINK<can only be obtained in combat=GCON_Leaders> and can be used to form an $LINK<army=PRTO_Army> or $LINK<rush=GCON_Rush_Production> any city project to completion - including wonders.
^
^   {Air Units}
^
^Air units are not moved around the map like other units. Instead, they are stationed in a city or on an $LINK<aircraft carrier=PRTO_Carrier> and assigned missions which they execute immediately within their operational range. $LINK<Bombers=PRTO_Bomber> act as aerial artillery units, possessing only the capacity for bombardment; $LINK<Fighters=PRTO_Fighter> can also be given [air superiority] missions wherin they will patrol their operational range and attempt to engage any enemy aircraft that enters it. Although fighter planes do less damage to non-aerial units than bombers do, they possess the unique capability to deal [lethal] bombardment damage to naval units while American $LINK<F-15s=PRTO_F-15> can deal lethal bombardment damage to [any] unit.
^
^For a full list of air unit commands, refer to their individual entries. For a list of commands common to [all] units, click "more".

#DESC_GCON_Units
^
^{GoTo} (G)
^
^Orders a unit to a specified destination. You may move a stack of units with {(J)}.
^
^{Skip Turn} (Spacebar)
^
^Skip a unit's turn. If the unit is in friendly or unclaimed $LINK<territory=BLDG_Maps>, or if your civilization has a $LINK<Heroic Epic=BLDG_Epic>, it will regain one point of lost $LINK<health=GCON_Leaderss> from doing so (note: it must skip it's [entire] turn). All lost health will be regained if the unit is in a city with $LINK<Barracks=BLDG_Barracks> (for ground units), a $LINK<Harbor=BLDG_Harbor> (naval units), or an $LINK<Airport=BLDG_Airport> (air units).
^
^{Fortify} (F)
^
^Orders the unit to stay in place, granting it a $LINK<combat=GCON_Combat> bonus, until re-activated and given new orders. This command does not cost any movement points and can thus be cancelled if given in error; it also counts as skipping a turn for the purposes of regaining lost health.
^
^{Disband} (D)
^
^Deletes the unit. If done in a city, half of the unit's $LINK<shield=GCON_Shields> cost will be added to the city's current project (unless the project is a $LINK<wonder=GCON_Maintenance>).
^
^{Upgrade} (U)
^
^Upgrades the unit to its modern equivalent if present in a city with Barracks (ground units), a Harbor (naval units), or an Airport (air units). You may upgrade [all] obsolete units in cities with the requisite buildings by pressing {Shift+U}.
^
^{Pillage} (P)
^
^Orders the unit to destroy any improvements in the square it occupies ($LINK<railroads=TFRM_Railroad> will be downgraded to regular $LINK<roads=TFRM_Road>). Note that this constitues an act of $LINK<war=GCON_War> if done inside enemy territory and carries the same $LINK<reprecussions=GCON_Attitude> as attacking one of their units would.

; ^Explore	E
; ^Sentry	Y --- (Until Enemy Sighted = Shift+Y)

; -------------------------------------------------------------------------------------------------------
; 	VICTORY CONDITIONS
; -------------------------------------------------------------------------------------------------------

#GCON_Victory
Victory Conditions
^
^There are five ways to win the game:
^
^   {Space Race}
^
^The "$LINK<scientific=GCON_Research>" victory and one of Civilization's two classic win conditions is to be the first to colonize Alpha Centauri, the nearest star system. In order to do this, player must be the first to launch a completed $LINK<spaceship=BLDG_Apollo_Project> to Alpha Centauri.
^
^   {Conquest}
^
^The [other] classic win condition: conquer the world. If you eliminate all other civilizations from the game, you win.
^
^   {Domination}
^
^Have 66% of the world's land surface within your $LINK<borders=GCON_Maps> as well as 66% of the world's population. This is typically accomplished through a combination of military measures and $LINK<cultural=GCON_Culture> development.
^
^   {Cultural Victory}
^
^Build a city with a cultural value of 20,000 [or] raise your civilization's cultural value to at least 100,000 [and] at least twice as much as any rival. Note that these requirements are not adjusted for map size and that the second method is generally not feasible on smaller maps.
^
^   {High Score}
^
^[Civilization III] runs until the year 2050. If the game ends and no other victory condition has been reached, then the winner is determined by whoever has the highest $LINK<score=GCON_Score>. This is something of a "challenge" victory as it is rarely achieved by accident (i.e. failing to achieve one of the other win conditions). Rather, the goal is to see how high you can get your score while simultaneously preventing your opponents from winning the game themselves (generally through violence).

; -------------------------------------------------------------------------------------------------------
; 	WAR
; -------------------------------------------------------------------------------------------------------

#GCON_War
War
^
^[War] is a state of open hostilities between two civilizations. It can be declared either via $LINK<diplomacy=GCON_Diplomacy> or simply by attacking an opponent's $LINK<units=GCON_Units> or $LINK<cities=GCON_Moods> (pillaging $LINK<tile improvements=GCON_Worker> in their territory also works). Both carry the same reprecussions, so the latter approach is advisable as it gives your opponent less of a chance to react. If, however, you
^wish to avoid a penalty to your global $LINK<reputation=GCON_Attitude>, then you must goad them into declaring war on you. The easiest way to do this is to repeatedly demand tribute during $LINK<diplomatic=GCON_Diplomacy> negotiations.
^
^[Note:] $LINK<territory=GCON_Maps> infractions will upset your opponents, but they will not be interpreted as an act of war no matter how much you do it.
^
^   {War Weariness}
^
^Citizens of a $LINK<Republic=GOVT_Republic> or $LINK<Democracy=GOVT_Democracy> become [war weary] during prolonged wars and $LINK<unhappy=GCON_Happy_Faces> as a result. They are generally more tolerant if you are not the aggressor, but will eventually become displeased just the same should the conflict draw out for too long. The effects of war weariness can be combated to some degree with a $LINK<Police Station=BLDG_Police_Station> or the $LINK<Oracle=BLDG_Oracle>/$LINK<United Nations=BLDG_United_Nations>, but it can only be completely eliminated by ending the war.
^
^   {War & Peace}
^
^To end a war, you must either eliminate your opponent or sign a $LINK<peace treaty=GCON_Agreements>. In either case, the $LINK<attitudes=GCON_Attitude> of other rivals will dramatically shift since they are influenced by your wartime activities against their allies (or enemies). Your relationship with the rival with whom you were at war will slowly repair itself over time, with the only permanent scars being failed $LINK<espionage=GCON_Embassies> attempts along with any
^black marks on your global reputation.

; -------------------------------------------------------------------------------------------------------
; 	ZONE OF CONTROL
; -------------------------------------------------------------------------------------------------------

#GCON_ZoC
Zone Of Control
^
^Some military units have a [zone of control] that influences the eight squares surrounding the unit. Such units attack enemies that pass through said zone of control without initiating full $LINK<combat=GCON_Combat>, similar to how $LINK<bombardment=GCON_Bombardment> works except that it always (potentially) lethal.
^
^The following military units have a zone of control:
^
^                              * $LINK<Archers=PRTO_Archer> and Babylonian $LINK<Bowmen=PRTO_Bowman>
^                              * $LINK<Longbowmen=PRTO_Longbowman>
^                              * French $LINK<Musketeers=PRTO_Musketeer>
^                              * $LINK<Cavalry=PRTO_Cavalry> and Russian $LINK<Cossacks=PRTO_Cossack>
^                              * $LINK<Paratroops=PRTO_Paratrooper>
^                              * $LINK<Marines=PRTO_Marine>
^                              * $LINK<Tanks=PRTO_Tank> and German $LINK<Panzers=PRTO_Panzer>
^                              * $LINK<Mechanized Infantry=PRTO_Mech_Infantry>
^                              * $LINK<Modern Armor=PRTO_Modern_Armor>
^                              * $LINK<Submarines=PRTO_Submarines>
^                              * $LINK<Nuclear Subs=PRTO_Nuclear_Submarine>
^                              * $LINK<Armies=PRTO_Army>
^
^Additionally, a ZoC is granted to any military unit stationed in a $LINK<fortress=TFRM_Fortress> or to any city with a $LINK<Coastal Fortress=BLDG_Costal_Fortress> versus passing naval units. Note that these zones of control grant [non-lethal] fire unless it comes from one of the units listed above.

; =======================================================================================================
;
;
;
;
; 					TECHNOLOGIES
;
;
;
;
; =======================================================================================================

; -------------------------------------------------------------------------------------------------------
; 	POTTERY
; -------------------------------------------------------------------------------------------------------

#TECH_Pottery
^
^
^
^
^
^$LINK<Expansionist=GCON_Strengths> civilizations start the game with [Pottery].

; -------------------------------------------------------------------------------------------------------
; 	RITUAL BURIAL
; -------------------------------------------------------------------------------------------------------

#TECH_Ceremonial_Burial
^
^
^
^
^
^$LINK<Religious=GCON_Strengths> civilizations start the game with [Ritual Burial].

; -------------------------------------------------------------------------------------------------------
; 	BRONZE WORKING
; -------------------------------------------------------------------------------------------------------

#TECH_Bronze_Working
^
^
^
^
^
^$LINK<Scientific=GCON_Strengths> civilizations start the game with [Bronze Working].

; -------------------------------------------------------------------------------------------------------
; 	WARRIOR CODE
; -------------------------------------------------------------------------------------------------------

#TECH_Warrior_Code
^
^
^
^
^
^$LINK<Militaristic=GCON_Strengths> civilizations start the game with [Warrior Code].

; -------------------------------------------------------------------------------------------------------
; 	MASONRY
; -------------------------------------------------------------------------------------------------------

#TECH_Masonry
^
^
^
^
^
^$LINK<Industrious=GCON_Strengths> civilizations start the game with [Masonry].

; -------------------------------------------------------------------------------------------------------
; 	ALPHABET
; -------------------------------------------------------------------------------------------------------

#TECH_Alphabet
^
^
^
^
^
^$LINK<Commercial=GCON_Strengths> civilizations start the game with [The Alphabet].

; -------------------------------------------------------------------------------------------------------
; 	THE WHEEL
; -------------------------------------------------------------------------------------------------------

#TECH_The_Wheel
^
^
^
^
^{New Resource:} $LINK<horses=GOOD_Horses> appear on the map

; -------------------------------------------------------------------------------------------------------
; 	IRON WORKING
; -------------------------------------------------------------------------------------------------------

#TECH_Iron_Working
^
^
^
^
^{New Resource:} $LINK<iron=GOOD_Iron> appears on the map

; -------------------------------------------------------------------------------------------------------
; 	WRITING
; -------------------------------------------------------------------------------------------------------

#TECH_Writing
^
^{New Ability:} can now build $LINK<embassies=GCON_Embassies> and negotiate $LINK<military alliances=GCON_Agreements>

; -------------------------------------------------------------------------------------------------------
; 	MAP MAKING
; -------------------------------------------------------------------------------------------------------

#TECH_Map_Making
^
^
^
^{New Diplomatic Agreements:} can now trade $LINK<world maps=GCON_Maps> and communications

; -------------------------------------------------------------------------------------------------------
; 	CURRENCY
; -------------------------------------------------------------------------------------------------------

#TECH_Currency
^
^{New Ability:} Can now utilize city workers as $LINK<taxmen=GCON_Specialists>

; -------------------------------------------------------------------------------------------------------
; 	CONSTRUCTION
; -------------------------------------------------------------------------------------------------------

#TECH_Construction
^
^{New Ability:} $LINK<workers=PRTO_Worker> can now build $LINK<fortresses=TFRM_Fortress>

; -------------------------------------------------------------------------------------------------------
; 	FEUDALISM
; -------------------------------------------------------------------------------------------------------

#TECH_Feudalism
^
^{New Ability:} can now $LINK<draft=GCON_Conscription> citizens

; -------------------------------------------------------------------------------------------------------
; 	ENGINEERING
; -------------------------------------------------------------------------------------------------------

#TECH_Engineering
^
^{New Ability:} $LINK<roads=TFRM_Road> now bridge $LINK<rivers=TERR_River>

; -------------------------------------------------------------------------------------------------------
; 	ASTRONOMY
; -------------------------------------------------------------------------------------------------------

#TECH_Astronomy
^
^{New Ability:} Naval units no longer sink in $LINK<sea=TERR_Sea> tiles and $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_ResourcesL> by them

; -------------------------------------------------------------------------------------------------------
; 	NAVIGATION
; -------------------------------------------------------------------------------------------------------

#TECH_Navigation
^
^{New Ability:} Naval units no longer sink in $LINK<ocean=TERR_Ocean> tiles and $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_ResourcesL> by them

; -------------------------------------------------------------------------------------------------------
; 	MAGNETISM
; -------------------------------------------------------------------------------------------------------

#TECH_Magnetism
^
^{New Ability:} Naval units no longer sink in $LINK<ocean=TERR_Ocean> tiles and $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_ResourcesL> by them

; -------------------------------------------------------------------------------------------------------
; 	NATIONALISM
; -------------------------------------------------------------------------------------------------------

#TECH_Nationalism
^
^{New Ability:} can now negotiate $LINK<mutual protection pacts=GCON_Agreements> and $LINK<trade embargos=GCON_Agreements>

; -------------------------------------------------------------------------------------------------------
; 	STEAM POWER
; -------------------------------------------------------------------------------------------------------

#TECH_Steam_Power
^
^{New Ability:} $LINK<workers=PRTO_Worker> can now build $LINK<railroads=TFRM_Railroad>

; -------------------------------------------------------------------------------------------------------
; 	ELECTRICITY
; -------------------------------------------------------------------------------------------------------

#TECH_Electricity
^
^{New Ability:} $LINK<workers=PRTO_Worker> can now $LINK<irrigate=TFRM_Irrigation> without fresh water

; -------------------------------------------------------------------------------------------------------
; 	MEDICINE
; -------------------------------------------------------------------------------------------------------

#TECH_Medicine
^
^{New Ability:} disease from $LINK<flood plains=TERR_Flood_Plain> is eliminated

; -------------------------------------------------------------------------------------------------------
; 	SANITATION
; -------------------------------------------------------------------------------------------------------

#TECH_Sanitation
^
^{New Ability:} $LINK<workers=PRTO_Worker> can now $LINK<clear pollution=TFRM_Clear_Pollution> from affected squares

; -------------------------------------------------------------------------------------------------------
; 	REFINING
; -------------------------------------------------------------------------------------------------------

#TECH_Refining
^
^
^
^
^{New Resource:} $LINK<oil=GOOD_Oil> appears on the map

; -------------------------------------------------------------------------------------------------------
; 	REPLACEABLE PARTS
; -------------------------------------------------------------------------------------------------------

#TECH_Replaceable_Parts
^
^{New Ability:} $LINK<workers=PRTO_Worker> now complete tasks twice as fast
^
^
^{New Resource:} $LINK<rubber=GOOD_Rubber> appears on the map

; -------------------------------------------------------------------------------------------------------
; 	FLIGHT
; -------------------------------------------------------------------------------------------------------

#TECH_Flight
^
^
^
^
^{New Resource:} $LINK<aluminum=GOOD_Aluminum> appears on the map

; -------------------------------------------------------------------------------------------------------
; 	ECOLOGY
; -------------------------------------------------------------------------------------------------------

#TECH_Ecology
^
^{New Ability:} $LINK<workers=PRTO_Worker> can now plant forests

; -------------------------------------------------------------------------------------------------------
; 	FISSION
; -------------------------------------------------------------------------------------------------------

#TECH_Fission
^
^
^
^
^{New Resource:} $LINK<uranium=GOOD_Uranium> appears on the map

; -------------------------------------------------------------------------------------------------------
; 	SMART WEAPONS
; -------------------------------------------------------------------------------------------------------

#TECH_Smart_Weapons
^
^{New Ability:} stealth units and F-15s may conduct $LINK<Precision Strikes=GCON_Air_Missions>

; =======================================================================================================
;
;
;
;
; 					CITY IMPROVEMENTS
;
;
;
;
; =======================================================================================================

; -------------------------------------------------------------------------------------------------------
; 	PALACE
; -------------------------------------------------------------------------------------------------------

#BLDG_Palace
^
^The [Palace] marks the capital city and the creamy center of your empire. It eliminates $LINK<corruption and waste=GCON_Corruption> in the capital and decreases it in nearby cities. Your Palace will be automatically constructed in your capital city when it's built (or in a random other city if your existing capital is captured/destroyed).

