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


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


#GAME_CONCEPTS


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

#GCON_Overpopulation
Overpopulation
^
^
^Depending upon the level of difficulty you choose to play, overpopulation affects your cities at different stages. 
In each city, a number of citizens are born content. Thereafter, the rest are born unhappy. The number born content
are as follows.
^
^
^{Difficulty			Content Citizens}
^* Private					4
^* Lieutenant				3
^* Major					2
^* Brigader General			2
^* Major General				1
^* Lieutenant General			1
^* General					1
^* Marshal					1
^
^Overpopulation can also result in $LINK<starvation=GCON_Food>.

#GCON_Terrain_Combat
Defender Combat Bonus
^
^
^{Terrain Bonuses}
^Grasslands					  10%
^Plains						  10%
^Desert					  10%
^Floodplains				  10%
^Tundra					  10%
^Ocean					  10%
^Sea					 	  10%
^Coast						  10%
^Fresh Water Lake			  10%
^Marsh						  20%
^River						  25%*
^Forest					  25%
^Jungles					  25%
^Hills						  50%
^Volcano					  80%
^Mountains					100%
^
^{Structural Bonuses}
^Fortified Units				  +25%
^Fortress					  +50%
^Barricade					+100%
^Town Walls				  +50%
^Civil Defense				  +50%
^City						  +50%
^Metro						+100%
^
^* This bonus applies to the defender if attacked from the other side of a river.
^
^Cities with resisters do not give defensive bonuses.




#GCON_Hotkeys_Units
Hotkeys: Unit Commands
^
^
^{Settler / Worker Actions}
^Build Road 						R
^*   Road to							Ctrl-R
^Build Rail							Shift-R
^*   Rail to							Ctrl-Shift-R
^Build Road/Rail Net					Ctrl-N
^Build/Join city/colony				B
^*   Road then Colony					Ctrl-B
^Irrigate							I
^*   Irrigate to city					Ctrl-I
^Improve Nearest City					Shift-I
^Improve Nearest City/Without Altering	Ctrl-Shift-I
^Build Mine							M
^Build Fortress/Barricade				Ctrl-F
^Plant Forest						N
^Clear Pollution/Forest/Jungle/Marsh		Shift-C
^*   Clear all Forest					Shift-F
^*   Clear all Wetlands					Shift-W
^*   Clear all Damage					Shift-D
^Automate Worker					A
^Automate Worker (virgin terrain)		Shift-A
^
^{Air Missions}
^Bombing							B
^Recon							R
^Air Superiority						S
^Re-Base							Shift-R
^Precision Strike						P

#DESC_GCON_Hotkeys_Units
^{General Unit Commands}
^Hold (don't move)					Spacebar
^Wait (until end of turn)				W
^Fortify/Garrison/Sleep				F
^Go to								G
^*	Stack Go to						X, J
^*	Stack Go to With Same Units			Ctrl-X, Ctrl-J
^Disband							D
^Load/unload						L
^Explore							E
^Pillage							Shift-P
^Bombard							B
^Airdrop							P
^Airlift								T
^Sentry							Y
^*	Sentry (Until Enemy Contact)			Shift-Y
^
^{Special Actions and Orders}
^Upgrade Unit						U
^*	Upgrade all Obsolete Units			Shift-U
^Build Army							B
^Hurry City Production					Ctrl-H






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

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



#GCON_Craters
Craters
^
^
^Craters can occur in a non-city square due to bombardment attack. When a bombardment attack which eliminates
the last unit or terrain improvement in a square, a crater may be formed. Like pollution, the presence of
craters reduces a square's production, commerce, and food output by one.
^
^
^{Clearing Craters}  Craters can be cleaned up by $LINK<workers=GCON_Worker_Jobs>.
 


#GCON_Barricades
Barricades
^
^
^When a civilization has learned $LINK<construction=TECH_Construction>, its workers know how to construct
stone and masonry [barricades], which are even more formidable than $LINK<Fortresses=GCON_Fortresses>. 
^
^A Barricades can only be built on a square already containing a Fortress. Even if unoccupied, barricades
automatically stops movement of a ground unit entering its square (unless that unit belongs to the same civilization
currently controlling the barricade's square, or if that unit has a $LINK<Right of Passage=GCON_Agreements>
agreement through that land. Barricades become a fortress if their square is pillaged.
^
^Military units inside barricades have a few advantages.
^* They get a 100% defensive bonus if attacked (i.e., twice the defensive bonus being in a Fortress).
^* The $LINK<zone of control=GCON_ZOC> exerted by the fortress still applies to a barricades.



#GCON_Bombardment_in_Ports
Bombardment in Ports
^
^
^A ship moored at a dock, or at anchor, is unable to quickly maneuver. Therefore, naval units "in port" (i.e., in a
coastal city square being bombarded) are especially vulnerable to bombardment attacks.



#GCON_Collateral_Damage
Collateral Damage
^
^
^An attack by a unit with the “Collateral Damage” capability can potentially damage improvements in the
attacked square during the attack, representing damage to improvements, local structures or residents due
to combat (but not necessarily due to bombardment).



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



#GCON_Landmark_Terrain
Landmark Terrain
^
^
^A pre-designed scenario (only) might feature "Landmark Terrain", which essentially is a variation on a
standard terrain type in order to alter that terrain's shield (production), food or commerce value(s).
If the game preference for [Show Food and Shields on Map] is ON, Landmark Terrain squares are shown on
the game map by a small gold diamond outline. As usual, information about a square's terrain can always be
determined by right-clicking on it.



#GCON_Locked_Alliances
Locked Alliances
^
^
^A pre-designed scenario (only) might begin with some (or all) civilizations grouped into several "Locked
Alliances". Members of a Locked Alliance have a permanent $LINK<Mutual Protection Pact=GCON_Agreements> with
each other. Therefore, a civilization that is part of a Locked Alliance is not allowed to conduct any type
of attack against another member of its alliance. Furthermore, if any civilization attacks another nation
that is part of a Locked Alliance, the attacker will find itself at war with all nations member to that
Locked Alliance.
^
^
^{Permanent War}  
^A Locked Alliance (and all of its member civilizations) might also find itself permanently at war -- right
from the start of the scenario -- with another Locked Alliance if so dictated by the scenario. Such a war is
permanent, and only ends when all members of one of the warring alliances have been eliminated (or the
scenario's time limit is reached).
^
^
^{Coalition Victory}
^A scenario featuring one or more Locked Alliances might specify that "Coalition Victory Conditions" are in effect.
In this case, victory criteria (score, victory points, cultural value, etc.) are summed for all allied players in
each Locked Alliance. As soon as any coalition has fulfilled the scenario's victory conditions the scenario ends
and all civilizations member to the winning coalition are awarded victory. 




#GCON_Volcanic_Eruptions
Volcanic Eruptions
^
^
^A $LINK<volcano=TERR_Volcano> is a disaster waiting to happen, as it can suddenly erupt with no warning. Most of
the time, however, a dark cloud begins to emanate from the volcano's "mouth" a few turns in advance of an eruption --
but such a warning cannot be guaranteed. Rest assured, however, once you notice a volcano beginning to smolder an
eruption is in the offing.
^
^{Lava Flow}  
^When a volcano erupts it spews forth lava -- in the form of $LINK<pollution=GCON_Pollution> -- that will mar the landscape of many of
the tiles adjacent to the volcanic mountain. Volcanic "fallout" can be cleaned up by $LINK<workers=GCON_Worker_Jobs>
set to clean up damage.



#GCON_Plague
Plague
^
^
^The sudden appearance of The Plague can be a devastating event. Plague, if and when it occurs, can wipe out city population
and land units (except Kings). The effect of plague is exacerbated in larger cities, walled cities and cities
with $LINK<commerce=GCON_Commerce> and a $LINK<trade network=GCON_Trade>. Once the concept of $LINK<Sanitation=TECH_Sanitation>
is understood the effect of plague is much reduced.



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




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



#GCON_ZOC
Zone of Control
^
^
^Some military units have a [zone of control] that influences the eight squares surrounding the unit.
This represents the unit's ability to project its combat power into surrounding areas. Such units attack
enemies that enter the zone of control without initiating a full battle.




#GCON_Unit_Support
Supporting Military Units
^
^
^Generally, each military unit must be supported with one gold per turn from its $LINK<treasury=GCON_Treasury>.
However, each form of $LINK<government=GCON_Governments> defers these costs for a certain number of units,
depending upon how many towns, cities, or metros the civilization controls.
^
^{Government			Town	City		Metro}
^Anarchy				  0		  0		  0
^Despotism				  8		  8		  8
^Absolute Monarchy		  4		  8		  16
^Republic				  2		  6		  8
^Feudalism			  	  10		  4		  2
^Bolshevism			 	  12 	  	  12		  12
^Fascism				  8		  14		  20
^Democracy			  	  1	  	  1		  1
^Constitutional Monarchy	  2		  2		  2



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




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




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



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




#GCON_Draft
Draft
^
^ 
^When a civilization develops $LINK<Nationalism=TECH_Nationalism> its citizens can be drafted into
military service. Each city can draft some of its population each turn, depending upon the government currently in effect.
^* A civilization in $LINK<Anarchy=GOVT_Anarchy> may not use the draft.
^* A city in a $LINK<Democracy=GOVT_Democracy> or $LINK<Republic=GOVT_Republic> can draft [one] citizen per turn.
^* A city in a country under $LINK<Communism=GOVT_Communism>, $LINK<Despotism=GOVT_Despotism>, $LINK<Fascism=GOVT_Fascism>,  $LINK<Feudalism=GOVT_Feudalism>, or $LINK<Monarchy=GOVT_Monarchy> can draft [two] citizens per turn.
^
^To utilize the draft, press the "Draft" button on the City Display. You may only draft citizens from a city with
^a population of 7 or higher.
^
^
^However, drafting citizens will cause unhappiness in the city.



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


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



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



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



#GCON_Transport
Transport
^
^
^Some naval and one air unit can carry or [transport] other units.
^
^{Ships}
^Ships can be boarded from any shoreline
by simply moving the rider onto the ship. They may also be boarded from inside a coastal city by right-clicking
the unit in the garrison box and selecting from the menu, or using the Load command button when on the main map.



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




#GCON_Espionage_Missions
Espionage Missions
^
^
^
^{Launching a Diplomatic or Spy Mission:}
^
^You can launch certain diplomatic missions at any time after the discovery of $LINK<Writing=TECH_Writing>. Other 
missions become available as your level of technology increases. Spy missions become available 
after you have discovered $LINK<Espionage=TECH_Espionage>.
^
^To launch a diplomatic or spy mission:
^
^{1 -} Select the target civilization in the Opponents area.
^
^{2 -} Select a mission type (Diplomatic or Spy).
^
^{3 -} Select a mission.
^
^{4 -} Select the target city for the mission (if appropriate).
^
^{5 -} Select an option in the Operational Costs area.
^
^{6 -} Click Execute to launch the mission.
^
^Note that if you decide to NOT execute the mission, you can click Cancel or exit the Espionage screen to cancel it.
^
^The following is a list of diplomatic and espionage missions that may be performed (note that most missions become 
available after you have researched $LINK<Espionage=TECH_Espionage>):
^
^{Establish Embassy -} Attempts to establish an embassy with the currently selected Civilization.
^
^{Plant Spy -} This option attempts to plant a spy with the currently selected Civilization. 
^
^(continued)
^
#DESC_GCON_Espionage_Missions
^
^
^(continued)
^
^{Steal Technology -} This option attempts to Steal a Technology from the currently selected Civilization. 
^
^{Steal Military Plans -} Use a spy to steal military plans of a rival, which reveals the locations of all their military units.
^
^{Initiate Propaganda -} Initiate propaganda against the city where the spy resides. If successful, 
the people will revolt and $LINK<defect=GCON_Conversion> to your side.
^
^{Expose Enemy Spy -} If you suspect a rival has planted a spy in one of your cities you can attempt to expose the intruder.
^
^{Investigate City -} This option attempts to Investigate a City belonging to the currently selected Civilization.
^
^{Steal World Map -} Use a spy to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Sabotage Production -} Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival city.
^




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




#GCON_Victory
Victory Conditions
^
^To check your current level of victory at any time during play, press the {F8} key to open the Victory Status Screen,
or press the {V} button located in the lower right corner of the screen. 
^ 
^There are the ways to win:
^
^
^
^{Domination}
^Have 60% of the world's land surface within your $LINK<borders=GCON_Territory> as well as 25% of the world's population
within your cities.This can be accomplished either by military measures or by $LINK<cultural=GCON_Culture> development
(or, more likely, a combination of the two).
^
^
^{Conquest}
^A purely military solution: conquer the world, civilization by civilization. If you eliminate [all]
civilizations from the game, you win.
^
^
^
^{Diplomacy}
^Getting yourself elected to the head of the United Nations requires excellent diplomatic skills.
After the $LINK<League of Nations=BLDG_United_Nations> is built, there
are periodic votes by the council to elect a Leader. To be elected, a candidate must win a majority of all votes.
If you are the one, you win the game.
^
^[Candidates]
^There are always two, and sometimes three, candidates. To be a candidate in an election a civilization must, either:
^	* have built the UN.
^	* control at least 25% of the world's territory.
^	* control at least 25% of the world's population.
^
^If only one civilization is eligible, then the second candidate is the civilization with the largest population.
^
^{Histograph}
^[Civilization III] runs until the year 2050. If the game ends and no one has won the space race, conquered or dominated
the world, wowed the world with cultural achievements or diplomatic aplomb, 
then the winner is determined by constructing a [histograph.]
^
^A histograph looks at the total "Score" generated by all civilizations turn by turn over the course of the game.
The civilization that generated the highest score -- on average -- wins. Being powerful in Ancient Times
is just as valuable as being powerful in the Modern Era.
^
^There is also a Victory Point Victory where you must amass 500,000 VP to win the scenario.




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




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




#GCON_Age_of_Science
Age of Science
^
^
^Every civilization can experience an [Age of Science], a 20-turn period in which the 
$LINK<scientific research=GCON_Research> of each city in that civilization's empire is 25% more productive.
An Age of Science can only be triggered by a $LINK<scientific leader=GCON_Leaders>.




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





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




#GCON_Agreements
Diplomatic Agreements
^
^
^When your civilization builds an $LINK<embassy=GCON_Embassies> in a rival's capital city, or when a rival builds one
in your capital, you can negotiate [Diplomatic Agreements] with that civilization. For this scenario, there is only 1 option:
^
^
^{Right of Passage}
^You agree to allow his or her military units to move through your $LINK<territory=GCON_Territory> and use
your transportation network (roads and railroads).





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





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





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





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





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





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





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






#GCON_ResourcesN
Natural Resources
^
^
^There are 51 [natural resources] represented by various icons scattered around the world. These fall into three
categories, [Bonus, Luxury,] and [Strategic].
^
^
^[$LINK<Bonus Resources=GCON_ResourcesB>] give city production bonuses in worked squares within a city radius. Bonus resources
cannot be traded to other cities or civilizations. Bonus resources are always visible in $LINK<explored=GCON_Maps> areas of the map. 
^
^
^[$LINK<Luxury Resources=GCON_ResourcesL>] also give city production bonuses in squares worked by citizens.
But they may also be traded along trade routes, and make content people happy in cities that receive them. Luxury
resources are always visible on the map in explored areas.
^
^
^[$LINK<Strategic Resources=GCON_ResourcesS>], like both the others, give bonuses to city production, but, like luxuries they can also be traded.
Strategic resources are required for a city to build various military units and city improvements. Strategic resources 
appear on the map when a Civilization Advance exposes their usefulness.
^
^
^Luxury and Strategic Resources are referred to as {Tradable Resources.}





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





#GCON_ResourcesL
Luxury Resources
^
^ 
^[Luxury resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a city from foreign or domestic $LINK<trade routes=GCON_Trade>, luxury resources produce
[$LINK<happy faces=GCON_Happy_Faces>], making content citizens happy. The number of happy faces produced
by luxuries depends upon the presence or lack of a $LINK<marketplace=BLDG_Marketplace>.
^
^When a city "has" a luxury resource, it appears in the city's {Luxuries box}.



#GCON_ResourcesS
Strategic Resources
^
^
^[Strategic Resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a city from foreign or domestic $LINK<trade=GCON_Trade>, strategic resources enable the
construction of some units and city improvements.
^
^When a city "has" a strategic resource, it appears in the city's {Strategic Resource box}.



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





#GCON_Leaders
Leaders
^
^
^There are two kinds of great leaders: Military and Scientific.
^
^A {Military leader} is born in combat. This [can] occur when an $LINK<elite unit=GCON_Experience> wins a
battle. 
^
^A Military Leader can be used to either create an $LINK<army=PRTO_Army> or to
$LINK<hurry=GCON_Hurry_Production> production of an Improvement or Small Wonder in a city. When a military
leader does either of these actions he disappears.
^
^
^A {Scientific leader} comes about as a result of $LINK<research=GCON_Research>. Each time a technology
is researched for the [first] time by any civilization there is a chance that a Scientific leader will arise
(this chance is increased slightly if the researching civilization has the "scientific"
$LINK<strength=GCON_Strengths>.
^
^A Scientific Leader can be used to increase the scientific output of all cities of his civilization, thus
starting an $LINK<Age of Science=GCON_Age_of_Science>. Simply move the scientific leader to your capital and
press the "Increase Scientific Output" button. A Scientific leader can also be used to
$LINK<hurry=GCON_Hurry_Production> the construction of any [improvement] (including a Great Wonder) of the city
he's currently in. When the leader does either of these actions he disappears.




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




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





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





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





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





#GCON_Worker_Jobs
Worker Actions
^ see also $LINK<Worker Actions (Advanced)=GCON_Worker_Jobs_Advanced>
^ 
^
^{Irrigate (I)}
^Increases $LINK<food=GCON_Food> output.
^
^{Build Mine (M)}
^Increases $LINK<shield=GCON_Shields> output.
^
^{Build Road (R)}
^Increases $LINK<commercial=GCON_Commerce> output and speeds movement.
^
^{Build Railroad (R)}
^Increases $LINK<irrigation=TFRM_Irrigation> or $LINK<mine=TFRM_Mine> output, and provides unlimited movement.
^
^{Plant Forest (N)}
^Adds a $LINK<forest=TERR_Forest> to a square.
^
^{Clear Forest (Shift-C)}
^Removes $LINK<forest=TERR_Forest> and sends $LINK<shields=GCON_Shields> to nearest city.
^
^{Clear Wetlands (Shift-C)}
^Removes $LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh>.
^
^{Clear Damage (Shift-C)} 
^Removes $LINK<pollution=GCON_Pollution>, including fallout from a $LINK<volcanic eruption=GCON_Volcanic_Eruptions>,
and $LINK<craters=GCON_Craters>. 
^
^{Build Fortress (Ctrl-F)}
^Increases a square's $LINK<defensive value=GCON_Terrain_Combat> by 50%.
^
^{Build Barricade (Ctrl-F)}
^Turns Fortress into Barricade, doubling the square's $LINK<defensive value=GCON_Terrain_Combat>.
^
^{Build Colony (B)}
^$LINK<Colonies=GCON_Colony> are built atop $LINK<tradable resources=GCON_ResourcesN>. If $LINK<connected=GCON_Trade>
to a city, a [colony] provides the resource to that city.


#DESC_GCON_Worker_Jobs
^
^
^{Build Airfield (Ctrl-Shift-A)}
^$LINK<Airfields=GCON_Airfields> function in the same manner that a city with an airport would for air units. They
can be built after the discovery of $LINK<Flight=TECH_Flight>.
^
^{Build Outpost (Ctrl-O)}
^$LINK<Outposts=GCON_Outposts> eliminate fog of war in neutral or owned territory. They can be built after the discovery
of $LINK<Masonry=TECH_Masonry>.
^
^{Build Radar Tower (Ctrl-T)}
^$LINK<Radar towers=GCON_Radar_Towers> provide a combat bonus to units within their affected area. They must be built
within your territory. They can be built after the discovery of $LINK<Radio=TECH_Radio>.




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

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



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



#GCON_War_Weariness
War Weariness
^
^
^War Weariness is not in this scenario.



#GCON_We_Love_The_King_Day
We Love the __ Day
^
^
^At certain points in the game, if the population of a city has been well provided for and are happy, a city-wide
celebration will occur in that city, called "We Love the King Day" (or Emperor, or Regent, or President, etc.).
^
^The provisions for this to occur are:
^
^	The city cannot be starving,
^	The city cannot have any resisters,
^	The city cannot have any unhappy citizens,
^	There must be more happy citizens than content citizens, and
^	The city must be large enough (typically size 6).
^
^
^
^The benefits of having a "We Love the __ Day" celebration are:
^
^	The chance of the city converting to another civ is halved,
^	Waste in the city is reduced, and
^	The effectiveness of enemy spy propaganda missions against the city is reduced.



#GCON_Research
Scientific Research
^
^
^Your civilization is constantly striving to learn about the world, science, invention, and creativity.
Its ability to succeed at these pursuits depends in large measure upon your allocation of revenue to science.
You set the allocation on the [Domestic Advisor] by sliding the science slider left or right to decrease
or increase (respectively) the amount of your tax revenue that you divert into research. By doing this,
you determine the percentage of each city's income that will be poured into research.
^
^At the start of each turn, the science output of each city is added to the research project currently
in progress, eventually resulting in the discovery of a new $LINK<Civilization Advance=MENU_Technologies>.
^
^To increase the science production in only one city, you can convert a citizen or two to a $LINK<scientist=GCON_Specialists>.


#GCON_Food
Food
^
^
^[Every citizen must eat two food per turn or die.] Luckily, most citizens labor in
the areas around their city, yielding some combination of food, $LINK<shields=GCON_Shields>,
and $LINK<commerce=GCON_Commerce>, and feeding themselves in the process.
^   In some cases, a citizen produces more food than he needs and the excess is put into
his city's food storage box each turn. When it is full, the storage is emptied and the city grows, adding
one citizen to its population.
^   In other cases, a city does not grow enough food to sustain its population, so food
is drawn out of the storage box to make up the shortfall. If a city cannot feed its
population either from new production or stored food, one of its citizens {starves} and disappears.
^   Food production fundamentally depends upon the terrain within the city radius, because citizens
laboring there produce food. When the [City Display] is open, you can see what the citizens are producing.



#GCON_Shields
Production and Shields
^
^
^[Shields] represent [common] raw materials in the countryside [and] the labor
required to make useful materials from them. In essence they are a measure of [production].
^   The shields a city produces are used to complete its current project, which may be to build a military unit,
city improvement, or wonder. When the production box is full of shields, the project is finished,
the box is emptied, and a new project must be started.
^   Some cities lose shields to $LINK<waste=GCON_Corruption>.
^   Shield production depends upon the terrain within the city's radius, because citizens
laboring there produce shields. When the [City Display] is open, you can see what the citizens are producing.



#GCON_Commerce
Commerce
^
^
^Commerce is the exchange of goods and cash between communities within and around a city, the exchange of
knowledge and ideas, travel and shopping. It is the commercial exploitation of goods and services within your society.
^
^Commerce production depends upon the terrain within the city's radius, because citizens
laboring there produce commerce. When the [City Display] is open, you can see what the citizens are producing.
^
^
^The government derives {Tax Revenue} from commercial activity and divides the revenue into three areas,
^* The build-up of liquid wealth in the $LINK<treasury=GCON_Treasury>,
^* Long-term investment in $LINK<scientific research=GCON_Research>, or
^* The entertainment of the population to produce $LINK<happy faces=GCON_Happy_Faces>.
^
^The allocation of tax revenues into these three categories is set using the Revenue Slider on the [Domestic Advisor].



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



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



#GCON_Happy_Faces
Happy Faces
^
^
^City improvements, wonders, entertainers, and luxuries produce either [content] or [happy faces] in the
city where they exist. 
^
^{These								Produce this}
^* City improvements						content faces
^* Wonders								content faces
^* Military police							content faces
^* Luxuries								happy faces
^* Entertainers							happy faces
^* Entertainment							happy faces
^
^Each happy face affects the $LINK<mood=GCON_Moods> of one citizen.
^* Each [content face] makes one unhappy citizen content.
^* Each [happy face] makes one content citizen happy.
^
^If there aren't enough faces of the appropriate sort in a city, extra faces will have a limited "carry over" effect. For example, if a city has the capability to generate 5 happy faces, yet there are only 2 content faces in the city, then those 2 content faces will become happy and the remaining 3 happy faces will carry over to unhappy citizens at reduced efficiency.
^
^Certain political events, such as winning or losing battles and wars, can also influence the overall happiness in your civilization's cities.



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



#GCON_Specialists
Specialists
^
^
^It is sometimes necessary to fine-tune a city's production. To do so, you'll want specialists.
Specialists do not work in the city radius so they don't contribute to city production of food or commerce.
Instead, they produce extra happy faces, enhance scientific research, tax revenue, or shield production, or
help control corruption.
^
^
^{Entertainers}
^An entertainer produces one $LINK<happy face=GCON_Happy_Faces>.
^
^{Scientists}
^A scientist produces extra $LINK<scientific research=GCON_Research>.
^
^{Tax Collector}
^A tax collector produces extra $LINK<tax revenue=GCON_Commerce>.
^
^{Police Officers}
^Once $LINK<Nationalism=TECH_Nationalism> has been researched, a police officer can be used to help keep a
lid on $LINK<corruption=GCON_Corruption> in a city.
^
^{Civil Engineer}
^Once $LINK<Replaceable Parts=TECH_Replaceable_Parts> has been researched, a Civil Engineer can be used to
produce additional $LINK<shields=GCON_Shields> which can be applied toward the production of city
Improvements and wonders.
^
^
^To create one of these specialists, on the [City Display], click any square currently being worked;
the production icons disappear and an Entertainer appears among the population. If you wanted an entertainer,
you're done. If you wanted a different specialist, click on the entertainer to cycle through all the
specialists. Note that Police Officers and Civil Engineers are not available until Nationalism or
Replaceable Parts (respectively) have been researched.



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

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

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

#GCON_Short_Game_Modes
Short Game Modes
^{Regicide}
^Regicide is a victory condition, in which each player has a "King" unit. This unit represents the 
civilization's Great Leader (for the Americans, the 'King' unit is Abraham Lincoln). When the Regicide victory 
condition is enabled, if the "King" unit is killed, the controlling player is eliminated from the game. Once 
the "King" has been eliminated, all units, colonies, airbases, and cities belonging to that player are destroyed, 
becoming ruins until something new is built on it. The Regicide victory condition can be enabled on the Player 
Setup Screen, the Multiplayer Setup Screen, and in the Editor.
^
^{Mass Regicide}
^Mass Regicide is a victory condition, in which each player has several "King" units. These units represent 
the civilization's Great Leader (for the Americans, the "King" unit is Abraham Lincoln). When the Mass Regicide 
victory condition is enabled, if all of a player's "King" units are killed, the controlling player is eliminated 
from the game. Once the "Kings" have been eliminated, all units, colonies, airbases, and cities belonging to 
that player are destroyed, becoming ruins until something new is built in that location. The Mass Regicide 
victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in the Editor.
^
^{Elimination}
^Elimination is a victory condition. When this victory condition is enabled, any civilization that loses a 
city to an enemy is eliminated from the game. Once a player has been eliminated, all units, colonies, airbases, 
and cities belonging to that player are destroyed, becoming ruins until something new is built in that location.  
The Elimination victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in
the Editor.
^
^{Wonder Victory}
^This is a new method of suddenly bringing a game to conclusion. If this condition is enabled the game ends as
soon as [all] Great Wonders have been built. The winner is then determined based on victory points -- not
necessarily on building the greatest number of wonders, nor a specific wonder.