; -------------------------------------------------------------------------------------------------------
; 	AIRPORT
; -------------------------------------------------------------------------------------------------------

#BLDG_Airport
^
^Cities with an [Airport] produce $LINK<veteran=GCON_Leaders> air units instead of regulars, allows obsolete air units in the city to upgrade to their modern equivalents, and heals them completely in one turn. Airports also allow ground units to be $LINK<airlifted=GCON_Transport> and provide a $LINK<trade=GCON_ResourcesL> connection to other Airports. An Airport is required in order to build a $LINK<SAM Battery=BLDG_SAM_Missile_Battery>.
^
^
^
^
^
^
^The $LINK<shield=GCON_Shields> cost of Airports is halved for $LINK<Militaristic=GCON_Strengths> civilizations.

; -------------------------------------------------------------------------------------------------------
; 	AQUEDUCT
; -------------------------------------------------------------------------------------------------------

#BLDG_Aqueduct
^
^A town with an [Aqueduct] can grow into a city (population 7). Note that a city dirctly adjacent to fresh water ($LINK<river=TERR_River> or $LINK<lake=TERR_Fresh_Water_Lake>) never requires an Aqueduct for further growth.

; -------------------------------------------------------------------------------------------------------
; 	BANK
; -------------------------------------------------------------------------------------------------------

#BLDG_Bank
^
^A [Bank] increases the $LINK<tax revenue=GCON_Treasury> output of a $LINK<Marketplace=BLDG_Marketplace> by an additional 50% for a total increase of 100%.

; -------------------------------------------------------------------------------------------------------
; 	BARRACKS
; -------------------------------------------------------------------------------------------------------

#BLDG_Barracks
^
^A city with [Barracks] produces $LINK<veteran=GCON_Leaders> ground units instead of regulars, allows obsolete ground units in the city to upgrade to their modern equivalents, and heals them completely in one turn. They are required in order to build $LINK<City Walls=BLDG_Walls>.
^
^
^
^
^
^
^
^The $LINK<shield=GCON_Shields> cost of Barracks is halved for $LINK<Militaristic=GCON_Strengths> civilizations.

; -------------------------------------------------------------------------------------------------------
; 	CATHEDRAL
; -------------------------------------------------------------------------------------------------------

#BLDG_Cathedral
^
^A [Cathedral] makes two $LINK<unhappy citizens=GCON_Happy_Faces> content. You must have a $LINK<Temple=BLDG_Temple> in the city in order to build a Cathedral.
^
^
^
^
^
^
^
^
^
^The $LINK<shield=GCON_Shields> cost of Cathedrals is halved for $LINK<Religious=GCON_Strengths> civilizations.

; -------------------------------------------------------------------------------------------------------
; 	COAL PLANT
; -------------------------------------------------------------------------------------------------------

#BLDG_Coal_Plant
^
^A [Coal Plant] increases $LINK<Factory=BLDG_Factory> output by an additional 50% for a total increase of 100%. It produces $LINK<pollution=GCON_Pollution> and will replace any other power plant in the city.

; -------------------------------------------------------------------------------------------------------
; 	COASTAL FORTRESS
; -------------------------------------------------------------------------------------------------------

#BLDG_Coastal_Fortress
^
^A [Coastal Fortress] raises a city's defense against naval attacks and bombardment. It also automatically bombards passing enemy ships, effectively providing the city with a naval $LINK<zone of control=GCON_ZoC>. You must have a $LINK<Harbor=BLDG_Harbor> in a city in order to build a Coastal Fortress.
^
^
^
^
^
^
^
^The $LINK<shield=GCON_Shields> cost of Coastal Forts is halved for $LINK<Militaristic=GCON_Strengths> civilizations.

; -------------------------------------------------------------------------------------------------------
; 	COLOSSEUM
; -------------------------------------------------------------------------------------------------------

#BLDG_Colosseum
^
^A [Colosseum] makes three $LINK<unhappy citizens=GCON_Happy_Faces> content. You must have a $LINK<Temple=BLDG_Temple> in the city in order to build a Colosseum.

; -------------------------------------------------------------------------------------------------------
; 	COURTHOUSE
; -------------------------------------------------------------------------------------------------------

#BLDG_Courthouse
^
^The [Courthouse] makes one $LINK<unhappy citizen=GCON_Happy_Faces> content and decreases $LINK<corruption=GCON_Corruption> in the city. A Courthouse is required in order to build a $LINK<Police Station=BLDG_Police Station>.

; -------------------------------------------------------------------------------------------------------
; 	FACTORY
; -------------------------------------------------------------------------------------------------------

#BLDG_Factory
^
^A [Factory] increases $LINK<shield=GCON_Shields> production in its city by 50% while also producing $LINK<pollution=GCON_Pollution>. They are required in order to build a Power Plant
^(choose one of: $LINK<Coal=BLDG_Coal_Plant>, $LINK<Hydro=BLDG_Hydro_Plant>, $LINK<Nuclear=BLDG_Nuclear_Plant>, or $LINK<Solar=BLDG_Solar_Plant>). They also allow you to build a $LINK<Recycling Plant=BLDG_Recycling_Center> and $LINK<Mass Transit=BLDG_Mass_Transit_System> systems (when technology allows) to combat the effects of pollution.

; -------------------------------------------------------------------------------------------------------
; 	GRANARY
; -------------------------------------------------------------------------------------------------------

#BLDG_Granary
^
^A [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. They are required in order to build a $LINK<Hospital=BLDG_Hospital>
^
^{Protip:} Granaries can be a double-edged sword and should only be built with careful consideration for managing the $LINK<moods=GCON_Happy_Faces> of the extra citizens that they will create. They are of most use in the early game to cities that will be generating lots of $LINK<settlers=PRTO_Settler>.

; -------------------------------------------------------------------------------------------------------
; 	HARBOR
; -------------------------------------------------------------------------------------------------------

#BLDG_Harbor
^
^Cities with a [Harbor] produce $LINK<veteran=GCON_Leaders> naval units instead of regulars, allows obsolete naval units in the city to upgrade to their modern equivalents, and heals them completely in one turn. Harbors also allow all $LINK<coast=TERR_Coast> and $LINK<sea=TERR_Sea> squares to produce one extra $LINK<food=GCON_Food> and provide a $LINK<trade=GCON_ResourcesL> connection to other Harbors. Harbors are required in order to build a $LINK<Coastal Fortress=BLDG_Coastal_Fortress> or $LINK<Offshore Platform=BLDG_Offshore_Platform>.
^
^
^
^
^
^The $LINK<shield=GCON_Shields> cost of Harbors is halved for $LINK<Militaristic=GCON_Strengths> civilizations.

; -------------------------------------------------------------------------------------------------------
; 	HOSPITAL
; -------------------------------------------------------------------------------------------------------

#BLDG_Hospital
^
^A city with a [Hospital] can grow into a metropolis (population 13). You must have a $LINK<Granary=BLDG_Granary> in the city in order to build a Hospital.

; -------------------------------------------------------------------------------------------------------
; 	HYDRO PLANT
; -------------------------------------------------------------------------------------------------------

#BLDG_Hydro_Plant
^
^A [Hydro Plant] increases $LINK<Factory=BLDG_Factory> output by an additional 50% for a total increase of 100%. It produces no $LINK<pollution=GCON_Pollution> and will replace any other power plant in the city.
^
^A city must have a river within its $LINK<radius=GCON_Moods> to build a Hydro Plant.

; -------------------------------------------------------------------------------------------------------
; 	LIBRARY
; -------------------------------------------------------------------------------------------------------

#BLDG_Library
^
^A [Library] increases tax revenue allocated to $LINK<scientific research=GCON_Research> (but
^[not] base $LINK<commerce=GCON_Commerce>) in its city by 50% in addition to decreasing $LINK<corruption=GCON_Corruption>. A Library is required in order to build a $LINK<University=BLDG_University>.
^
^
^
^
^
^
^
^
^The $LINK<shield=GCON_Shields> cost of Libraries is halved for $LINK<Scientific=GCON_Strengths> civilizations.

; -------------------------------------------------------------------------------------------------------
; 	MARKETPLACE
; -------------------------------------------------------------------------------------------------------

#BLDG_Marketplace
^
^The [Marketplace] increases tax revenue allocated to the $LINK<treasury=GCON_Treasury> (but [not] base $LINK<commerce=GCON_Commerce>) in its city by 50%. It also increases the $LINK<happiness=GCON_Happy_Faces>
^produced by $LINK<luxuries=GCON_ResourcesS> by an exponential amount starting at 3 luxuries:
^
^   * 1 luxury   = 1 happy person [(same as without Marketplace)]
^   * 2 luxuries = 2 happy people [(same as without Marketplace)]
^   * 3 luxuries = 4 happy people {(+1)}
^   * 4 luxuries = 6 happy people {(+2)}
^   * 5 luxuries = 9 happy people {(+4)}
^   * 6 luxuries = 12 happy people {(+6)}
^   * 7 luxuries = 16 happy people {(+9)}
^   * 8 luxuries = 20 happy people {(+12)}
^
^A Marketplace is required in order to build a $LINK<Bank=BLDG_Bank>.

; -------------------------------------------------------------------------------------------------------
; 	MASS TRANSIT SYSTEM
; -------------------------------------------------------------------------------------------------------

#BLDG_Mass_Transit_System
^
^A [Mass Transit System] reduces $LINK<pollution=GCON_Pollution> caused by population. You must have a $LINK<Factory=BLDG_Factory> in the city in order to build a Recycling Plant.

; -------------------------------------------------------------------------------------------------------
; 	NUCLEAR PLANT
; -------------------------------------------------------------------------------------------------------

#BLDG_Nuclear_Plant
^
^A [Nuclear Plant] increases $LINK<Factory=BLDG_Factory> output by an additional 100% for a total increase of 150%. It produces no $LINK<pollution=GCON_Pollution> (unless it melts down) and will replace any other power plant in the city.
^
^A city must have fresh water (a $LINK<river=TERR_River> or $LINK<lake=TERR_Fresh_Water_Lake>) within its $LINK<radius=GCON_Moods> to build a Nuclear Plant.

; -------------------------------------------------------------------------------------------------------
; 	OFFSHORE PLATFORM
; -------------------------------------------------------------------------------------------------------

#BLDG_Offshore_Platform
^
^An [Offshore Platform} causes all $LINK<coast=TERR_Coast> and $LINK<sea=TERR_Sea> squares to produce one (extra) $LINK<shield=GCON_Shields>. You must have a $LINK<Harbor=BLDG_Harbor> in the city in order to build an Offshore Platform.

; -------------------------------------------------------------------------------------------------------
; 	POLICE STATION
; -------------------------------------------------------------------------------------------------------

#BLDG_Police_Station
^
^The [Police Station] is only available to $LINK<Democratic=GOVT_Democracy> societies. It combats $LINK<war weariness=GCON_War> in a city and decreases $LINK<corruption=GCON_Corruption>. You must have a $LINK<Courthouse=BLDG_Courthouse> in the city in order to build a Police Station.

; -------------------------------------------------------------------------------------------------------
; 	RECYCLING CENTER
; -------------------------------------------------------------------------------------------------------

#BLDG_Recycling_Center
^
^A [Recycling Center] decreases $LINK<pollution=GCON_Pollution> caused by city improvements. You must have a $LINK<Factory=BLDG_Factory> in the city in order to build a Recycling Plant.

; -------------------------------------------------------------------------------------------------------
; 	RESEARCH LAB
; -------------------------------------------------------------------------------------------------------

#BLDG_Lab
^
^The [Research Lab] increases $LINK<science=GCON_Research> output of a $LINK<Library=BLDG_Library> and a $LINK<University=BLDG_University> by an additional 50% for a total increase of 150%.
^
^
^
^
^
^
^
^
^
^The $LINK<shield=GCON_Shields> cost of Research Labs is halved for $LINK<Scientific=GCON_Strengths> civilizations.

; -------------------------------------------------------------------------------------------------------
; 	SAM BATTERY
; -------------------------------------------------------------------------------------------------------

#BLDG_SAM_Missile_Battery
^
^[SAM Batteries] attack enemy air units that attempt to attack the city. You must have an $LINK<Airport=BLDG_Airport> in the city in order to build a SAM Battery.
^
^
^
^
^
^
^
^
^
^The $LINK<shield=GCON_Shields> cost of SAM Batteries is halved for $LINK<Militaristic=GCON_Strengths> civilizations.

; -------------------------------------------------------------------------------------------------------
; 	SOLAR PLANT
; -------------------------------------------------------------------------------------------------------

#BLDG_Solar_Plant
^
^A [Solar Plant] increases $LINK<Factory=BLDG_Factory> output by an additional 50% for a total increase of 100%. It produces no $LINK<pollution=GCON_Pollution> and will replace any other power plant in the city.

; -------------------------------------------------------------------------------------------------------
; 	TEMPLE
; -------------------------------------------------------------------------------------------------------

#BLDG_Temple
^
^A [Temple] makes one $LINK<unhappy citizen=GCON_Happy_Faces> content. They are required in order to build a $LINK<Catherdral=BLDG_Cathedrals> and/or a $LINK<Colosseum=BLDG_Colosseum>.
^
^
^
^
^
^
^
^
^
^The $LINK<shield=GCON_Shields> cost of Temples is halved for $LINK<Religious=GCON_Strengths> civilizations.

; -------------------------------------------------------------------------------------------------------
; 	UNIVERSITY
; -------------------------------------------------------------------------------------------------------

#BLDG_University
^
^A [University] increases the $LINK<science=GCON_Research> output of a $LINK<Library=BLDG_Library>) by an additional 50% for a total increase of 100%. They are required in order to build a $LINK<Research Lab=BLDG_Lab>.
^
^
^
^
^
^
^
^
^The $LINK<shield=GCON_Shields> cost of Universities is halved for $LINK<Scientific=GCON_Strengths> civilizations.

; -------------------------------------------------------------------------------------------------------
; 	WALLS
; -------------------------------------------------------------------------------------------------------

#BLDG_Walls
^
^[Walls] can be built only in town-size settlements and provide them with the same defensive bonus as being a city would; the walls cease to function (but are not sold off) once town grows into a city. You must have $LINK<Barracks=BLDG_Barracks> in a town in order to build walls.
^
^
^
^
^
^
^
^The $LINK<shield=GCON_Shields> cost of Walls is halved for $LINK<Militaristic=GCON_Strengths> civilizations.

; -------------------------------------------------------------------------------------------------------
; 	WEALTH
; -------------------------------------------------------------------------------------------------------

#BLDG_Wealth
^
^[Wealth] causes shields to be converted to gold at a ratio of ten to one. With $LINK<Economics=TECH_Economics>, the ratio is reduced to five to one.

; -------------------------------------------------------------------------------------------------------
; 	SPACE SHIP
; -------------------------------------------------------------------------------------------------------

#BLDG_SS_Thrusters
^
^One of ten components of the $LINK<space ship=GCON_Victory>.

#BLDG_SS_Cockpit
^
^One of ten components of the $LINK<space ship=GCON_Victory>.

#BLDG_SS_Landing_Docking_Bay
^
^One of ten components of the $LINK<space ship=GCON_Victory>.

#BLDG_SS_Engine
^
^One of ten components of the $LINK<space ship=GCON_Victory>.

#BLDG_SS_Fuel_Cells
^
^One of ten components of the $LINK<space ship=GCON_Victory>.

#BLDG_SS_Life_Support_System
^
^One of ten components of the $LINK<space ship=GCON_Victory>.

#BLDG_SS_Stasis_Chamber
^
^One of ten components of the $LINK<space ship=GCON_Victory>.

#BLDG_SS_Storage_Supply
^
^One of ten components of the $LINK<space ship=GCON_Victory>.

#SS_Planetary_Party_Lounge
^
^One of ten components of the $LINK<space ship=GCON_Victory>.

#SS_Exterior_Casing
^
^One of ten components of the $LINK<space ship=GCON_Victory>.

; -------------------------------------------------------------------------------------------------------
; 	REMOVED BUILDINGS
; -------------------------------------------------------------------------------------------------------

#BLDG_Manufacturing_Plant
^
^[Removing this entry will break the city view screen.]

#BLDG_Sistine_Chapel
^
^[Removing this entry will break the city view screen.]

#BLDG_Universal_Suffrage
^
^[Removing this entry will break the city view screen.]

#BLDG_Longevity
^
^[Removing this entry will break the city view screen.]

#BLDG_Pentagon
^
^[Removing this entry will break the city view screen.]

#BLDG_Military_Academy
^
^[Removing this entry will break the city view screen.]

#BLDG_Battlefield_Medicine
^
^[Removing this entry will break the city view screen.]

; =======================================================================================================
;
;
;
;
; 					GREAT WONDERS
;
;
;
;
; =======================================================================================================

; -------------------------------------------------------------------------------------------------------
; 	PYRAMIDS
; -------------------------------------------------------------------------------------------------------

#BLDG_Pyramids
^
^
^[The Pyramids] place a $LINK<Granary=BLDG_Granary> in every city on the same continent.
^
^
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Industrious} or {Religious} tribes.

; -------------------------------------------------------------------------------------------------------
; 	COLOSSUS
; -------------------------------------------------------------------------------------------------------

#BLDG_Colossus
^
^
^[The Colossus] allows its city to produce one (extra) $LINK<shield=GCON_Shields> in all worked coastal, sea, and ocean squares and one extra $LINK<commerce=GCON_Commerce> in every square that already produces at least one.
^
^The Colossus may be built only in a coastal city.
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Commercial} tribes.

; -------------------------------------------------------------------------------------------------------
; 	ORACLE
; -------------------------------------------------------------------------------------------------------

#BLDG_Oracle
^
^
^[The Oracle] makes one $LINK<unhappy citizen=GCON_Moods> content in every city on the continent and doubles the effect of all $LINK<Temples=BLDG_Temple> in the empire. It also reduces the effects of $LINK<war weariness=GCON_War> in all friendly cities.
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Religious} tribes.

; -------------------------------------------------------------------------------------------------------
; 	LIGHTHOUSE
; -------------------------------------------------------------------------------------------------------

#BLDG_Lighthouse
^
^
^$LINK<Galleys=PRTO_Galley> can move safely in and out of $LINK<sea=TERR_Sea> squares, and all naval unit
movement rates are increased by one.
^
^The [Great Lighthouse] may be built only in a coastal city.
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Expansionist} tribes.

; -------------------------------------------------------------------------------------------------------
; 	HANGING GARDENS
; -------------------------------------------------------------------------------------------------------

#BLDG_Hanging_Gardens
^
^
^[The Hanging Gardens] make three $LINK<unhappy citizens=GCON_Moods> content in its city and
one unhappy citizen content in all other cities in the empire.
^
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Scientific} or {Industrious} tribes.

; -------------------------------------------------------------------------------------------------------
; 	GREAT LIBRARY
; -------------------------------------------------------------------------------------------------------

#BLDG_Great_Library
^
^
^The civilization that builds the [Great Library] gets any Technology already discovered by two
other known civilizations for free.
^
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Scientific} tribes.

; -------------------------------------------------------------------------------------------------------
; 	GREAT WALL
; -------------------------------------------------------------------------------------------------------

#BLDG_Great_Wall
^
^
^[The Great Wall] places $LINK<Walls=BLDG_Walls> in every city in the empire.
^
^
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Militaristic} or {Industrious} tribes.

; -------------------------------------------------------------------------------------------------------
; 	SUN TZU'S ART OF WAR
; -------------------------------------------------------------------------------------------------------

#BLDG_Art_of_War
^
^
^[Sun Tzu's Art Of War] places a $LINK<Barracks=BLDG_Barracks> in every city in the empire.
^
^
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Militaristic} or {Industrious} tribes.

; -------------------------------------------------------------------------------------------------------
; 	LEONARDO'S WORKSHOP
; -------------------------------------------------------------------------------------------------------

#BLDG_Inventor's_Workshop
^
^
^Obsolete military $LINK<units=GCON_Units> can be upgraded at half $LINK<price=GCON_Treasury>.
^
^
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Militaristic} or {Commercial} tribes.

; -------------------------------------------------------------------------------------------------------
; 	COPERNICUS'S OBSERVATORY
; -------------------------------------------------------------------------------------------------------

#BLDG_Solar_System
^
^
^[Copernicus's Observatory] increases the movement rate of all naval $LINK<units=GCON_Units> by one and doubles the effect of all $LINK<Temples=BLDG_Temple> in the empire.
^
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Expansionist} tribes.

; -------------------------------------------------------------------------------------------------------
; 	MAGELLAN'S VOYAGE
; -------------------------------------------------------------------------------------------------------

#BLDG_Circumnavigation
^
^
^Increases the movement rate of all naval $LINK<units=GCON_Units> by one and allows its city to produce one extra $LINK<commerce=GCON_Commerce> in every square that already produces at least one.
^
^Magellan's Voyage may be undertaken only in a coastal city.
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Expansionist} tribes.

; -------------------------------------------------------------------------------------------------------
; 	J.S. BACH'S CATHEDRAL
; -------------------------------------------------------------------------------------------------------

#BLDG_Grand_Cathedral
^
^
^[Bach's Cathedral] makes one $LINK<unhappy citizen=GCON_Moods> content in every city on the continent and doubles the effect of all $LINK<Cathedrals=BLDG_Cathedral> in the empire.
^
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Religious} tribes.

; -------------------------------------------------------------------------------------------------------
; 	NEWTON'S UNIVERSITY
; -------------------------------------------------------------------------------------------------------

#BLDG_Great_University
^
^
^[Newton's University] increases $LINK<shield production=GCON_Shields> and $LINK<scientific research=GCON_Research> in the city where it's built by 50%.
^
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Scientific} tribes.

; -------------------------------------------------------------------------------------------------------
; 	SHAKESPEARE'S THEATER
; -------------------------------------------------------------------------------------------------------

#BLDG_Great_Playhouse
^
^
^[Shakespeare's Theater] makes six $LINK<unhappy citizens=GCON_Moods> content in its city and
two unhappy citizens content in all other cities in the empire.
^
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Commercial} tribes.

; -------------------------------------------------------------------------------------------------------
; 	SMITH'S TRADING COMPANY
; -------------------------------------------------------------------------------------------------------

#BLDG_Trading_Company
^
^
^[Smith's Trading Company] pays $LINK<maintenance=GCON_Treasury> costs for all $LINK<Marketplaces=BLDG_Marketplace>, $LINK<Banks=BLDG_Bank>, $LINK<Harbors=BLDG_Harbor>, and $LINK<Airports=BLDG_Airport>.
^
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Commercial} tribes.

; -------------------------------------------------------------------------------------------------------
; 	THEORY OF EVOLUTION
; -------------------------------------------------------------------------------------------------------

#BLDG_Theory_of_Evolution
^
^
^Grants two free $LINK<technologies=MENU_Technologies> upon completion.
^
^
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Scientific} or {Religious} tribes.

; -------------------------------------------------------------------------------------------------------
; 	HOOVER DAMN
; -------------------------------------------------------------------------------------------------------

#BLDG_Hoover_Dam
^
^
^Places a $LINK<Hydro Plant=BLDG_Hydro_Plant> in all cities on the same continent.
^
^
^A city must have a river within its $LINK<radius=GCON_Moods> to build the [Hoover Dam].
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Industrious} or {Expansionist} tribes.

; -------------------------------------------------------------------------------------------------------
; 	MANHATTAN PROJECT
; -------------------------------------------------------------------------------------------------------

#BLDG_Manhattan_Project
^
^
^Allows the construction of nuclear weapons by {all} civilizations.
^
^
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Militaristic} tribes.

; -------------------------------------------------------------------------------------------------------
; 	UNITED NATIONS
; -------------------------------------------------------------------------------------------------------

#BLDG_United_Nations
^
^
^[The United Nations] doubles the effect of all $LINK<Colosseums=BLDG_Colosseum> in the empire. It also reduces the effects of $LINK<war weariness=GCON_War> in all friendly cities.
^
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Militaristic} tribes.

; -------------------------------------------------------------------------------------------------------
; 	SETI PROGRAM
; -------------------------------------------------------------------------------------------------------

#BLDG_SETI_Program
^
^
^[The SETI Program] places a $LINK<Research Lab=BLDG_Lab> in every city in the empire.
^
^
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Scientific} or {Expansionist} tribes.

; -------------------------------------------------------------------------------------------------------
; 	CURE FOR CANCER
; -------------------------------------------------------------------------------------------------------

#BLDG_Cure_for_Cancer
^
^
^Makes three unhappy citizens $LINK<content=GCON_Moods> in every city and population now increases by two when their $LINK<food storage=GCON_Food> boxes are full.
^
^
^
^
^
^Can trigger a $LINK<Golden Age=GCON_Golden_Age> for {Commercial} or {Scientific} tribes.

; =======================================================================================================
;
;
;
;
; 					SMALL WONDERS
;
;
;
;
; =======================================================================================================

; -------------------------------------------------------------------------------------------------------
; 	HEROIC EPIC
; -------------------------------------------------------------------------------------------------------

#BLDG_Epic
^
^
^Increases the chances of the appearance of $LINK<leaders=PRTO_Leader> from victorious combat and also allows units to heal while in enemy $LINK<territory=GCON_Maps>.
^
^{Requires:} the civilization must have had a victorious $LINK<army=PRTO_Army>.

; -------------------------------------------------------------------------------------------------------
; 	FORBIDDEN PALACE
; -------------------------------------------------------------------------------------------------------

#BLDG_Forbidden_Palace
^
^
^Gives the benefits of a second $LINK<Palace=BLDG_Palace> located in the city that builds it.
^
^
^{Requires:} the civilization must have at least eight $LINK<cities=GCON_Moods> (on a standard size map) under its control.
^
^ {Other Map Sizes:}
^
^ [Tiny] --- 4 Cities
^ [Small] -- 6 Cities
^ [Large] -- 12 Cities
^ [Huge] -- 16 Cities

; -------------------------------------------------------------------------------------------------------
; 	WALL STREET
; -------------------------------------------------------------------------------------------------------

#BLDG_Wall_Street
^
^
^Your $LINK<treasury=GCON_Treasury> earns 5% interest per turn, up to a maximum of 50.
^
^
^{Requires:} the civilization must have at least five $LINK<Banks=BLDG_Bank>.

; -------------------------------------------------------------------------------------------------------
; 	IRON WORKS
; -------------------------------------------------------------------------------------------------------

#BLDG_Great_Ironworks
^
^
^Increase $LINK<production=GCON_Shields> by 100% in the city where it's built and $LINK<pollutes=GCON_Pollution>
^like a motherfucker.
^
^{Requires:} the city that builds it must have $LINK<iron=GOOD_Iron> in its $LINK<city radius=GCON_Moods>.

; -------------------------------------------------------------------------------------------------------
; 	INTELLIGENCE AGENCY
; -------------------------------------------------------------------------------------------------------

#BLDG_Intelligence_Center
^
^
^Allows the player to undertake $LINK<espionage missions=GCON_Embassies>.

; -------------------------------------------------------------------------------------------------------
; 	STRATEGIC MISSILE DEFENSE
; -------------------------------------------------------------------------------------------------------

#BLDG_SDI
^
^
^Offers a 75% chance of intercepting enemy $LINK<ICBMs=PRTO_ICBM>.
^
^
^{Requires:} the civilization must have at least five $LINK<SAM Batteries=BLDG_SAM_Missile_Battery>.

; -------------------------------------------------------------------------------------------------------
; 	APOLLO PROJECT
; -------------------------------------------------------------------------------------------------------

#BLDG_Apollo_Project
^
^
^Completion of the [Apollo Program] enables the civilization to begin construction of the Alpha Centauri $LINK<spaceship=GCON_Spaceship>.

; =======================================================================================================
;
;
;
;
; 					UNITS
;
;
;
;
; =======================================================================================================

; -------------------------------------------------------------------------------------------------------
; 	SETTLER
; -------------------------------------------------------------------------------------------------------

#PRTO_Settler
^
^[Settlers] are the units solely responsible for the founding of $LINK<cities=GCON_Moods>, and are as such vital to the progress of your civilization. They require [two] citizens from the cities which produce them in addition to their shield cost and they cannot $LINK<fight=GCON_Combat> or defend themselves. If $LINK<captured=GCON_Nationality> by an enemy unit, they are converted into two $LINK<workers=PRTO_Worker> (because founding cities entirely with foreign nationals is a bad idea).
^
^Settlers are ordered to build a city by pressing {B}. If this order is given while they are in a city, they will instead [join] that city as two citizens.
^
^{Protip:} large cities that are at or near their size limit (due to the lack of an $LINK<Aqueduct=BLDG_Aqueduct> or $LINK<Hospital=BLDG_Hospital>) can greatly assist in the growth of your smaller cities by exporting their citizens as settlers or $LINK<workers=PRTO_Worker>.

; -------------------------------------------------------------------------------------------------------
; 	WORKER
; -------------------------------------------------------------------------------------------------------

#PRTO_Worker
^
^[Workers] are the units solely responsible for improving the countryside. They can build $LINK<roads=TFRM_Road> and $LINK<railroads=TFRM_Road> to facilitate movement and $LINK<trade=GCON_ResourcesL>, $LINK<irrigate=TFRM_Irrigation> and $LINK<mine=TFRM_Mine> to increase the $LINK<growth=GCON_Food> and $LINK<production=GCON_Shields> of your $LINK<cities=GCON_Moods>, and clean up the $LINK<pollution=TFRM_Clear_Pollution> that they will eventually cause. They can also build $LINK<fortresses=TFRM_Fortress> to defend your empire or $LINK<colonies=TFRM_Build_Colony> to access $LINK<resources=GCON_ResourcesS> outside of your $LINK<borders=GCON_Maps>, as well as cut down $LINK<forests=TFRM_Clear_Forest> and $LINK<jungles=TFRM_Clear_Jungle> to make them more productive. Be careful, however, since forests cannot be $LINK<re-planted=TFRM_Plant_Forest> until very late in the game.
^
^Like $LINK<settlers=PRTO_Settlers>, workers are unable to defend themselves and can be used as $LINK<slave labor=GCON_Nationality> if captured by another civilization. They can also join any of your cities as a citizen by pressing {B} while they are in one. Finally, any workers present in your capital city may be $LINK<traded=GCON_Diplomacy> to rival civilizations - this is a good way to "dispose" of unwanted foreigners.

; -------------------------------------------------------------------------------------------------------
; 	SCOUT
; -------------------------------------------------------------------------------------------------------

#PRTO_Scout
^
^[Scouts] are unarmed, non-combat units with two movement points. They are good at exploring the countryside, and civilizations that can build them (those with the expansionist $LINK<civilization trait=GCON_Strengths>) need not fear hostile retaliation when exploring passive $LINK<minor tribes=GCON_Barbarians>.
^
^{Protip:} Scouts and $LINK<explorers=PRTO_Explorer> are the [only] non-offensive units with the ability to pillage $LINK<tile improvements=PRTO_Worker>. Effective use of this ability is a significant factor in leveraging the benefits of the expansionist trait.