#DESC_GCON_Short_Game_Modes
^
^{Victory Location}
^Victory Location is a method of scoring victory points. Victory Location tiles are scattered about the map,
represented on the map by a Victory Location icon. Players score points by capturing and holding Victory
Location tiles. To score these points a unit with a defensive military stat must be in that tile at the end of
all players' turns for that turn. Each turn a Victory Location is controlled, the controlling player gets 25
victory points. In single player mode, the starting location of each player is designated a Victory Location.
Any terrain improvement, including cities, can be built on a Victory Location tile.


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


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


#GCON_Tourist_Attraction
Tourist Attraction
^
^
^A Great Wonder can become a Tourist Attraction once it has "stood the test of time" for over a certain number of years. A Tourist
Attraction then begins to attract commerce to the city in which it is constructed, which steadily increases as time
passes and its fame spreads. The chart below indicates the amount of gold earned by the tourist attraction based upon the number of years that it has existed. 
^
^1000 (years) - 1500   +2 (gold)
^1501 - 1750   		+4
^1751 - 1875  		+6
^1876 - 2000  		+8
^2001 - 2250   		+10
^2251 - 2500   		+12
^2501 +         		+14



; End Game Concepts_______________________________________________________________________________End Game Concepts




; Units__________________________________________________________________________________________________________ Units



#PRTO_Worker
^
^
^Workers are unbuildable in this scenario. Instead, they're autoproduced by the "Public Works" small wonder.


;   ____________________________________________MOUNTED UNITS_____________________________________________



#PRTO_Cavalry
^
^
^Cavalry units are troops trsined in cavalry operations against enemy positions, but more likely to scout out 
enemy positions before or during the main assault is occuring. These troops should not be used for pitched battles 
except to "mop up" weakened troops or to exploit weaknesses in the enemy lines.



#PRTO_Cossack
^
^
^The Russian Cossacks were elite cavalry units employed in WWI. They are a bit stronger than your typical cavalry 
unit, but they are still not well equipped enough to be used for offensive operations but merely exploitation and 
scouting operations against their foes.


;   ____________________________________________GUNPOWDER FOOT UNITS_____________________________________________


#PRTO_Infantry
^
^
^Infantry Units are the standard units for neutral nations of europe. Their goal is to take and hold ground on 
the battlefield. Though neutral nations will likely not face combat, these soldiers are still well prepared 
to face the challenge should they be forced to meet it.

#PRTO_Marine
^
^
^Marines are distinctive in the fact that they possess amphibious attack capabilities. Certain civs like USA and the UK have storied Marine Corps that stand head and shoulders above the vanilla Marine units.



#PRTO_Guerilla
^
^
^Guerilla units are resistance units that are the result of enemy occupation. They attack the occupants with their tactics 
in an attempt to remove them and to bring back their former rulers. They can also be revolutionaries trying to form a new 
government to toppe an autocratic regime.

#PRTO_Airborne_Infantry
^
^
^Airborne Infantry are troops trained to "parachute" behind enemy lines to create havoc and chaos. They drop in to distupt and infiltrate while 
the main forces assault the ground in front of where the paratrooper units have landed on the battle fields. They 
should not be used for regular combat.



;   ____________________________________________ARTILLERY UNITS_____________________________________________


#PRTO_Artillery
^
^
^This is a medium artillery unit for battlefield purpouses. They are used for bombarding all targets on the field of battle. these guns 
are not made to bombard fortresses, but otherwise these guns are the best guns to use in the army. These artillery guns should form your 
rear areas behind fortified positions to hit the enemy rather than on the front like field guns. These guns typically are between 120 and 
210mm. They will not be as popular as the 'Light Artillery', but they will still be fairly common on the battlefield.



#PRTO_Cruise_Missile
^
^
^Cruise Missiles are rocket-propelled, single-use artillery type pieces that possess leathal land and sea capabilities.


#PRTO_Nuke
^
^
^Tactical Nukes are unbuildable in this scenario. Instead, they're autoproduced by the "Tactical Nuke Plant" small wonder.

#PRTO_ICBM
^
^ICBMs can not be built. Instead, they're autoproduced by the "ICBM Plant" small wonder.
^
^These units have an "inifinite bombard" range and El Justo guarantees that if you launch one, World War 3 will soon ensue ;-)

; _______________________________________________NAVAL UNITS_____________________________________________


#PRTO_Ironclad
^
^
^The Pre-Dreadnought was the first "Armored Battleship" unit on the seas. By the time of WWI, such units are by now obsolete and cannot be produced 
by any nation. They are still in the service of navies however, and are a very dangerous weapon even though they are very slow.


#PRTO_Transport
^
^
^Transports are essential for all civs in that they can move mass quantities of military units across large bodies of water.



#PRTO_Carrier
^
^
^Early Aircraft carriers were created after WWI, some of them out of former battleships. They can carry planes across water away from the 
standard airbases to areas they would not normally reach and hit them. They can also be used for naval bombardment of other ships as they were 
in WW2. They are a very dangerous weapon of war.



#PRTO_Submarine
^
^
^Submarines are covert and stealthy sea units capable of wreaking havoc upon their unsuspecting enemies. They are also "invisible" and are available to most civs.



#PRTO_Destroyer
^
^
^Destroyers form up the bulk of navies, and are simply light escort ships. They are too weak to attack battleships and are only really suited for scouting and 
escort purpouses on the high seas. They can also be used for general raiding of enemy ships, but they still are not powerful enough to be a regular fighting vessel 
against anything other than other destroyers or Submarine hunting.



#PRTO_Battleship
^
^
^The Dreadnought Battleship is a massive ship with massive guns. Heavily armored and protected, these ships are the cream of your navies. They are also 
extremely expensive, so use these ships wisely as replacing them is very difficult to do during a time of war.



#PRTO_Cruiser
^
^
^Armored cruisers are the navy's heaviest ships before the Battleships, and are dangerous on the offensive. They are in between Destroyers and Battleships 
in their power, and should feed off of those ships weaker than it, or possibly to launch raids against battleships. Because they are cheaper than Battleships, Armored Cruisers 
will likely be the strongest naval unit created during the war with consistency.



;   ____________________________________________ AIR UNITS_____________________________________________



#PRTO_Fighter
^
^
^Biplanes are used for aerial scouting and dogfighting against other aircraft. They were the first aircraft used 
in war and had limited range compared to the Triplanes which would come later.

#PRTO_Bomber
^
^
^Light Bombers are fairly powerful bombing airgraft that are used for light raids on enemy positions. Because 
of their inability to fight in air, It will need an escort if it is to drop is payload near enemy air bases.



;   ____________________________________________LEADER / ARMY UNITS_____________________________________________


#PRTO_Army
^
^
^Divisions were the standard organization of troops after the Napolenic wars. Comprised of 2 Brigades, Field guns, and 
Machine gun's for support. The division's power on the battlefield as a combined unit was very powerful and great feats were possible 
with the combined might of the Division.
 

;   ____________________________________________ EXPANSION UNITS_____________________________________________


#PRTO_B52
^
^
^Since the Boeing YB-52 prototype made its first flight on April 15, 1952, the B-52 Stratofortress has been the world's foremost heavy bomber. After decades of serving as the backbone of the manned-strategic bomber force for the United States, the B-52 has provided its unique capabilities to numerous military operations including Operation Desert Storm and, most recently, Operation Enduring Freedom. 
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the B-52.
#DESC_B52
^
^
^Because the B-52 has been kept up to date with numerous improvements over the years, it is referred to as the bomber that is "not getting older, just getting better." The Air Force and Boeing have continually updated the B-52 with new avionics, data-link communications, defense systems and precision-guided weapons capabilities, and are jointly exploring re-engining the Stratofortress fleet with modern, fuel-efficient turbofan engines.
^
^
^The Stratofortress is capable of dropping or launching the widest array of weapons, both conventional and nuclear, in the U.S. inventory. It can deliver approximately 70,000 pounds of mixed payload both internally and on external pylons.

#PRTO_B1B
^
^
^The B-1B is a multi-role, long-range bomber, capable of flying intercontinental missions without refueling, then penetrating present and predicted sophisticated enemy defenses. It can perform a variety of missions, including that of a conventional weapons carrier for theater operations. Through 1991, the B-1 was dedicated to the nuclear deterrence role as part of the single integrated operational plan (SIOP). 

#PRTO_F100
^
^
^The F-100 began life as a company funded project to improve on the basic F-86 Sabre design. The program didn't attract military interest until the F-86 was pitted against the Russian MiG-15 in the skies over Korea. Early Korean War experience made it evident that the Communist Bloc had brought themselves close to their western enemies in fighter design. The U.S. Air Force, not content with this, awarded North American Aviation a contract to produce two YF-100A prototypes and an F-100A production version in Nov. 1951. Thus was born the first of the century series fighters.

#PRTO_Avro_Vulcan
^
^
^The first prototype Vulcan medium bomber flew on August 30, 1952. The Vulcan B.1 long-range medium bomber entered production in 1953, with the first production model flying on February 4, 1955.

#PRTO_F6
^
^
^The F-6 Lightning is a British RAF fighter capable of matching Soviet jet fighters in air-to-air combat.

#PRTO_Canberra
^
^
^The English Electric Canberra was a first-generation jet bomber manufactured in large numbers through the 1950s, and remaining in service until the early years of the 21st century.

#PRTO_F4
^
^
^The F-4 Phantom II was a twin-engine, all-weather, fighter-bomber. The aircraft could perform three tactical air roles — air superiority, interdiction and close air support — as it did in southeast Asia. First flown in May 1958, the Phantom II originally was developed for U.S. Navy fleet defense and entered service in 1961. The USAF evaluated it for close air support, interdiction, and counter-air operations and, in 1962, approved a USAF version. The USAF's Phantom II, designated F-4C, made its first flight on May 27, 1963. Production deliveries began in November 1963. In its air-to-ground role the F-4 could carry twice the normal bomb load of a WW II B-17.

#PRTO_F102
^
^
^The primary mission of the F-102 was to intercept and destroy enemy aircraft. It was the world's first supersonic all-weather jet interceptor and the USAF's first operational delta-wing aircraft. The delta wing control surfaces eliminated the need for horizontal control surfaces (stabilizer and elevators). Built by Convair (General Dynamics); the F-102 was the first all-weather supersonic jet interceptor. First to use the 'area rule' design concept which pushed the speed beyond the sonic barrier, the F-102 was to be superseded by the more advanced F-106, which could exceed 1,000 mph. 

#PRTO_Super_Etendard
^
^
^The Super Etendard is a carrier-based single-seat strike fighter first introduced into service in 1978. It is an updated version of the Etendard IVM. Based on experience gained during the Korean war (1950-53), French authorities drew up specifications for a light interceptor. This definition was rapidly assimilated into a program for a light tactical bomber that could also fulfil an air superiority mission. At the same time, NATO published its requirements for the LWTSF (Light Weight Tactical Strike Fighter).

#PRTO_A4
^
^
^The Marine Corps A-4 Skyhawk is a lightweight, single engine attack aircraft. The mission of an A-4 attack squadron is to attack and to destroy surface targets in support of the landing force commander, escort helicopters, and conduct other operations as directed. Developed in the early 1950s, the A-4 Skyhawk was originally designated the A-4D as a lightweight, daylight only nuclear capable strike aircraft for use in large numbers from aircraft carriers.

#PRTO_MirageIII
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^The Dassault Mirage III is a supersonic fighter aircraft designed in France during the 1950s, and manufactured both in France and a number of other countries. It was one of the most successful fighter aircraft ever made, being sold to many air forces around the world and remaining in production for over a decade. Some of the world's smaller air forces still fly Mirage IIIs or variants as front-line equipment.

#PRTO_Jaguar
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^Originally designes as an advanced trainer, the Jaguar was modified and became a fighter bomber. It was fitted with a complete set of avionics and took over the roles of the Phantoms and the Mystčres. It is in service with the British RAF and the French armée de l'air, as well as being built under licence by India and a few other nations.
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^A city must have both $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Jaguar.
#DESC_Jaguar
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^Produced to meet a 1965 joint Anglo-French specification for an advanced trainer/tactical support aircraft, the Jaguar was transformed into a potent fighter-bomber with sophisticated nav/attack systems for the low-level all-weather attack role. The first of eight Jaguar prototypes made its maiden flight on 8 September 1968. India's sizeable Jaguar fleet includes 15 two-seat Jaguar IT operational trainers. Ten have been assembled under licence.

#PRTO_F105
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^The Republic F-105 Thunderchief was the first supersonic tactical fighter-bomber developed from scratch. Apart from being the biggest single-seat, single-engine combat aircraft in history, the F-105 was notable for its large internal bomb bay and unique swept-forward engine inlets in the wing roots. The wing was highly swept and incorporated low-speed ailerons and high-speed spoilers for lateral control, and a droop-snoot leading edge.

#PRTO_F5E
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^On April 25, 1962, the Department of Defense announced that it had chosen the aircraft for its Military Assistance Program (MAP). America's NATO and SEATO allies would now be able to acquire a supersonic warplane of world-class quality at a reasonable cost. On August 9, 1962 the aircraft was given the official designation of F-5A Freedom Fighter. Optimized for the air-to-ground role, the F-5A had only a very limited air-to-air capability, and was not equipped with a fire-control radar. The F-5B was the two-seat version of the F-5A. It was generally similar to the single-seat F-5A but had two seats in tandem for dual fighter/trainer duties.

#PRTO_F5Desert
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^On April 25, 1962, the Department of Defense announced that it had chosen the aircraft for its Military Assistance Program (MAP). America's NATO and SEATO allies would now be able to acquire a supersonic warplane of world-class quality at a reasonable cost. On August 9, 1962 the aircraft was given the official designation of F-5A Freedom Fighter. Optimized for the air-to-ground role, the F-5A had only a very limited air-to-air capability, and was not equipped with a fire-control radar. The F-5B was the two-seat version of the F-5A. It was generally similar to the single-seat F-5A but had two seats in tandem for dual fighter/trainer duties.

#PRTO_A6
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^The Intruder was developed in response to a U.S. Navy specification for an all-weather carrier-based attack aircraft to serve as a replacement for the A-1 Skyraider. Grumman was awarded the contract in 1957, and the resulting A2F-1 made its first flight on 19 April 1960. It was redesignated A-6A in the fall of 1962, and entered squadron service in February 1963.

#PRTO_MiG15
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^The MiG-15 was developed by the Soviet Union following WW II. It began appearing in service in 1949 and by 1952 it had been provided to a number of Communist satellite nations, including North Korea where it was used extensively against United Nations forces. 
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^A city must have both $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the MiG-15.
#DESC_MiG15
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^The spectacular MiG-15 fighter used a combination of Russian ingenuity and "borrowed" advanced European aviation technology to become one of the most famous aircraft designs of its era. Called the "aircraft-soldier" by Russian pilots, the aircraft was exceptionally strong and dependable. The MiG-15 is still respected for its speed, maneuverability and firepower; advantages that made it a worthy adversary of the North American F-86 during the Korean War. The Mikoyan and Gurevich (MiG) design team utilized captured German technology when developing the layout of the MiG-15. The initial prototype, the I-310, made its first flight in December 1947 and won a fly-off against the Lavochkin La-15. The MiG-15 went into production and entered front line service in 1949. 
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^Shortly after its introduction the MiG-15 entered combat over Korea. Flown by Russian, North Korean and Chinese pilots, the swept wing MiG fighter terrorized U.S.A.F. B-29 bombers flying strategic bombing missions over North Korean cities. The MiG-15's speed, maneuverability, and heavy armament (two 23mm and one 37mm cannon) allowed it brush aside escorting fighters and rip through the B-29 formations. B-29 losses to MiGs reached such high levels that the U.S.A.F. stopped daylight B-29 bombing raids and flew all strikes under the cover of darkness. Although several MiG-15s were brought down by B-29 gunners and other U.N. aircraft, only the North American F-86 Sabre was the MiG-15's equal in combat. The MiG's combat success and its dependability made the plane very popular with Eastern Bloc and Communist nations around the world. Since 1950 roughly 7,500 MiG-15s have been built in Russia, Czechoslovakia, Poland and China. In addition to the Korean War, the MiG-15 has been used extensively as an air defense fighter, an air superiority fighter, a ground attack aircraft and reconnaissance fighter in a number of conflicts in the Middle East and the Orient. 

#PRTO_MiG21
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^The MiG-21 is a short-range day fighter-interceptor and the first major production version of the popular MiG-21 series. It is but one of many versions of this aircraft that have served in the air arms of many nations around the world. The E-5 prototype of the MiG-21 was first flown in 1955 and made its first public appearance during the Soviet Aviation Day display at Moscow's Tushino Airport in June 1956.

#PRTO_MiG23Desert
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^Meant as a point defense fighter, the Flogger offered a powerful radar, an infrared search and track system, a selection of radar and infrared guided weapons and tremendous speed (Mach 2.35) to counter its adversaries. The MiG-23 was designed in 1964-66 as a successor to the MiG-21. In addition to a much more powerful engine, the MiG-23's most significant new feature was its variable sweep wing.

#PRTO_MiG23K
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^Meant as a point defense fighter, the Flogger offered a powerful radar, an infrared search and track system, a selection of radar and infrared guided weapons and tremendous speed (Mach 2.35) to counter its adversaries. The MiG-23 was designed in 1964-66 as a successor to the MiG-21. In addition to a much more powerful engine, the MiG-23's most significant new feature was its variable sweep wing.

#PRTO_MiG27
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^The MiG-27 Flogger D/J production was completed in the mid 1980’. They are flown by the former soviet tactical air force and naval aviation. The MiG-27 Flogger M, named Bahadur (Valiant) is built in India and is still being manufactured today.

#PRTO_MiG29
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^The MiG-29 is marketed worldwide and equals or surpasses the F-15C in several areas. The MiG-29's wings are swept-back and tapered with square tips. LERXs are wide and curved down to the front. LERX begins on the nose below the mid-mount point, and the wings’ trailing edges end at a high-mounted point. Twin jet engines are mounted low and to the sides of the fuselage. Diagonal-shaped air intakes give a box-like appearance.

#PRTO_Mirage2000
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^The Mirage 2000-5 is a multi-role single-seater or two seater fighter. It differs from its predecessors mainly in its avionics; its new multiple target air-to-ground and air-to-air firing procedures linked to the use of RDY radar and its new visualization and control system. As a multi-role combat aircraft with versatile air-to-air mission capabilities, the Mirage 2000-5 integrates the state-of-the-art of the know-how based on the experience gained from the previous Mirage 2000 versions (Mirage 2000 DA, Mirage 2000 E, Mirage 2000 D) and is designed for the most-advanced armaments.

#PRTO_MirageF1
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^Following on the Mirage F-2, which was a revival of the classic arrow-wing design with stabilizers, the Mirage F-1 is a defense and air superiority single-seater plane. This revival was made possible by technological advances which permit manufacture of ultra-thin but robust wings, enabling at supersonic speeds flight performance equivalent to that of delta wings. The integrity of the fuselage structure allows the aircraft to carry a maximum amount of fuel. The Mirage F-1 prototype made its maiden flight with René Bigand at the controls, 23rd December 1966, at Melun-Villaroche (the Seine-et-Marne region of France).

#PRTO_Su25
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^The Su-25 "Frogfoot" is a well-armoured aircraft, capable of carrying a large load under its shoulder-placed wing. Compared to its US counterpart, the A-10, it is faster and more agile. The Su-25 saw combat in Afghanistan, and experience there led to major improvements. A navalized version was built for the large carriers. 
#DESC_Su25
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^The Su-25 is designed to defeat small mobile and stationary ground targets and to engage low-speed air targets at the forward edge and in the nearest tactical and operational depth. A two-seater variant, Su-35UB (Frogfoot-B), is a weapons training aircraft manufactured at Ulan-Ude. The Su-25UTG is the two-seater aircraft carrier variant fitted with an arrester hook under the tail. The Su-25UTG is deployed on the Russian Navy 50,000-ton aircraft carrier Admiral Kuznetsov. Variants of the Su-25 are operational with the Russian Air Force, the Russian Naval Aviation forces, Afghanistan, Angola, Azerbaijan, Belarus, Bulgaria, the Czech Republic, Georgia, Iran, Iraq, Kazakhstan, Macedonia, North Korea, Peru, the Slovak Republic, Turkmenistan and the Ukraine. The export variant of the aircraft carries the designation Su-25K. 
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^The wings have ten pylons for carrying a range of air-to-air and air-to-ground weapon systems selected for the mission. Air-to-ground missiles include Kh-23 (NATO codename AS-7 Kerry), Kh-25ML (AS-10 Karen) and Kh-29l (AS-14 Kedge). The air-to-air missiles carried on the smaller outboard pylons are the R-3S (AA-2D Atoll) and the R-60 (AA-8 Aphid). The aircraft can be fitted with UB-32A pods for 57mm S-5 rockets, B-8M1 pods for 80mm S-8 rockets, S-24 240mm guided rockets and S-25 330mm guided rockets. The Su-25 can be armed with 350-670kg laser-guided bombs, 500kg incendiary devices and cluster bombs. The aircraft's twin-barrel gun, the 30mm AO-17A, is installed in the underside of he fuselage on the port side. The gun is armed with 250 rounds of ammunition and is capable of firing at a burst rate of 3,000 rounds per minute. SPPU-22 gun pods can also be installed on the underwing pylons. The pods carry the GSh-23 23mm twin-barrel guns, each with 260 rounds of ammunition.

#PRTO_Su27
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^The introduction, in the mid-1970s, of the USAF F-15 Eagle and F-16 Fighting Falcon put the then Eastern bloc fighter pilots at a distinct disadvantage. The deployment of the Su-27 Flanker and MiG-29 Fulcrum in the mid-1980s leveled the playing field. Designed as a high performance fighter with a fly-by-wire control system, and the ability to carry up to 10 AAMs, the highly maneuverable Su-27 is one of the most imposing fighters ever built. The first 'Flanker-A' prototypes flew on May 20, 1977 and entered service as the 'Flanker-B' in 1984. The development of the Su-27 fighter plane was completed in the early 1980s, and the plane subsequently set more than 40 world records of altitude and take-off-speed.

#PRTO_Tu22
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^With performance roughly similar to that of the American B-58 Hustler, the BLINDER was capable of supersonic dash and cruises at high subsonic speeds, At least three major variants of the BLINDER entered operational service in the Soviet Air Forces — a free-fall bomber, an ASM carrier, and a photo/electronic reconnaissance variant.

#PRTO_Tu95
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^The Tu-95 BEAR was perhaps the most successful bomber produced by the Soviet aviation, enjoying long service in a variety of roles and configurations. It was the only bomber deployed by any country to use turbo-prop engines, which provided extraordinarily long endurance at speeds only slightly less than comparable turbojet-powered heavy bombers.

#PRTO_Yak141
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^The Yak-141 (formerly Yak-41) was intended originally to replace Yak-38 for air defence of Kiev class carriers/cruisers, with secondary attack capabilities. Designed for carrier-borne operations as an air interceptor, close air combat, maritime and ground attack aircraft, the Yak-141 has the same multi-mode radar as the MiG-29, although with a slightly smaller antenna housed in the nose radome. It features a triplex full authority digital fly-by-wire system.

#PRTO_Yak38
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^Production of the Yak-38 Forger began in 1975 making it the world’s second operational VSTOL aircraft, after the Harrier series. The aircraft's wings are mid-mounted, delta-shaped with blunt tips and a negative slant. There is one turbo engine and two lift jets. There are two exhausts on the bottom of the rear fuselage. Large, semicircular air intakes are below the cockpit well forward of the wings.

#PRTO_F14
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^The F-14 Tomcat is a supersonic, twin-engine, variable sweep wing, two-place fighter designed to attack and destroy enemy aircraft at night and in all weather conditions. The F-14 can track up to 24 targets simultaneously with its advanced weapons control system and attack six with Phoenix AIM-54A missiles while continuing to scan the airspace. Armament also includes a mix of other air intercept missiles, rockets and bombs.


#PRTO_F15
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^The F-15 Eagle is an all-weather, extremely maneuverable, tactical fighter designed to gain and maintain air superiority in aerial combat. The Eagle's air superiority is achieved through a mixture of maneuverability and acceleration, range, weapons and avionics. The F-15 has electronic systems and weaponry to detect, acquire, track and attack enemy aircraft while operating in friendly or enemy-controlled airspace. Its weapons and flight control systems are designed so one person can safely and effectively perform air-to-air combat. It can penetrate enemy defense and outperform and outfight current or projected enemy aircraft.

#PRTO_F16
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^Genesis of the successful F-16 fighter/attack aircraft lies in reaction to severe deficiencies in US fighter design revealed by the Vietnam War. Following the success of the small, highly maneuverable F-86 day fighter in the Korean War, US fighter design changed to emphasize maximum speed, altitude, and radar capability at the expense of maneuverability, pilot vision, and other attributes needed for close combat. This trend reached its extremity in the McDonnell Douglas F-4 Phantom, which was the principal fighter for both the US Air Force and Navy during the latter part of the Vietnam War.

#PRTO_FA18
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^The F/A-18 "Hornet" is a single- and two-seat, twin engine, multi-mission fighter/attack aircraft that can operate from either aircraft carriers or land bases. The F/A-18 fills a variety of roles: air superiority, fighter escort, suppression of enemy air defenses, reconnaissance, forward air control, close and deep air support, and day and night strike missions. The F/A-18 Hornet replaced the F-4 Phantom II fighter and A-7 Corsair II light attack jet, and also replaced the A-6 Intruder as these aircraft were retired during the 1990s.

#PRTO_A10
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^The A-10 and OA-10 Thunderbolt IIs are the first Air Force aircraft specially designed for close air support of ground forces. They are simple, effective and survivable twin-engine jet aircraft that can be used against all ground targets, including tanks and other armored vehicles.

#PRTO_P51
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^The P-51 is the most famous of the American "big three" from WWII: those being the P-47, P-38, and P-51. It seems ironic that this fighter is so closely associated with American air power in the second world war; as it's design specifications and requirements were driven entirely by the RAF in the form of an order from the British Purchasing Commission. If it hadn't been for the outstanding performance of this fighter it might have existed simply as an American export to England; but after test figures came through the US was compelled to start using the P-51 along side the P-38 and P-47 designs they had already committed to. 
#DESC_P51
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^The P-51 owes its rightful place as one of the best fighters in WWII to some innovative design and a small piece of luck. The design was in the low drag airframe and laminar flow wings, which allowed for some truly staggering at the time top end speed, and the luck was a British decision early on it's history to attempt to mount a Rolls-Royce Merlin engine in place of the original Allison supplied in Mustang Is. The resultant Mustang I/Merlin combination provided such astounding performance it basically replaced any plans to use Allison variants; instead the U.S. began supplying Packard-built Merlins in P-51 frames. 
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^A saying came about in WWII that describes the Mustang well: "The Mustang won't do what a Spitfire does, but it does it over Berlin". P-51s had a staggering amount of fuel capacity hidden in their sleek lines, and with the addition of disposable external fuel tanks could range upwards of 2,000 miles - full operational distance for most bombers. They weren't the best turning planes in the air, but by the time they were widely in use pilots understood that turning was a very limited performance characteristic in combat - what was required of newer fighters was speed. And the P-51 had it in droves; it was faster than almost everything in the air, climbed reasonably well, and suffered much less high speed maneuverability loss than most of its opponents, due to the wing design. When it came to high speed fights the P-51 was very much in its element - it had flaps specifically designed to deploy at almost any speed, an airframe with tolerances that reached into high G range, good dive acceleration, and steady horsepower even at very high altitude.