; -------------------------------------------------------------------------------------------------------
; 	EXPLORER
; -------------------------------------------------------------------------------------------------------

#PRTO_Explorer
^
^[Explorers] are the upgraded versions of $LINK<scouts=PRTO_Scout> that treat all terrain as if it were a road, making them very adept at exploring the wilderness, as well as enemy territory. As with scouts, explorers may only be built by $LINK<expansionist=GCON_Strengths> civilziations and are the only non-offensive units capable of pillaging $LINK<tile improvements=PRTO_Worker>.

; -------------------------------------------------------------------------------------------------------
; 	AEGIS CRUISER
; -------------------------------------------------------------------------------------------------------

#PRTO_AEGIS_Cruiser
^
^[AEGIS Cruisers] are fast-moving naval units which are able to {see and} $LINK<bombard=GCON_Combat> {up to two tiles away}, regardless of blocking terrain. They are also the only surface units with the ability to see enemy $LINK<submarines=PRTO_Submarine> within their viewing range.

; -------------------------------------------------------------------------------------------------------
; 	ARCHER
; -------------------------------------------------------------------------------------------------------

#PRTO_Archer
^
^[Archers] are the first offensive unit in the game, possessing twice the strength of $LINK<warriors=PRTO_Warrior> and are an equal match to defending $LINK<spearmen=PRTO_Spearman>. Although they are soon superceded by $LINK<swordsmen=PRTO_Swordsman>, they remain unique in that they possess a $LINK<zone of control=GCON_ZoC> to attack passing units.
^
^
^
^
^
^
^
^
^The $LINK<Babylonians=MENU_Races> build $LINK<Bowmen=PRTO_Bowman> instead of regular archers.

; -------------------------------------------------------------------------------------------------------
; 	ARTILLERY
; -------------------------------------------------------------------------------------------------------

#PRTO_Artillery
^
^[Artillery] represents a significant quantum leap in $LINK<bombardment=GCON_Combat>-style units. Although their attack power is equal to that of the $LINK<cannon=PRTO_Cannon>, their superior rate of fire renders them effectively twice as powerful. As with their predecessors, they cannot engage in direct $LINK<combat=GCON_Combat> and are susceptible to attack by enemy units. As they are wheeled, they
^are unable to pass through $LINK<mountains=TERR_Mountains> or $LINK<jungles=TERR_Jungle> without a $LINK<road=TFRM_Road>.

; -------------------------------------------------------------------------------------------------------
; 	BATTLESHIP
; -------------------------------------------------------------------------------------------------------

#PRTO_Battleship
^
^[Battleships] are the most powerful naval units in the game, both offensively and defensively, and arrive relatively quickly in the late Industrial Ages. They are, however, incredibly expensive to build.

; -------------------------------------------------------------------------------------------------------
; 	BOMBER
; -------------------------------------------------------------------------------------------------------

#PRTO_Bomber
^
^[Bombers] are not as versatile as $LINK<fighters=PRTO_Fighter>, but they have much greater bombardment power.
^
^All air units may perform [Recon] {(R)} missions wherein they fly to a target square and reveal the map. They may also be given an order to [Re-Base] {(Ctrl+R)} to another city or $LINK<carrier=PRTO_Carrier>. Neither of these actions may be intercepted by enemy aircraft.

; -------------------------------------------------------------------------------------------------------
; 	CANNON
; -------------------------------------------------------------------------------------------------------

#PRTO_Cannon
^
^Cannons are the artillery units of the late Middle Ages and early Industrial Age, used to $LINK<bombard=GCON_Bombardment> city defenses to soften the attack for accompanying soldiers. Artillery units cannot engage in direct $LINK<combat=GCON_Combat>
^and are susceptible to attack by enemy units. As they are wheeled units, they are unable to pass through $LINK<mountain=TERR_Mountains> or $LINK<jungle=TERR_Jungle> tiles without a $LINK<road=TFRM_Road> (or $LINK<railroad=TFRM_Road>).

; -------------------------------------------------------------------------------------------------------
; 	CARAVEL
; -------------------------------------------------------------------------------------------------------

#PRTO_Caravel
^
^The [caravel] is a sea-going $LINK<transport=GCON_Transport> vessel that may safely traverse $LINK<sea=TERR_Sea> squares; it may sink if it ends a turn in an $LINK<ocean=TERR_Ocean> square.

; -------------------------------------------------------------------------------------------------------
; 	CARRIER
; -------------------------------------------------------------------------------------------------------

#PRTO_Carrier
^
^Aircraft [carriers] carry air units and function as legitimate airbases from which air missions can be launched. They have better defensive capabilties than regular $LINK<transports=PRTO_Transport> do, but are offensively weak and must rely on their cargo or other naval units for that purpose.

; -------------------------------------------------------------------------------------------------------
; 	CATAPULT
; -------------------------------------------------------------------------------------------------------

#PRTO_Catapult
^
^[Catapults] are primitive artillery weapons used to $LINK<bombard=GCON_Bombardment> city defenses to soften the attack for accompanying soldiers. Artillery units cannot engage in direct $LINK<combat=GCON_Combat> and are susceptible to attack by enemy units. As they are wheeled units, they are unable to pass through $LINK<mountain=TERR_Mountains> or $LINK<jungle=TERR_Jungle> tiles without a $LINK<road=TFRM_Road> (or $LINK<railroad=TFRM_Road>).

; -------------------------------------------------------------------------------------------------------
; 	CAVALRY
; -------------------------------------------------------------------------------------------------------

#PRTO_Cavalry
^
^Like $LINK<knights=PRTO_Knight>, [cavalry] are the most powerful offensive units of their time that also offer compotent defense and fast movement. They are the last $LINK<horses=GOOD_Horses>-mounted unit in the game and never upgrade, even when completely outclassed by modern units.
^
^
^
^
^
^
^
^
^The $LINK<Russians=MENU_Races> build $LINK<Cossacks=PRTO_Cossack> instead of regular cavalry.

; -------------------------------------------------------------------------------------------------------
; 	CURRAGH
; -------------------------------------------------------------------------------------------------------

#PRTO_Curragh
^
^The [curragh] is an early naval $LINK<transport=GCON_Transport> unit that can be built at the beginning of the game by $LINK<expansionist=GCON_Strengths> civilizations. Like all primitive naval units, they are in danger of sinking if they end their turn in a $LINK<sea=TERR_Sea>
^or $LINK<ocean=TERR_Ocean> square.

; -------------------------------------------------------------------------------------------------------
; 	DESTROYER
; -------------------------------------------------------------------------------------------------------

#PRTO_Destroyer
^
^[Destroyers] are fast warships equally capable of $LINK<bombardment=GCON_Combat> and regular naval combat.

; -------------------------------------------------------------------------------------------------------
; 	FIGHTER
; -------------------------------------------------------------------------------------------------------

#PRTO_Fighter
^
^[Fighters] are more effective than $LINK<bombers=PRTO_Bombers> at aerial combat and thus function as a defensive unit against other air units. They may fly [Air Superiority] {(S)} missions wherein they patrol their operational range and attempt to intercept any enemy aircraft that enters it (similar to the $LINK<fortify=GCON_Units> command for ground units). Their $LINK<bombardment=GCON_Bombardment> strength, although much lower than that of a bomber, has [lethal] capacity versus naval targets.
^
^All air units may perform [Recon] {(R)} missions wherein they fly to a target square and reveal the map. They may also be given an order to [Re-Base] {(Ctrl+R)} to another city or $LINK<carrier=PRTO_Carrier>. Neither of these actions may be intercepted by enemy aircraft.

; -------------------------------------------------------------------------------------------------------
; 	FRIGATE
; -------------------------------------------------------------------------------------------------------

#PRTO_Frigate
^
^The [frigate] is the first purely military naval unit. It can safely traverse any water, attack other ships, and $LINK<bombard=GCON_Combat> adjacent squares.
^
^
^
^
^
^
^
^
^
^
^The $LINK<English=MENU_Races> build $LINK<Manowars=PRTO_Man-O-War> instead of regular frigates.

; -------------------------------------------------------------------------------------------------------
; 	GALLEON
; -------------------------------------------------------------------------------------------------------

#PRTO_Galleon
^
^The [galleon] is a large, lightly-armed, wooden $LINK<transport=GCON_Transport>. It is incapable of bombardment, but can carry numerous units and may safely traverse any water square.

; -------------------------------------------------------------------------------------------------------
; 	GALLEY
; -------------------------------------------------------------------------------------------------------

#PRTO_Galley
^
^The [galley] is the first naval $LINK<transport=GCON_Transport> unit that can be built by [all]
^civilizations. They must keep to the coast and are in danger of sinking if they end their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square.

; -------------------------------------------------------------------------------------------------------
; 	HORSEMAN
; -------------------------------------------------------------------------------------------------------

#PRTO_Horseman
^
^[Horsemen] are the first fast offensive unit available and the first fast-moving unit period for non-$LINK<expansionist=GCON_Strengths>) civilizations. They are equal in strength to  $LINK<archers=PRTO_Archer>, but are similarly poor on the defense and rely on their speed to avoid attack from enemy units.
^
^
^
^
^
^
^
^
^The $LINK<Iroquios=MENU_Races> build $LINK<Mounted Warriors=PRTO_Mounted_Warrior> instead of regular horsemen, and the $LINK<Egyptians=MENU_Races> instead build $LINK<War Chariots=PRTO_War_Chariot>.

; -------------------------------------------------------------------------------------------------------
; 	ICBM
; -------------------------------------------------------------------------------------------------------

#PRTO_ICBM
^
^An [ICBM] (inter-continental ballistic missile) is a $LINK<nuclear missile=PRTO_Nuke> with an {unlimited firing range}. They cannot be moved from the city that builds them, but can strike any target on the map. Nuclear weapons have a tremendous negative effect upon $LINK<world opinion=GCON_Attitude> if used.

; -------------------------------------------------------------------------------------------------------
; 	INFANTRY
; -------------------------------------------------------------------------------------------------------

#PRTO_Infantry
^
^[Infantry] are are signifcant upgrades to $LINK<riflemen=PRTO_Rifleman> that appear in the late Industrial Age.

; -------------------------------------------------------------------------------------------------------
; 	IRONCLAD
; -------------------------------------------------------------------------------------------------------

#PRTO_Ironclad
^
^The [ironclad] represents a significant leap in naval defense, boasting double the offense and [triple] the defense of their predecessors. They remain incredibly difficult to take down until more modern warships replace them.

; -------------------------------------------------------------------------------------------------------
; 	JET FIGHTER
; -------------------------------------------------------------------------------------------------------

#PRTO_Jet_Fighter
^
^[Jet fighters] are faster and stronger versions of their $LINK<predecessor=PRTO_Fighter>. Like regular fighters, they may fly [Air Superiority] {(S)} missions wherein they patrol their operational range and attempt to intercept any enemy aircraft that enters it (similar to the $LINK<fortify=GCON_Units> command for ground units). Their $LINK<bombardment=GCON_Bombardment> strength, although (still) much lower than that of a bomber, has [lethal] capacity versus naval targets.
^
^All air units may perform [Recon] {(R)} missions wherein they fly to a target square and reveal the map. They may also be given an order to [Re-Base] {(Ctrl+R)} to another city or $LINK<carrier=PRTO_Carrier>. Neither of these actions may be intercepted by enemy aircraft.
^
^The $LINK<Americans=MENU_Races> build $LINK<F-15s=PRTO_F-15> instead of regular jet fighters.

; -------------------------------------------------------------------------------------------------------
; 	KNIGHT
; -------------------------------------------------------------------------------------------------------

#PRTO_Knight
^
^[Knights] are the $LINK<swordsmen=PRTO_Swordsman> of the Middle Ages, offering the best offense [and] defense available along with fast movement speed so long as you possses the necessary $LINK<resources=GCON_ResourcesS> to build them.
^
^
^
^
^
^
^
^
^
^The $LINK<Chinese=MENU_Races> build $LINK<Riders=PRTO_Rider> instead of regular knights, and the $LINK<Indians=MENU_Races>
^instead build $LINK<War Elephants=PRTO_War_Elephant>.

; -------------------------------------------------------------------------------------------------------
; 	LONGBOWMAN
; -------------------------------------------------------------------------------------------------------

#PRTO_Longbowman
^
^[Longbowmen] are the first offensive unit of the Middle Ages. They are stronger than $LINK<swordsmen=PRTO_Swordsman>, but less defensively capable. $LINK<Knights=PRTO_Knight> are just as powerful, but with superior defense and movement, and so will quickly supplant Longbowmen so long as you possess the required $LINK<resources=GCON_ResourcesS> to build them. However, like regular Archers, Longbowmen are the only units of their time to possess a $LINK<zone of control=GCON_ZoC>.

; -------------------------------------------------------------------------------------------------------
; 	MARINE
; -------------------------------------------------------------------------------------------------------

#PRTO_Marine
^
^[Marines] are infantry units specially trained to execute {amphibious}
^assaults, meaning they can attack enemy units and cities directly from a naval $LINK<transport=GCON_Transport> unit.

; -------------------------------------------------------------------------------------------------------
; 	MECH INFANTRY
; -------------------------------------------------------------------------------------------------------

#PRTO_Mech_Infantry
^
^[Mechanized Infantry] are the final and best defensive units in the game, boasting nearly twice the defense of regular infantry as well as additional movement speed. As they are wheeled units, however, they may not enter $LINK<mountain=TERR_Mountains> or $LINK<jungle=TERR_Jungle> tiles unless on a $LINK<road=TFRM_Road> (or $LINK<railroad=TFRM_Road>).

; -------------------------------------------------------------------------------------------------------
; 	MODERN ARMOR
; -------------------------------------------------------------------------------------------------------

#PRTO_Modern_Armor
^
^[Modern Armor] is the last and most powerful offensive ground unit in the game, boasting superior attack and defense as well as the ability to {blitz} (attack more than once in a single turn). Their only weakness is, as with $LINK<tanks=PRTO_Tank>, they may not enter $LINK<mountain=TERR_Mountains> or $LINK<jungle=TERR_Jungle> tiles unless on a $LINK<road=TFRM_Road> (or $LINK<railroad=TFRM_Road>).

; -------------------------------------------------------------------------------------------------------
; 	MUSKETMAN
; -------------------------------------------------------------------------------------------------------

#PRTO_Musketman
^
^[Musketmen] are the primary defenders of the Middle Ages.
^
^
^
^
^
^
^
^
^
^
^
^The $LINK<French=MENU_Races> build $LINK<Musketeers=PRTO_Musketeer> instead of regular musketmen.

; -------------------------------------------------------------------------------------------------------
; 	NUCLEAR SUB
; -------------------------------------------------------------------------------------------------------

#PRTO_Nuclear_Submarine
^
^[Nuclear submarines] are faster and more durable than normal $LINK<submarines=PRTO_Submarine> and have the ability to carry a $LINK<tactical nuclear missile=PRTO_Nuke>
^which they can launch at land targets from the sea.

; -------------------------------------------------------------------------------------------------------
; 	PARATROOPER
; -------------------------------------------------------------------------------------------------------

#PRTO_Paratrooper
^
^[Paratroopers] are infantry units specially trained to execute [airdrops]. When a paratrooper is in a city with an $LINK<Airport=BLDG_Airport>, press {A} and then click a target square within range to launch the airdrop (they may not move again this turn).

; -------------------------------------------------------------------------------------------------------
; 	PIKEMAN
; -------------------------------------------------------------------------------------------------------

#PRTO_Pikeman
^
^The [Pikeman] is an excellent defender of the late Ancient Age.
^
^
^
^
^
^
^
^
^
^
^
^The $LINK<Japanese=MENU_Races> build $LINK<Samurai=PRTO_Samurai> instead of regular pikemen.

; -------------------------------------------------------------------------------------------------------
; 	RADAR ARTILLERY
; -------------------------------------------------------------------------------------------------------

#PRTO_Radar_Artillery
^
^The final and most powerful artillery unit, [Radar Artillery] is able to {see and} $LINK<bombard=GCON_Combat> {up to two tiles away}, regardless of blocking terrain. Like all other artillery units, they cannot engage in direct $LINK<combat=GCON_Combat> and are susceptible to attacks by enemy units. As they are wheeled, they are unable to pass through $LINK<mountain=TERR_Mountains> or $LINK<jungle=TERR_Jungle> tiles without a $LINK<road=TFRM_Road>.

; -------------------------------------------------------------------------------------------------------
; 	RIFLEMAN
; -------------------------------------------------------------------------------------------------------

#PRTO_Rifleman
^
^[Riflemen] appear in the early Industrial Age and are the first defensive unit to also possess competent offensive capabilities.

; -------------------------------------------------------------------------------------------------------
; 	SPEARMAN
; -------------------------------------------------------------------------------------------------------

#PRTO_Spearman
^
^[Spearmen] are the first defensive units of the early Ancient Age.
^
^
^
^
^
^
^
^
^
^
^
^The $LINK<Greeks=MENU_Races> build $LINK<Hoplites=PRTO_Hoplite> instead of regular spearmen, and the $LINK<Zulu=MENU_Races>
^instead build $LINK<Impi=PRTO_Impi>.

; -------------------------------------------------------------------------------------------------------
; 	STEALTH BOMBER
; -------------------------------------------------------------------------------------------------------

#PRTO_Stealth_Bomber
^
^[Stealth bombers] are upgraded versions of bombers that are much more difficult to intercept by air superiority missions or $LINK<SAM Batteries=BLDG_SAM_Missile_Battery>. Their bombardment strength is unrivaled, and they may also perform [precision strikes] {(P)} against enemy cities that will prioritize destroying $LINK<city improvements=GCON_Buildings> instead of population.
^
^All air units may perform [Recon] {(R)} missions wherein they fly to a target square and reveal the map. They may also be given an order to [Re-Base] {(Ctrl+R)} to another city or $LINK<carrier=PRTO_Carrier>. Neither of these actions may be intercepted by enemy aircraft.

; -------------------------------------------------------------------------------------------------------
; 	SUBMARINE
; -------------------------------------------------------------------------------------------------------

#PRTO_Submarine
^
^[Submarines] can operate invisibly to enemy units because they travel beneath the waves. They remain invisible until they attack a surface ship, after which they again disappear. However, other submarines and $LINK<AEGIS Cruisers=PRTO_AEGIS_Cruiser> can see them plainly.

; -------------------------------------------------------------------------------------------------------
; 	SWORDSMAN
; -------------------------------------------------------------------------------------------------------

#PRTO_Swordsman
^
^The [swordsman] is the first truly effective offensive unit in the game. It possesses both good offense and defense and is the most offensively powerful unit of the Ancient Age.
^
^
^
^
^
^
^
^
^
^The $LINK<Romans=MENU_Races> build $LINK<Legionaries=PRTO_Legionary> instead of regular swordsmen, and the $LINK<Persians=MENU_Races> instead build $LINK<Immortals=PRTO_Immortals>.

; -------------------------------------------------------------------------------------------------------
; 	TACTICAL NUKE
; -------------------------------------------------------------------------------------------------------

#PRTO_Nuke
^
^Tactical nuclear missiles have a long range and a truly devastating effect. They can be loaded onto $LINK<nuclear subs=PRTO_Nuclear_Submarine> and launched at targets from the sea. Nuclear weapons have a tremendous negative effect upon $LINK<world opinion=GCON_Attitude> if used.

; -------------------------------------------------------------------------------------------------------
; 	TANK
; -------------------------------------------------------------------------------------------------------

#PRTO_Tank
^
^[Tanks] represent the largest upgrade to offensive units in the game, packing more than twice the offensive punch of any unit before it. They are expensive to build, however, and are one of the biggest reasons to seek the strategic $LINK<resources=GCON_ResourcesS> necessary to build them. Finally, as they are wheeled units, they may not enter $LINK<mountain=TERR_Mountains> or $LINK<jungle=TERR_Jungle> tiles unless on a $LINK<road=TFRM_Road> (or $LINK<railroad=TFRM_Road>).
^
^
^
^
^
^
^The $LINK<Germans=MENU_Races> build $LINK<Panzer=PRTO_Panzer> instead of regular tanks.

; -------------------------------------------------------------------------------------------------------
; 	TRANSPORT
; -------------------------------------------------------------------------------------------------------

#PRTO_Transport
^
^While barely able to defend itself, the [transport] is the most advanced unit of its type and can $LINK<move=GCON_Transport> large quantities of military forces over the water.

; -------------------------------------------------------------------------------------------------------
; 	WARRIOR
; -------------------------------------------------------------------------------------------------------

#PRTO_Warrior
^
^[Warriors] are the first and weakest military units available. They are useful for early-game exploration or as emergency $LINK<military police=GCON_Happy_Faces>
^before $LINK<spearmen=PRTO_Spearman> are available, but not much else.
^
^
^
^
^
^
^
^
^
^The $LINK<Aztecs=MENU_Races> build $LINK<Jaguar Warriors=PRTO_Jaguar_Warrior> instead of regular warriors.

; -------------------------------------------------------------------------------------------------------
; 	JAGUAR WARRIOR
; -------------------------------------------------------------------------------------------------------

#PRTO_Jaguar_Warrior
^
^The $LINK<Aztec=MENU_Races> [Jaguar Warrior] take the place of regular $LINK<warriors=PRTO_Warrior>. They are as strong as normal warriors (which is to say they're not), but move twice as fast, making the Aztecs the only non-$LINK<expansionist=GCON_Strengths> civilization with immediate access to a fast-moving unit.

; -------------------------------------------------------------------------------------------------------
; 	BOWMAN
; -------------------------------------------------------------------------------------------------------

#PRTO_Bowman
^
^$LINK<Babylonian=MENU_Races> [Bowmen] take the place of regular $LINK<archers=PRTO_Archer>. They are more powerful than archers, matching $LINK<swordsmen=PRTO_Swordsman> in offensive punch.

; -------------------------------------------------------------------------------------------------------
; 	IMPI
; -------------------------------------------------------------------------------------------------------

#PRTO_Impi
^
^The $LINK<Zulu=MENU_Races> [Impi] takes the place of regular $LINK<spearmen=PRTO_Spearman>. They are fast-moving units, allowing them to easily keep up with $LINK<horsemen=PRTO_Horseman> or get out to your front lines quicker.

; -------------------------------------------------------------------------------------------------------
; 	HOPLITE
; -------------------------------------------------------------------------------------------------------

#PRTO_Hoplite
^
^The $LINK<Greek=MENU_Races> [Hoplite] takes the place of regular $LINK<spearmen=PRTO_Spearman>. They are the best defenders in the game until the arrival of $LINK<pikemen=PRTO_Pikeman>.
^
^[Note:] Greece can't build pikemen at all since Hoplites have the exact same stats but are cheaper to produce.

; -------------------------------------------------------------------------------------------------------
; 	LEGIONARY
; -------------------------------------------------------------------------------------------------------

#PRTO_Legionary
^
^The $LINK<Roman=MENU_Races> [Legionary] takes the place of regular $LINK<swordsmen=PRTO_Swordsman>. They combine the offensive strength of the swordsman with the best defensive power in the game until the arrival of $LINK<pikemen=PRTO_Pikeman>.
^
^[Note:] Rome can't build pikemen since Legionaries have superior stats but have the same cost and resource requirements to produce.

; -------------------------------------------------------------------------------------------------------
; 	IMMORTALS
; -------------------------------------------------------------------------------------------------------

#PRTO_Immortals
^
^$LINK<Persian=MENU_Races> [Immortals] take the place of regular $LINK<swordsmen=PRTO_Swordsman>. They are the most effective attackers in the Ancient Age.

; -------------------------------------------------------------------------------------------------------
; 	SAMURAI
; -------------------------------------------------------------------------------------------------------

#PRTO_Samurai
^
^$LINK<Japanese=MENU_Races> [Samurai] take the place of regular $LINK<pikemen=PRTO_Pikeman>. They are the most effective defenders in the game until the arrival of $LINK<musketmen=PRTO_Musketman>.
^
^[Note:] Japan can't build musketmen at all since Samurai have the exact same stats but are cheaper to produce.

; -------------------------------------------------------------------------------------------------------
; 	WAR CHARIOT
; -------------------------------------------------------------------------------------------------------

#PRTO_War_Chariot
^
^$LINK<Egyptian=MENU_Races> [War Chariots] take the place of normal Horsemen. They are equally powerful on offense and defense, allowing them to function well as mobile defense for your empire as well as an attack force.

; -------------------------------------------------------------------------------------------------------
; 	MOUNTED WARRIOR
; -------------------------------------------------------------------------------------------------------

#PRTO_Mounted_Warrior
^
^$LINK<Iroquois=MENU_Races> [Mounted Warriors] take the place of $LINK<horsemen=PRTO_Horseman>. They are just as strong as $LINK<swordsmen=PRTO_Swordsman>, but twice as fast.

; -------------------------------------------------------------------------------------------------------
; 	MUSKETEER
; -------------------------------------------------------------------------------------------------------

#PRTO_Musketeer
^
^$LINK<French=MENU_Races> [Musketeers] take the place of normal $LINK<musketmen=PRTO_Musketman>. They are the most effective defenders in the game until the arrival of $LINK<riflemen=PRTO_Rifleman> and also possess a $LINK<zone of control=GCON_ZoC>.

; -------------------------------------------------------------------------------------------------------
; 	WAR ELEPHANT
; -------------------------------------------------------------------------------------------------------

#PRTO_War_Elephant
^
^$LINK<Indian=MENU_Races> [War Elephants] take the place of regular $LINK<knights=PRTO_Knight>. They move faster than knights do, allowing them to function well as mobile defense for your empire as well as an effective attack force.

; -------------------------------------------------------------------------------------------------------
; 	RIDER
; -------------------------------------------------------------------------------------------------------

#PRTO_Rider
^
^$LINK<Chinese=MENU_Races> [Riders] take the place of regular $LINK<knights=PRTO_Knight>. They are the most effective attackers of the Middle Ages.

; -------------------------------------------------------------------------------------------------------
; 	COSSACK
; -------------------------------------------------------------------------------------------------------

#PRTO_Cossack
^
^$LINK<Russian=MENU_Races> [Cossacks] take the place of regular $LINK<cavalry=PRTO_Cavalry>. They are the most effective attackers of the early Industrial Age and can also {blitz} (attack more than once in a single turn).

; -------------------------------------------------------------------------------------------------------
; 	PANZER
; -------------------------------------------------------------------------------------------------------

#PRTO_Panzer
^
^The $LINK<German=MENU_Races> [Panzer] takes the place of normal $LINK<tanks=PRTO_Tank>. It moves faster and can also {blitz} (attack more than once in a single turn).

; -------------------------------------------------------------------------------------------------------
; 	MANOWAR
; -------------------------------------------------------------------------------------------------------

#PRTO_Man-O-War
^
^The $LINK<English=MENU_Races> [Manowar] takes the place of regular $LINK<frigates=PRTO_Frigate>. They remain an unrivaled naval force until the arrival of $LINK<ironclads=PRTO_Ironclad>.

; -------------------------------------------------------------------------------------------------------
; 	F-15
; -------------------------------------------------------------------------------------------------------

#PRTO_F-15
^
^$LINK<American=MENU_Races> [F-15s] take the place of regular $LINK<jet fighters=PRTO_Jet_Fighter>. They are more effective at aerial combat than Jet Fighters are and have the capacity to lethally bombard both naval [and] ground units.

; -------------------------------------------------------------------------------------------------------
; 	LEADER
; -------------------------------------------------------------------------------------------------------

#PRTO_Leader
^
^[Leaders] can arise when an $LINK<elite unit=GCON_Experience> wins a battle. The leader may be used either to create an $LINK<army=GCON_Armies> {(B)} or to $LINK<rush production=GCON_Rush_Production> {(Ctrl+H)} in a city. The leader disappears when it does either of these things.
^
^[Note:] a leader must be in a city in order to create an army.

; -------------------------------------------------------------------------------------------------------
; 	ARMY
; -------------------------------------------------------------------------------------------------------

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

; =======================================================================================================
;
;
;
;
; 					TERRAIN
;
;
;
;
; =======================================================================================================

; -------------------------------------------------------------------------------------------------------
; 	GRASSLAND
; -------------------------------------------------------------------------------------------------------

#TERR_Grassland
^The areas of land between desert regions and forests in temperate and tropical climates usually consist of [grassland].
^
^
^
^Grassland may contain
$LINK<cattle=GOOD_Cattle>,
$LINK<horses=GOOD_Horses>,
$LINK<tobacco=GOOD_Tobacco>,
$LINK<wheat=GOOD_Wheat>, or
$LINK<wine=GOOD_Wine>.

#TERR_Grassland_with_Shield
^Some $LINK<grassland=TERR_Grassland> tiles contain mineral deposits and other useful $LINK<materials=GCON_Shields>. These are marked with a rock outcropping and are among the most generally useful terrain in the game.
^
^
^Grassland may contain
$LINK<cattle=GOOD_Cattle>,
$LINK<horses=GOOD_Horses>,
$LINK<tobacco=GOOD_Tobacco>,
$LINK<wheat=GOOD_Wheat>, or
$LINK<wine=GOOD_Wine>.

; -------------------------------------------------------------------------------------------------------
; 	PLAINS
; -------------------------------------------------------------------------------------------------------

#TERR_Plains
^[Plains] are vast, open tracts of land, usually with very few trees and covered with vegetation such as sagebrush and various grasses.
^
^
^
^Plains may contain
$LINK<cattle=GOOD_Cattle>,
$LINK<horses=GOOD_Horses>,
$LINK<ivory=GOOD_Ivory>,
$LINK<wheat=GOOD_Wheat>, or
$LINK<wine=GOOD_Wine>.

; -------------------------------------------------------------------------------------------------------
; 	FLOOD PLAIN
; -------------------------------------------------------------------------------------------------------

#TERR_Flood_Plain
^[Flood plains] are $LINK<desert=TERR_Desert> tiles which are adjacent to a $LINK<river=TERR_River>, transforming them into incredibly rich $LINK<farmland=GCON_Food>. Citizens working these tiles are susceptible to random death by disease, however, until the discovery of $LINK<Medicine=TECH_Medicine> renders them safe.
^
^Flood plains may contain
$LINK<wheat=GOOD_Wheat>.

; -------------------------------------------------------------------------------------------------------
; 	DESERT
; -------------------------------------------------------------------------------------------------------

#TERR_Desert
^[Deserts] are arid stretches of land characterized by minimal annual rainfall. They're generally unproductive unless $LINK<adjacent to a river=TERR_Flood_Plain>.
^
^
^
^Deserts may contain
$LINK<incense=GOOD_Incense> or
$LINK<oil=GOOD_Oil>.

; -------------------------------------------------------------------------------------------------------
; 	TUNDRA
; -------------------------------------------------------------------------------------------------------

#TERR_Tundra
^Cold, barren permafrost found in polar regions are classified as [tundra], and are not as productive as other types of flat terrain.
^
^
^
^Tundra may contain
$LINK<furs=GOOD_Furs>,
$LINK<game=GOOD_Game>, or
$LINK<oil=GOOD_Oil>.

; -------------------------------------------------------------------------------------------------------
; 	FOREST
; -------------------------------------------------------------------------------------------------------

#TERR_Forest
^Extensive areas of land covered by thick growths of trees and related ground vegetation are classified as [forests]. Your $LINK<workers=PRTO_Worker> may $LINK<clear them=TFRM_Clear_Forest> to expose the underlying terrain: $LINK<grassland=TERR_Grassland>, $LINK<plains=TERR_Plains>, or $LINK<tundra=TERR_Tundra>, and send a one-time bonus of 20 $LINK<shields=GCON_Shields> to the nearest friendly city.
^
^Forests may contain
$LINK<furs=GOOD_Furs>,
$LINK<game=GOOD_Game>,
$LINK<rubber=GOOD_Rubber>,
$LINK<silk=GOOD_Silk>,
$LINK<spice=GOOD_Spice>, or
$LINK<tea=GOOD_Tea>.