#PRTO_J7
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^The J-7 aircraft was the most widely produced Chinese fighter, replacing older J-6 fighters, the Chinese version of the MiG-19. In 1995 it was projected that J-7 production would continue for at least another decade, resulting in a total inventory of nearly 1000 aircraft by 2005, but in fact the PLAAF inventory has remained static since then at about 500 aircraft, suggesting that production has either been suspended or terminated.

#PRTO_Q5
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^The Q-5 [Qiang-5 Attack-5, the export version being designated A-5] is a single-seat, twin-engine supersonic fighter developed by the Nanchang Aircraft Company of China. It offers enhanced combat performance particularly at low and super-low altitude. It is the latest renovated type equipped with imported navigation and attack systems. It is used mainly to assist ground troops in attacking concentrated targets on land, key transportation points and ships near the coast. It can also intercept and fight enemy aircraft.

#PRTO_J11
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^Codenamed `Flanker' by NATO, the J-11 [Su-27] is a multi-role fighter bomber and air superiority aircraft which can also be used in the maritime strike role. The Flanker has an operational radius of around 1500 km, and is equipped with an inflight refuelling facility extending their radius by another 500 km. Although normally configured for conventional operations, the J-11 could provide China with a high-performance nuclear-capable strike aircraft.

#PRTO_SeaHarrier
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^The RAF's Hawker Siddeley Harrier GR1's had entered service in April 1969. In 1975 the Royal Navy ordered 34 Sea Harrier FRS.1s, the first of which entered service in 1978. In total 57 FRS.1s were delivered between 1978 and 1988. The FRS.1 was largely based on the Harrier GR.3, but was modified to have a "bubble" canopy (for the air defence role) and an extended forward fuselage to accommodate the Ferranti (now BAE SYSTEMS) Blue Fox radar.

#PRTO_MB339
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^In an armed capacity, MB.339 can carry up to 4,000 lbs of external stores on six underwing pylons, including 2 30mm DEFA cannon. It has been cleared to operate with AIM-9L/P Sidewinder AAMs.

#PRTO_F111
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^The F-111 Aardvark is a multipurpose tactical fighter bomber capable of supersonic speeds. It can operate from tree-top level to altitudes above 60,000 feet. The F-111 can carry conventional as well as nuclear weapons . It can carry up to two bombs or additional fuel in the internal weapons bay. External ordnance includes combinations of bombs, missiles and fuel tanks. The loads nearest the fuselage on each side pivot as the wings sweep back, keeping ordnance parallel to the fuselage. 
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^A city must have both $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the F-111.
#DESC_F111
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^The F-111 has variable-sweep wings that allow the pilot to fly from slow approach speeds to supersonic velocity at sea level and more than twice the speed of sound at higher altitudes. Wings angle from 16 degrees (full forward) to 72.5 degrees (full aft). The F-111 needs no drag chute or reserve thrust to slow down after landing. The two crew members sit side-by-side in a pressurized cockpit module that serves as an emergency escape vehicle and as a survival shelter on land or water.
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^The aircraft's wings and much of the fuselage behind the crew module contain fuel tanks. Using internal fuel only, the plane has a range of more than 2,500 nautical miles. External fuel tanks can be carried on the pylons under the wings and jettisoned if necessary.

#PRTO_Viggen
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^In December 1961 the Swedish Government approved development of Aircraft System 37, the Viggen. The basic platform was the AJ 37 attack aircraft, to be followed by S 37 reconnaissance versions and the JA 37 fighter. The new aircraft had a novel and advanced aerodynamic configuration to meet the short take-off/landing and other performance requirements: a fixed foreplane with flaps was mounted ahead of and slightly above the delta main wing. On 8 February 1967 the first prototype of the Saab 37 Viggen family made its maiden flight. In April 1968 the Government authorized Viggen production and the first aircraft was delivered in July 1971.

#PRTO_Lansen
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^The SAAB A32 Lansen, Swedish for "lance", was a two-seater attack aircraft produced by SAAB from 1955 to 1960 for Flygnavpet, the Swedish Airforce. It was produced in different variants for day fighter, all-weather fighter, ground attack and reconnaissance tasks. Later on some aircrafts were modified for use as target tugs and ECM aircrafts. There were no trainer versions, but some Lansens had rudimentary controls installed in the rear seat.

#PRTO_Tunnan
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^J29 Flygande Tunnan (The Flying Barrel). Swedish military aircraft that was in service during the 1950s and 60s. It was capable of Mach 0.90 and was equal to planes like F-86 Sabre and MiG-15. It´s name comes from the shape of the fuselage which was shaped as a barrel. It´s airintake was under the nose.

#PRTO_Tornado
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^Designed and built as a collaborative project in the UK, Germany and Italy, the Tornado is in service with all three air forces and the German Navy. Tornado is also in service in Saudi Arabia and Oman. It is a twin-seat, twin-engined, variable geometry aircraft and is supersonic at all altitudes. The design authority for the Tornado is Panavia, the tri-national consortium which comprises British Aerospace, DASA of Germany and the Italian firm Alenia.

#PRTO_TornadoRAF
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^Designed and built as a collaborative project in the UK, Germany and Italy, the Tornado is in service with all three air forces and the German Navy. Tornado is also in service in Saudi Arabia and Oman. It is a twin-seat, twin-engined, variable geometry aircraft and is supersonic at all altitudes. The design authority for the Tornado is Panavia, the tri-national consortium which comprises British Aerospace, DASA of Germany and the Italian firm Alenia.

#PRTO_F86
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^The F-86, the U. S. Air Force's first swept-wing jet fighter, made its initial flight on October 1, 1947. Originally designed as a high-altitude day fighter, it was subsequently redesigned into an all-weather interceptor (F-86D) and a fighter bomber (F-86H). Armed with six 50 caliber machine guns, the Sabre pilot had to be in visual contact with the enemy in order to attempt a shoot-down, thereby making it the last true 'dogfighter' in the Air Force inventory.

#PRTO_UH1
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^The most widely used military helicopter, the Bell UH-1 series Iroquois, better known as the "Huey", began arriving in Vietnam in 1963. Before the end of the conflict, more than 5,000 of these versatile aircraft were introduced into Southeast Asia. "Hueys" were used for MedEvac, command and control, and air assault; to transport personnel and materiel; and as gun ships. Considered to be the most widely used helicopter in the world, with more than 9,000 produced from the 1950s to the present, the Huey is flown today by about 40 countries.

#PRTO_Utility_Helicopter
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^This is the standard transport helicopter that is available to most civs.

#PRTO_UH60
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^The U.S. Army began fielding the UH-60 in 1978. From 1978 until 1989 the Army procured UH-60A model aircraft. In October 1989, a power train upgrade resulted in a model designation change from UH-60A to UH-60L. The UH-60L version that provides 24 percent more power than the original 1970 UH-60A model. As of the end of FY97, the Army had procured 483 UH-60L models for a total UH-60 acquisition of 1,463 aircraft. The Army is in the fifth and final year of a multi-year procurement contract calling for the delivery of 60 aircraft per year.


#PRTO_Mi24
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^The Mi-24, the first helicopter to enter service with the Russian Air Force as an assault transport and gunship, was developed on the basis of the Mi-8's propulsion system. Additional missions include direct air support, antitank, armed escort, and air to air combat. The helicopter was used extensively in the Afghanistan War, becoming the "signature" weapon of the conflict. The Mi-24 is a close counterpart to the American AH-64 Apache, but unlike this and other Western assault helicopters it is also capable of transporting up to eight troops. The Russians have deployed significant numbers of HINDs in Europe and have exported the HIND to many third world countries.

#PRTO_AH64
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^The Boeing (McDonnell Douglas) (formerly Hughes) AH-64A Apache is the Army's primary attack helicopter. It is a quick-reacting, airborne weapon system that can fight close and deep to destroy, disrupt, or delay enemy forces. The Apache is designed to fight and survive during the day, night, and in adverse weather throughout the world. The principal mission of the Apache is the destruction of high-value targets with the HELLFIRE missile. It is also capable of employing a 30MM M230 chain gun and Hydra 70 (2.75 inch) rockets that are lethal against a wide variety of targets. The Apache has a full range of aircraft survivability equipment and has the ability to withstand hits from rounds up to 23MM in critical areas.

#PRTO_Akula
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^The Project 971 Shuka-B attack submarine multi-purpose submarine is capable of strikes against groups of hostile ships and against coastal installations. Designated the "Akula" class by the West, the submarine is officially designated Project 971 Shuka B (shuka is an aggressive breed of fresh water pike). Some 110 meters long, the Akula is double-hulled with considerable distance between the outer and inner hulls to reduce the possible damage to the inner hull. The hull is constructed of low magnetic steel, and divided into eight compartments, and features a distinctive high aft fin.

#PRTO_Collossus
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^The fourth and last HMS Colossus (R15) had a relatively brief time with the Royal Navy. She was the name-ship of the Colossus-class Light Fleet aircraft carriers, and were basically smaller derivatives of the Illustrious-class carriers. She was launched in 1943 and commissioned in 1944. She served with the British Pacific Fleet from 1945-46, prior to being loaned to France, where she was renamed Arromanches in 1946.

#PRTO_Hermes
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^HMS Hermes had a longer service life than any of the others carriers in the British inventory. Not being completed until 1959, some 15 years after being started(!), Hermes incorporated a full angled flight deck and other changes compared to Centaur, Albion and Bulwark. Hermes was the last conventional aircraft carrier to be built for the Royal Navy.

#PRTO_Vikrant
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^Soviet light carrier.

#PRTO_Nimtz
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^The NIMITZ-class carriers are a floating airport, capable of launching as many as four aircraft a minute. The ship's four catapults and four arresting gear engines enable her to launch and recover aircraft rapidly and simultaneously. The ships carry seven different types of aircraft with a total complement of more than 80 planes. During flight operations, the flight deck of 4.5 acres is a scene of intense activity, with crew, aircraft and other equipment functioning as a well-rehearsed and carefully choreographed team to ensure both efficiency and safety.

#PRTO_Oriskany
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^American carrier.

#PRTO_Moskva
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^The two Moskva class ships were introduced in 1967 and were homeported in the Black Sea. They deployed to the Mediterranean, the Atlantic and the Indian Ocean. They were designated as "aviation cruisers" at least in part to avoid problems with the 1936 Montreaux Convention, which prohibited passage of "aircraft carriers" through the Dardanelles. Many Western analysts concurred with an anti-submarine definition of the ships’ purpose. The first Soviet aviation ships, the design was something of a hybrid, with features of a missile cruiser forward, and a flight deck aft of the superstructure.

#PRTO_Kiev
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^The 273 meter long Krechyet class aircraft carrier supports strategic missile submarines, surface ships, and naval aircraft of the Russian fleet. In compliance with the new ship classification system introduced in the Navy, these ships were categorized as heavy aircraft carrying cruisers. Krechyet class ships are capable of engaging in surface, antisubmarine, and anti-air warfare. With a 14,700 square meter flight deck, arrestor wires, and a bow ski-jump, the carrier airwing consists of 14 Yak-41M (Freestyle) vertical launched interceptors, 8 Yak 38 (Forger) attack aircraft, 10 Ka-27 PLO (Helix), 2 Ka-27 PS (Helix) search and rescue helicopters, and 4 Ka-27 RLD (Helix) helicopters.

#PRTO_Forrestal
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^
^The development of the Forrestal, the U.S. Navy's first super carrier, represented many significant improvements over previous carrier designs. Forrestal was the first carrier designed specifically to operate jet aircraft, and included an angled deck which permitted simultaneous takeoffs and landings. Forrestal's revolutionary design became the basis for all US carriers that followed.

#PRTO_Adams
^
^
^The Charles F. Adams class guided missile destroyers were constructed in the late 1950s and early 1960s. Despite periodic modernizations, the class was retired in the early 1990s. Modernization with the New Threat Upgrade (NTU) package was considered for these ships but was terminated since modernization would not have been cost effective given the limited service lives remaining.


#PRTO_Kashin
^
^
^The Kashin class ship was designed to fulfill a variety of roles including anti-air and antisubmarine operations to defend task forces from submarines, low-flying aircraft, and cruise missiles. The ship’s hull is divided into separate compartments by 13 main watertight bulkheads, that extent to the upper deck. These bulkheads ensure that buoyancy remains stable if any three adjacent compartments are flooded. The Kashin class was commissioned in 1962, and was the first class of warship to be equipped with gas turbines. The Kashin’s four gas-outlet pipes allow the gas turbines to be replaced through their access holes. The installation of air coolers in the funnels has reduced the thermal signature of the ship by 50%. It has a top speed of 37 knots.

#PRTO_Kotlin
^
^
^The last Soviet "conventional" destroyers, armed only with guns and torpedoes, the layout of the Project 56 [Kotlin class] was similar to that of the earlier Skory class though with improved armament. According to Western sources, a total of 36 units of this class were initially planned, though in fact only 27 were completed between 1954 and 1961. Four of the hulls initially laid down to the Kotlin design were completed at Kildin missile destroyers, with an additional eight Krupnyy/Kanin missile destroyers built to a similar design.

#PRTO_Tarawa
^
^
^The primary war-fighting mission of the LHA-1 Tarawa class is to land and sustain United States Marines on any shore during hostilities. The ships serve as the centerpiece of a multi-ship Amphibious Readiness Group (ARG). Some 3,000 Sailors and Marines contribute to a forward-deployed ARG composed of approximately 5,000 personnel.

#PRTO_St._Laurent
^
^
^Canadian destroyer.

#PRTO_Type_42
^
^
^Type 42, also known as the Sheffield class, was a class of destroyers of the Royal Navy. The class was designed in the late 1960s to provide area air defence. The Type 42 Destroyer was built to fill in the gap left by the cancellation of the Type 82 Destroyer, it was however, designed to be smaller and more cost effective. The primary weapon is the Sea Dar surface-to-air missiles. Although claimed to be obsolete, it is still effective against most modern missile threats, as proven by the 1991 Gulf War.

#PRTO_Oscar
^
^
^The Oscar-class nuclear-powered cruise missile attack submarine, which displaces more than 18,000 tons when under water, is one of Russia's largest and most capable submarines. As with earlier cruise-missile submarine, the Oscar was designed primarily to attack American aircraft carrier battle groups.

#PRTO_Oberon
^
^
^The Oberon class were a thirteen ship class of diesel-electric submarines of the Royal Navy, and were based on the successful Porpoise-class submarine.

#PRTO_LA
^
^
^The LOS ANGELES class SSN specifically included ASW against Soviet submarines trying to sink the US carrier and ASUW against capital ships in the Soviet surface action group [SAG]. The LOS ANGELES class SSN was designed almost exclusively for Carrier Battlegroup escort; they were fast, quiet, and could launch Mk48 and ADCAP torpedoes, Harpoon Anti-Ship Missiles (no longer carried), and both land attack and anti-ship (no longer carried) Tomahawk cruise missiles. The new submarines showed another step improvement in quieting and an increase in operating speed to allow them to support the CVBG. Escort duties included conducting ASW sweeps hundreds of miles ahead of the CVBG and conducting attacks against the SAG.

#PRTO_Redoutable
^
^
^The decision taken by General de Gaulle, to start in 1962 the program " COELACANTH ", equipped France with nuclear submarines launchers [SNLE sous-marins nucléaires lanceurs d’engins ], major elements of nuclear dissuasion. It was the birth of the Strategic Oceanic Force (FOST - Force Océanique Stratégique ). A total of six submarines of the Redoutable class were built at Cherbourg Naval Dockyard - part of the major French Naval builder DCN (Direction des Constructions Navales) from 1967 to 1982. S609 Le Redoutable was launched on 29 March 1967, in the presence of General de Gaulle. It was not until 1971 when she became operational. She was decommissioned in December of 1991.

#PRTO_Ohio
^
^
^Strategic deterrence has been the sole mission of the fleet ballistic missile submarine (SSBN) since its inception in 1960. The SSBN provides the nation's most survivable and enduring nuclear strike capability. The Ohio class submarine replaced aging fleet ballistic missile submarines built in the 1960s and is far more capable.

#PRTO_Sturgeon
^
^
^STURGEON class submarines were built for anti-submarine warfare in the late 1960s and 1970s. Using the same propulsion system as their smaller predecessors of the SSN-585 Skipjack and SSN-594 Permit classes, the larger Sturgeons sacrificed speed for greater combat capabilities.

#PRTO_Typhoon
^
^
^During the Cold War the Typhoon submarines prowled the waters of the North Atlantic. These submarines do not have to submerge or go to sea to launch their long-range missiles. They are able to do so tied up at their docks. The Typhoon is the world’s largest submarine and was one of the most feared weapons of the Cold War. Each submarine is capable of carrying twenty long-range ballistic missiles with up to 200 nuclear warheads that were once aimed at the United States.

#PRTO_Iowa_Class_BB
^
^
^The largest and most powerful battleships ever built for the United States Navy, these ships were a marked departure from previous designs in that speed was a defining factor in their design, making them the fastest battleships ever built by any nation.
#DESC_PRTO_Iowa_Class_BB
^
^
^Enhancing on the very satisfactory armor scheme from the South Dakota class and being armed with more powerful 50 caliber instead of 45 caliber 16" rifles as on the South Dakota's and North Carolina's, plus their enhanced speed,a full 6 knots faster then previous USN designs, made these ships the most powerful and among the fastest surface assets in the Navy. Their huge number of anti-aircraft weapons gave these ships a new life during World War II in their job of protecting the aircraft carriers. Postwar their large, accurate and powerful main batteries were used to very telling effect as shore bombardment tools in every major conflict the United States was involved in post-WWII and with newly installed land and ship attack missiles they formed the most powerful surface task groups the world has ever seen in the 1980s. Even today in the 21st century over 50 years after they were commissioned, there has been no replacements built that can equal much less surpass their effectiveness and deadliness as shore bombardment ships.



#PRTO_Golf
^
^
^In March 1958 the development of a new missile launch system D-4 with R-21 missiles was approved. It was planned to replace the D-2 launch system and allowed underwater missile firings. The R-21 missiles could be fired from a depth of 40-50 m at a speed of up to 4 knots at intervals of 5 minutes. The time for prelaunch preparation was approximately 45 minutes. After the launch system reached its IOC in May 1963 the re-equipment of the 629 submarines began. The submarines equipped with the new D-4 launching system were designated as 629A (Golf II). In early 1967 the upgrading of the first submarines under the project 629A was completed. In total 8 submarines from the Northern and Pacific fleet were outfitted with the D-4 launch system.

#PRTO_Nautilus
^
^
^Skipjack Class was the first "top to bottom" new attack submarine design using nuclear propulsion. In 1954 the USS Nautilus, the world's first nuclear powered submarine, was launched. Nuclear power enabled this submarine to become the first true "submersible" - able to operate underwater for an indefinite period of time. In 1958 the the USS Albacore entered service with a "tear drop" hull design to reduce underwater resistance and allow greater submerged speed and maneuverability.

#PRTO_Lynx
^
^
^The Lynx first flew in March 1971 and was developed under an English-French helicopter agreement. There are two main versions of the Lynx: a wheeled version primarily for naval use and an army version with skids or skis. Super Lynx is the only helicopter in its weight class designed specifically for operations from small ships in all weathers and high sea states. With over 120 aircraft in service, Battlefield Lynx is the British Army's frontline transport helicopter.

#PRTO_Kirov
^
^The Soviet Kirov class of Raketny Kreyser (Rocket Cruiser), displacing approximately 26,000 tons, is classified as a battlecruiser in the 1996-7 edition of Jane's Fighting Ships. There were four members of the class completed, Kirov, Frunze, Kalinin, and Yuri Andropov. As the ships were named after Communist personalities, after the fall of the USSR they were given traditional names of the Imperial Russian Navy, respectively Admiral Ushakov, Admiral Lazarev, Admiral Nakhimov and Petr Velikiy.
^

#PRTO_Guided_Missile_Cruiser
^
^
^Guided Missile Cruisers possess AEGIS SAM technology. They are no match on the open seas versus an American, Soviet or British cruiser but they offer a tad bit of air defense. 

#PRTO_Escort_Destroyer
^
^
^Escort Destroyers are low-end naval units intended to protect transport units on the open seas. They are available to most civs.

#PRTO_Iroquois
^
^
^Iroquois-class destroyers are helicopter-carrying, anti-submarine warfare destroyers of the Canadian Navy. Launched in the 1970s, the entire class underwent major retrofits as a part of the Tribal Class Update and Modernization Program(TRUMP) in the 1990s.

#PRTO_Daring
^
^
^The Daring class were an eight-ship class of destroyers of the Royal Navy (RN) that were laid down during and after WWII, though like many other classses, their construction was halted for quite a while, indeed, the Darings were not commissioned until the 1950s. Two of the ships, Danae and Delight, were originally part of the Battle-class, though only Delight, originally Ypres, then Disdain, before finally being renamed to Delight, was commissioned.

#PRTO_County
^
^
^The County class destroyers were large vessels built by the Royal Navy around the Sea Slug anti-aircraft missile system. Eight of the vessels were built, between 1962 and 1970. These ships were replaced in service by the Type 42 destroyers. Four are still in service with the Chilean navy. All Royal Navy vessels had left the service by 1982.

#PRTO_Duperre
^
^
^French destroyer.

#PRTO_Audace
^
^
^The Audace is an Italian Audace Class destroyer of 3600 tons displacement. She is powered by two double reduction geared turbines rated at 73000 shp providing a top speed of 34 knots and a range of 4800 km at 20 knots. She carries a complement of 380 including 30 officers. Armaments consist of eight OTO Melara/Matra Teseo Mk 2 Otomat surface-to-surface missiles arranged in four twin forty GDC Pomona Standard SM-1MR anti-air missiles; one OTO Melara 127 mm/54 dual-purpose gun; four OTO Melara 76 mm/62 Rapid guns; six 324 mm US Mk 32 torpedo tubes arranged in two triples taking the Honeywell Mk 46 torpedo.

#PRTO_Impetuoso
^
^
^Italian destroyer.

#PRTO_Buenos_Aires
^
^
^South American destroyer.

#PRTO_Fletcher
^
^
^The Fletcher-class destroyers were the mainstay of the American fleet during the Second World War, and were extensively modified after the war under FRAM II (Fleet Rehabilitation and Modernization), with extensive changes in armament and other systems. Several of these ships were later sold or transferred to Taiwan and Brazil, where they were extensively modernized with new fire control systems, two 4-legged lattice masts, and greatly enlarge forward superstructure. Several remained active until retired in 1998.

#PRTO_Rajput
^
^The Rajput-class DD is an Indian version of the Soviet-made Kashin-class DD.
^
^The Kashin class ship was designed to fulfill a variety of roles including anti-air and antisubmarine operations to defend task forces from submarines, low-flying aircraft, and cruise missiles. The ship’s hull is divided into separate compartments by 13 main watertight bulkheads, that extent to the upper deck. These bulkheads ensure that buoyancy remains stable if any three adjacent compartments are flooded. The Kashin class was commissioned in 1962, and was the first class of warship to be equipped with gas turbines. The Kashin’s four gas-outlet pipes allow the gas turbines to be replaced through their access holes. The installation of air coolers in the funnels has reduced the thermal signature of the ship by 50%. It has a top speed of 37 knots.

#PRTO_Luda
^
^
^The Type 051 Luda-class guided missile destroyer are similar to the discontinued Soviet Kotlin class. Intended for anti-ship strikes, the primary offensive armament is pair of "Sea Eagle I" ship-to-ship missiles. The combat potential provided by the high speed and long range of this design was compromised by the lack of an air defense ability. In common with the Soviet Kotlin class, the Luda class ships originally had no ship-to-air missiles for self-protection, a deficiency which the Soviet Navy eventually remedied with the SAM Kotlin class.

#PRTO_Gleaves
^
^
^An American-made destroyer in service with the Turkish Navy.

#PRTO_Gearing
^
^
^An American-made destroyer in service with the Turkish Navy.

#PRTO_Spruance
^
^
^Thirty-one SPRUANCE-class destroyers were developed for the primary mission of anti-submarine warfare, including operations as an integral part of attack carrier forces. The Spruance class ships are more than twice as large as a World War II destroyer and as large as a World War II cruiser. Utilizing highly developed weapons systems, SPRUANCE is designed to hunt down and destroy high speed submarines in all weather, but can also engage ships, aircraft, and shore targets. These multi-purpose combatants are also capable of providing naval gunfire support in conjunction with Marine amphibious operations worldwide.

#PRTO_Ticonderoga
^
^
^Modern US Navy guided missile cruisers perform primarily in a Battle Force role. Due to their extensive combat capability, these ships have been designated as Battle Force Capable (BFC) units. Their primary armament is the Vertical Launching System (VLS) employs both the long range surface-to-surface Tomahawk Cruise Missile and the Standard Surface-to-Air Missile. These multi-mission ships are capable of sustained combat operations in any combination of Anti-Air, Anti-Submarine, Anti- Surface, and Strike warfare environments. They are built to be employed in support of Carrier Battle Groups, Amphibious Assault Groups, as well as interdiction and escort missions.

#PRTO_Perry
^
^
^The Perry class FFG forms a capable undersea warfare [USW] platform with the LAMPS-III helicopter onboard. The Mk 13 Mod 4 missile launcher provides secondary anti-air capability. Ships of this class are often referred to as "FFG-7" (pronounced FIG-7) after the lead ship, U.S.S. Oliver Hazard Perry (FFG-7).

#PRTO_Spetsnaz
^
^These units are unbuildable. Instead, they're autoproduced by the "Soviet Special Ops" wonder in Moscow. They are unique in the fact they they possess the "air drop" flag and can be inserted into hostile territory at a moment's notice. They have minus two hit-points (-2 HP) but are "free" (requires no upkeep).
^
^Spetsnaz (Voiska spetsialnogo naznacheniya - spetsnaz, /Specnaz/ in SAMPA) is a general term for "Special Forces, SpecOps" in Russian, literally 'special purpose units'. In Russian the term is commonly used to denote special forces of all countries, but in English it is used only for the Russian special forces. In fact, its use in English is usually associated with Russians writing in English or with writers having pretensions of linguistic authenticity.

#PRTO_US_Ranger
^
^These units are unbuildable. Instead, they're autoproduced by the "US Special Ops" wonder in New York City. They are unique in the fact they they possess the "air drop" flag and can be inserted into hostile territory at a moment's notice. They have minus two hit-points (-2 HP) but are "free" (requires no upkeep).
^
^The 75th Ranger Regiment —also known as the United States Army Rangers— is a Special Operations Force of the United States Army Special Operations Command (USASOC); with headquarters in Fort Benning, Georgia. The Regiment is a flexible, highly trained and rapidly deployable light infantry force with specialized skills that enables it to be employed against a variety of conventional and special operations targets.