; -------------------------------------------------------------------------------------------------------
; 	JUNGLE
; -------------------------------------------------------------------------------------------------------

#TERR_Jungle
^[Jungles] cover a significant portion of the equatorial areas of the world. Many valuable resources can be found there, but also disease which may randomly kill citizens working the tile or units stationed there; this threat can only be eliminated by $LINK<cutting them down=TFRM_Clear_Jungle> to $LINK<grassland=TERR_Grassland>.
^
^Jungles may contain
$LINK<fruit=GOOD_Fruit>,
$LINK<diamonds=GOOD_Diamonds>,
$LINK<rubber=GOOD_Rubber>,
$LINK<silk=GOOD_Silk>,
$LINK<spice=GOOD_Spice>, or
$LINK<tea=GOOD_Tea>.

; -------------------------------------------------------------------------------------------------------
; 	HILLS
; -------------------------------------------------------------------------------------------------------

#TERR_Hills
^Rolling areas of the countryside, [hills] are a good source of $LINK<production=GCON_Shields>
^that offer significant $LINK<defensive=GCON_Combat> bonuses to $LINK<cities=GCON_Moods> and $LINK<units=GCON_Units>, as well as greater $LINK<visibility=GCON_Maps> than on flat land. However, units on a hilltop cannot see beyond other hills or $LINK<mountains=TERR_Mountain>.
^
^Hills may contain
$LINK<aluminum=GOOD_Aluminum>,
$LINK<horses=GOOD_Horses>,
$LINK<incense=GOOD_Incense>,
$LINK<iron=GOOD_Iron>, or
$LINK<wine=GOOD_Wine>.

; -------------------------------------------------------------------------------------------------------
; 	MOUNTAINS
; -------------------------------------------------------------------------------------------------------

#TERR_Mountains
^[Mountains] are high-elevation areas of rugged peaks and valleys. They are excellent sources of $LINK<production=GCON_Shields> and offer superior $LINK<defense=GCON_Combat> to stationed units, but $LINK<cities=GCON_Moods> cannot be built on them. As with $LINK<hills=TERR_Hills>, units on mountaintops can $LINK<see=GCON_Maps> much farther, but not over other mountains.
^
^Mountains may contain
$LINK<aluminum=GOOD_Aluminum>,
$LINK<diamonds=GOOD_Diamonds>,
$LINK<iron=GOOD_Iron>, or
$LINK<uranium=GOOD_Uranium>.

; -------------------------------------------------------------------------------------------------------
; 	COAST
; -------------------------------------------------------------------------------------------------------

#TERR_Coast
^Shallow by comparison with sea or ocean squares, [coastal] waters appear along the shorelines of land masses. Initially, naval units that leave the comfort of coastal areas risk loss in treacherous seas. But after the discovery of $LINK<Astronomy=TECH_Astronomy>, this danger vanishes.
^
^Coastal squares can contain
$LINK<fish=GOOD_Fish>.

#TERR_Fresh_Water_Lake
[Lakes] are landlocked $LINK<coast=TERR_Coast> tiles which provide more $LINK<food=GCON_Food> and are a source of fresh water for $LINK<irrigation=TFRM_Irrigation>. {Lake tiles are mislabeled as Coasts in-game}, so the only way to tell the diference between the two is to check the resource output.
^
^Lake squares can contain
$LINK<fish=GOOD_Fish>.

; -------------------------------------------------------------------------------------------------------
; 	SEA
; -------------------------------------------------------------------------------------------------------

#TERR_Sea
^[Sea] squares are significant barriers to $LINK<trade=GCON_ResourcesL> and $LINK<travel=PRTO_Galley> until the
discovery of $LINK<Astronomy=TECH_Astronomy>.
^
^
^
^Seas may contain
$LINK<whales=GOOD_Whales> or
$LINK<fish=GOOD_Fish>.

; -------------------------------------------------------------------------------------------------------
; 	OCEAN
; -------------------------------------------------------------------------------------------------------

#TERR_Ocean
^[Ocean] squares are significant barriers to $LINK<trade=GCON_ResourcesL> and $LINK<travel=PRTO_Caravel> until the discovery of $LINK<Navigation=TECH_Navigation> or $LINK<Magnetism=TECH_Magnetism>.

; -------------------------------------------------------------------------------------------------------
; 	RIVER
; -------------------------------------------------------------------------------------------------------

#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>, and $LINK<desert=TERR_Desert> tiles become $LINK<flood plains=TERR_Flood_Plain>. Rivers are also sources of fresh water, allowing $LINK<irrigation=TFRM_Irrigation> of adjacent squares.

; =======================================================================================================
;
;
;
;
; 					NATURAL RESOURCES
;
;
;
;
; =======================================================================================================

; -------------------------------------------------------------------------------------------------------
; 	WHEAT
; -------------------------------------------------------------------------------------------------------

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

; -------------------------------------------------------------------------------------------------------
; 	CATTLE
; -------------------------------------------------------------------------------------------------------

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

; -------------------------------------------------------------------------------------------------------
; 	GAME
; -------------------------------------------------------------------------------------------------------

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

; -------------------------------------------------------------------------------------------------------
; 	FRUIT
; -------------------------------------------------------------------------------------------------------

#GOOD_Fruit
^
^[Fruit] is a $LINK<bonus resource=GCON_ResourcesS> that enhances city production. To get the bonus, the
resource must be inside the city's $LINK<radius=GCON_Moods> and a citizen laborer must work the square.
^
^Fruit is always visible in explored areas of the map and can be found only in $LINK<jungles=TERR_Jungle>.

; -------------------------------------------------------------------------------------------------------
; 	FISH
; -------------------------------------------------------------------------------------------------------

#GOOD_Fish
^
^[Fish] is a $LINK<bonus resource=GCON_ResourcesS> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Moods> and a citizen laborer must work the square.
^
^Fish are always visible in explored areas of the map and can be found in $LINK<coast=TERR_Coast>, $LINK<sea=TERR_Sea>, and $LINK<lake=TERR_Fresh_Water_Lake> squares.

; -------------------------------------------------------------------------------------------------------
; 	WHALES
; -------------------------------------------------------------------------------------------------------

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

; -------------------------------------------------------------------------------------------------------
; 	WINE
; -------------------------------------------------------------------------------------------------------

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

; -------------------------------------------------------------------------------------------------------
; 	TOBACCO
; -------------------------------------------------------------------------------------------------------

#GOOD_Tobacco
^
^[Tobacco] is a $LINK<luxury resource=GCON_ResourcesS> that makes content people $LINK<happy=GCON_Happy_Faces> in cities that are connected to it by domestic or foreign $LINK<trade routes=GCON_ResourcesL>.
^
^Tobacco is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<grassland=TERR_Grassland>.

; -------------------------------------------------------------------------------------------------------
; 	INCENSE
; -------------------------------------------------------------------------------------------------------

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

; -------------------------------------------------------------------------------------------------------
; 	FURS
; -------------------------------------------------------------------------------------------------------

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

; -------------------------------------------------------------------------------------------------------
; 	TEA
; -------------------------------------------------------------------------------------------------------

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

; -------------------------------------------------------------------------------------------------------
; 	SPICE
; -------------------------------------------------------------------------------------------------------

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

; -------------------------------------------------------------------------------------------------------
; 	SILK
; -------------------------------------------------------------------------------------------------------

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

; -------------------------------------------------------------------------------------------------------
; 	DIAMONDS
; -------------------------------------------------------------------------------------------------------

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

; -------------------------------------------------------------------------------------------------------
; 	HORSES
; -------------------------------------------------------------------------------------------------------

#GOOD_Horses
^
^[Horses] are a $LINK<strategic resource=GCON_ResourcesS> required to build mounted units.
^
^
^Horses appear when your civilization discovers $LINK<The Wheel=TECH_The_Wheel> and can be found in $LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, and $LINK<hills=TERR_Hills>.

; -------------------------------------------------------------------------------------------------------
; 	IRON
; -------------------------------------------------------------------------------------------------------

#GOOD_Iron
^
^[Iron] is a $LINK<strategic resource=GCON_ResourcesS> required to build armored, naval, and artillery military units.
^
^Iron deposits appear when your civilization discovers $LINK<Iron Working=TECH_Iron_Working>, and can be found in $LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>.

; -------------------------------------------------------------------------------------------------------
; 	OIL
; -------------------------------------------------------------------------------------------------------

#GOOD_Oil
^
^[Oil] is a $LINK<strategic resource=GCON_ResourcesS> required to build any kind of motorized ground, naval, or air unit, as well as the spaceship engine.
^
^Oil deposits appear when your civilization discovers $LINK<Refining=TECH_Refining> and can be found in
$LINK<tundra=TERR_Tundra> and $LINK<desert=TERR_Desert>.

; -------------------------------------------------------------------------------------------------------
; 	RUBBER
; -------------------------------------------------------------------------------------------------------

#GOOD_Rubber
^
^[Rubber] is a $LINK<strategic resource=GCON_ResourcesS> required to build late Industrial Age and Modern Era wheeled units. It is also required for the spaceship casing.
^
^Rubber sources appear when your civilization discovers $LINK<Replaceable Parts=TECH_Replaceable_Parts> and can be found in $LINK<jungles=TERR_Jungle> and $LINK<forests=TERR_Forest>.

; -------------------------------------------------------------------------------------------------------
; 	ALUMINUM
; -------------------------------------------------------------------------------------------------------

#GOOD_Aluminum
^
^[Aluminum] is a $LINK<strategic resource=GCON_ResourcesS> required to build air units, Modern Era city improvements, and spaceship parts.
^
^Aluminum sources appear when your civilization discovers $LINK<Flight=TECH_Flight> and can be found in
$LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>.

; -------------------------------------------------------------------------------------------------------
; 	URANIUM
; -------------------------------------------------------------------------------------------------------

#GOOD_Uranium
^
^[Uranium] is a $LINK<strategic resource=GCON_ResourcesS> required to build Modern Era nuclear units and power plants.
^
^Uranium sources appear when your civilization discovers $LINK<Fission=TECH_Fission> and can be found in $LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>.

; =======================================================================================================
;
;
;
;
; 					TILE IMPROVEMENTS
;
;
;
;
; =======================================================================================================

; -------------------------------------------------------------------------------------------------------
; 	ROAD
; -------------------------------------------------------------------------------------------------------

#TFRM_Road
^
^[Roads] increase the output of $LINK<commerce=GCON_Commerce> of a square and reduce the movement cost to one third of a movement point, regardless of terrain type. $LINK<Workers=PRTO_Worker> can build roads on any terrain for a bonus of +1 commerce, except for $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle> which get a bonus of +2.
^
^
^
^
^
^
^
^
^
^
^
^[Keyboard shortcut:] {R}

; -------------------------------------------------------------------------------------------------------
; 	RAILROAD
; -------------------------------------------------------------------------------------------------------

#TFRM_Railroad
^
^After the discovery of $LINK<Steam Power=TECH_Steam_Power>, $LINK<workers=PRTO_Worker> can build [railroads] over existing $LINK<roads=TFRM_Road> if your civilization has access to $LINK<iron=GCON_ResourcesS>. Units moving along a railroad expend zero movement points; railroads also increase the output of $LINK<irrigation=TFRM_Irrigation> and $LINK<mines=TFRM_Mine>.
^
^
^
^
^
^
^
^
^
^
^
^[Keyboard shortcut:] {Shift+R}

; -------------------------------------------------------------------------------------------------------
; 	IRRIGATION
; -------------------------------------------------------------------------------------------------------

#TFRM_Irrigation
^
^[Irrigation] increases $LINK<food production=GCON_Food> by one on any flat terrain square: $LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, $LINK<flood plains=TERR_Flood_Plain>, $LINK<desert=TERR_Desert>, or $LINK<tundra=TERR_Tundra>. Only squares adjacent to fresh water ($LINK<river=TERR_River> or $LINK<lake=TERR_Fresh_Water_Lake>) or to another irrigated square may be irrigated. After the discovery of $LINK<Electricity=TECH_Electricity>, your $LINK<workers=PRTO_Worker> can irrigate without fresh water.
^
^{Protip:} refrain from irritgating grassland tiles with no bonus resources early in the game, as the extra food production will be lost to the $LINK<Despotism=GOVT_Despotism> tile penalty.
^
^
^
^
^
^
^[Keyboard shortcut:] {I}

; -------------------------------------------------------------------------------------------------------
; 	MINE
; -------------------------------------------------------------------------------------------------------

#TFRM_Mine
^
^$LINK<Workers=PRTO_Worker> can build [mines] increases the $LINK<shield production=GCON_Shields> of a square. Flat terrain ($LINK<grassland=TERR_Grassland> and $LINK<plains=TERR_Plains>) will gain one extra shield, while rough terrain ($LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>) gain two.
^
^[Note:] building a mine on a grassland or plains tile will destroy any existing $LINK<irrigation=TFRM_Irrigation> and vise-versa; the two cannot co-exist).
^
^
^
^
^
^
^
^
^
^[Keyboard shortcut:] {M}

; -------------------------------------------------------------------------------------------------------
; 	BUILD FORTRESS
; -------------------------------------------------------------------------------------------------------

#TFRM_Fortress
^
^After the discovery of $LINK<Construction=TECH_Construction>, your $LINK<workers=PRTO_Worker> can build a [fortress]
^in any land-based square. $LINK<Units=GCON_Units> within a fortress enjoy a +50% defensive bonus, as well as a $LINK<zone of control=GCON_ZoC>.
^
^
^
^
^
^
^
^
^
^
^
^
^[Keyboard shortcut:] {Ctrl+F}

; -------------------------------------------------------------------------------------------------------
; 	BUILD COLONY
; -------------------------------------------------------------------------------------------------------

#TFRM_Build_Colony
^
^A $LINK<worker=PRTO_Worker> can establish a [colony] on any square that contains a $LINK<tradable resource=GCON_ResourcesS> outside of your civilization's $LINK<borders=GCON_Maps> (the worker is consumed by this process), allowing your cities to exploit it so long as they are $LINK<connected=GCON_ResourcesL> to it by a $LINK<road=TFRM_Road>. Colonies are only necessary if the resource is outside of your territory, and they will disappear when consumed by the borders of [any] civilization.
^
^[Note:] your colonies are vulnerable to $LINK<attack=GCON_Combat> just like your cities are and must be defended with military units.
^
^
^
^
^
^
^[Keyboard shortcut:] {B}

; -------------------------------------------------------------------------------------------------------
; 	CLEAR FOREST
; -------------------------------------------------------------------------------------------------------

#TFRM_Clear_Forest
^
^A $LINK<worker=PRTO_Worker> can be ordered to clear a $LINK<forest=TERR_Forest> square to its base terrain
^($LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, or $LINK<tundra=TERR_Tundra>), sending a one-time bonus of 20 $LINK<shields=GCON_Shields>
^to the nearest friendly city when the job is complete. Take care to avoid excessive de-forestation, as the ability to $LINK<replace them=TFRM_Plant_Forest> comes very late in the game.
^
^[Note:] forest tiles are automatically cut down to their base terrain when a $LINK<city=GCON_Moods> is built on them.
^
^
^
^
^
^
^
^[Keyboard shortcut:] {Shift+C}

; -------------------------------------------------------------------------------------------------------
; 	CLEAR JUNGLE
; -------------------------------------------------------------------------------------------------------

#TFRM_Clear_Jungle
^
^A $LINK<worker=PRTO_Worker> can be ordered to clear a $LINK<jungle=TERR_Jungle> square down to $LINK<grasslands=TERR_Grassland>, thus eliminating the threat of death from disease for citizens working it or units stationed there. Once removed, jungles can not be replaced.
^
^[Note:] jungle tiles are automatically cut down to their base terrain when a $LINK<city=GCON_Moods> is built on them.
^
^
^
^
^
^
^
^
^
^[Keyboard shortcut:] {Shift+C}

; -------------------------------------------------------------------------------------------------------
; 	PLANT FOREST
; -------------------------------------------------------------------------------------------------------

#TFRM_Plant_Forest
^
^After the discovery of $LINK<Ecology=TECH_Ecology>, workers can plant a $LINK<forest=TERR_Forest> in any $LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, or $LINK<tundra=TERR_Tundra> square. This transforms the square into a normal forest square.
^
^
^
^
^
^
^
^
^
^
^
^
^[Keyboard shortcut:] {N}

; -------------------------------------------------------------------------------------------------------
; 	CLEAR POLLUTION
; -------------------------------------------------------------------------------------------------------

#TFRM_Clear_Pollution
^
^After the discovery of $LINK<Sanitation=TECH_Sanitation>, workers can clean up pollution in a contaminated square, restoring it to its former production capacity.
^
^
^
^
^
^
^
^
^
^
^
^
^
^[Keyboard shortcut:] {Shift+C}

; =======================================================================================================
;
;
;
;
; 					GOVERNMENTS
;
;
;
;
; =======================================================================================================

; -------------------------------------------------------------------------------------------------------
; 	ANARCHY
; -------------------------------------------------------------------------------------------------------

#GOVT_Anarchy
^
^Anarchy is not so much a system of government as the lack of one. While it can be the result of prolonged $LINK<civil disorder=GCON_Disorder>, it's more commonly the $LINK<transitional period=GCON_Governments> between governments. Anarchy only lasts a few turns, but nothing gets done during them.
^
^{Protip:} it's best to maximize food production during anarchy since shields and commerce are completely wasted.
^
^Corruption / Waste				Very High
^Hurry Method					None
^War Weariness					None
^Military Police Limit				0
^Draft Rate						0
^
^Unit Support Cost				None
^Free Unit Support...
^    ...per town					0
^    ...per city					0
^    ...per metropolis				0
^
^[Penalties]: no city production or research; $LINK<workers=PRTO_Worker> work at half speed

; -------------------------------------------------------------------------------------------------------
; 	DESPOTISM
; -------------------------------------------------------------------------------------------------------

#GOVT_Despotism
^
^In Despotism, you rule with absolute power over your subjects, usually enforced by the military. This
system has a tendency to minimize individual freedom and reduce the efficiency of production efforts.
^
^
^
^
^
^Corruption / Waste				High
^Hurry Method					Forced Labor
^War Weariness					None
^Military Police Limit				2
^Draft Rate						2
^
^Unit Support Cost				2 gold per turn
^Free Unit Support...
^    ...per town					8
^    ...per city					4
^    ...per metropolis				2
^
^[Penalty:] any city production square which produces more than two $LINK<food=GCON_Food>, $LINK<shields=GCON_Shields>, or $LINK<commerce=GCON_Commerce> instead produces one less.

; -------------------------------------------------------------------------------------------------------
; 	MONARCHY
; -------------------------------------------------------------------------------------------------------

#GOVT_Monarchy
^
^Monarchs rule with absolute authority, severely limiting personal and economic freedom of all
citizens except for nobility and the rich upper-class. However, there is a sense among the populace that you rule by sanction of the gods (or God) and this alleviates many of the production problems found in $LINK<despotism=GOVT_Despotism>. $LINK<Corruption and waste=GCON_Corruption> are significant, but are ameliorated to an extent by loyalty to the King.
^
^
^Corruption / Waste				Medium
^Hurry Method					Paid Labor
^War Weariness					None
^Military Police Limit				3
^Draft Rate						2
^
^Unit Support Cost				1 gold per turn
^Free Unit Support...
^    ...per town					4
^    ...per city					4
^    ...per metropolis				4
^
^[Bonus:] all $LINK<diplomats=GCON_Embassies> (NOT spies) are veterans

; -------------------------------------------------------------------------------------------------------
; 	COMMUNISM
; -------------------------------------------------------------------------------------------------------

#GOVT_Communism
^
^Under Communism, the government is in the hands of a ruling "party" controlled absolutely by you, the Chairman. Although Communism allows greater production than despotism, the system restricts personal freedoms, limiting $LINK<commerce=GCON_Commerce>. One positive aspect of Communism is its effect upon $LINK<corruption and waste=GCON_Corruption>: all cities suffer the same, limited effects.
^
^
^Corruption / Waste				Communal
^Hurry Method					Forced Labor
^War Weariness					None
^Military Police Limit				4
^Draft Rate						3
^
^Unit Support Cost				1 gold per turn
^Free Unit Support...
^    ...per town					2
^    ...per city					4
^    ...per metropolis				8
^
^[Bonus:] all $LINK<spies=GCON_Embassies> are veterans

; -------------------------------------------------------------------------------------------------------
; 	REPUBLIC
; -------------------------------------------------------------------------------------------------------

#GOVT_Republic
^
^Under a Republic, you rule over autonomous city states by consent of the people through representatives. This allows the people substantial personal and economic freedoms, producing an increase in $LINK<commerce=GCON_Commerce>. However, your government is affected by $LINK<war weariness=GCON_War>, which can cause significant $LINK<civil disorder=GCON_Disorder> problems in times of war - especially if you are the aggressor.
^
^
^Corruption / Waste				Low
^Hurry Method					Paid Labor
^War Weariness					Low
^Military Police Limit				0
^Draft Rate						1
^
^Unit Support Cost				1 gold per turn
^Free Unit Support...
^    ...per town					0
^    ...per city					0
^    ...per metropolis				0
^
^[Bonus:] +1 to all $LINK<commerce=GCON_Commerce>-producing tiles

; -------------------------------------------------------------------------------------------------------
; 	DEMOCRACY
; -------------------------------------------------------------------------------------------------------

#GOVT_Democracy
^
^You are elected by the people to rule with their interests at heart. And you are rewarded by increased
$LINK<commerce=GCON_Commerce> and $LINK<production=GCON_Shields>. However, $LINK<war weariness=GCON_War> is a significant problem, and war must be entered into only after much consideration.
^
^
^
^
^Corruption / Waste                          $LINK<Very Low=BLDG_Police_Station>
^Hurry Method					Paid Labor
^War Weariness					High
^Military Police Limit				0
^Draft Rate						1
^
^Unit Support Cost				2 gold per turn
^Free Unit Support...
^    ...per town					1
^    ...per city					2
^    ...per metropolis				3
^
^[Bonuses:] +1 to all $LINK<commerce=GCON_Commerce>-producing tiles; $LINK<workers=PRTO_Worker> are 50% faster

; =======================================================================================================
;
;
;
;
; 					CIVILIZATIONS
;
;
;
;
; =======================================================================================================

; -------------------------------------------------------------------------------------------------------
; 	AMERICA
; -------------------------------------------------------------------------------------------------------

#RACE_American
^
^   {About the Americans}
^
^$LINK<Traits=GCON_Strengths>:            {Industrious} & {Expansionist}
^$LINK<Unique Unit=GCON_Golden_Age>:   $LINK<F-15=PRTO_F-15> (replaces $LINK<Jet Fighter=PRTO_Jet_Fighter>)
^$LINK<Aggression=GCON_Attitude>:   [Moderate]
^
^   {Tips for playing as America}
^
^America is for all intents and purposes the "zerg rush" civilization of the game. The combined expansionist and industrial traits make America's chief bonus the ability to easily build lots of cities as quickly as possible. There's less benefit here to having larger cities than with other civilizations due to the lack of cheap culture or extra income from the commercial trait, making it more a game of overwhelming your opponents through sheer numbers.
^
^America suffers from having a unique unit that is both difficult to purposefully engage in combat with and the only one in the game to appear in the Modern Age. This means that any relevant Golden Age will be triggered through peaceful means. If you haven't gotten one by the start of the Industrial Age, shoot for the $LINK<Hoover Dam=BLDG_Hoover_Dam> since it nails both of of America's traits in one go.

; -------------------------------------------------------------------------------------------------------
; 	AZTECS
; -------------------------------------------------------------------------------------------------------

#RACE_Aztecs
^
^   {About the Aztecs}
^
^$LINK<Traits=GCON_Strengths>:            {Militaristic} & {Religious}
^$LINK<Unique Unit=GCON_Golden_Age>:   $LINK<Jaguar Warrior=PRTO_Jaguar_Warrior> (replaces $LINK<Warrior=PRTO_Warrior>)
^$LINK<Aggression=GCON_Attitude>:   [High]
^
^   {Tips for playing as the Aztecs}
^
^One of the game's two militaristic and religious tribes, the Aztecs are also uniquely semi-expansionist by virtue of a unique unit with the movement speed and shield cost of a scout. However, Jaguar Warriors are largely ineffective at combat and will trigger a worthlessly early Golden Age if you try to use them that way. Any meaningful Golden Age is thus going to come from building a wonder, which again is problematic since they lack one that combines both of their traits.
^
^The key to playing as the Aztecs is to find any meaningful synergy between its traits and exploit it. Militaristic and Religious are both very powerful traits, but head in opposite directions in terms of what they aim to do. Leveraging the semi-Expansionist facet of the Jaguar Warrior to gain an early lead is crucial, as it is the sole factor setting them apart from the Persians, whose $LINK<unique unit=PRTO_Immortals> is the most powerful attacker of the Ancient Age.

; -------------------------------------------------------------------------------------------------------
; 	BABYLON
; -------------------------------------------------------------------------------------------------------

#RACE_Babylon
^
^   {About the Babylonians}
^
^$LINK<Traits=GCON_Strengths>:            {Scientific} & {Industrious}
^$LINK<Unique Unit=GCON_Golden_Age>:   $LINK<Bowman=PRTO_Bowman> (replaces $LINK<Archer=PRTO_Archer>)
^$LINK<Aggression=GCON_Attitude>:   [Low]
^
^   {Tips for playing as Babylon}
^
^While ostensibly a builder's civilization due to its trait pairing, Babylon's unique unit makes it one of the best tribes for waging early wars. Bowmen are no more powerful than $LINK<swordsmen=PRTO_Swordsman> and are weaker on the defense, but they don't require $LINK<iron=GOOD_Iron> and are cheaper to build. Cranking them out fast and early should allow you to overrun any immediate neighbor who isn't named Alexander at the price of a
^uselessly-early Golden Age. Failing that, Bowmen are of little military use and serve primarily as means of triggering a controlled Golden Age since their $LINK<combo package wonder=BLDG_Hanging_Gardens> is in an inconvenient position to do so regardless of how you're playing.
^
^As a builder's tribe, Babylon plays similarly to but differs importantly from Egypt. The Industrious trait plus cheap culture is a no-brainer, but getting that culture from $LINK<Libraries=BLDG_Library> instead of $LINK<Temples=BLDG_Temple> means that it won't come as quickly or as easily. Further, higher $LINK<difficulty levels=GCON_Difficulty> will take a harder toll on Babylon both by disouraging exploitation of the scientific trait (due to the nigh-impossibility of gaining a tech lead) as
^well as providing the AI with enough of a starting bonus to render an early Bowman assault ineffective - or at least not worth the effort. This strips away all of Babylon's advantages except for the Industrious trait, which is the ultimate key to playing them well.

; -------------------------------------------------------------------------------------------------------
; 	CHINA
; -------------------------------------------------------------------------------------------------------

#RACE_Chinese
^
^   {About the Chinese}
^
^$LINK<Traits=GCON_Strengths>:            {Militaristic} & {Industrious}
^$LINK<Unique Unit=GCON_Golden_Age>:   $LINK<Rider=PRTO_Rider> (replaces $LINK<Knight=PRTO_Knight>)
^$LINK<Aggression=GCON_Attitude>:   [Moderate]
^
^   {Tips for playing as China}
^
^The Militaristic/Industrious trait pairing makes China one of the more conquest-leaning civilizations in game despite being the least aggressive of all tribes possessing that trait. The strategy here is simple: Industrious helps you build out and then churn out lots of miltary units once you've got a footing established. "Build out first" is what sets China most apart from other warmongering tribes, which mostly tend to focus on dominating the Ancient Age. Early wars are
^possible but unadvisable since the Middle Ages are where China truly shines, and you'll want to set up for it as much as possible.
^
^The Rider provides China with the most significant offensive advantage of any unique unit aside from Persia's $LINK<Immortals=PRTO_Immortals> and does so at perhaps the best possible point in the game to take advantage of it. As if that weren't enough, China is the only civilization with [two]
^single-shot wonders - $LINK<The Great Wall=BLDG_Great_Wall> and $LINK<Sun Tzu's Art Of War=BLDG_Art_of_war> - both of which appear along with Riders. China is thus certainly not hurting for an easy (and well-timed) Golden Age, and the defensive benefits of their wonders mean that you don't lose much even if you're not at war. That said, like any Militaristic civilization, playing them peacefully largely undercuts one of their primary advantages and makes for a more difficult game.

; -------------------------------------------------------------------------------------------------------
; 	EGYPT
; -------------------------------------------------------------------------------------------------------

#RACE_Egyptians
^
^   {About the Egyptians}
^
^$LINK<Traits=GCON_Strengths>:            {Industrious} & {Religious}
^$LINK<Unique Unit=GCON_Golden_Age>:   $LINK<War Chariot=PRTO_War_Chariot> (replaces $LINK<Horseman=PRTO_Horseman>)
^$LINK<Aggression=GCON_Attitude>:   [Moderate]
^
^   {Tips for playing as Egypt}
^
^Egypt is a very effective builder's civilization, as the Religious and Industrious traits pair up beautifully in the early game to construct a start-up empire. War Chariots can provide a modicum of mobile defense, particularly to help your settlers expand as far as they can. $LINK<The Pyramids=BLDG_Pyramids> are Egypt's one-two punch wonder that can trigger a Golden Age all on their own (provided that the War Chariots don't do so first), and you'll want as many cities as possible if you intend to
^take full advantage of it.
^
^On the other hand, the Pyramids are difficult to land and Egypt leans more towards managing a compact empire rather than a sprawling one. You'll want to get started as soon as possible if you do go for them, and no expansionist trait means that it'll take longer to figure out whether or not you're in a position where they'll be worth the effort. While Religious and Industrious is a very powerful combination that can be played well even with minimal effort, you'll do best as
^Egypt if you develop a game plan as soon as possible and stick to it.

; -------------------------------------------------------------------------------------------------------
; 	ENGLAND
; -------------------------------------------------------------------------------------------------------

#RACE_English
^
^   {About the English}
^
^$LINK<Traits=GCON_Strengths>:            {Commercial} & {Expansionist}
^$LINK<Unique Unit=GCON_Golden_Age>:   $LINK<Manowar=PRTO_Man-O-War> (replaces $LINK<Frigate=PRTO_Frigate>)
^$LINK<Aggression=GCON_Attitude>:   [Low]
^
^   {Tips for playing as England}
^
^England has possibly the game's most difficult trait pairing to work with, primarily because they don't coexist: Expansionist is purely an early-game bonus while the benefits of the Commercial trait tend not to come into play until the late game. This is not to say that they lack syngergy, however; both lend themselves towards building and managing a large empire, making England the game's "true" Expansionist civilization. How much their Commercial trait pays off
^depends largely on how effectively you can leverage the Expansionist bonus, which is the primary challenge (and goal) of playing as England.
^
^Moreso than most other civilizations, England wants to beeline for their unique unit's $LINK<requisite tech=TECH_Navigation> as early as possible to get the most out of it (provided that you're playing on a non-Pangaea map). The Manowar offers England complete naval dominance for a brief period in the late Middle Ages until $LINK<ironclads=PRTO_Ironclad> show up to level out the playing field; use this opportunity to start a Golden Age and seize any available island territory before your rivals can catch up.