#PRTO_Royal_Marine_Commando
^
^These units are unbuildable. Instead, they're autoproduced by the "British Special Ops" wonder in London. They are unique in the fact they they possess the "air drop" flag and can be inserted into hostile territory at a moment's notice. They have minus two hit-points (-2 HP) but are "free" (requires no upkeep).
^
^The Royal Marine Commandos are the United Kingdom's elite amphibious forces and a core component of their Rapid Reaction Force. They are lightly equipped, able to operate independently in all terrains, and highly trained as a commando force.

#PRTO_VDV
^
^This is the Soviet Airborne Infantry unit.
^
^VDV is a distinct branch of the Russian military, along with Russian Navy, Air Force and Russian Army (quite similar to United States Marine Corps, since USMC is also a separate branch of US military). Airborne troops are the best assault forces Russia has in the army, and, of course, VDV are also the most mobile, since it is airborne in the first place.

#PRTO_ME_Infantry
^
^This is the standard infantry units for the Arabs.
^

#PRTO_Soviet_Infantry
^
^This is the standard infantry unit for the Soviets.
^

#PRTO_Royal_Marine
^
^This is the standard amphibious foot unit for the Brits.
^
^The Royal Marines are the UK's amphibious forces and a core component of their Rapid Reaction Force. They are lightly equipped, able to operate independently in all terrains, and, at times, are highly trained as a commandos.

#PRTO_Modern_Infantry
^
^
^

#PRTO_GI
^
^This is the standard infantry unit for the Americans.
^

#PRTO_MI6
^
^This unit is unbuildable, posseses "Hidden Nationality" and is the only ground unit in the game capable of "Pillaging" tile improvements. It's autoproduced by the "British SIS Agency" wonder in London.
^
^The Secret Intelligence Service (SIS), more commonly known as MI6 (originally Military Intelligence [section] 6), or Her Majesty's Secret Service or just the Secret Service, is the British external security agency.

#PRTO_Anti-Tank_Infantry
^
^A low-cost, high attack and very, very low defense unit available only to the non-NATO & Communist nations.
^

#PRTO_Trafalgar
^
^
^The Royal Navy's Trafalgar class of nuclear fleet submarines (SSNs) includes seven boats: Trafalgar (S107), Turbulent (S87), Tireless (S88), Torbay (S90), Trenchant (S91), Talent (S92), and Triumph (S93). It is an attack submarine and is essentially a refinement of the Swiftsure class, designed six years later than its predecessor. The first Trafalgar class submarine was completed in 1983.


#PRTO_Swiftsure
^
^
^The Royal Navy's Swiftsure-class of nuclear fleet submarines (SSNs) is the older of the two classes of attack submarine in service with the RN. It originally contained six boats, but HMS Swiftsure was decommissioned in 1992 due to damage suffered to the pressure hull during trials. HMS Splendid followed in 2004 due to defence cuts meaning a reduction in the RN SSN fleet. The rest of the class are scheduled to be out of service by the end of the first decade of the 21st century.


#PRTO_Submarine_SS
^
^
^Submarines are covert and stealthy sea units capable of wreaking havoc upon their unsuspecting enemies. They are also "invisible" and are available to most civs.

#PRTO_Submarine_SSN
^
^
^These units are faster and stronger than its predecessor, the Submarine SS. They are also an integral part of Cold War naval predominance in that they can inflict devestating effects on any unsuspecting enemy.

#PRTO_Indonesian_Infantry
^
^The standard infantry unit for the Indonesians.
^

#PRTO_SE_Asian_Infantry
^
^The standard infantry unit for the the South-East Asians.
^

#PRTO_Pakistani_Infantry
^
^The standard infantry unit for the Pakistanis.
^

#PRTO_Indian_Infantry
^
^The standard infantry unit for the Indians.
^

#PRTO_Canadian_Infantry
^
^The standard infantry unit for the Canadians.
^

#PRTO_British_Infantry
^
^The standard infantry unit for the Brits.
^

#PRTO_Australian_Infantry
^
^The standard infantry unit for the Aussies.
^

#PRTO_Italian_Infantry
^
^The standard infantry unit for the Italians.
^

#PRTO_Greek_Infantry
^
^The standard infantry unit for the Greeks.
^

#PRTO_West_German_Infantry
^
^The standard infantry unit for the West Germans.
^

#PRTO_Japanese_Jieitai
^
^The standard infantry unit for the Japanese.
^

#PRTO_French_Infantry
^
^The standard infantry unit for the French.
^

#PRTO_Israeli_Infantry
^
^The standard infantry unit for the Israelis.
^

#PRTO_Spanish_Infantry
^
^The standard infantry unit for the Spanish.
^

#PRTO_Scandinavian_Infantry
^
^The standard infantry unit for the Scandinavians.
^

#PRTO_Turkish_Infantry
^
^The standard infantry unit for the Turks.
^

#PRTO_Taiwanese_Infantry
^
^The standard infantry unit for the Taiwanese.
^

#PRTO_Lowlands_Infantry
^
^The standard infantry unit for the Dutch/Flemish/Danish (Lowlands).
^

#PRTO_Portuguese_Infantry
^
^The standard infantry unit for the Portuegese.
^

#PRTO_Chinese_Infantry
^
^The standard infantry unit for the Chinese.
^

#PRTO_African_Infantry
^
^The standard infantry unit for the Africans.
^

#PRTO_Cuban_Infantry
^
^The standard infantry unit for the Cubans.
^

#PRTO_Paramilitary
^
^A cheap, weak and auxilary-type foot unit for the non-NATO & non-Communist civs.
^

#PRTO_Cuban_Revolutionary
^
^These units are unbuildable. Instead, they're autoproduced by the "Castro's Cuba" wonder in Havana. They are unique in the fact that possess the "amphibious" & "blitz" flags. They also have a minus one hit point penalty (-1 HP) but are "free" of maintanance costs (does not require support). 
^
^The Cuban Revolution was the overthrow of Cuban dictator Fulgencio Batista by the 26th of July Movement and the establishment of a new regime led by Fidel Castro in the 1950s. It began with the assault on the Moncada base on the 26 July 1953, and ended on 1 January 1959, when Batista was driven from the country and the cities Santa Clara and Santiago de Cuba were seized by sections of the people's army, led by Che Guevara and Fidel Castro, respectively. The term "Cuban Revolution" is also used to refer to the social revolution from 1959 to present and the adoption of Marxist principles by the new Cuban Government.


#PRTO_FARC_Guerilla
^
^These units are unbuildable. Instead, they're autoproduced by the "FARC Headquarters" wonder in Bogota.
^
^The Fuerzas Armadas Revolucionarias de Colombia - Ejercito del Pueblo (Revolutionary Armed Forces of Colombia - the People's Army) or FARC-EP was established in 1964 as the paramilitary wing of the Colombian Communist Party, and is Colombia's oldest, largest, most capable, and best-equipped insurgency.


#PRTO_S-13
^
^These units are unbuildable. Instead, they're autoproduced by the "Israeli Special Ops" wonder in Tel Aviv. They are unique in the fact they they possess the "air drop" flag and can be inserted into hostile territory at a moment's notice. They have minus two hit-points (-2 HP) but are "free" (requires no upkeep).
^
^Shayetet 13 is the Israeli naval commando elite special forces unit. The S-13 (shortcut for "Shayetet 13") is considered as one of the top-three SF units in Israel (along with Sayeret Matkal and the YAMAN). The S-13 is part of the Navy of the Israeli Defense Forces (IDF).


#PRTO_Viet_Cong
^
^These units are available only to the North Vietnamese civ.
^
^Viet Cong was a name used by South Vietnamese and allied soldiers in Vietnam, as well as by much of the English language media to refer to the armed insurgents and political dissidents fighting against the Republic of Vietnam during the Vietnam War. The name was derived from a contraction for the Vietnamese phrase "Viet Nam Cong San", or "Vietnamese Communist."


#PRTO_Yugoslavian_Infantry
^
^The standard infantry unit for the Yugoslavians.
^

#PRTO_Iranian_Infantry
^
^The standard infantry unit for the Iranians.
^

#PRTO_South_American_Infantry
^
^The standard infantry unit for the South Americans.
^

#PRTO_Central_American_Infantry
^
^The standard infantry unit for the Central Americans.
^

#PRTO_North_African_Infantry
^
^The standard infantry unit for the North Africans.
^

#PRTO_Spy
^
^These units are unbuildable. Instead, they're autoproduced by the "Intelligence Agency" small wonder.
^
^They are important in the fact that they possess "hidden nationality", extra movement points and the "pillage" function (the only foot unit in the scenario to have this flag).

#PRTO_ARVN_Infantry
^
^These units are unbuildable. Instead, they're autoproduced by the "ARVN Barracks" wonder in Saigon.
^
^On October 26, 1956, the military was reorganized by the administration of President Ngo Dinh Diem who then established the Army of the Republic of Vietnam. Early on, the focus of the army was the Communist guerrillas of the Viet Cong, a shadow government formed to oppose the Diem administration. The United States, under President John F. Kennedy sent advisors and a great deal of financial support to aid ARVN in combating the Communist insurgents.

#PRTO_Mossad_Operative
^
^These units are unbuildable. Instead, they're autoproduced by the "Mossad Intelligence Agency" wonder in Jerusalem. They are important in the fact that they possess "hidden nationality", extra movement points and the "pillage" function (the only foot unit in the scenario to have this flag).
^
^Ha-Mossad le-Modiin ule-Tafkidim Meyuhadim (Hebrew for "Institute for Intelligence and Special Tasks") is an Israeli intelligence agency, commonly referred to as Mossad. It is responsible for intelligence collection, covert action (including paramilitary activities and assassinations) and counter-terrorism. Its focus is on Arab nations and organizations throughout the world.

#PRTO_Australian_Commando
^
^These units are unbuildable. Instead, they're autoproduced by the "Australian Special Ops" wonder in Canberra. They are unique in the fact they they possess the "air drop" flag and can be inserted into hostile territory at a moment's notice. They have minus two hit-points (-2 HP) but are "free" (requires no upkeep).
^
^Special forces or special operations forces is a term used to describe relatively small military units raised and trained for reconnaissance, unconventional warfare and special operations. These exclusive units rely on stealth, speed, self reliance and close teamwork, and highly specialized equipment.

#PRTO_Afghani_Guerilla
^
^The standard infantry unit for the Afghanis.
^

#PRTO_Republican_Guard
^
^These units are unbuildable. Instead, they're autoproduced by the "Iraqi Ba'athism" wonder in Baghdad.
^
^The Iraqi Republican Guard (RG) was the core of the Iraqi military. There were between 80,000 and 100,000 troops in the Republican Guard itself, and an additional 15,000-20,000 troops in the Special Republican Guard (SRG). Not counting troops of the SRG, the Republican Guard fields 2 Corps, consisting of 1 infantry division, 1 Special Forces Division, 2 mechanized divisions, and 3 armored divisions. The Special Republican Guard consisted of 4 brigades and 2 commands.


#PRTO_Palestinian_Guerilla
^
^These units are unbuildable. Instead, they're autoproduced by the "Intifada" wonder in Damascus.
^
^The Palestine Liberation Organization (PLO) (Arabic Munazzamat al-Tahrir Filastiniyyah) is a political and paramilitary organization of Palestinian Arabs dedicated to the establishment of an independent Palestinian state to consist of the area between the Jordan River and the Mediterranean Sea, with an intent to replace Israel.


#PRTO_Mujahideen
^
^These units are unbuildable. Instead, they're autoproduced by the "Jihad" wonder in Jalalabad.
^
^Mujahideen (transliterated as mujahedeen, mujahedin, mujahidin, mujaheddin, etc.) is a plural form of mujahid, which literally translates from Arabic as "struggler", someone who engages in jihad, or "struggle", but is often translated as "holy warrior". In the late twentieth century, the term "mujahideen" became popular in the media to describe various armed fighters who subscribe to Islamic ideologies, although there is not always an explicit "holy" or "warrior" meaning within the word.


#PRTO_PAP
^
^These units are unbuildable & immobile. They're autoproduced by the "Chinese Secret Police HQ" improvement.
^
^The People's Armed Police Force is a paramilitary police force responsible for domestic security within the People's Republic of China. The PAP is not normally deployed and in contrast to the unarmed regular People's Police who are members of the Ministry of Public Security, PAP members carry sidearms and others weapons are available as needed.


#PRTO_US_Marine
^
^This is the standard amphibious foot unit for the Yanks.
^
^The U.S. Marine is the most powerful foot unit in the scenario. Not only do they possess the "amphibious" flag, they also have the "blitz" flag. Thus making them a devestating offensive unit.

#PRTO_CIA_Operative
^
^These units are unbuildable. Instead, they're autoproduced by the "Central Intelligence Agency" wonder in Washington, DC. They are important in the fact that they possess "hidden nationality", extra movement points and the "pillage" function (the only foot unit in the scenario to have this flag).
^
^The Central Intelligence Agency (CIA) is the United States' foreign intelligence agency, responsible for obtaining and analyzing information about foreign governments, corporations, and individuals, and reporting such information to the various branches of the U.S. government. It also maintains a vast covert military apparatus, which during the Cold War was responsible for a number of clandestine campaigns against foreign governments, leaders, and citizens. Its headquarters is in Langley, Virginia, across the Potomac River from Washington, D.C.

#PRTO_SNI
^
^These units are unbuildable. Instead, they're autoproduced by the "Soviet Naval Academy" wonder in Moscow.
^
^In the early 1960s, Naval Infantry became a combat arm of the Soviet Naval Forces. In 1989 Naval Infantry consisted of 18,000 marine troops organized into one division and three brigades. Naval Infantry had its own amphibious versions of standard armored vehicles and tanks used by the Ground Forces. Its primary wartime missions would be to seize and hold strategic straits or islands and to make seaborne tactical landings behind enemy lines. The Soviet Naval forces had over eighty landing ships as well as two Ivan Rogov-class amphibious assault docks.


#PRTO_US_Airborne
^
^This is the American airborne infantry unit.
^
^The XVIII Airborne Corps is the corps of the United States Army designed for rapid deployment anywhere in the world. As of 2004, it consists of approximately 88,000 soldiers in four divisions.


#PRTO_North_Korean_Infantry
^
^These units are unbuildable. Instead, they're autoproduced by the "North Korean Barracks" wonder in P'yonyang.
^
^North Korea now has the fourth-largest army in the world. The North has an estimated 1.2 million armed personnel, compared to about 650,000 in the South. Military spending equals 20%-25% of GNP (North Korea spends the largest proportion of it's GNP on its military in the world), with about 20% of men ages 17-54 in the regular armed forces. 

#PRTO_AMX13
^
^Design work on the AMX-13 light tank began in 1946 at the Atelier de Construction d'Issy-les-Moulineaux and the first prototype was completed two years later. Production was undertaken at the Atelier de Construction Roanne (ARE) from 1952, with the first production tanks completed the following year. At one time production of the tank was running at 45 units per month but in the early 1960s production of the whole family was transferred to the civilian company of Creusot-Loire at Chalon sur Saone as the ARE was tooling up for production of the AMX-30 MBT.
^

#PRTO_AMX30
^
^The AMX 30 MBT is able to fight in a contaminated atmosphere and to cross in immersion of the water levels 2 depth m (4 m with snorkel). It is intended for all missions requiring operations in traditional or nuclear environments power: direct destruction of the enemy forces, and in priority of the armoured forces immediate and major exploitation of the effects of the others weapons, in particular of the nuclear weapon.
^

#PRTO_Challenger
^
^The Challenger 1 MBT was initially born to an Iranian request for an improved version of the stalwart Chieftain line of tanks in service around the world. With the fall of the Shah of Iran, the British took over the design and further improved it. The most revolutionary part of the Challenger 1 is its Chobham armour which gave protection far superior to any rolled homogeneous armour (RHA), at the time the standard of tank armor materials. This armor has since been adopted by others, most notably the American M1 Abrams.
^

#PRTO_Leopard1
^
^The Leopard is the primary post-WWII German tank design, a design that has been in use as the primary main battle tank for most European countries in various versions since the early 1960s. The original Leopard was a fairly conventional design armed with a German-built version of the famous British L7 105 mm gun. This design started to become outdated almost immediately with the introduction of the T-64, and an up-gunned version with the new Rheinmetall 120 mm gun was cancelled in favor of a joint "supertank" design with the US that led to the MBT-70.
^

#PRTO_Leopard2
^
^A number of minor modifications to the Leopard 1 MBT was worked into the second batch of 450 vehicles which ultimately became what is now known as the Leopard 2 MBT. Deliveries of the Leopard 2 models started in March 1982 and ended in November 1983. The two most notable changes were the modification of the ammunition racks to be identical to those in the M1 Abrams, and redesigned fuel filters that reduced refueling time.
^

#PRTO_BMP1
^
^The Bronevaya Maschina Piekhota (BMP-1) was first built in the early 1960s and seen in public in November 1967 at a Red Square parade. It was called the M-1967 and BMP by NATO before its correct designation was known. The BMP represented an important shift from the concept of an armored personnel carrier to an armored infantry combat vehicle, combining high mobility, effective anti-tank weapons, and armored protection for carrying troops. The BMP is significantly smaller than Western APCs and has considerably greater firepower. The BMP-1 was innovative in that it allowed the infantry being carried to fire their personal weapons from within the vehicle whilst remaining protected by armour. To do this firing ports and vision devices were provided for each infantry soldier. The BMP-1 carrys a crew of three to eight. The BMP replaced the BTR-50P and complements the BTR-60PB in first-line motorized rifle units.
^

#PRTO_Panhard
^
^French armoured personel carrier.
^

#PRTO_M113
^
^The M113A1, informally known as the Gavin, is a lightly armoured full tracked air transportable personnel carrier designed to carry personnel and certain types of cargo. The M113-family was developed from M59 and M75 by Ford and Kaiser Aluminium and Chemical Co. in the late 1950´s. The vehicle is capable of: amphibious operations in streams and lakes; extended cross country travel over rough terrain; and high speed operation on improved roads and highways.
^

#PRTO_M1
^
^The M1 Abrams Main Battle Tank (MBT) is the namesake of the late General Creighton W. Abrams, former Army Chief of Staff and commander of the 37th Armored Battalion. It is the backbone of the armored forces of the United States military, and several of US allies as well. The purpose of this vehicle is to provide mobile firepower for armored formations of sufficient capability to successfully close with and destroy any opposing armored fighting vehicle in the world, while providing protection for it's crew in any conceivable combat environment. It is capable of engaging the enemy in any weather, day or night on the multi-dimensional, non-linear battlefield using its firepower, manuever, and shock effect.
^

#PRTO_M1A1
^
^Designed in the 1970's by the Land Systems Division of the General Dynamics Corporation in response to the U.S. Army's MBT-70 program, the first M1 rolled off the assembly line in 1978. After two years of acceptance trials, the first of these vehicles was delivered to the US Army on February 28, 1980. By 1985, evaluations of field service had prompted the first modification requests, and production shifted to the M1A1. The first M1A1's were delivered to units in August of 1985.
^

#PRTO_M2
^
^The mission of the Bradley Fighting Vehicle [BFV] is to provide mobile protected transport of an infantry squad to critical points on the battlefield and to perform cavalry scout missions. The BFVS will also provide overwatching fires to support dismounted infantry and to suppress or defeat enemy tanks and other fighting vehicles. The Bradley Fighting Vehicle is a fully armored, fully tracked vehicle designed to carry Mechanized Infantry into close contact with the enemy. It possesses sufficient cross-country mobility to keep up with the Abrams Main Battle Tank, medium and long-range firepower capable of defeating any vehicle on the battlefield, and is adequately armored to protect the crew from artillery and small arms threats.
^

#PRTO_Marder1A2
^
^West German infantry fighting vehicle.
^

#PRTO_T55
^
^The T-55 medium tank has a fully tracked, five-road wheeled chassis with a space between the first and second road wheels and no return rollers. It has a low-silhouetted hull with a dome-shaped turret mounted over the third road wheel. The 100-mm rifle-bore main gun has a bore evacuator at the muzzle. A 7.62-mm coaxial machine gun and 7.62-mm bow machine gun are also mounted.
^

#PRTO_T62
^
^The T-62 is a further step in the line of development begun with the T-54/55 series, entering production in 1961 and remaining in production until 1975. It became the standard main battle tank in Soviet tank and motorized rifle units, gradually replacing the T-54 and T-55. The T-62A variant first appeared in 1970. By the 1980s it was replaced by the new generation T-64/T-72/T-80 tanks as the first-line Soviet main battle tank.
^

#PRTO_T72
^
^The T-72, which entered production in 1971, was first seen in public in 1977. The T-72, introduced in the early 1970s, is not a further development of the T-64, but rather a parallel design chosen as a high-production tank complementing the T-64. The T-72 retains the low silhouette of the T-54/55/62 series, featuring a conventional layout with integrated fuel cells and stowage containers which give a streamlined appearance to the fenders. While the T-64 was deployed only in forward-deployed Soviet units, the T-72 was deployed within the USSR and exported to non-Soviet Warsaw Pact armies and several other countries. In addition to production in the USSR it has been built under license in Czechoslovakia, India, Poland and former Yugoslavia.
^

#PRTO_T80
^
^The T-80, manufactured by Transmash of Omsk, appeared as production model in 1984, retaining the basic features of the T-64 series (including the 125mm smoothbore gun with autoloader). Major innovations included the first Soviet use of a gas turnine engine, providing increased speed and power, and the first use of a laser rangefinder providing major improvements in fire control. The T-80 is very similar in appearance to the T-72. It incorporates features common to both the T-64 and T-72, especially in weaponry. Easily distinguishable features of this tank as compared with the standard T-72 are the attachment of side skirts and twelve turret-mounted grenade launchers with seven on the left side and five on the right side.
^

#PRTO_M48
^
^Developed from the M47 "General Patton" tank, the M48 was the mainstay of the US Army and Marines in Vietnam. Some 11,703 M48s were built between 1952 and 1959. Originally they had 90mm guns, but upon moficiation to the M48A5 standard they were given the British 105mm. The M48 was withdrawn from American service in favor of the M60, a further development of the M48, but the M48 Patton remains in service in a number of armies around the world.
^

#PRTO_M60
^
^The M60 Patton main battle tank is now primarily found in US Reserve and National Guard units, but served as the primary US main battle tank for two decades prior to the introduction of the M1. Developed from the M48 Patton series, the M60 was fitted with a 105mm main gun and manned by a four-man crew. Criticized for its high profile and limited cross-country mobility, this durable tank proved reliable and underwent many updates over its service life. Initially produced in 1960, over 15,000 M60s were built by Chrysler and first saw service in 1961. Production ended in 1983, but 5,400 older models were converted to the M60A3 variant ending in 1990.
^

#PRTO_BTR60
^
^The BTR-60 armored personnel carrier, the first in the line of Russian 8-wheeled APC's, was developed in the late 1950s to replace the BTR-152 (6x6) APC and was first seen in public in 1961. It was continuously improved throughout the 1960s culminating in the production of the BTR-60PB, and was subsequently replaced in production by the similar BTR-70 (8x8). Numerically, the BTR-60 was the most important vehicle in the Soviet Army. It was issued in quantity to the East German, Bulgarian and Romanian Armies. It has also been exported to Yugoslavia. Significantly, it was the standard armored personnel carrier of the Soviet Naval Infantry [the Soviet Marine Corps].
^

#PRTO_Chieftan
^
^The mainstay of the British Army of the 1960s and 1970s, the Chieftain mounts a long barreled 120mm cannon as well as 2 7.62mm machine guns, one coaxial and one anti-aircraft. The Chieftain solved the problem of ranging the main gun by using a ranging machine gun with similar ballistic characteristics as the cannon. When the machine gun rounds hit the target, the gunner could be reasonably assured that his cannon round will hit. The Chieftain succeeded the Centurion and was in turn replaced by the Challenger.
^

#PRTO_Osorio
^
^By the mid-1980s, Engesa had spent US$100 million on the development of the Osório, a main battle tank, but was unable to find a buyer for it. This design of the Brazilian armaments industry was sophisticated, and demanded a high investment in technology. It was equipped with computers and endowed with a modern system of weapons. The Osório project came to an abrupt end with Operation Desert Storm against Iraq in 1991.
^

#PRTO_Urutu
^
^Engesa was formed as a private firm in 1963. Initially, it was involved in renovating World War II-vintage tanks. Engesa built wheeled APCs, such as the EE-11 Urutu amphibious APC, the EE-9 Cascavel armored reconnaissance vehicle, the EE-17 Sucuri tank destroyer, and the EE-3 Jararaca scout car, in addition to a wide range of other products. The EE-11 Urutu armored troop carrier is an amphibian that can also be used by naval forces. It was used by the Brazilian Army in the repression of strike movements during the government of Sarney.
^

#PRTO_Centurion
^
^The Centurion Tank was the main British tank of the post war period, also being purchased by the Australian Army from 1951 and by many other armed forces. Prototype Centurions had been built by the end of WWII.
^

#PRTO_Stridsvagn104
^
^Scandinvian main battle tank.
^

#PRTO_Stridsvagn121
^
^Scandinavian main battle tank.
^

#PRTO_FV432
^
^The FV432 is an armoured vehicle used by the British Army. It is of somewhat antiquated design, and is tolerated rather than liked by its crews. The FV432 itself is the armoured personnel carrier variant of the FV430 range of vehicles. This has been replaced by the Warrior Infantry Fighting Vehicle, but some other vehicles in the series are still in use, in particular the armoured ambulance variant. The specialist variants are due to eventually be replaced by the Future Rapid Effect System.
^

#PRTO_BMR600
^
^The BMR-600 (Blindado Medio de Ruedas) is a six-wheeled light armored vehicle manufactured in Spain under French license. To 1972 the Spanish Army fixed the tactical and technical requirements for a wheeled armored vehicle for the transport and movement of a squad of infantry to and in the zone battle.
^

#PRTO_Type61
^
^Japanese armoured fighting vehicle.
^

#PRTO_Type74
^
^The Type 74 MBT, manufactured by Mitsubishi Heavy Industries, is armed with the British-designed 105mm L7 type rifled tank gun manufactured under licence. New 105-mm APFSDS and high-explosive antitank missile projectile (HEATMP) were developed in Japan for the Type 74. The Type 74 tank was a typically Japanese-type tank containing many Japanese-originated ideas. The hydropneumatic suspension system, including the attitude controls, make the vehicle excellent for operation over rugged Japanese terrain.
^

#PRTO_MCV80
^
^Alvis has produced a substantial part of the British Army’s tank fleet and has maintained high export levels. Its family of combat vehicles includes the Scorpion, Spartan, Sultan, Samson and Scimitar tanks and also the Saracen armoured personnel carrier and the Saladin armoured vehicle. The ageing Scorpion and Scimitar vehicles did not stand out as efficient machines in the Gulf and Bosnian conflicts. 
^

#PRTO_Nagmash
^
^Israeli infantry fighting vehicle.
^

#PRTO_Achzarit
^
^Israeil infantry fighting vehicle.
^

#PRTO_Merkava1
^
^The Merkava was first introduced into service in April 1979. It was developed for the rough terrain of the northern region of Israel and the Golan Heights. It was equipped with a 105 mm gun and featured a power plant in the front and a rear door. It took part in Operation Peace for Galilee in 1982.
^

#PRTO_Merkava2
^
^The Merkava Mk 2 was first introduced into service in 1983. It introduced several improvements focusing on urban warfare and crew survivability, following Israel's incursion into Lebanon in 1982 and the battles in Beirut.
^

#PRTO_M-84
^
^The M-84 tank is a Yugoslav-built version of the Soviet T-72. Though lacking many of the modern features used by Western tanks, such as sophisticated fire control and communications equipment, it has computerized fire control system and vehicle optics. The tank features two banks of smoke dischargers mounted on the turret front, seven on the left and five on the right, and a distinctive meteorology mast containing sensors fitted on the forward part of the turret.
^

#PRTO_Vijayanta
^
^The Vickers Vijayanta main battle tank was built in India in the 1960s and 1970s. It was a licensed copy of the UK's Centurion tank, which was phased out of service with the UK's military around 1980. Specifications varied, and they were modified during their period in service but most were roughly equivalent to the Centurion Mk XIII used by Israel in the 1967 and 1973 wars — a design with somewhat heavier armor and somewhat less mobility than most for the period, and a NATO-standard 105mm/L68 main gun.
^

#PRTO_Type59
^
^Most PLA equipment is produced from Soviet designs of the 1950s, but weapons were being incrementally upgraded, some with Western technology. The Type 59 main battle tank is based on the Soviet T-54. In the early 50's China was supplied with a quantity of Soviet T-54 Main Battle Tanks (MBT) China undertook production of a copy of the T-54A as the Type 59 MBT. Type 59s have been employed in various conflicts around the world in Asia, Africa and the Middle East.
^

#PRTO_Type69
^
^The Type 69 main battle tank is a Chinese copy of the Soviet T-55 tank and an improved version of the Type 59 main battle tank, with improvements in gunnery and automotive areas. It is a relatively inexpensive and easy to operate tank but it is of an outdated design by modern standards. The interior is cramped and can be difficult to operate in. The 36-ton Type 69 main battle tank has improved armor, a gun stabilizer, a fire control system including a laser range finder, infrared searchlights, and a 105mm smooth-bore gun. This series was first seen in public in 1982.
^

#PRTO_Type96
^
^Chinese main battle tank.
^

#PRTO_Type63
^
^Chinese armoured personnel carrier.
^

#PRTO_Type85
^
^Chinese armoured personnel carrier.
^

#PRTO_105MM
^
^A lower-end towed artillery piece.
^

#PRTO_155MM
^
^A mid-range towed artillery piece.
^

#PRTO_Paladin
^
^The M109 Paladin is the latest advancement in 155mm self-propelled artillery. The system enhances previous versions of the M109 by implementing onboard navigational and automatic fire control systems. Paladin has both a Kevlar-lined chassis and a pressurized crew compartment to guard against ballistic, nuclear, biological, and chemical threats.
^

#PRTO_SPArtillery
^
^Self-propelled artillery vehicles mount a large howitzer (or alternatively mortar or rockets) and are used for long-range indirect bombardment support. Though lightly armored, and sometimes equipped with machine guns, they are not designed for direct-fire combat. They usually count as armoured fighting vehicles if they possess some kind of shrapnel protection for the crews.
^

#PRTO_2S5
^
^The 152-mm self-propelled gun 2S5 (previously known as M1981) is an unturreted gun mounted on a six-roadwheeled tracked chassis similar to that of the 152-mm self-propelled howitzer 2S3. The nuclear-capable 2S5, along with its towed counterpart M1976, replaced the 130-mm field gun M-46 in gun battalions organic to artillery regiments and brigades at front and army level. It was fielded in 1981 and was deployed with Soviet forces in Eastern Europe during 1982. This deployment was part of an upgrade of Soviet nuclear and conventional theater forces and indicates the importance Soviet doctrine places on the capability to deliver low-yield nuclear strikes relatively close to Soviet forces.
^

#PRTO_122MM
^
^A lower-end towed artillery piece.
^

#PRTO_203MM
^
^A higher-end towed artillery piece.
^

#PRTO_Corps
^The "Corps" unit has a transport capacity of three (3).
^
^This is the standard "Army" unit for this scenario. It can not be built. However, it is the "Battle Created Unit" from an elite unit victory.

#PRTO_Field_Gun
^
^
^A relatively weak artillery piece that is availble to many of the 3rd world civs.

#PRTO_Tomahawk
^
^Tomahawk is an all-weather submarine or ship-launched land-attack cruise missile. After launch, a solid propellant propels the missile until a small turbofan engine takes over for the cruise portion of flight. Tomahawk is a highly survivable weapon. Radar detection is difficult because of the missile's small cross-section, low altitude flight. Similarly, infrared detection is difficult because the turbofan engine emits little heat. Systems include Global Positioning System (GPS) receiver; an upgrade of the optical Digital Scene Matching Area Correlation (DSMAC) system; Time of Arrival (TOA) control, and improved 402 turbo engines.
^

#PRTO_Scud
^
^The Scud is a mobile, Russian-made, short-range, tactical ballistic surface-to-surface (hence the nomenclature abbreviation SS) missile system. The SCUD-series guided missiles are single-stage, short-range ballistic missiles using storable liquid propellants. The Scud is derived from the World War II-era German V-2 rocket. Unlike the FROG series of unguided missiles, the SCUDs have movable fins.
^

#PRTO_Duster
^The "Duster" as it's called, is a self propelled anti-aircraft defense weapon system. It is a fully armored vehicle with the engine at the rear. Although designed for deployment with armored divisions as a means of providing mobile anti-aircraft defense, their rapid rate of fire has proven to be an invaluable infantry support weapon against ground targets. Two Swedish Bofors 40mm fully automatic cannons are mounted in the turret, and can fire 240 rounds per minute. The chassis is based on an M41 light tank model with a flat opposed 6 cylinder air cooled gasoline engine, providing 500 hp. The gun system was used in World War II on a similar vehicle, and later upgraded to this model. It is manned by a crew of six men, and has a top speed of 45 mph.
^
^

#PRTO_Flak
^
^
^The low-end anti-air unit for this scenario.

 #PRTO_Mobile_SAM
^
^
^This unit is the second-tiered AA unit for TCW.

#PRTO_Patriot
^
^Patriot is a long-range, all-altitude, all-weather air defence system to counter tactical ballistic missiles, cruise missiles and advanced aircraft.
^
^This beast is the strongest anti-air ground unit in the game. It's available only to the U.S.A.

#PRTO_SA13
^
^The SA-13 GOPHER [ZRK-BD Strela-10] is a short-range, low altitude SAM system. The SA-13 missile (9M37) is 2.2 m long, 0.12 m in diameter with a 0.4 m wingspan and has a maximum speed of Mach 2. It carries a 5 kg HE warhead and is fitted with either an improved passive lead sulfide all-aspect infra-red seeker unit, or a cryogenically cooled passive all-aspect infra-red seeker unit. The estimated minimum range of the SA-13 is 500 meters and the maximum effective range of 5000 meters with altitude engagement limits of 10 to 3500 meters.
^

#PRTO_ScudLauncher
^
^At launch, a basic Scud contains about 3,500 kilograms (7,700 pounds) of IRFNA and about 1,000 kilograms (2,200 pounds) of fuel. Most of the IRFNA and fuel is used within the first 80 seconds of flight when the missile is gaining enough speed to reach its target. When this speed is reached, the Scud is designed to shut off its engine by shutting off the propellant tanks (a fuel tank and an oxidizer tank). The unused propellants—roughly 150 kilograms (330 pounds) of RFNA and 50 kilograms (110 pounds) of fuel—remain on board for the remainder of the flight.
^

#PRTO_ZSU
^
^The Shilka ZSU-23-4 [ZSU = Zenitnaya Samokhodnaya Ustanovka - Anti-aircraft Self-Propelled Gun] is a Self-Propelled Anti-Aircraft Gun (SPAAG) featuring a prominent radar dish that can be folded down mounted on a modified PT-76 chassis. ZSU 23-4 Shilka, is capable of acquiring, tracking and engaging low-flying aircraft (as well as mobile ground targets while either in place or on the move). Employed in pairs 200 meters apart, 400 meters behind battalion leading elements, it is commonly used to surpress ATGM launch sites, such as TOW vehicles. The armament consists of four 23mm cannon with a maximum slant range of 3,000 meters. Ammunition is normally loaded with a ratio of three HE rounds to one AP round.
^

#PRTO_KGB
^
^This unit is unbuildable, posseses "Hidden Nationality" and is the only ground unit in the game capable of "Pillaging" tile improvements. It's autoproduced by the "Soviet Secret Police HQ" wonder in Moscow.
^
^The Komitet Gosudarstvennoy Bezopasnosti (or KGB) is Russian for "Committee for State Security". It is the name of the main Soviet Security Agency and intelligence agency, as well as the main secret police agency from March 13, 1954 to November 6, 1991. The KGB's domain was roughly comparable to that of the American Central Intelligence Agency (CIA) combined with the counterintelligence and internal security divisions of the Federal Bureau of Investigation (FBI).

#PRTO_Polish_Infantry
^
^This unit is unbuildable. It's autoproduced by the "Polish Barracks" wonder in Warsaw.
^
^

#PRTO_Civil_Engineer
^
^This is the high-end "worker" unit for the scenario. It's unbuildable and is autoproduced by the "Civil Engineering Firm" small wonder.
^

#PRTO_Chemical_Warhead
^
^This unit is unbuildable. Instead, it's autoproduced by the "Chemical Warhead Plant" wonder which is only available to the Arabs.
^
^This unit also has the "nuclear device" flag so use caution when this unit is present.

#PRTO_South_Korean_Infantry
^
^This unit is unbuildable. Instead, it's autoproduced by the "South Korean Barracks" wonder in Pusan. 
^

#PRTO_MP
^
^This unit is a cheap, immobile defender-type unit. It is valuable in the fact that it can be airlifted to existing airbases or airports.
^

#PRTO_Revolutionary_Guard
^
^This unit is unbuildable. Instead, it's autoproduced by the "Islamic Revolution" wonder which can only be built in Tehran. 
^
^While the Constitution of Iran entrusts the military with guarding Iran's territorial integrity and political independence, it gives the Revolutionary Guard [Pasdaran] the responsibility of guarding the Revolution itself. Established under a decree issued by Khomeini on May 5, 1979, the Pasdaran was intended to guard the Revolution and to assist the ruling clerics in the day-to-day enforcement of the government's Islamic codes and morality. The Revolution also needed to rely on a force of its own rather than borrowing the previous regime's tainted units.


#PRTO_Nimitz
^The NIMITZ-class carriers are a floating airport, capable of launching as many as four aircraft a minute. The ship's four catapults and four arresting gear engines enable her to launch and recover aircraft rapidly and simultaneously. The ships carry seven different types of aircraft with a total complement of more than 80 planes. During flight operations, the flight deck of 4.5 acres is a scene of intense activity, with crew, aircraft and other equipment functioning as a well-rehearsed and carefully choreographed team to ensure both efficiency and safety. Four aircraft elevators, each the size of two average city lots, bring the aircraft to the flight deck from the hangars below. Small tractors spot the planes on the flight deck.
^
^

#PRTO_Marine
^
^This unit is the standard amphibious infantry unit available to many different civs.
^

#PRTO_U-2
^The U-2 is a single-seat, single-engine, high-altitude, reconnaissance aircraft. Long, wide, straight wings give the U-2 glider-like characteristics. It can carry a variety of sensors and cameras, is an extremely reliable reconnaissance aircraft, and enjoys a high mission completion rate. However, the aircraft can be a difficult aircraft to fly due to its unusual landing characteristics. Because of its high altitude mission, the pilot must wear a full pressure suit. 
^
^This unit does NOT "Require Support", can "Detect Invisible", has "Hidden Nationality" & is "Invisible".

#PRTO_Spyplane
^The Spy Plane is a single-seat, single-engine, high-altitude, reconnaissance aircraft. Long, wide, straight wings give the Spy Plane glider-like characteristics. It can carry a variety of sensors and cameras, is an extremely reliable reconnaissance aircraft, and enjoys a high mission completion rate. However, the aircraft can be a difficult aircraft to fly due to its unusual landing characteristics. Because of its high altitude mission, the pilot must wear a full pressure suit. 
^
^This unit does NOT "Require Support", can "Detect Invisible", has "Hidden Nationality" & is "Invisible".

#PRTO_E2C
^The E-2C Hawkeye is the U.S. Navy's all-weather, carrier-based tactical airborne warning and control system platform. It provides all-weather airborne early warning and command and control functions for the carrier battle group. Additional missions include surface surveillance coordination, strike and interceptor control, search and rescue guidance and communications relay. 
^
^This unit does NOT "Require Support", can "Detect Invisible", has "Hidden Nationality" & is "Invisible".

#PRTO_Hip
^This is the low-end transport heli for the Soviets. 
^
^The MI-8 HIP is a multi-role transport helicopter capable of carring troops or supplies as well as conducting armed attackes with rockets and guns. It is often used to resupply guerrillas, insert detachments or provide close air support to attacking units. Designed as a transport helicopter, the Mi-8 proved a multi-purpose machine. The cable external suspension, equipped with the weight-measuring device, makes it possible to carry large size cargoes weighing up to three tons. If required, it became both combat, rescue and artillery observation helicopter.

#PRTO_South_African_Infantry
^This is the standard infantry unit for the South Africans. 
^
^

#PRTO_F104
^
^The F-104 has often been called the "missile with a man in it." The design was a product of the Korean War, and was unique in several respects. The encounters with the MiG-15 in Korea caused a strong outcry among Air Force fighter pilots for a cheap, lightweight, maneuverable, high-performance fighter to confront future Soviet fighters. The result was the F-104, a fighter that overemphasized rate of climb and brute speed. Intended as a point defense interceptor, range was sacrificed for rate of climb.
^

#PRTO_Tucano
^
^Developed by EMBRAER of Brazil in response to a Brazilian Air Force specification for a replacement for the Cessna T-37. First flown in August 1980. First of 133 ordered by the Brazilian Air Force delivered beginning September 1983.
^

#PRTO_Sverdlov
^
^The major surface units in the post-WWII Soviet Navy, construction halted when Nikita Khrushchev decided the program had been made obsolete by the advent of guided missiles. One unit was converted to an experimental guided missile cruiser [the Adm. Nakhimov] and the Dzerhinsky was refitted in 1960 with the SA-N-2 surface to air missile. Two other units were converted to command ships in the early 1970s.
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#PRTO_Kara
^The Kara-class was a further development of the the Kresta-II design, with gas-turbines replacing the steam plants of the previous classes, resulting in major modifications to the layout of the midships section. Although larger than the Kresta-II cruiser and with significant anti-air and anti-submarine capabilities, these ships are classified as destroyers rather than cruisers by the Russian Navy. The fourth unit was modified during construction as a test ship for the SA-N-6 SAM system, which replaced the aft SA-N-3 SAM system.
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#PRTO_Serbian_Infantry
^This unit is unbuildable. Instead, it's autproduced by the "Serbian Barracks" wonder in Belgrade.
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#PRTO_Olifant
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^The Olifant MBT is a variation of the Centurion MBT, which was the main British tank of the post war period, also being purchased by the Australian Army from 1951 and by many other armed forces. Prototype Centurions had been built by the end of WWII.
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#PRTO_Su-17
^The Su-17 Fitter with its variable sweep wings was developed from the fixed-wing Su-7B. The first public demonstration of it was made in 1969. It was in production for a long time (1970-1990) and many modifications were built. Some of the modifications were Su-17M, Su-17M2, Su-17M3, and the Su-17M4 (low-altitude subsonic bomber), Su-17UM (trainer). It was designed as a fighter-bomber, but it was used mostly as a bomber. The Su-17 remains an effective aircraft with capable avionics and impressive armament. Export versions of this aircraft are designated Su-20 and Su-22. The export versions can be distinguished by a deeper dorsal spine.
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#PRTO_AMX32
^The AMX design was the result of French specifications for a new main battle tank to replace aging American tanks in French service since the end of World War II. Like the Germans during the same period, the French subscribed to the theory that even the heaviest armor would prove unable to keep up with rapid development of anti-tank weaponry, and that the best way to protect tanks within a reasonable design was to enhance their maneuverability. Thus the design solution was a tank with less heavy armor, but greater speed and an accurate powerful weapon that would allow quick destruction of the enemy.
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#PRTO_Ulyanovsk
^Ulyanovsk was the first of a class of Soviet supercarriers which, for the first time, would have offered true blue water aviation capability for the Soviet Navy. This was based upon the 1975 Project OREL (which never went beyond blueprints), and the initial commissioned name was to be Kremlin, but was later given the name Ulyanovsk. The vessel was named after the Soviet town of Ulyanovsk, which was in turn named after Vladimir Lenin's original name.
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#PRTO_Tribal
^In 1936, the Royal Navy ordered sixteen large Tribal class destroyers to compete with the similarly sized vessels being built for Japan, Germany and Italy. Canada ordered four ships from British shipyards and built another four at Halifax. Australia built three ships for its navy.
The ships protected convoys and hunted U-boats in the battle of the Atlantic, the Norway Campaign and the Mediterranean. Twelve out of the sixteen Royal Navy Tribals were sunk, and one of the Canadian Tribals.
The Tribals are considered beautiful ships and are remembered with great affection to this day. They are named after ethnic groups and many share names with an earlier Tribal class of destroyers that served in World War I.
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#PRTO_Victoria
^The Canadian Maritime Force has purchased four Victoria (formerly Upholder) class diesel-electric submarines from the UK Royal Navy - HMCS Victoria (876), HMCS Windsor (877), HMCS Corner Brook (878) and HMCS Chicoutimi (879). The Victoria Class replace the decommissioned Oberon Class, the last of which was retired in July 2000. The first of class, HMCS Victoria, was commissioned in Halifax in December 2000 and the second, Windsor, in June 2003. Corner Brook was delivered in March 2003. 
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#PRTO_Daphne
^This is a French-made submarine available to several civs.
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#PRTO_CannonDD
^There were six classes of destroyer escorts built during the wartime emergency demand for cheap, quickly constructed ocean-going escort ships. The Cannon class destroyer escorts were the longest ranged ships of their type with a range of 10,800nm. 70 ships of this class were constructed between October 1942 and August 1944 with 44 additional ships being cancelled. Six of the class were transferred to France and eight to Brazil upon completion.
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#PRTO_Surcouf
^This is a French-made destroyer.
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#PRTO_Suffren
^This is a French-made guided missile destroyer.
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#PRTO_La_Creole
^This is a French-made submarine.
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#PRTO_Narval
^This is a French-made submarine.
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#PRTO_Agosto
^This is a French-made submarine.
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#PRTO_Richelieu
^The Richelieu was a French battleship of World War II named for the seventeenth century statesman Cardinal Richelieu. Derived from the Strasbourg class, Richelieu and Jean Bart (plus unfinished Clemenceau) were designed to counter the threat of the Italian Navy. Their speed, shielding, armament and overall technology were state of the art. The turret arrangement for the main battery of eight 380 mm guns was somewhat unusual, with two 4-gun turrets located forward, enabling all the main armiement to fire at the bow.
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#PRTO_Essex
^The numerous World War II vintage Essex-class carriers served over a span of nearly half a century in various configurations and at least half a dozen roles as the core of the US postwar fleet. Many of the ships were extensively modified in later years, with many boasting a reinforced angle flight deck and a mirror landing system to accomodate jet aircraft as a result of Fleet Rehabilitation and Modernization (FRAM) upgrades. The conversions included a hurricane bow and the installation of an angled flight deck which permits the simultaneous launching and recovery of aircraft.
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#PRTO_Coral_Sea
^The carriers of the Midway class, displacing more than 67,000 tons fully loaded, carried a crew of 4,500 and up to 70 aircraft. These 1,000-foot-long warships were once the largest carriers afloat, though they had a displacement about two-thirds that of contemporary nuclear-powered flattops. When operating at sea the ships were refueled every three days, burning approximately 100,000 gallons of oil a day. When first built, the USS Midway's bow was open to the sea, and was enclosed in 1957 as part of a major overhaul. In a demonstration of carrier long-range attack capabilities, a P2V-3C Neptune took off from USS Franklin D. Roosevelt (CVB 42) off the coast of Jacksonville, FL on 07 February 1950 . The Neptune flew over Charleston, SC, the Bahamas, the Panama Canal, up the coast of Central America, over Mexico, and landed on Feb. 8, at San Francisco's Municipal Airport. The flight, covering 5,060 miles in 25 hrs. 59 min., was the longest ever made from a carrier deck.
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#PRTO_Gato
^The first Gato class submarine built was the Drum, which was commissioned on November 1, 1941, the only Gato class submarine to be in service before the attack on Pearl Harbor. She was the first of 73 Gato class subamrines ordered in 1940 in response to the realization that the US would probably become involved in the current war. The Gatos were enlarged versions of the Tambor submarine class. They were 350 tons heavier and four feet longer, most of the additional weight being taken up by improved diesels and batteries giving improved performance and endurance. The remainder of the changes had to do with habitability (increased fresh water storage). The Gatos carried the burden of the submarine war from late 1942 until victory. Of the 73 boats ordered, one (Dorado) was lost in the Atlantic. Of the remaining Gatos, 18 were lost to enemy action in the Pacific.
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#PRTO_GW
^The USS George Washington (SSBN 598) was the world’s first nuclear powered ballistic missile submarine. Arguably, it can be considered the submarine that has most influenced world events in the 20th Century. With its entry into service in December 1959 the United States instantly gained the most powerful deterrent force imaginable - a stealth platform with enormous nuclear firepower. The USS George Washington (SSBN-598) slipped underwater on the first strategic FBM patrol on 15 November 1960. The USS Patrick Henry (SSBN-599) departed for patrol on 31 January 1961. The USS George Washington (SSBN-598) resumed from patrol on 21 January 1961, coming alongside the tender USS Proteus (AS-19) at New London, Connecticut. The USS Patrick Henry (SSBN-599) resumed from patrol on 8 March 1961, but she came alongside the same USS Proteus which had moved to Holy Loch, Scotland becoming the first SSBN to use Holy Loch as a refit and upkeep anchorage.
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#PRTO_Skipjack
^The Skipjack class of attack submarines was the first to combine nuclear power with the extraordinary speed enabled by a new, more hydrodynamic teardrop hull design that was first tested on a conventionally powered sub. All U.S. nuclear subs since have used this basic combination.
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#PRTO_Baltimore
^The United States Navy's Baltimore class of heavy cruisers was the last of World War II. The ships looked very much like those of the Cleveland class. Their main role was to escort light and heavy aircraft carriers. With 17 ships serving over more than a quarter century, the Baltimore class is easily the most successful class of 8"-armed heavy cruiser in history, as well as the last class of 8"-armed heavy cruiser in service (the last unit in gun configuration to pay off was USS St. Paul, though several units soldiered on into the 1980s, refit into Albany class guided missile cruisers).
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#PRTO_Leahy
^The Leahy-class were "double-end" Guided Missile Destroyer Leaders (DLG), which were reclassified as Guided Missile Cruisers (CG) in 1975. The class was given an Anti-Aircraft Warfare (AAW) upgrade during the late1960's and early 1970's with Terrier launchers modified to fire either Terrier or Standard missiles. Additionally the 3" guns were replaced by eight Harpoon missiles and two Phalanx CIWS were added. All were further upgraded under the late-1980's New Threat Upgrade (NTU) program which included combat system capability improvements to the ship's Air Search Radars, Fire Control Radars and Combat Direction System. These improvements provided an accurate means of coordinating the engagement of multiple air targets with SM-2 Extended Range missiles. During the NTU overhaul, all spaces were renovated, berthing and food service areas were refurbished and the engineering plant was fully overhauled. The entire class was taken out of service in the early 1990's, stricken and transferred to the Maritime Administration for disposal.
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#PRTO_Forrest_Sherman
^The Forrest Sherman Class Destroyer was the last of the standard destroyers to be built by the US Navy after World War II. Designed during the late 1940's and built during the 1950's they had the most modern weapons and crew conveniences available at the time, including air conditioning throughout the ship and more living space for the men than in earlier destroyers. The class was extensively modified during the 1960's and early 1970's. They served until the early 1980's when the last was decommissioned. 
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#PRTO_Iowa_Class_BB_Modern
^Due to the lack of around-the-clock, all weather gunfire support, and to help achieve a 600 ship navy, the United States Congress directed the reactivation and modernization of the Iowa-class battleships starting in the summer of 1981. The USS New Jersey (BB 62), was commissioned for the third time on October 28, 1982, followed by the USS Iowa (BB 61) on April 28, 1984, the USS Missouri (BB 63) was recommissioned May 10, 1986 and the USS Wisconsin (BB 64) was recomissioned October 22, 1988. 
#DESC_PRTO_Iowa_Class_BB_Modern
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^Enhancing on the very satisfactory armor scheme from the South Dakota class and being armed with more powerful 50 caliber instead of 45 caliber 16" rifles as on the South Dakota's and North Carolina's, plus their enhanced speed,a full 6 knots faster then previous USN designs, made these ships the most powerful and among the fastest surface assets in the Navy. Their huge number of anti-aircraft weapons gave these ships a new life during World War II in their job of protecting the aircraft carriers. Postwar their large, accurate and powerful main batteries were used to very telling effect as shore bombardment tools in every major conflict the United States was involved in post-WWII and with newly installed land and ship attack missiles they formed the most powerful surface task groups the world has ever seen in the 1980s. Even today in the 21st century over 50 years after they were commissioned, there has been no replacements built that can equal much less surpass their effectiveness and deadliness as shore bombardment ships.
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#PRTO_Knox
^The Knox-class frigates, all of which have been retired, fulfilled a Protection of Shipping (POS) mission as Anti-Submarine Warfare (ASW) combatants for amphibious expeditionary forces, underway replenishment groups and merchant convoys. The Knox-class frigates initially formed the backbone of the Innovative Concept Reserve Training Program. Under this program, the last eight ships remaining in service were designated Type II Reserve Training Frigates [FFT], while 32 other frigates were deactivated and designated Type III ships. The Type III ships can be completely reactivated in 180 days. Each of the eight Reserve Training Frigates ship had its own reserve crew, and was also assigned four "nucleus crews" which would man the 32 Type III ships. The Reserve Training Frigates ships were to be homeported in New York, Mobile and Ingleside Texas. The Reserve Training Frigates were all inactivated in 1994, and some of them have been disposed of through the Security Assistance Program (SAP) foreign military sale program. Replacing the Knox-class frigates in this role, by the year 2000, seven of the 10 FFG-7 Oliver Hazard Perry frigates in the Naval Reserve Fleet will be modernized to the Flight III baseline. These ships fulfill an important role in reducing the Active force's operational and personnel tempo by responding to contingencies such as the Haitian embargo, counter-narcotics operations, and overseas deployments, such as Carat 96 in the Western Pacific.
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#PRTO_Type21
^During the 1980s, the Royal Navy has had two major frigate classes in service, the Amazon class (Type 21) and the Broadsword class (Type 22) frigates. The origins of the Amazon class lay in the 1966 decision by the Labour Government to phase out the Royal Navy's aircraft carriers, and the cancellation of CVA-01, and three out of the four Type 82 destroyers. The Royal Navy commissioned eight 'Amazons' in the early 1970s. Although they were popular ships to serve in, they lacked the 'growth' potential to accommodate new weapons and sensors, All but HMS Amazon herself served in the Falklands war and (Ardent and Antelope) were lost to Argentine attacks. The heavy seas of the South Atlantic caused severe cracking in the upper deck, which led to steel inserts being welded to the hulls after the war. Further work was carried out on the hulls of the surviving Type 21s from 1988-92, but today none remain in service. 
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#PRTO_Benson
^This class, of American construction, was intended to be an improved version of the Sims class with two stacks, and a alternating machinery space layout. The Benson class destroyer was the backbone of the pre-war Neutrality Patrols and brought the action to the enemy by participating in every major campaign of the war. It is well known that the USS Niblack is credited with the first action taken by American forces against axis hostility. Together with their later sisters, the Bristol class, they became known as the Benson-Livermore class Destroyers. 
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#PRTO_Abruzzi
^This is an Italian-made light cruiser.
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#PRTO_Toti
^This is an Italian-made submarine.
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#PRTO_Sauro
^This is an Italian-made submarine.
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#PRTO_Pelosi
^This is an Italian-made submarine.
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#PRTO_Yavuz
^The Yavuz Sultan Selim, which was originally the German Goeben, arrived in Turkish waters on 10th August 1914, served under the Turkish flag with her German officers and crew from 16th August, and officially transferred to Turkey in November 1914, although still mainly German manned and controlled. On the 29th October 1914, 'Goeben' took part with Turkish forces in bombardments and raids on Russian Black Sea ports and shipping before the formal declaration of war between Turkey and Russia. The ship was eventually renamed the Yavuz Sultan Selim - 'Sultan Selim' or variously 'Yavus', 'Yavouz', or 'Jawus Sultan Selim', modern 'Yavuz' - meaning stern, tough, grim, even amazingly clever. Sultan Selim I (1470-1512) who greatly expanded the Ottoman Empire is often referred to as Yavuz Selim - Selim the Grim. Battlecruiser 'Yavuz' survived until the 1970’s to be broken up.
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#PRTO_MClass
^This is a Turkish destroyer presumably constructed in England.
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^Did I ever mention that the CFC user Goldflash is a 'fecking asshole?This is a prick who has contributed absolutely nothing to the civ community yet he incessantly runs his bitch mouth. Ohhh...I oughta!