; -------------------------------------------------------------------------------------------------------
; 	FRANCE
; -------------------------------------------------------------------------------------------------------

#RACE_French
^
^   {About the French}
^
^$LINK<Traits=GCON_Strengths>:            {Commercial} & {Industrious}
^$LINK<Unique Unit=GCON_Golden_Age>:   $LINK<Musketeer=PRTO_Musketeer> (replaces $LINK<Musketman=PRTO_Musketman>)
^$LINK<Aggression=GCON_Attitude>:   [Very Low]
^
^   {Tips for playing as France}
^
^France is very much a builder's civililization, combining the two traits that most reward having large cities with a defensive unique unit that will ideally provide a well-timed Golden Age. As with most other civilizations possessing the late-blooming Commercial trait, the goal here is to utilize its partner trait (Industrious in this case) to make your empire as large as possible. However, France is a "perfectionist"-type civilization that leans more toward a compact empire of large cities
^due to the lack of the Expansionist trait, discounted culture buildings, or any kind of offensive militaristic advantage to speak of. This makes getting the most out of the Commercial trait more difficult with France than with most other tribes that possess it.
^
^Like all defensive unique units, Musketeers are the best of their time. Although not nearly as dominant in their role as Greek $LINK<Hoplites=PRTO_Hoplite> or Japan's $LINK<Samurai=PRTO_Samurai>, they're still worth picking up sooner rather than later - especially if you're unlucky enough to be neighbors with China or Persia and have managed to piss them off. Be wary of Musketeers should you decide to pick a fight with France, as they exist during a short-lived but very crucial timeframe in the game for waging war.

; -------------------------------------------------------------------------------------------------------
; 	GERMANY
; -------------------------------------------------------------------------------------------------------

#RACE_Germans
^
^   {About the Germans}
^
^$LINK<Traits=GCON_Strengths>:            {Militaristic} & {Scientific}
^$LINK<Unique Unit=GCON_Golden_Age>:   $LINK<Panzer=PRTO_Panzer> (replaces $LINK<Tank=PRTO_Tank>)
^$LINK<Aggression=GCON_Attitude>:   [Very High]
^
^   {Tips for playing as Germany}
^
^Germany can be a tough sell at first glance, largely because its conquest-leaning trait combo pairs unfavorably with the second-latest unique unit in the game (only $LINK<America's=PRTO_F-15> comes later). While Panzers can easily render Germany the game's dominant military force in the late Industrial Age, the problem is the simple question of why a violent game has managed to last that long. Unlike other Scientific civs, Germany actually performs much better on higher $LINK<difficulty levels=GCON_Difficulty>,
^where the answer to that question is "trying not to die".
^
^Germany's Golden Age can also be an issue, since waiting for Panzers to trigger one is unideal. They also lack a wonder that combines both of their traits, meaning you'll have to do some shopping around or just suck it up and wait for the late Industrial Age.
^
^Although largely burdened with advantages that take time to fully manifest, Germany [does] come out of the gate with one very distinct, unique advantage: their starting techs. The Germans have immediate access to both $LINK<archers=PRTO_Archer> and $LINK<spearmen=PRTO_Spearman> along with discounted $LINK<Barracks=BLDG_Barracks>
^courtesy of the Militaristic trait. Further, they are only one tech away from $LINK<Iron Working=TECH_Iron_Working> (due to starting with Bronze Working), and therefore
^$LINK<swordsmen=PRTO_Swordsman>. On more sane difficulty levels, this allows Germany a major opportunity get the drop on their neighbors in the early game.

; -------------------------------------------------------------------------------------------------------
; 	GREECE
; -------------------------------------------------------------------------------------------------------

#RACE_Greeks
^
^   {About the Greeks}
^
^$LINK<Traits=GCON_Strengths>:            {Scientific} & {Commercial}
^$LINK<Unique Unit=GCON_Golden_Age>:   $LINK<Hoplites=PRTO_Hoplite> (replaces $LINK<Spearman=PRTO_Spearman>)
^$LINK<Aggression=GCON_Attitude>:   [Moderate]
^
^   {Tips for playing as Greece}
^
^Greece combines the two traits whose benefits take the longest to fully realize with a unique unit that renders them untouchable in the early game. Hoplites offer unrivaled defense for most of the Ancient Age, allowing you to build your empire with impunity (unless one of your neighbors is $LINK<Xerxes=PRTO_Immortals>) and ideally leverage the scientific bonus along with a likely Golden Age to gain an early lead. As with most Scientific tribes, $LINK<difficulty level=GCON_Difficulty> comes into play here since it will determine just how much of that early lead will be based purely on your position.
^
^Since $LINK<pikemen=PRTO_Pikeman> are basically Hoplites that cost more and require $LINK<iron=GOOD_Iron>, Greece skips them entirely and upgrades straight to $LINK<musketmen=PRTO_Musketman>. Like Rome, this disincentives them somewhat from going down the $LINK<Monarchy=GOVT_Monarchy> branch of the tech tree, somewhat railroading them into becoming $LINK<Republics=GOVT_Republic> in the process. This is just fine for Greece as they're a generally peaceful tribe. Just be careful not to forget that The
^Republic - and its restrictive unit support costs - arrives around the time that technology has caught up to Hoplites, rendering them no longer the impenetrable walls they were at the beginning of the game.

; -------------------------------------------------------------------------------------------------------
; 	INDIA
; -------------------------------------------------------------------------------------------------------

#RACE_Indian
^
^   {About the Indians}
^
^$LINK<Traits=GCON_Strengths>:            {Commercial} & {Religious}
^$LINK<Unique Unit=GCON_Golden_Age>:   $LINK<War Elephants=PRTO_War_Elephant> (replaces $LINK<Knight=PRTO_Knight>)
^$LINK<Aggression=GCON_Attitude>:   [Very Low]
^
^   {Tips for playing as India}
^
^Unsurprisingly, India's traits lend it towards peaceful growth rather than conquest. The Commercial trait, as always, means that you want a large empire and the Religious trait is what helps you get there. Their unique unit is also well-suited as mobile defense, as well as offering the chance for a perfectly-timed Golden Age. A peaceful Golden Age is also an option, but it will require multiple wonders as India lacks one that combines both of their traits.
^
^Although traditionally nonviolent, India's War Elephants also give it a significant offensive advantage during a very war-heavy phase of the game. Since this advantage comes in the form of extra speed instead of $LINK<more offense=PRTO_Rider>, it will require more strategy to use well. Further, their advantage can be dimished or even flat-out nullified on heavily forested and/or mountainous maps, and the lack or any [other] sort of military benefit means that India should pick its fights very carefully.

; -------------------------------------------------------------------------------------------------------
; 	IROQUIOS
; -------------------------------------------------------------------------------------------------------

#RACE_Iroquois
^
^   {About the Iroquois}
^
^$LINK<Traits=GCON_Strengths>:            {Religious} & {Expansionist}
^$LINK<Unique Unit=GCON_Golden_Age>:   $LINK<Mounted Warriors=PRTO_Mounted_Warrior> (replaces $LINK<Horseman=PRTO_Horseman>)
^$LINK<Aggression=GCON_Attitude>:   [Low]
^
^   {Tips for playing as the Iroquois}
^
^The Iroquois play very similarly to the Russians in that their traits lend themselves towards beelining towards the best land and then leveraging discounted culture buildings to join them together. The primary difference between the two is that this expansion will happen quicker since $LINK<Temples=BLDG_Temple> are cheaper than $LINK<Libraries=BLDG_Library> and are available much sooner. This is important since their perrenial neighbors are both
^expansionist in nature and the competition is much more likely to lead to early-game wars. Thankfully, the Iroquois unique unit is an excellent ace in the hole should this likely scenario occur.
^
^Mounted Warriors combine the offensive punch of $LINK<swordsmen=PRTO_Swordsman> with the speed of $LINK<horsemen=PRTO_Swordsman>, and the early Golden Age they will trigger in an early-game war should be enough to secure your victory. You'll want to end these wars quickly, however, since Golden Ages only last 20 turns and Mounted Warriors lose a lot of their advantage once $LINK<pikemen=PRTO_Pikeman> show up.

; -------------------------------------------------------------------------------------------------------
; 	JAPAN
; -------------------------------------------------------------------------------------------------------

#RACE_Japanese
^
^   {About the Japanese}
^
^$LINK<Traits=GCON_Strengths>:            {Scientific} & {Religious}
^$LINK<Unique Unit=GCON_Golden_Age>:   $LINK<Samurai=PRTO_Samurai> (replaces $LINK<Pikeman=PRTO_Pikeman>)
^$LINK<Aggression=GCON_Attitude>:   [Low]
^
^   {Tips for playing as Japan}
^
^Japan is one of the more obvious civilizations to play as in terms of what they're best suited for. The combination of the Religious and Scientific traits makes them the game's premiere "culture warriors" and they're the go-to tribe for a victory of that nature. The catch, if you can call it that, is that Japan will spend a lot of time building things if it's to take full advantage of its bonuses and the Scientific trait will
^contribute little besides culture on higher $LINK<difficulty levels=GCON_Difficulty>.
^
^Although geared toward peaceful expansion, Japan has a strong incentive to research $LINK<Monarchy=GOVT_Monarchy> as quickly as possiburu to gain access to their unique unit, which will make them just as untouchable in the late Ancient Age and Early Middles Ages as Greece is at the beginning of the game. Samurai will also earn you a well-placed Golden Age provided that they see some action before they get replaced by $LINK<riflemen=PRTO_Rifleman> (Japan skips $LINK<musketmen=PRTO_Musketman> altogether, providing a strong incentive to stick to the culture-heavy branches of the Middle Ages tech tree), else the $LINK<Theory of Evolution=BLDG_Theory_of_Evolution> packs in both of their traits if you've made it to the Industrial Age without getting one.

; -------------------------------------------------------------------------------------------------------
; 	PERISA
; -------------------------------------------------------------------------------------------------------

#RACE_Persian
^
^   {About the Persians}
^
^$LINK<Traits=GCON_Strengths>:            {Militaristic} & {Religious}
^$LINK<Unique Unit=GCON_Golden_Age>:   $LINK<Immortals=PRTO_Immortals> (replaces $LINK<Swordsman=PRTO_Swordsman>)
^$LINK<Aggression=GCON_Attitude>:   [High]
^
^   {Tips for playing as Persia}
^
^Persia possesses the same Militaristic/Religious trait pairing as the Aztecs, but unlike them also have a strong unique unit to go with it. Whereas the Aztecs focus is more on the combination of powerful (albeit somewhat opposed) traits, Persia's Immortals allow them to absolutely dominate the Ancient Age. Even Greece, whose $LINK<Hoplites=PRTO_Hoplite>
^render them largely unopposed in the early game, have a hard time standing up agaisnt Persia due to their sheer offensive power.
^
^As with the Aztecs, you'll want to find synergy between the Militaristic and Religious traits to play Persia the most effectively. The difference is that your hand here is mostly forced, since the obvious solution is attacking your neighbors early and then using cheap $LINK<Temples=BLDG_Temple> to gobble up as much territory as possible. If you're not going for a flat-out conquest victory, Persia is easily one of the civilizations best suited for a domination win.

; -------------------------------------------------------------------------------------------------------
; 	ROME
; -------------------------------------------------------------------------------------------------------

#RACE_Romans
^
^   {About the Romans}
^
^$LINK<Traits=GCON_Strengths>:            {Militaristic} & {Commercial}
^$LINK<Unique Unit=GCON_Golden_Age>:   $LINK<Legionaries=PRTO_Legionary> (replaces $LINK<Swordsman=PRTO_Swordsman>)
^$LINK<Aggression=GCON_Attitude>:   [High]
^
^   {Tips for playing as Rome}
^
^Rome can be a challenging civilization to play as since its traits don't really synergize well with one another. Rather, the goal is to parlay the benefits of one into reaping the rewards of the other. The Commercial trait offers lower $LINK<corruption=GCON_Corruption> rates and more gold from large empires, while the Militaristic trait nudges Rome toward acquiring that empire by force. Legionaries are a tremendous asset to this end.
^
^While one may be tempted to dismiss Rome's unique unit as an inferior version of Persia's $LINK<Immortals=PRTO_Immortals>) since they lack the latter's offensive punch, their defensive benefits allow them to act as your primary offensive [and] defensive units throughout the Ancient Age and well into the Middle Ages. In fact, Rome doesn't even build $LINK<pikemen=PRTO_Pikeman> at all since Legionaries outclass them entirely. This does mean that the $LINK<Monarchy=GOVT_Monarchy> branch of the tech tree has less to offer Rome than other civilizations (which is fitting, since Rome was a $LINK<Republic=GOVT_Republic>).
^
^Not only do Legionaries make it easier to pre-emptively strike at enemy units in your territory, but it also makes Rome's early-game war strategy brutally simple by eliminating the need for combined arms and allowing you to overwhelm your opponents with, well, legions of a single unit type. Just be mindful of $LINK<war weariness=GCON_War> if you opt to go the Republic route instead of picking up Monarchy.

; -------------------------------------------------------------------------------------------------------
; 	RUSSIA
; -------------------------------------------------------------------------------------------------------

#RACE_Russian
^
^   {About the Russians}
^
^$LINK<Traits=GCON_Strengths>:            {Scientific} & {Expansionist}
^$LINK<Unique Unit=GCON_Golden_Age>:   $LINK<Cossacks=PRTO_Cossack> (replaces $LINK<Cavalry=PRTO_Cavalry>)
^$LINK<Aggression=GCON_Attitude>:   [High]
^
^   {Tips for playing as Russia}
^
^Russia is, fittingly enough, an incredibly effective landgrab civilization. The Expansionist trait lets them find and build on the good land first while the culture from cheap Libraries will hopefully let their borders expand to connect them all before their rivals can settle into the gaps and isolate their territories. $LINK<Libraries=BLDG_Library> are particularly nice due to their $LINK<corruption=GCON_Corruption>-fighting benefits as Russia will likely end up with a lot of
^cities (or at least a lot of cities that are far away from Moscow) if played well in the early game; how useful the [primary] benefit of the Scientific trait ends up being will depend largely on the $LINK<difficulty level=GCON_Difficulty>.
^
^The Cossack, much like the Chinese $LINK<Rider=PRTO_Rider>, is the most powerful offensive unit of its time. Although their extra strength is somewhat less pronounced than that of the Rider since $LINK<riflemen=PRTO_Rifleman> show up at around the same time, Cossacks will wipe the floor with any civilization still relying on $LINK<musketmen=PRTO_Musketman> to defend their cities. Russia really wants as much of a science lead as possible going into the Industrial Age to capitalize on this, which may mean shopping around for a wonder set earlier that can give them a better Golden Age than the one that their Cossacks will offer.

; -------------------------------------------------------------------------------------------------------
; 	ZULULAND
; -------------------------------------------------------------------------------------------------------

#RACE_Zulu
^
^   {About the Zulus}
^
^$LINK<Traits=GCON_Strengths>:            {Militaristic} & {Expansionist}
^$LINK<Unique Unit=GCON_Golden_Age>:   $LINK<Impi=PRTO_Impi> (replaces $LINK<Spearman=PRTO_Spearman>)
^$LINK<Aggression=GCON_Attitude>:   [Very High]
^
^   {Tips for playing as Zululand}
^
^As far as purpose goes, the Zulu are easily the game's most blunt civilization: they're here to fight and fighting is what they do. The Expansionist trait appears here primarily as a means of finding other people to kill rather than good places to settle and is perhaps best represented by their unique unit. Impis offer defense for attacking $LINK<horsemen=PRTO_Horseman> that would otherwise be unable to keep up with them and garrison units that can quickly reach captured cities, leaving your
^$LINK<swordsmen=PRTO_Swordsman> free to press forward.
^
^The downside of playing as the Zulu is, as you might expect, the near-complete lack of any peacetime bonuses, railroading you into a military victory if they are of to be of any use to you at all.

#EOF