#PRTO_Fletcher_Turkish
^The Fletcher-class destroyers were the mainstay of the American fleet during the Second World War, and were extensively modified after the war under FRAM II (Fleet Rehabilitation and Modernization), with extensive changes in armament and other systems. Several of these ships were later sold or transferred to Taiwan, Turkey, and Brazil among others, where they were extensively modernized with new fire control systems, two 4-legged lattice masts, and greatly enlarge forward superstructure. Several remained active until retired in 1998.
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#PRTO_Bahia
^This is a Brazilian light cruiser.
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#PRTO_Acre
^This is an American-made destroyer in service with the Brazilian Navy.
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#PRTO_Minas_Gerias
^HMS Vengeance was decommissioned in 1955 from the Royal Navy and sold to Brazil on 12th December 1956, where she was commissioned into the Brazilian Navy in 1960 and renamed Navio-Aeródromo Ligeiro (NAeL) Minas Gerais, and coded A-11.
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#PRTO_Fletcher_Brazil
^The Fletcher-class destroyers were the mainstay of the American fleet during the Second World War, and were extensively modified after the war under FRAM II (Fleet Rehabilitation and Modernization), with extensive changes in armament and other systems. Several of these ships were later sold or transferred to Taiwan, Turkey, and Brazil among others, where they were extensively modernized with new fire control systems, two 4-legged lattice masts, and greatly enlarge forward superstructure. Several remained active until retired in 1998.
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#PRTO_Garcia
^This new and powerful class of escort vessels was developed from the earlier Bronstein class. These ten ships were intended solely for ASW operations. These ships exceeded some of the world's destroyers in size and ASW capability, but were designated as frigates by virtue of their single propeller shaft and limited speed. Originally classified as destroyer escorts (DE), they were reclassified as frigates on 30 June 1975. All but two of these ships were fitted to operate LAMPS helicopters. Most of these ships were built with 2 Mk 25 torpedo tubes built into their transom for launching wire-guided ASW torpedoes, but they were removed from the earlier ships and deleted in the later ships.
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#PRTO_Invincible
^The Invincible class aircraft carrier is a design currently in use by the Royal Navy. There are three carriers of this class in operation - HMS Invincible (R05, 1980), HMS Illustrious (R06, 1982) and HMS Ark Royal (R07, 1985) (initially planned as Indomitable). The original class design was for a 12,500 ton escort carrier as a complement to the much larger CVA-01 fleet carrier project. The CVA was cancelled in 1966 and the escort carrier design was reworked for a ASW cruiser with six helicopters and command capability. The helicopter load was then increased to nine and the vessel was again redesigned into a 19,500 ton carrier. To avoid any difficulty that using the expensive term aircraft carrier, the design was called a "through-deck cruiser". That term was a white lie to get the ships approved by Parliament during the 1970s defense reductions. The successful development of the Sea Harrier meant that the plan was reworked again to include a small complement of these STOVL aircraft. In order to launch the Harrier from its comparatively short flight deck of 170 m, a 'ski-jump' was included in the design of the ships, with the slope initially set at 7° for Invincible and Illustrious and 12° for Ark Royal. The class also has a secondary role as an helicopter carrier, or LPH.
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#PRTO_Vangaurd
^HMS Vanguard was the last of the great Royal navy battleships, built at Clydebank, she was launched on the 30th November 1944, and did not see service during world War Two, She was the biggest British battleship with a displacement of 42.500 tons. she carried 8 15-inch guns and a secondary armament of 16 x 5.25 inch guns and 71 AA Guns, her compliment was 1600. On the 4th August 1960, while beginning to be towed from Portsmouth to Faslane for scrapping, the great battleship ran aground at the entrance to the harbour. She finally was scrapped just 15 miles from where she was built at Faslane, 9th August 1960.
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#PRTO_Amphion
^On the morning of 7th December 1941, the US Fleet suffered more damage in one hour than during the whole of the First World War, when Japanese aircraft bombed Pearl Harbour - the United States' largest naval base - and the airfields which were an essential part of its defences. The attack lasted from 7.55 am to 9.15 am, and initiated the Pacific Ocean as one of the war's major battlegrounds. This distant theatre of war heralded a change in British submarine policy. As none of the existing submarines had adequate range, a new class representing the only new submarine design produced by the Royal Navy during the Second World War - was adopted, which had a much greater range and increased surface speed. The opportunity was also taken to introduce major technical advances, of which the most important was an all-welded hull.
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#PRTO_Porpoise
^The Porpoise class was an eight-boat class of diesel-electric submarines of the Royal Navy. This class was originally designated patrol submarines, then attack. They were the first submarines to be built after the end of World War II. Their design was, in many ways, influenced by the German WWII-era Type XXI U-boat, which was the first submarine that was designed to actually operate while submerged, unlike previous boats which could only operate underwater temporarily while being used more as a surface ship. The Porpoise class were considerably quieter than their US counterparts, thanks in large part to a number of different techniques in the interior of the boat and the use of diesel-electric for the class. The class were relatively large compared to previous submarine classes, at 290 ft (88.4 m) and 2450 tons dived and had very effective long-range sensor equipment.
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#PRTO_Vanguard_Sub
^The Royal Navy's Vanguard class of nuclear ballistic missile submarines (SSBNs), each armed with 16 Trident II SLBMs, includes four boats: Vanguard (S28), Victorious (S29), Vigilant (S30), and Vengeance (S31), all built by Vickers Shipbuilding and Engineering Ltd, now BAE Systems Marine (VSEL). Vanguard, Victorious, Vigilant and Vengeance were commissioned in 1993, 1995, 1996 and 1999 respectively. At 16,000t they are twice the size of the four Resolution class Polaris SSBNs they replaced and only 3,000t lighter than the U.S. Navy Ohio class which carry 24 Trident missiles.
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#PRTO_Skory
^There ain't much info on this one other than that it is a postwar Soviet DD and it's pretty much crap (see stats).
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#PRTO_Kilden
^As a result of the momentous changes in naval technology after WW2, a new term was coined to describe a new type of warship. "Raketny Korabl" or Rocket Ship described this new mission capability. The USN had converted their own conventionally armed cruisers into guided missile cruisers, designated CG or CLG, depending upon the ship’s original classification but the mission of the Soviet designs was fundamentally different from that of the USN cruisers. The USN converted designs had guided missiles but they were SAMs designed to provide protection to the major combatants and force projection of the aircraft carrier. The Soviets did not have carriers so they designed their missile equipped ships to be their carrier killers with heavy batteries of surface to surface (SSM) missiles. 
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#PRTO_Kashin_Mod
^The Kashin class ship was designed to fulfill a variety of roles including anti-air and antisubmarine operations to defend task forces from submarines, low-flying aircraft, and cruise missiles. The ship’s hull is divided into separate compartments by 13 main watertight bulkheads, that extent to the upper deck. These bulkheads ensure that buoyancy remains stable if any three adjacent compartments are flooded. The Kashin class was commissioned in 1962, and was the first class of warship to be equipped with gas turbines. The Kashin’s four gas-outlet pipes allow the gas turbines to be replaced through their access holes. The installation of air coolers in the funnels has reduced the thermal signature of the ship by 50%. It has a top speed of 37 knots. Six ships were modified with the addition of improved electronics and four rear-firing SS-N-2c Styx missiles.
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#PRTO_Udaloy
^Designed primarily as an anti-submarine warfare platform, with a long cruising range and underway replenishment capabilities, Udaloy class ships provide support to surface task forces. Udaloy reflects design changes that addressed the shortcomings of the previous Krivak program; namely the lack of helicopter facilities, limited sonar capabilities, and light air-defenses. The Udaloy has two helicopter hangars with doors that serve as a ramp to the flight deck. The ship uses a Polinom active/passive search/attack sonar system. The Udaloy’s air-defense system consists of 8 Klinok launchers, and the AK-630 and AK-100 gun mounts. The Project 1155 dates to the 1970s when it was concluded that it was too costly to build large-displacement, single-role combatants. The concept of a specialized surface ships was developed by Soviet designers.
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#PRTO_Kynda
^The Kynda class surface warfare cruisers, deployed during 1962-1965, were among the first of the modern Soviet warships. Initially laid down as destroyers, on 29 September 1962 they were redesignated as Rocket Cruisers. Only slightly longer than the Krupnyy and Kildin destroyer, they had significantly more firepower and could launch 16 SS-N-3b SLCMs and 24 SA-N-1 surface-to-air missiles, and also had six 21-inch torpedo tubes. The excessive top-weight of the design prompted the decision to build the larger Kresta class, and only four were built. Three of the class were stricken 1991-1993. 
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#PRTO_Kresta
^The Kresta class ships were designed for antisubmarine and surface warfare operations, and to provide additional air defense coverage for Russian task forces. There are two variations of the Kresta class ships. Though considerably larger, more effective and reliable than the previous Kynda, the Kresta I surface warfare cruisers carried only half as many Shaddock launch tubes and one-fourth the total number of missiles. The Kresta I could launch four SS-N-3b SLCMs and 44 SA-N-1 surface-to-air missiles, and have ten 21-inch torpedo tubes. A single Ka-25 Hormone B is carried for targeting the cruise missile, and mid-course corrections. Four Kresta I class cruisers became operational during 1967-1969, and ten Kresta II cruisers entered service during 1969-1978.
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#PRTO_Slava
^The Slava class was designed as a surface strike ship with some anti-air and ASW capability. This smaller contemporary of the Kirov may have been intended as a less-expensive complement to the larger ships. The sixteen SS-N-12 Sandbox anti-ship missiles are mounted in four pairs on either side of the superstructure, giving the ship a distinctive appearance. Many sources credit the Slava with the ability to carry nuclear armed SA-N-6 surface-to-air missiles, and 21-inch nuclear torpedoes, in addition to the SS-N-12. Soviet sources denied that the SA-N-6 missiles on the ship was even nuclear capable. They also indicated that the crane aboard the ship was used for handling boats, and not for loading or reloading SA-N-6 missiles, a procedure accomplished only at portside
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#PRTO_November
^Project 627 began with a 25 November 1952 requirement to develop a strategic attack submarine for firing a large nuclear tipped torpedo at coastal American cities. With the success of strategic missile programs, including submarine launched cruise missiles, Project 627 was re-oriented as an attack submarine. The first two units [K-3 & K-14 ] were built to the Project 627 design, with subsequent units built to the more combat-capable Project 627A specification. Unlike the first two submarines, these were fully combat capable, equipped with the combat system of the Project 641 Foxtrot class diesel-electric attack submarines. The steel hull was divided into nine compartments: 1 Torpedo room and accommodations 2 Accumulator, accommodations and mess; 3 Control room; 4 Auxiliary machinery and diesel generator; 5 Reactor compartment; 6 Turbine compartment; 7 Electro-technical and control center for reactor; 8 Auxiliary equipment; 9 Steering system, accommodations.
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#PRTO_Victor
^The Victor class submarines [Podvodnaya Lodka Atomnaya (PLA) Nuclear Powered Submarine.] were designed to engage enemy ballistic missile submarines, antisubmarine taskforces, and to protect friendly vessels and convoys from enemy attacks. A contemporary of the American Sturgeon class, they were significantly faster but also had much higher noise levels -- indeed, in the first two variants designers made no significant effort to reduce noise emissions. The reactor plant of all Victor-class submarines is similar to that used with the Yankee and Delta-class Ballistic Missile Nuclear Submarines (SSBNs). The two reactors are mounted in a side-by-side configuration.
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#PRTO_Alfa
^The Project 705 Alfa class constitued the world's fastest and deepest diving submarines of their time. The submarine featured a high power-to-weight reactor to increase the power-to-weight and volume ratios of her propulsion plant, the first use of titanium for the hull, extensive automation, and advanced drag-reduction configuration. Project 705 originated in a 1957 requirement for a 1500 ton "interceptor" submarine capable of a speed of 40 knots that would sortie to attack American aircraft carriers. Using a titanium alloy allowed the thickness and weight of the hull to be reduced, producing a remarkably small, very fast submarine. Around 1963 the desing was substantially revised, with the displacement was increased to 2,300 tons.
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#PRTO_Echo_II
^The Project 675 [Echo II] nuclear-powered cruise-missile submarines were modified to carry the Front series of radars [also featured on the Juliet-class SSG] that enabled them to launch the anti-shipping version of the Shaddock. These were primarily anti-carrier weapons, intended originally as a response to nuclear strikes against the Soviet Union by carrier-based aircraft like the A-3 Skywarrior. As such, their SS-N-3s came in both nuclear and conventional versions. A total of eight missiles were carried, two more than on the Echo-I, and the hull was lengthed five meters to accomodate the extra pair of launchers. According to Western estimates about 20 minutes was required to launch all eight missiles.
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#PRTO_Charlie
^The CHARLIE was originally planned as a small, "mass-production" submarine that would be the lower-cost complement to the more expensive PAPA design, which clearly could not be built in sufficient numbers [in fact, only a single PAPA was built]. The Charlie SSGN was the first Soviet submarine to deploy submerged launch antiship missiles. In common with American submarines, and unique among Soviet combat nuclear submarines, the Charlie class had a single reactor and a single propeller shaft -- all other Soviet submarine classes feature two reactors and two propellers. With only a single reactor (VM-4 type water-cooled), the Charlie-class was limited to a top speed of 24 knots, which was insufficient to keep pace with a 30-knot carrier battle group. 
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#PRTO_Yankee
^The Yankee class is the general NATO classification for a type of nuclear-powered submarine that was originally constructed by the Soviet Union around 1968. In the USSR, they were produced under Project 667. The 24 of them built at Severodvinsk for the Northern Fleet were known as the Navaga ("cod") class, while the remaining 10 built in Komsomolsk-na-Amur for the Pacific Fleet were the Nalim ("burbot") class. Though K-137 Leninets was the first Navaga to enter service, Soviet (and Russian) ship classes are not named for their "lead ships." The Yankees were the first class of Soviet subs to have comparable firepower, in terms of ballistic missile batteries, to their American counterparts. Yankee subs were quieter than their Hotel-class predecessors and had smoother lines that made them more efficient in the water.
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#PRTO_Hamburg
^German Hamburg class destroyer of 3340 tons displacement launched in 1960. In the period 1960 to 1968, four Hamburg Class destroyers were designed and built at the Stülcken yard to the same level of technological development as that of the Cologne Class frigates. During the seventies, they were the largest units in the German Navy and at the same time the backbone of the naval forces in the North Sea. They too were intended primarily for convoy duties but, as far as their armament was concerned, were also equipped for anti-ship combat and coastal bombardment. 
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#PRTO_Brooklyn
^The Brooklyn class light cruisers were the US Navy’s first attempt at a "light cruiser" built under the terms of the London Treaty of 1930. This treaty banned the construction of 8" gun heavy cruisers, on which the US Navy had previously focused its efforts. Probably the most noticeable feature of the class is the gun layout, an unprecedented fifteen 6" guns in five turrets, three forward and two aft. As the US Navy studied the feasibility of a 10,000 ton cruiser, the Brooklyn design started off from where the New Orleans class heavy cruisers left off. But the advent of Japan's Mogami class cruisers, which featured fifteen 6" guns, led to the requirement that Brooklyn carry at least as many. The distinctive three turrets forward, two aft configuration was unique among US Cruisers, but the Brooklyns shared this configuration with the Japanese Mogamis.
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#PRTO_Amph_Assault
^This is the generic amphibious assault transport vessel available to many civs. 
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#PRTO_Haruna
^The DDH 141 Haruna (Destroyer, Helicopter) escort ship can load 3 helicopters. The helicopter arrival and departure deck and the hangar which are installed on the rear section are prominent design features. The ships of this type serve as the flagships of their respective Escort Flotilla. For the mission of this type of helicopter escort ship ship, it was planned to use especially three helicopters for antisubmarine operations. What made this possible on a small-sized ship was a plan which made the elevator inside the of warship hangar like the aircraft carrier. As for the bridge and the hangar, the main point was focused on making a compact design, and about 30% of length of the warship has become a single structure.
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#PRTO_Project_7
^Not much is known about this submarine other than that it's a Soviet-made vessel and it's basically a piece of shit compared to modern submarines.
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#PRTO_S_Class
^Sorry, not much info on this unit but I would like to remind you that Goldflash is a faggot-ass prick.
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#PRTO_Kilo
^The Kilo Class (Project 877) submarine was designed for anti-submarine and anti-ship warfare in the protection of naval bases, coastal installations and sea lanes, and also for general reconnaissance and patrol missions. The Kilo is considered to be to be one of the quietest diesel submarines in the world. The submarine consists of six watertight compartments separated by transverse bulkheads in a pressurised double-hull. This design and the submarine's good reserve buoyancy lead to increased survivability if the submarine is holed, even with one compartment and two adjacent ballast tanks flooded. The foreplanes are positioned on the upper hull in front of the fin or sail. The command and control systems and fire control systems are located in the main control room which is sealed off from the other compartments. 
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^This is an export variant available to many non-alligned and 'Red' civs.

#PRTO_Type_033
^The Type 033 is a Chinese copy of the Soviet Romeo class diesel-electric torpedo submarine. A total of 84 boats were built from 1962 to 1984, with few still remaining in service for training and surveillance purposes today. A number of Type 033 submarines have been sealed in caves for reserve, and can be restored to service condition in short period. All Type 033 submarines are expected to be retired from service by 2010. Under the 1950 Sino-Soviet Friendship and Mutual Assistance Treaty, the Soviet Union agreed in 1959 to provide China with the technology and necessary technical assistance to build the Romeo class diesel-electric torpedo submarine and Golf class diesel-electric missile submarine locally. The Romeo class is based on the 1940s German Type 21 U-boat design, and its official Chinese designation is Type 033.
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#PRTO_Collins
^Collins Class submarines are a class of submarine built in Australia for the Royal Australian Navy. They were built by the Australian Submarine Corporation at Osborne, near Adelaide in South Australia. Some of the technology and design expertise came from Kockums AB of Sweden. The Collins class submarines replace much older Oberon class submarines in the Australian fleet. The characteristics and range of Collins Class submarines have been tailored specifically for its defence and two-ocean surveillance role in the Navy. Designed to be as quiet as possible, Collins Class submarines have been developed from five generations of submarines designed and built by the Swedish Navy.
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#PRTO_HMASCounty
^The "Counties" were British-built "treaty" cruisers. These were ships built right up to the limit (8" guns and 10,000 tons displacement) set by 1920's Naval treaties. To be built within the limits, some sacrifice had to be made and the Counties had relatively thinly armoured sides, which attracted fierce criticism at the time. Nonetheless, their heavy guns gave them a powerful punch, and they gained popularity as roomy ships which rode well even in wild weather. Although the enemies of 1939 ignored treaties and built bigger 8" cruisers, such as the German "Hipper" Class, war service demonstrated that the argument over armour had been irrelevant. Of the three "Counties" (including HMAS Canberra) lost to enemy action, none were sunk by gunfire, and the experience of HMAS Australia was to show that the "Counties" stood up well to air attack. There were several sub-groups of the "County" class; RAN ships belonged to the "Kent" type and the "London" type.
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#PRTO_Dehli
^The Project 15 Delhi class destroyers are the largest warships to be built in India, they are constructed at Mazagon Dockyards in Bombay. While the ship's design is based primarily on the Soviet Kashins, the design also draws from the Godavari and Sovremenny classes. 
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#PRTO_Principe
^The aircraft carrier Príncipe de Asturias (R-11) is the flagship of the Spanish Navy and the core of the Combat Group. She was built in Banzan´s Shipyards and delivered to the Spanish Navy on May 30th 1988. Her Air wing provides the ship more reconnaissance capability and longer range of weapons than any other type of ship, thus improving both zone control capabilities and tactical possibilities of the Group. 
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#PRTO_T34
^The T-34 is a Soviet medium tank first produced in 1940. It was the mainstay of Soviet armored forces throughout WWII, and widely exported afterwards. A few T-34s remained in use until the 1990s. It was developed from the BT series of Fast Tanks, but meant to replace the T-28 medium. When first built, it was the tank with the best balance of firepower, mobility, and protection in existence. By the end of WWII, its production had replaced all other Soviet tank designs except for a small number of Iosef Stalin heavy tanks. This multi-role design greatly influenced the development of Main Battle Tanks in the late 20th century.
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#PRTO_M4
^The M4 Medium Tank tank was the main tank designed and built by the US for use in World War II. In the UK lend-lease M4s were dubbed M4 General Sherman after Union General William Tecumseh Sherman, continuing a practice of naming American tanks after famous Generals. The name is often shortened to M4 Sherman or simply Sherman, and quickly became popular in the US as well. M4 tanks made in Canada upto 1943 were given the name Grizzly. In the USSR it was nicknamed 'Emcha'. It was comparatively fast and maneuverable, reliable, and easy to produce and service and served with the US, British (including Commonwealth), USSR, French, and other allied forces. The Sherman was not just one tank but a whole series that did differ significantly in across models depending on intended role and traits, including the heavily armored and gunned "Sherman Jumbo" to the amphibious DD Tanks. 
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#PRTO_M26
^The Heavy Tank M26 Pershing was an American tank used during World War II and the Korean War. It was named after General “Black Jack” Pershing. It was intended as a replacement for the M4 Sherman. However, it arrived late and saw very little action in WW2. It was the main American battle tank in the immediate postwar period and for the first part of the Korean War, eventually being replaced by the M48 Patton.
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#PRTO_M24
^The M24 Chaffee -- arguably the best light tank of World War II -- was a fast light armoured vehicle with the ability to deliver relatively large caliber direct fire with the excellent 75 mm M6 gun. More than 4.000 produced by Cadillac and Massey-Harris during 1943-45. The first reached Europe in late 1944, where they proved very effective and highly reliable. However, at the outset of the Korean War American forces equiped with the with M24 Chaffees performed poorly against the enemy's T-34/85s, and these US units were soon augmented with M26 Pershings and M46 Pattons, along with M4A3E8 Shermans with the long 76mm gun. It remained in American service until 1953, by which time it was about to be replaced by the the M48 Patton. After 1945 the M24 Chaffee was used by many American allies. The French army used them in Indo-China, including at the battle of Dien Bien Phu. Though obsolete by the mid-1960's, it remains in service in some countries.
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#PRTO_IS3
^The Iosef Stalin tank, named after Joseph Stalin, was a heavy tank developed by the Soviet Union during World War II. It is sometimes transliterated Iosif Stalin, from the Russian, ????? ??????. The tanks in the series are also sometimes called JS-1, JS-2, and JS-3. In late 1944 the design was upgraded to the IS-3. This tank had improved armor layout, and a semicircular cast turret which was to be the hallmark of post-war Soviet tanks. Its pointed prow earned it the nickname Shchuka (Pike) from its crews. IS-3 came too late to see action in World War II. Though some sources claim that the tank saw action at the end of the war, there are no official reports to confirm this. The IS-3 was used in the 1956 Soviet invasion of Hungary and the Prague Spring in 1968. It was supplied to Egypt, seeing action in the Six Day War, but by this time the concept of the heavy tank was showing its deficiencies.
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#PRTO_Il28
^The first jet bomber to enter service with the Soviet air force, the Il-28 tactical day bomber was Russia's equivalent to the British Canberra. First flown on the 08 August 1948, the Il-28 entered service with bomber squadrons in 1950 and remained in production for many years. This jet-powered medium bomber was built in enormous numbers [over 6000 were built by the Soviet Union and China, according to some estimates] and adapted to fulfil a variety of roles. Designed in the late 1940s with an orthodox configuration, the Il-28 was powered by Rolls-Royce turbojets supplied by Britian just before the Cold War started. Two Klimov VK-1 centrifugal-flow turbojets (developed from the Rolls-Royce Nene) were mounted beneath the wings in pods, which extend beyond wings’ leading and trailing edges. The high-mounted wings featured a straight leading edge and forward-tapered trailing edge with blunt tips. 
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#PRTO_Tu4
^The Tupolev Tu-4 was a piston-engined Soviet strategic bomber which served the Soviet Air Force from the late 1940s to mid 1960s. Towards the end of World War II, the Soviet Union was envious of the strategic bombing capability of the USAAF. The US regularly conducted bombing raids on Japan, virtually in the Soviet Union's backyard, from distant Pacific forward bases using B-29 Superfortresses. Stalin ordered the development of a comparable bomber. During 1945, three B-29s were forced to land in Russian territory. The Soviets seized the bombers, and Tupolev OKB dismantled and studied them. The bombers were copied bolt-by-bolt where possible and reverse engineered where necessary. An unconfirmed report states that all Tu-4s were chromate-green inside until the end of the rear pressure bulkhead, whereupon they were painted in simple white lead.
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#PRTO_Tu16
^The Tu-16 was designed as an high-speed jet bomber for operations in theaters close to the Soviet Union. Intended to replace the propeller-driven TU-4, the greatest challenge during development was to doubling the speed to improve survivability in the face of enemy fighters. OKB A.N. Tupolev started working on the design of a new jet bomber soon after development of the TU-4 was completed. The resulting design "82" consisted of a swept-wing aircraft with RD-45F or VK-1 turbojet engines. The bomber was supposed to have a speed of Mach 0.9-0.95 with a range and payload were comparable to the TU-4. After the bomber's operational characteristics were coordinated with the military, the government officially approved the development of the "82" aircraft in 1948. The prototype, which was the first Soviet aircraft with swept-wings, made its' first flight on 24 March 1949.
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#PRTO_Yak9
^The Yakovlev Yak-9 was a single-engine fighter aircraft used by the Soviet Union in World War II. Like the Yak-3, it was a development of the earlier Yak-1. In the early 1990s, Yakovlev restarted limited production of the Yak-9 along with the Yak-3. These aircraft were powered by the Allison V-1710 engine. 
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^The Yak-9 was also provided to a number of countries after WW2.

#PRTO_MiG17
^The design of the MiG-17 was undertaken to correct the deficiencies that the earlier MiG-15 had at higher speeds. It was the first Soviet fighter to have an afterburning engine, the Klimov VK-1. In 1949, the Mikoyan-Gurevich (MiG) design bureau began work on a new fighter to replace the MiG-15. Two features of the aircraft were a thinner wing of greater sweep and a redesigned tail that improved stability and handling at speeds approaching Mach 1 (speed of sound). Although similar in appearance to the MiG-15, the MiG-17 has more sharply swept wings, an afterburner, better speed and handling characteristics and is about three feet longer. The wings of the aircraft are mid-mounted, swept-back, and tapered with blunt tips. They have wide wing roots. The engine is one turbojet inside the body and has a round air intake in the nose. It has a single, small exhaust. The fuselage is short, thick, cigar-shaped and tapered to the rear. 
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#PRTO_MiG19
^The MiG-19 Farmer was the first supersonic fighter built in the former USSR. The MiG-19 prototype made its first flight in September 1953 and was placed into production in 1955. It was the Soviet Union's primary fighter during the last half of the 1950's. Possibly as many as 10,000 MiG-19's, in various versions, were built by the Soviet Union, China, Poland, and Czechoslovakia. About 2,000 have been built in the People’s Republic of China. Many other countries used the MiG-19, including Cuba, North Vietnam, North Korea, Iraq, and most of the Warsaw Pact nations. The Soviet Union phased out the MiG-19 in the early 1960s in favor of the more advanced MiG-21. However, the MiG-19 continued to be used by the other nations for many more years. The aircraft's wings are mid-mounted, swept-back, and tapered with blunt tips. There are wing fences and wide wing roots. There are two turbojet engines mounted inside the body and a single, round air intake in the nose.
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#PRTO_Mosquito
^The de Havilland Mosquito ("the wooden wonder") was a military aircraft that excelled in a number of roles during World War II. It was a twin engine aircraft with the pilot and navigator sitting side-by-side. Unorthodox in design, it used a plywood structure of spruce and balsa when wood and fabric construction was considered outdated. It was powered by a pair of Rolls-Royce Merlin engines. The Mosquito was conceived as a fast day bomber that could outrun all contemporary fighters and hence dispensed with defensive armament; however, due to its speed, agility and its exceptional durability due to its wooden design, it was also used as a fighter. The fighter versions used a flat windshield to aid sighting, which cost about 15 MPH. Its various roles included tactical bomber, pathfinder, day or night fighter, fighter-bomber, intruder, maritime strike or photo-reconnaissance aircraft. It served with the Royal Air Force, RAAF, RCAF, RNZAF and USAAF.
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^The de Havilland Mosquito is available to a number of different civs.

#PRTO_SeafuryRN
^The Hawker Sea Fury was a fighter aircraft developed for the British Fleet Air Arm, and was the last propeller-driven fighter to serve the Royal Navy. It was among the fastest piston-engine aircraft ever built. 
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#PRTO_Meteor
^The Gloster Meteor was the RAF's first jet fighter aircraft, introduced into service only weeks after the Messerschmitt Me 262 in August 1944. Versions of the Meteor remained in front-line service for many years, and as a night fighter even longer. Meteors saw prolonged service during the Korean War with No. 77 Squadron Royal Australian Air Force. The unit had a few early successes in jet versus jet combat, against less-experienced MiG-15 pilots. However, increasing losses to the newer and generally superior Soviet-built fighters saw Meteors relegated to ground attack duties, a role in which they performed well. Production of the aircraft continued until 1954 and almost 3,900 were made, mainly the Mk. 8. The Meteor was also operated by the airforces of Argentina, Belgium, Brazil, France, Egypt, Israel, New Zealand, Syria and Sweden. Late versions, beginning with the F.8 in 1948 were the first British production aircraft to be equipped with ejection seats.
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#PRTO_P80
^The Lockheed P-80 Shooting Star was the first operational jet fighter used by the United States Army Air Force. The first USAAF jet aircraft was the P-59 Airacomet. The Shooting Star began to enter service in early 1945, and 45 had been delivered before the war ended. Only four actually made it to Europe, two to England and two to Italy, but when test pilot Major Fred Borsodi, demonstrating the P-80 in England, was killed in a crash caused by a fire in the jet engine, the type was grounded. As a result, the P-80 didn't see combat in World War 2. After the war production continued, although the initial order for 5,000 was quickly reduced to 2,000 at a little under $100,000 each. 1,715 single-seater P-80A, B or Cs were made up to the end of production in 1950, of which 798 were P-80Cs. A modified P-80B, designated XP-80R, set a record of 623.8 mph (1003.9 km/h) on June 19, 1947. the P-80C began production in 1948 and in June the P-80C was officially renamed the F-80C.
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#PRTO_B29
^The Boeing B-29 Superfortress (Boeing Model 341/345) was a four-engine heavy bomber flown by the United States Army Air Force. It was one of the largest aircraft of World War II to see active service. When it entered service, it was one of the most advanced bombers of its time, featuring innovations such as a pressurized cabin, a central fire-control system, and remote-controlled machine gun turrets. It was designed to be a high altitude daytime bomber, but was most used in low-altitude night time incendiary bombing. It was the primary strike weapon used by the United States against Japan, and is best known for carrying the atomic bombs that destroyed Hiroshima and Nagasaki. Unlike many other bombers, the B-29 remained in service long after World War II ended, a few being employed as flying television transmitters for Stratovision. By the time it was retired in the 1960s, some 3,900 planes had been built.
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#PRTO_B36
^The Convair (Consolidated Vultee) B-36 (officially named the "Peacemaker", though the name is rarely used) was a strategic bomber aircraft, operated mainly by the United States Air Force. A huge piston-engined craft, the B-36 is the largest mass-produced bomber aircraft ever flown. The design process began in 1941, the first prototype flew in 1946, and the first production aircraft was delivered in 1947. As the only truly intercontinental bomber in service, the B-36 provided the United States and its newly formed Strategic Air Command with the mainstay of its nuclear deterrent until the mid 1950s, when the B-52 Stratofortress and other long-range jet bombers became operational. The last B-36 was withdrawn from service in 1959, after 384 had been built. On paper, the B-36 had a great deal of utility as a strategic nuclear deterrent.
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#PRTO_A1
^The Douglas AD (later A-1) Skyraider was a US single-seat attack bomber of the 1950s, 1960s and early 1970s, a propeller-driven anachronism in the jet age with a remarkably long and successful career. The Skyraider was originally designed in the 1940s by Ed Heinemann of the Douglas Aircraft Company, as a simpler alternative to the XBTD-1. At the time of the first prototype's flight on 18 March 1945, it was the largest production single-seater aircraft. The low-wing monoplane design started with a Wright R-3350 radial engine, later upgraded multiple times. Its distinctive feature was the presence of seven hardpoints on each wing, enabling it to carry a tremendous amount of ordnance for its size. Although the Skyraider came into production too late for World War II, it turned out to be of great value in both the Korean and Vietnam Wars, since its weapon load and 10-hour flying time far surpassed the jets that were available.
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#PRTO_SeafuryRCN
^The Hawker Sea Fury was a fighter aircraft developed for the British Fleet Air Arm, and was the last propeller-driven fighter to serve the Royal Navy. It was among the fastest piston-engine aircraft ever built. 
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#PRTO_F9F
^The Grumman F9F Panther was the manufacturer's first jet fighter and the US Navy's second. It first flew in 1947. Power was a Rolls-Royce Nene turbojet built under license by Pratt & Whitney as the J42. Since there was insufficient space within the wings and fuselage for fuel for the thirsty jet, permanently mounted wingtip fuel tanks were added. Panthers served with distinction in the Korean War, downing five Mikoyan MiG-15s with no loss despite the MiG's superior performance. The type was the primary Navy jet fighter and ground-attack plane in the Korean conflict. Panthers were withdrawn from front-line service in 1956, but remained in training roles and with the reserves until 1958.
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^The F9F is solely a carrier-based unit. As a result, it can not perform the 'Rebase' mission.

#PRTO_T33
^The Lockheed T-33 Shooting Star (also designated the TO-1) is an American-built jet trainer. It was produced by Lockheed and had its first flight in 1948. The T-33 was developed from the Lockheed P-80/F-80 and was initially designated TP-80C with subsequent changes to TF-80C and finally T-33A. The U.S. Navy designated it TV-2. Almost 6,000 Shooting Stars were produced. Production occurred from 1948 to 1959. The aircraft held two crew members, and was also used for recon and in drone towing. The T-33 has served in the air forces of over 20 nations, and continues to serve for some nations.
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#PRTO_CF100
^The Avro CF-100 "Canuck" was a Canadian jet fighter used during the Cold War. The only Canadian designed fighter to enter mass-production, the aircraft's first flight was in January 1950 and entered service into the RCAF as a fighter in 1952. The aircraft operated under the U.S./Canadian North American Air Defense Command (NORAD) to protect the airspace from Soviet intruders such as nuclear armed bombers. It featured a short takeoff run and high-climb rate for its day, making it well suited to its role. Though originally designed for only 2,000 hours, it was found that Canuck's airframe could serve over 20,000 hours before retirement. Thus, though it was replaced in its initial role by the CF-101 Voodoo, the Canuck served with the RCAF until 1981 in reconnaisance, training, and Electronic Warfare roles. 
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#PRTO_Arrow
^The Avro CF-105 Arrow was a delta-wing interceptor aircraft, designed and built in Ontario, Canada by Avro Canada during a short period of time in the 1950s. The design was entering the middle stages of testing when it was cancelled in 1959, after a long and bitter political debate. The prototypes were then destroyed, and the blueprints were burned, creating an enduring piece of Canadian mythology.
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#PRTO_P47
^The Republic P-47 Thunderbolt, or "Jug" as it was known, was one of the main US Army Air Force (USAAF) fighters of World War II. The P-47 was a big, rugged, overbuilt aircraft that was effective in air combat but proved particularly useful as a fighter-bomber. The Jug also served with a number of other Allied air arms. 
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#PRTO_Spitfire
^The Supermarine Spitfire was a single seat fighter used by the RAF and many Allied countries in World War II. The Spitfire's elliptical wings gave it a very distinctive look; their thin cross-section gave it speed; the brilliant design of Chief Designer R.J. Mitchell and his successors (he died in 1937) meant the Spitfire was loved by its pilots. It saw service during the whole of World War II, in all theatres of war, and in many different variants. More than 20,300 of all variants were built, and Spitfires remained in service well into the 1950s. The aircraft was coined Spitfire by Sir Robert MacLean, director of Vickers at the time and on hearing this, Mitchell is reported to have said "...sort of bloody silly name they would give it." The word dates from Elizabethan times and refers to a particularly fiery, ferocious type of person, usually a woman. The name had previously been used unofficially for Mitchell's earlier F.7/30 Type 224 design.
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#PRTO_J21
^After a specification from the air force, Saab presented a projected fighter (L-12) in 1939, powered by a 1215 hp Bristol Taurus radial engine giving it a maximum speed of 605 km/h. Armament would be four 13.2 guns and the layout conventional. Planned air force designation was J 19. The engine was later changed to be a Pratt & Whitney Twin Wasp. After the proposal had been handed in, Frid Wänström pointed out that using a pusher propeller, better vision across the nose and more concentrated armament could be achieved. There would be one 20 mm cannon and two 13.2 mm guns in the nose and one 13.2 mm gun in each boom. Internal project number for this fighter was L-13. Layout was a pusher prop right behind the cockpit, twin booms and a tall landing gear with nose wheel. Crew was a single pilot. 
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#PRTO_J21R
^SAAB wanted to gain experience with jet engines, and decided in 1945 to convert three J 21A-1s to jet power with de Havilland Goblin 2 engines. The aircraft to be converted were taken from the assembly line before they were finished in November 1945. Optimistically it was thought only 20% needed to be redesigned, but closer to 50% had to be changed. First prototype flew on the 10/3/1947. The main differences was that the tailplane had to be moved up to get away from the exhaust and the wing leading edge moved forward and made sharper(a totally new wing was canceled on cost grounds). The RSAF planned to order 120 but only 60 were ordered in 1947.
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#PRTO_A26
^The A-26, the last aircraft designated as an "attack bomber," was designed to replace the Douglas A-20 Havoc/Boston. It incorporated many improvements over the earlier Douglas designs. The first three XA-26 prototypes first flew in July 1942, and each was configured differently: Number One as a daylight bomber with a glass nose, Number Two as a gun-laden night-fighter, and Number Three as a ground-attack platform, with a 75-millimeter cannon in the nose. This final variant, eventually called the A-26B, was chosen for production. 
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#PRTO_Super_Mystere
^In the spring of 1945, a French aircraft designer and resistance fighter named Marcel Bloch, who had been imprisoned in the Buchenwald concentration camp, returned to France. There he changed his name to Marcel "Dassault", which had been his "nom de guerre" in the French underground, and within a year established an aircraft manufacturing firm, the "Societe des Avions Marcel Dassault". From then on, the name "Dassault" would become a trademark of a series of French combat and civil aircraft.  
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#PRTO_Oragan
^Although the French, as citizens of an occupied country, were not able to contribute significantly to the great strides made in aircraft design made during World War II, after the war Marcel Dassault saw no reason why the French could not jump back into the race. In 1947, he outlined ideas for a jet fighter. French government response for his fighter was positive but did not result in a development contract, and so Dassault decided to proceed on his own. The Ouragan was inspired by American designs, and had a general configuration like that of the Republic F-84 Thunderjet: essentially a "stovepipe" with intake in the nose, low-set straight wing, bubble canopy, and tricycle landing gear; all gear had single wheels, with the nosewheel retracting forward and the main gear hinging in the wings in towards the fuselage.
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#PRTO_F86German
^Over 9,800 F-86s were manufactured during the years of 1947 through 1957, making it the most prolific jet fighter ever produced. More than 5,500 Sabre day fighters were built in the U. S. and Canada. The airplane was also used in the air forces of twenty other nations, including West Germany, Japan, Spain, Britain, and Australia.
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#PRTO_F86Yugo
^Over 9,800 F-86s were manufactured during the years of 1947 through 1957, making it the most prolific jet fighter ever produced. More than 5,500 Sabre day fighters were built in the U. S. and Canada. The airplane was also used in the air forces of twenty other nations, including West Germany, Japan, Spain, Britain, and Australia.
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#PRTO_MosquitoYugo
^The de Havilland Mosquito ("the wooden wonder") was a military aircraft that excelled in a number of roles during World War II. It was a twin engine aircraft with the pilot and navigator sitting side-by-side. Unorthodox in design, it used a plywood structure of spruce and balsa when wood and fabric construction was considered outdated. It was powered by a pair of Rolls-Royce Merlin engines. The Mosquito was conceived as a fast day bomber that could outrun all contemporary fighters and hence dispensed with defensive armament; however, due to its speed, agility and its exceptional durability due to its wooden design, it was also used as a fighter. The fighter versions used a flat windshield to aid sighting, which cost about 15 MPH. Its various roles included tactical bomber, pathfinder, day or night fighter, fighter-bomber, intruder, maritime strike or photo-reconnaissance aircraft. It served with the Royal Air Force, RAAF, RCAF, RNZAF and USAAF.
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#PRTO_SpitfireIndian
^The Supermarine Spitfire was a single seat fighter used by the RAF and many Allied countries in World War II. The Spitfire's elliptical wings gave it a very distinctive look; their thin cross-section gave it speed; the brilliant design of Chief Designer R.J. Mitchell and his successors (he died in 1937) meant the Spitfire was loved by its pilots. It saw service during the whole of World War II, in all theatres of war, and in many different variants. More than 20,300 of all variants were built, and Spitfires remained in service well into the 1950s. The aircraft was coined Spitfire by Sir Robert MacLean, director of Vickers at the time and on hearing this, Mitchell is reported to have said "...sort of bloody silly name they would give it." The word dates from Elizabethan times and refers to a particularly fiery, ferocious type of person, usually a woman. The name had previously been used unofficially for Mitchell's earlier F.7/30 Type 224 design.
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^

#PRTO_P51Indonesian
^The P-51 is the most famous of the American "big three" from WWII: those being the P-47, P-38, and P-51. It seems ironic that this fighter is so closely associated with American air power in the second world war; as it's design specifications and requirements were driven entirely by the RAF in the form of an order from the British Purchasing Commission. If it hadn't been for the outstanding performance of this fighter it might have existed simply as an American export to England; but after test figures came through the US was compelled to start using the P-51 along side the P-38 and P-47 designs they had already committed to. 
^
^

#PRTO_F117
^The F-117A Nighthawk is the world's first operational aircraft designed to exploit low-observable stealth technology. The unique design of the single-seat F-117A provides exceptional combat capabilities. About the size of an F-15 Eagle, the twin-engine aircraft is powered by two General Electric F404 turbofan engines and has quadruple redundant fly-by-wire flight controls. Air refuelable, it supports worldwide commitments and adds to the deterrent strength of the U.S. military forces. The F-117A can employ a variety of weapons and is equipped with sophisticated navigation and attack systems integrated into a state-of-the-art digital avionics suite that increases mission effectiveness and reduces pilot workload. Detailed planning for missions into highly defended target areas is accomplished by an automated mission planning system developed, specifically, to take advantage of the unique capabilities of the F-117A. The first F-117A was delivered in 1982, and the last delivery was in the summer of 1990.
^
^

#PRTO_B2
^The B-2 Spirit is a multi-role bomber capable of delivering both conventional and nuclear munitions. Along with the B-52 and B-1B, the B-2 provides the penetrating flexibility and effectiveness inherent in manned bombers. Its low-observable, or "stealth," characteristics give it the unique ability to penetrate an enemy's most sophisticated defenses and threaten its most valued, and heavily defended, targets. Its capability to penetrate air defenses and threaten effective retaliation provide an effective deterrent and combat force well into the 21st century. The blending of low-observable technologies with high aerodynamic efficiency and large payload gives the B-2 important advantages over existing bombers. Its low-observability provides it greater freedom of action at high altitudes, thus increasing its range and a better field of view for the aircraft's sensors. Its unrefueled range is approximately 6,000 nautical miles (9,600 kilometers).
^
^

#PRTO_US_Marine_PW
^
^This is the 'Postwar' era U.S. Leatherneck ;)
^

#PRTO_French_Infantry_PW
^
^Thi is
^

#PRTO_Brazilian_Infantry_PW
^
^This is the 'Postwar' era Brazilian Infantry.
^

#PRTO_Colombian_Infantry
^
^This is the 'Modern' era Colombian Infantry.
^

#PRTO_Argentinian_Infantry
^
^This is the 'Modern' era Argentinian Infantry.
^

#PRTO_Argentinian_Infantry_PW
^
^This is the 'Postwar' era Argentinian Infantry.
^

#PRTO_C_American_Infantry_PW
^
^This is the 'Postwar' era Central American Infantry.
^

#PRTO_Colombian_Infantry_PW
^
^This is the 'Postwar' era Colombian Infantry.
^

#PRTO_Canadian_Infantry_PW
^
^This is the 'Postwar' era Canadian Infantry.
^

#PRTO_Australian_Infantry_PW
^
^This is the 'Postwar' era Australian Infantry.
^

#PRTO_Spanish_Infantry_PW
^
^This is the 'Postwar' era Spanish Infantry.
^

#PRTO_Polish_Infantry_PW
^
^This is the 'Postwar' era Polish Infantry.
^

#PRTO_Swedish_Infantry_PW
^
^This is the 'Postwar' era Swedish Infantry.
^

#PRTO_British_Infantry_PW
^
^This is the 'Postwar' era British Infantry.
^

#PRTO_Soviet_Infantry_PW
^
^This is the 'Postwar' era Soviet Infantry.
^

#PRTO_American_Infantry_PW
^
^This is the 'Postwar' era American Infantry.
^

#PRTO_Iranian_Infantry_PW
^
^This is the 'Postwar' era Iranian Infantry.
^

#PRTO_Pakistani_Infantry_PW
^
^This is the 'Postwar' era Pakistani Infantry.
^

#PRTO_Arab_Infantry_PW
^
^This is the 'Postwar' era Arab Infantry.
^

#PRTO_Israeli_Infantry_PW
^
^This is the 'Postwar' era Israeli Infantry.
^

#PRTO_S_African_Infantry_PW
^
^This is the 'Postwar' era South African Infantry.
^

#PRTO_Cuban_Infantry_Modern
^
^This is the 'Modern' era Cuban Infantry.
^

#PRTO_WG_Infantry_PW
^
^This is the 'Postwar' era West German Infantry.
^

#PRTO_Dutch_Infantry_PW
^
^This is the 'Postwar' era Dutch Infantry.
^

#PRTO_Italian_Infantry_PW
^
^This is the 'Postwar' era Italian Infantry.
^

#PRTO_Greek_Infantry_PW
^
^This is the 'Postwar' era Greek Infantry.
^

#PRTO_N_African_Infantry_PW
^
^This is the 'Postwar' era North African Infantry.
^

#PRTO_C_African_Infantry_PW
^
^This is the 'Postwar' era Central African Infantry.
^

#PRTO_SE_Asian_Infantry_PW
^
^This is the 'Postwar' era Southeast Asian Infantry.
^

#PRTO_Viet_Minh
^The Viet Minh (abbreviated from Viet Nam Đoc Lup Đ?ng Minh Hoi, Chu nom, "League for the Independence of Vietnam") was formed by Ho Ngoc Lam and Nguyen Hai Than in 1941 to seek independence for Vietnam from France as well as to oppose the Japanese presence. The league was later led by Nguyen Tat Thanh - better known as H? Chí Minh. H? Chí Minh, Le Duan, Vo Nguyen Giap, and Pham Van Dong slowly established their influence and found their way to key positions in the League. During World War II, Japan occupied French-held regions in Asia (commonly called French Indochina). As well as fighting the French, the Viet Minh started a campaign against the Japanese. Due to their opposition to the Japanese, the Viet Minh received funding from the Americans and the Chinese. When Japan surrendered in August 1945, the Viet Minh, now led by H? Chí Minh, took control of the country and declared independence from France."
^
^

#PRTO_NVA_Infantry
^The People's Army of Vietnam (PAVN) is the term used by the Vietnamese for their army, which during the Vietnam War (1961 - 1975) was known as the North Vietnamese Army (NVA), or Army of North Vietnam. The PAVN was not the Viet Cong, nor the Viet Minh. The PAVN now includes Ground Forces, Navy, Air Force, and Coast Guard.
^
^

#PRTO_Indonesian_Infantry_PW
^
^This is the 'Postwar' era Indonesian Infantry.
^

#PRTO_Japanese_Infantry_PW
^
^This is the 'Postwar' era Japanese Infantry.
^

#PRTO_S_Korean_Infantry_PW
^
^This is the 'Postwar' era South Korean Infantry.
^

#PRTO_Inhauma
^The Inhauma is a Brazilian Inhauma class frigate of 1600 tons displacement, designed by the Brazilian Naval Design Office with advice from the German private Marine Technik design company, and launched in 1986. She is powered by a single General Electric LM2500 gas turbine of 27000 hp and two MTU 16V956 TB91 diesels of 7800 hp giving a top speed of 27 knots and a range of 4000 miles at 15 knots. She carries a complement of 162 including 19 officers. She is armed with four Aerospatiale Exocet MM40 ship-to-ship missiles; one Vickers 4.5 in (115 mm) Mk 8 gun with a rate of fire of 25 rounds per minute to 22 km in an anti-surface role and 6 km in an anti-aircraft role; and two Bofors 40 mm/70 guns. Six 324 mm Mk 32 torpedo triple tubes are fitted for the Honeywell Mark-46 Mod 5 anti-submarine torpedo. One Westland Lynx helicopter is carried. 
^
^

#PRTO_Katyusha
^
^
^The [BM-13 Katyusha] is a truck-mounted multiple rocket launcher. It was used by Russia in WWII.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Katyusha.
#DESC_PRTO_Katyusha
^
^
^The Russian Katyusha was an effective mobile rocket launcher. The Russian Army typically fitted these rocket-launching ramps on trucks protected by armor. However, when times were tough they used any truck available. The Katyusha was not a very accurate rocket launcher, but because it fired rockets in salvoes, it overcame the lack of accuracy with heavy barrages. 
^
^
^During WWII the BM-13 Katysha multiple launch rocket system gained immortal glory as a symbol of Soviet artillery power. During WWII the most suitable BM-13 platform was Lend-Lease Studebaker truck. The placement of the launcher on ZIL-151 platform was one of the first attempts to improve the Katysha after the end of WWII. The ZIL-151 platform had high cross-country capabilities and was domesticafly produced. The BM-13 was subsequently deployed on the on ZIL-157 platform. BM-13 was equipped with M-8 82mm rockets or M-13UK 132mm rockets launched from a joist type system. 

#PRTO_BTR152
^The first version of the BTR-152 wheeled armored personnel carrier was produced in 1950. The vehicle hull is of all-welded construction, engine and transmission are at the front of the vehicle. The crew consists of a driver, co-driver, and up to 17 infantry who normally board the vehicle through the rear entry hatch. The BTR-152.V1 was the second model to enter service, it had a front mounted winch, and a tire-pressure regulation system, which allowed the crew to adjust the pressure in accordance with local driving conditions. Variants include a Command Vehicle, as well as versions equiped with twin 14.5mm machinegun for antiair and twin 23mm cannon. Production ended in early 1960s, and in Russia the vehicle was replaced by the BTR-60.P series. While long withdrawn from Russian service, this vehicle remains operational in a number of other countries.  
^
^

#PRTO_M3
^The M3 Halftrack was essentially similar to the M2, with several additional features. The M3 added more rear armor, a rear door, smaller removable headlights, mine containers, and a winch. The M3 design also moved the gas tank from the rear to the near the front of the vehicle. The M3 Halftrack weighs over nine tons, can travel up to 72 KPH, and can hold up to ten people.
^
^

#PRTO_M4Rocket
^This is an M-4 Sherman with a rocket carriage mounted to the top. Cool stuff, eh?
^
^

#PRTO_N_Korean_Infantry_Modern
^
^This is the 'Modern' era North Korean Infantry.
^

#PRTO_Serbian_Infantry_PW
^
^This is the 'Postwar' era Serbian Infantry.
^

#PRTO_Royal Marine_PW
^
^This is the 'Postwar' era British Royal Marine.
^

#PRTO_US_Airborne_PW
^
^This is the 'Postwar' era US Airborne Infantry.
^

#PRTO_Indian_Infantry_PW
^
^This is the 'Postwar' era Indian Infantry.
^

#PRTO_Turkish_Infantry_PW
^
^This is the 'Postwar' era Turkish Infantry.
^

#PRTO_Airborne_Infantry_Mod
^
^This is the 'Modern' era US Airborne Infantry.
^

#PRTO_Yugo_Infantry_PW
^
^This is the 'Postwar' era Yugoslavian Infantry.
^

#PRTO_PLA_Infantry_Mod
^
^This is the 'Modern' era Chinese Infantry.
^

#PRTO_Satellite
^A spy satellite (officially referred to as a reconnaissance satellite or recon sat) is an Earth observation satellite or communications satellite deployed for military or intelligence applications. Until the 1970s and even the 1980s, many reconnaissance satellites that took photographs would eject canisters of photographic film, which would descend to earth and be retrieved in mid-air as they floated down on parachutes. 
^
^

#PRTO_Iowa_Mothballed
^
^This is an immobile unit that upgrades to a Modern Iowa BB. 
^

; End Units______________________________________________________________________________End Units




; City Improvements______________________________________________________________________________City Improvements


#BLDG_Palace
^[The Palace] marks the capital city and center of your empire. It eliminates $LINK<corruption/waste=GCON_Corruption> in the capital, and decreases it in nearby cities.Each civilization can have only one palace at a time. But each civilization can also build the $LINK<Forbidden Palace=BLDG_Forbidden_Palace>.
^
^El Justo's favorite American Presidents: Goerge Washington, Abraham Lincoln, William McKinley, Teddy Roosevelt, Franklin Roosevelt, John Kennedy & Ronald Reagan.


#BLDG_Barracks
^
^A city with a [Barracks] produces $LINK<veteran=GCON_Experience> ground units instead of regulars and heals ground units
completely in one turn.
^A city with a [Barracks] can be used to upgrade ground units.
#DESC_BLDG_Barracks
^
^
^Warfare has been a recurring phenomenon throughout the history of mankind, and it continues to plague the world today. 
Although war is not a desirable situation, it is important that even the most peaceful of societies be prepared for the 
possibility of war. When warring nations are closely matched in technology and manpower, the army with the best training usually wins battles.
Military schools and academies exist all over the world, established for the purpose of training military 
personnel in the latest methods, tactics, and technology. Men and women who graduate from such facilities possess higher than 
average command and military and technological skills, making them more effective in combat situations.


#BLDG_Granary
^
^
^The [Granary] effectively doubles the rate of a city's growth by causing only half of a city's $LINK<food store=GCON_Food> to
be depleted when the city grows.
#DESC_BLDG_Granary
^
^
^Early humans were nomadic, settling in specific regions only for brief periods of time. When the food supply was exhausted in 
one area, the nomads would move on to search for more. Cities became possible only when the development of agriculture made 
the supply of food more abundant and dependable. However, cities still needed a way to keep the food supply stable throughout 
all four seasons. To do so, the citizens had to come up with a way to store seasonal crops for later use. The Granary was designed 
for the storage and protection of surplus food. Food storage technology meant that a smaller percentage of the population could 
produce and store enough food for everyone, allowing the remainder to pursue other jobs and activities.


#BLDG_Theater
^This improvement produces +2 culture per turn and also adds 1 happy face to each city in which it is built.
^
^El Justo's favorite "flics": Star Wars, Raiders of the Lost Ark, The Godfather, Scarface, Full Metal Jacket, Tombstone, Ocean's Eleven & Saving Private Ryan

#BLDG_Marketplace
^
^
^The [Marketplace] increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50%. It also increases the number
of $LINK<happy faces=GCON_Happy_Faces> produced by $LINK<luxuries=GCON_ResourcesL> as per the following list:
^* 1 luxury   = 1 happy face
^* 2 luxuries = 2 happy faces
^* 3 luxuries = 4 happy faces
^* 4 luxuries = 6 happy faces
^* 5 luxuries = 9 happy faces
^* 6 luxuries = 12 happy faces
^* 7 luxuries = 16 happy faces
^* 8 luxuries = 20 happy faces
#DESC_BLDG_MarketPlace
^
^
^As cities grew and prospered, trade between the farmers, artisans, and craftsmen who lived in the vicinity contributed to the 
economic health of the city. It soon became apparent that the best way for conducting trade within the city was to have a central 
location, or marketplace, where the people offering goods and services, or seeking them, could meet and conduct business. As a city's 
marketplace grew larger and more active, the economic vitality of the city grew as well.


#BLDG_Library
^A city with a [Library] produces 50% more $LINK<scientific research=GCON_Research> than it would without one.
^
^Among El Justo's most recently read books (Decemeber 2004) is The Ilaid & The Odyssey (Homer), Nations and Nationalism (Gellner) & First Great Triumph; How Five Americans Made Their Country into a World Power (Zimmermann). 

#BLDG_Courthouse
^The [Courthouse] decreases $LINK<corruption=GCON_Corruption> in its city and makes the city more resistant to propaganda.
^
^In real-life, El Justo works for a law firm in southern New Jersey. He is responsible for filing documents with the Atlantic County Courthouse in Atlantic City as well as the federal Bankruptcy Court in Camden, NJ. He also deals regualrly with court officials, clerks, attorneys and deputies.

#BLDG_Walls
^
^
^[Walls] can be built only in "City"-size (1-12) settlements and provide a land bombardment defense of eight,
and a 50% defensive bonus to units defending in the town. When a "city" becomes a "Large City", the walls no longer provide a defensive bonus.
#DESC_BLDG_Walls
^
^
^Before the establishment of centralized governments capable of supporting strong, national armies, individual cities were left to fend for 
themselves when it came to defense. As a result, many cities constructed city walls to protect against raiders and bandits. City walls 
represented a major investment in both time and materials, requiring years to complete and constant repairs to maintain their strength and 
integrity. However, these walls turned the city into a fortress capable of withstanding all but the most determined attack.


#BLDG_Aqueduct
^
^
^A city with an [Utilities Plant] can grow beyond population twelve.
^Note that a city adjacent to fresh water never requires an aqueduct.
#DESC_BLDG_Aqueduct
^
^
^A major obstacle to population growth and expansion in early cities was the scarcity of water. In many cases, the solution to this problem 
was an aqueduct. Aqueducts were large, elevated stone "canals" through which water from nearby hills and mountains was channeled into the 
city. Aqueducts allowed cities to grow much larger by significantly increasing the amount of available water. At the same time aqueducts 
reduced the chance of contracting water-borne diseases, by reducing the dependence on stagnant ponds and wells as water sources. Aqueducts 
also allowed cities to be built in normally inhospitable environments, such as deserts, by providing an outside water source. Modern day Los 
Angeles, for example, obtains its water supply from the Colorado River, through a system of aqueducts over 200 miles long.


#BLDG_Bank
^
^
^A [Federal Reserve Bank] increases $LINK<tax revenue=GCON_Commerce> produced in its city by 50%, in addition to any marketplace benefit. You must have a $LINK<Marketplace=BLDG_Marketplace> to build a Bank.
#DESC_BLDG_Bank
^
^
^A highly developed banking system is one of the cornerstones of an advanced civilization. Banks lend money to individuals or groups, 
providing capital for industrial and real estate development. Banks also contribute to the economic growth of a city or region by stimulating 
the development of production facilities. Individual citizens can also benefit by investing their own surplus money in the bank and  earning 
interest on it.


#BLDG_Entertainment_Complex
^
^
^The Entertainment Complex improvement produces +3 culture per turn and also adds 3 happy faces to each city in which it is built.



#BLDG_University
^[The University] increases the scientific $LINK<research=GCON_Research> in its city by 50%. This is in addition to any $LINK<library=BLDG_Library> benefits already in place. You must have a Library in the city in order to build an University.
^
^El Justo currently attends Richard Stockton College of New Jersey in Pomona. He is in-line to graduate in Spring 2005 with a major in Historical Studies (with a concentration in Education) and minors in both Political Science and Spanish.

#BLDG_Stadium
^
^This improvement produces +2 culture per turn and also adds 1 happy face to every city within one's borders.
^
^El Justo's favorite stadiums: Veteran's Stadium multi-purpose venue in Phila., PA for baseball & American football(demolished February 2003), Yankee Stadium in the Bronx (baseball) & Roger Dean Stadium in Jupiter, FL (spring training/minor league baseball).


#BLDG_Factory
^
^
^A [Factory] increases $LINK<shield production=GCON_Shields> in its city by 50%. Building a power plant in the same city
increases this bonus. Note that factories produce $LINK<pollution=GCON_Pollution>.
#DESC_BLDG_Factory
^
^
^Early examples of factory-like production, where a number of individuals work cooperatively to produce goods for sale or trade, can be 
found as far back as ancient Greece and Rome. Modern factories, however, evolved from the concept of specialized labor, where each worker 
performed a single step in the overall production of an item. This specialization allows factories to increase the speed and efficiency of 
the manufacturing process, far surpassing earlier means of production. The development of the factory system as a means of production played 
a key role in the Industrial Revolution.


#BLDG_Police_Station
^
^
^The [Police Station] combats $LINK<war weariness=GCON_War_Weariness> and decreases $LINK<corruption=GCON_Corruption> in its city.
#DESC_BLDG_Police_Station
^
^
^The concept of a police force operating independently of the military goes back to the Praetorian Guard of ancient 
Rome. In the Middle Ages, noblemen protected their estates by appointing constables to enforce the law and to arrest 
and guard criminals, but the first modern, organized police force was the London Metropolitan Police. Established in 
1829, this organization became the model for law enforcement organizations in the United States and many other 
industrialized nations around the world. The presence of a police force serves to uphold the laws of society, and to 
control civil unrest. A strong, visible police force strengthens confidence of the community by keeping the citizens
safe.


#BLDG_Recycling_Center
^
^
^The [Recycling Center] decreases $LINK<pollution=GCON_Pollution> caused by city improvements.
#DESC_BLDG_Recycling_Center
^
^
^The continual growth in city populations leads to an inevitable increase in garbage. Eventually, existing landfills and garbage dumps 
are filled, forcing new dumping sites to be established. This leads to the gradual but steady destruction of the local environment. 
To reverse this problem, many areas have established recycling centers, where much of the garbage is sorted and reduced to reusable 
components through various means. These components are then used to manufacture new products. In this way, much of the trash produced 
is turned into raw materials for production, rather than contributing to the ever-increasing pollution problem.


#BLDG_Manufacturing_Plant
^
^
^A [Manufacturing Plant] increases $LINK<shield production=GCON_Shields> in its city by 50%. Note that 
manufacturing plants produce $LINK<pollution=GCON_Pollution>. A Factory is required to build a Manufacturing Plant.
#DESC_BLDG_Manufacturing_Plant
^
^
^Manufacturing plants are large industrial complexes that produce goods of all types, although they are
generally used to produce durable consumer goods such as automobiles. Essentially, a manufacturing plant
is a large, sophisticated factory that employs specialization of labor, complex machinery, and assembly
lines to gain efficiency and economies of scale. This combination of manpower and automation increases
productivity and reduces production costs.


#BLDG_Oil_Refinery
^
^This improvement produces +3 production per turn. However, it also causes pollution.
^

#BLDG_Mosque
^
^
^

#BLDG_Hydro_Plant
^
^
^The [Hydro Plant] increases $LINK<factory=BLDG_Factory> output by 50%.
^It produces no $LINK<pollution=GCON_Pollution>.
^It replaces any other power plant in the city. A Factory is required to build a Hydro Plant.
^
^A city must have a river within its $LINK<radius=GCON_Radius> to build a Hydro Plant.
#DESC_BLDG_Hydro_Plant
^
^
^One alternative to power generation utilizing coal or petroleum fuels is the hydroelectric power plant. This facility 
utilizes the energy of rapidly moving water to turn the turbines of its generators and produce electricity. In locations 
where a source of moving water is available, hydro plants offer a clean, safe alternative to coal, petroleum, and nuclear 
power generation. Hydro plants have their own set of  environmental dangers, however. The disruption of a river's normal 
flow and the massive flooding of the land behind the facility's dam can destroy the habitat of the wildlife inhabiting the 
river basin.


#BLDG_Nuclear_Plant
^
^
^The [Nuclear Plant] increases $LINK<factory=BLDG_Factory> output by 100%. 
^It does not create any $LINK<pollution=GCON_Pollution>. A Factory is required to build a Nuclear Plant.
^Nuclear Plants can [meltdown], causing all hell to break loose...
^
^A city must have fresh water within its $LINK<radius=GCON_Radius> to build a Nuclear Plant. It replaces any
other power plant in the city.
#DESC_BLDG_Nuclear_Plant
^
^
^Nuclear power plants utilize radioactive materials and the process of nuclear fission to generate the heat and steam 
needed to run electrical generators and produce electricity. Because nuclear power doesn't cause the air pollution associated 
with the burning of coal or petroleum products, this means of generating power is considered a viable alternative energy source. 
However, the toxic nature of the byproducts produced by the fission process creates serious problems of its own. No method of 
safely disposing of this toxic waste has been found, and the volatile nature of the fission reaction can lead to a meltdown of 
the reactor core if the reaction is not properly controlled. Because of these problems, the future of nuclear power is uncertain.


#BLDG_Solar_Plant
^
^
^The [Solar Plant] increases $LINK<factory=BLDG_Factory> output by 50%.
^It produces no $LINK<pollution=GCON_Pollution>, and replaces any other power plant in the city. A Factory is required to build a 
Solar Plant.
#DESC_BLDG_Solar_Plant
^
^
^One of the greatest natural sources of energy available on Earth is the sun. Solar energy can be converted directly 
into electrical power without the need for mechanical generators through the use of photoelectric cells. Alternatively, 
large solar collectors known as heliostats can be used to focus solar energy into a water boiler, generating steam to 
run conventional electrical turbines. Unfortunately, at our current level of technology, both of these systems are 
prohibitively expensive to construct. However, because of  the dwindling supply of fossil fuels and increasing concern 
over the pollution produced by conventional and nuclear power plants, scientists are constantly working on a viable way 
to harness the clean and endless supply of energy provided by our sun.


#BLDG_Hospital
^
^
^A city with a [Hospital] can grow beyond population 12. You must have a population of 7 or higher to build a hospital.
#DESC_BLDG_Hospital
^
^
^Hospitals are institutions that focus on the diagnosis and treatment of disease and trauma. While dispensing these services, 
they also provide housing. With technological innovation in medicine, hospitals have increasingly become community hubs, 
expanding their role to include teaching and research. Throughout history a hospital's role has shifted from a place to secure
the ill or insane, to one of hope and health. 


#BLDG_Lab
^The [Research Lab] increases $LINK<scientific research=GCON_Research> by 50%. This is in addition to any benefits from a $LINK<library=BLDG_Library> and/or $LINK<university=BLDG_University>. A University is required to build a Research Lab.
^
^El Justo's undergraduate senior History thesis project: The Filipino Insurrection; 1899-1902.

#BLDG_Mass_Transit_System
^The [Mass Transit System] reduces $LINK<pollution=GCON_Pollution> caused by population.
^
^El Justo has traveled on the subways of Philadelphia, New York City and Washington, DC. 

#BLDG_SAM_Missile_Battery
^
^
^[SAM Missile Batteries] attack enemy air units that attempt to attack the SAM site's city.
#DESC_BLDG_SAM_Missile_Battery
^
^
^The use of airplanes in warfare began in earnest during World War I. By the end of World War II, the use of fighter 
aircraft and bombers was commonplace and the importance of air warfare continued to grow, as did the importance of 
effective anti-aircraft defenses. During the 1950s, the refinement of rocket technology allowed for the construction 
of compact missiles which were used to deliver explosive warheads to targets swiftly and accurately. Batteries 
of surface-to-air missiles, or SAMs, were built to protect cities and ground installations against airborne attacks. 
The long range and high accuracy of SAM Missile Batteries provided a much more effective defense than the anti-aircraft guns 
of World War II.


#BLDG_Coast_Guard_Station
^
^This improvement provides +8 'Naval' & a +8 'Naval Bombardment' combat bonuses. 
^

#BLDG_Harbor
^
^Cities with a [Harbor] produce $LINK<veteran=GCON_Experience> naval units instead of regulars.
^Coastal, sea, and ocean squares produce one extra $LINK<food=GCON_Food>.
^A city with a [Harbor] can be used to upgrade naval units.
#DESC_BLDG_Harbor
^
^
^Just because a city is built in a coastal region doesn't guarantee that the city is readily accessible by ship. 
In order for a port city to establish a steady trade, fishing, or other shipping industry, the city must have a 
harbor. A harbor is a protected body of water that opens into an ocean or lake that shelters ships from waves and 
high winds. Although some coastal cities are established in areas where a natural harbor exists, most seaports 
are forced either to improve the existing natural harbor, or to build a man-made harbor to shelter ships and provide 
channels deep enough to accommodate large vessels.


#BLDG_Offshore_Platform
^
^
^An [Offshore Platform} causes all worked coastal, sea, and ocean squares to produce one $LINK<shield=GCON_Shields>.
#DESC_BLDG_Offshore_Platform
^
^
^Mankind's dependence on wood and coal as a main source of fuel ended when the first commercial oil well went into 
production in Pennsylvania in 1859. Crude oil could be refined into many different byproducts, and soon replaced wood 
and coal in many parts of the world. The growing dependence on oil caused the petroleum industry to grow rapidly and 
wells were drilled all over the world. Most wells were initially drilled on land, but after World War II it was found 
that many of the largest oil deposits could be found below the sea floor. Shallow water drilling from platforms supported 
by pylons resting on the seabed proved very successful. Today, large floating platforms can drill for oil at water depths 
of more than 3300 feet.


#BLDG_Intl_Airport
^
^A city with an [Airport] produces $LINK<veteran=GCON_Experience> air units instead of regulars.
^A city with an [Airport] can be used to upgrade air units and airlift land units.
#DESC_BLDG_Airport
^
^
^Since the middle of the 20th century, the airplane has been one of the chief means of long-distance transport in the 
world. Nearly every major metropolitan area today has at least one airport, with facilities to handle passengers and 
ticketing, as well as facilities for refueling and repairing the aircraft that land there. Beginning in the 1940s, 
the growing role of airplanes as combat vehicles led to the widespread construction of military air bases. Nearly 400 
of these facilities in the U.S. alone act as bases and maintenance facilities for aircraft assigned to all branches of 
the military.


#BLDG_Wealth
^
^
^[Wealth] causes shields to be converted to gold at a ratio of four to one.
^When your civilization learns $LINK<Economics=TECH_Economics> the ratio is reduced to two to one.
#DESC_BLDG_Wealth
^
^
^Manufactured goods can provide an excellent source of income. Cities throughout time have become manufacturing centers of 
one sort or another, trading the goods and services generated within by its artisans and craftsmen. Modern manufacturing 
operations currently employ all sorts of workers, from laborers to managers to executives, and are the primary driving 
forces of many cities' and nations' economies.


#BLDG_Chemical_Plant
^
^This improvement provides a +4 production bonus in the city in which it's built. However, it produces pollution and "Can Explode or Meltdown".
^

#BLDG_Chinese_Secret_Police_HQ
^This improvement autoproduces a "People's Armed Policeman" unit every 10 turns.
^
^The PAP maintains a general headquarters at the national level located in Beijing and subordinate division-level headquarters located in the provincial capitols. It also maintains various specialized units, regimental-level detachments, and battalion-level brigades, it retains its military organization. PAPF units assigned to internal security are responsible for guarding party and state organizations and foreign embassies and consulates, as well as for responding to emergencies and maintaining law and order.


#BLDG_Civil_Defense
^
^
^[Civil Defense] can be built in any size settlement and provides a 50% defensive bonus to units
defending in the town. Civil Defense can only be built in a city that has a barracks.
#DESC_BLDG_Civil_Defense
^
^
^An active Civil Defense plan in times of war reduces loss of life and property resulting from enemy actions.  During the 
Second World War the threat of aerial attack on cities was sufficient enough that many cities implemented organized civil 
defense strategies.  Citizens were trained in fire fighting, rescue, medical first-aid and shelters were built to protect 
against bombing raids and other attacks.  Other tactics included power blackouts that significantly reduced the glow of 
city lights, typically used as guides by enemy pilots in bombing campaigns.  The introduction of nuclear weapons, capable 
of destroying entire metropolitan areas, caused radical changes in how civil defense is now approached, including: plans 
for mass evacuation, and prolonged residence in shelters.


#BLDG_Stock_Exchange
^
^
^[Stock Exchange] provides a 50% tax output for the city it is constructed in. The Stock Exchange can only be built
in a city that has a bank.
#DESC_BLDG_Stock_Exchange
^
^
^The stock exchange is an organized market which specializes in the sale and purchase of securities such as shares, stocks, and bonds.  
In the most developed capitalist countries, the stock exchange functions as a ready market for securities, encouraging people to channel 
their savings into corporate investments.  In addition, the stock exchange acts as a pricing mechanism, determining prices that reflect 
the true investment value of a company's stock.  The membership requirements of exchanges vary mainly with respect to the number of members, 
the degree of bank participation, the rigor of the eligibility requirements, and the degree to which government participates in their management.


#BLDG_Commercial_Dock
^
^
^A [Commercial Dock] causes the city it is in to produce one extra Commerce in every water square that already produces one.
A Commercial Dock can only be bult in coastal cities. A Commercial Dock can only be built in a city that has a harbor.
#DESC_BLDG_Commercial_Dock
^
^
^Free-market freighters carry a variety of cargoes, between numerous ports. In many instances, the services of these ships are matched with 
cargoes of brokers who meet on a trading floor in an environment analogous to a stock exchange or a commodities exchange.  In times of low 
freight rates, a broker representing cargo interests may charter a ship for a future date, while having no cargo in prospect but expecting 
to resell the contract when the rates rise.  Most of the world's chartering business is carried out in the Baltic Mercantile and Shipping 
Exchange, commonly known as the "Baltic Exchange", located in London.  Other exchanges, especially for special cargoes, are in operation as 
well.  A large part of the immense world oil transportation business, for example, is chartered by brokers who are based in many different ports.


#BLDG_Natl_TV_Station
^This improvement grants a +3 culture bonus, +2 happy faces, and a +1 production bonus in the city in which it's built.
^
^

; SPACESHIP COMPONENTS__________________________________________________________________________SPACESHIP COMPONENTS


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




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


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


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


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


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


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


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



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



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


; GREAT WONDERS ____________________________________________________________________________________ GREAT WONDERS



#BLDG_Pyramids
^
^
^Puts a $LINK<Granary=BLDG_Granary> in every city on the same continent.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious, Religious, and Agricultural
civilizations.
#DESC_BLDG_Pyramids
^
^
^Built by the fourth dynasty of Egyptian rulers, the Pyramids represent the pinnacle of ancient Egyptian cultural achievement. Constructed on the Giza 
plateau outside modern-day Cairo, these structures were burial tombs and monuments for the Pharaohs, and may have taken generations and tens 
of thousands of workers to complete. The Pyramids are the only one of the generally accepted man-made wonders of the ancient world that remains
in existence today.



#BLDG_Hanging_Gardens
^
^
[The Hanging Gardens] makes three $LINK<unhappy citizens=GCON_Moods> content in its city and
one unhappy citizen content in all other friendly cities.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious and Agricultural civilizations.
#DESC_BLDG_Hanging_Gardens
^
^
^The Hanging Gardens were a distinctive feature of ancient Babylon. They were a great source of pride to the people, and were often described in 
accounts written by visitors to the city. Possibly built by King Nebuchadnezzar II in 600 BC, the gardens are believed to have been a remarkable 
feat of engineering: an ascending series of tiered gardens containing all manner of trees, shrubs, and vines. The gardens were said to have looked like 
a large green mountain constructed of mud bricks, rising from the center of the city.



#BLDG_Colossus
^
^
^[The Colossus] causes its city to produce one extra $LINK<Commerce=GCON_Commerce> in every square that
already produces at least one.
^
^
^The Colossus may be built only in a coastal city.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist, Seafaring, and Commercial civilizations.
#DESC_BLDG_Colossus
^
^
^The Colossus of Rhodes was a bronze statue of Helios, the Greek God of the Sun, erected near the mouth of the city harbor. It stood over 100 feet 
high, about two-thirds the height of the Statue of Liberty. Unfortunately, an earthquake toppled it only 56 years after its construction. Taking the 
counsel of an oracle, the city elected to leave the statue where it lay. For over 900 years, people from all over the ancient world came to Rhodes to 
see the Colossus. It remained where it was until 654 AD when the Muslims who plundered the city sold the statue for scrap.



#BLDG_Lighthouse
^This great wonder autoproduces a B-2 long-range stealth bomber every ten (10) turns. It is available only to the Americans and can be built in NYC only.
^
^



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



#BLDG_Oracle
^
^
^Doubles the effect of all $LINK<Temples=BLDG_Temple> in the Empire;
they produce two $LINK<content faces=GCON_Moods> instead of one.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.
#DESC_BLDG_Oracle
^
^
^In ancient Greek religion, an oracle was a priest or priestess through whom the gods spoke in response to questions. The oracle interpreted 
dreams, the actions of entranced persons, and physical signs found in the entrails of sacrificed animals. The most famous oracle resided in the 
shrine of Apollo at Delphi, located on the slopes of Mount Parnassus. Greeks, Romans, and others consulted this oracle for centuries about 
public policy and private matters. A priestess called the Pythia would, for a fee, make public predictions for the future. These ecstatic 
pronouncements became infamous for their ambiguity.



#BLDG_Great_Wall
^
^
^The French had a strong beilef in fortresses, and had many of them. Notable ones were at the Franco-German Border, 
Verdun, and Paris itself. The nationalism spead by defense of these "symbols" of national unity gives the french Walls 
in every city, and barracks throughout any city france controlls on continental Europe.



#BLDG_Art_of_War
^
^This great wonder provides a "Barracks" to each city within one's borders.
^

#BLDG_Rock-n-Roll
^This great wonder provides a +6 culture bonus as well as +1 happy face to every city to the civ which builds it.
^
^El Justo's favorite "Rock-n-Roll" acts: Elvis, The Beattles, The Doors, Jimi Hendrix, Led Zeppelin, Van Halen, Bruce Springsteen, Metallica, Red Hot Chili Peppers, Alice in Chains, Soundgarden & Godsmack.
^

#BLDG_SIS
^
^This great wonder autoproduces a British "MI6 Operative" every twenty (20) turns. It is pre-placed in London.
^

#BLDG_Interplanetary_Observatory
^
^This great wonder provides a +4 culture bonus. It also "Doubles Research Output" for the civ that builds it.
^

#BLDG_Intl_Arms_Trade
^This great wonder "Halves Unit Upgrade Cost".
^
^The arms industry is a massive global industry. Its products include guns, bullets, missiles, military aircraft, and their associated consumables and systems. The arms trade is the exchange of arms or weapons among two or more parties, generally but not exclusively sovereign nations. It is estimated that yearly over 150 billion dollars (150 G$) is spent on arms.

#BLDG_FARC
^This great wonder autoproduces a "FARC Guerilla" unit every twenty (20) turns. It can only be built in Bogota.
^
^The "Fuerzas Armadas Revolucionarias de Colombia" - Ejercito del Pueblo (Revolutionary Armed Forces of Colombia - the People's Army) has employed bombings, killings, landmines, kidnapping, extortion, hijacking, as well as guerrilla and conventional military action against Colombian political, military, and economic targets, and attacks on those it considers a threat to its movement (it has not been uncommon for civilians to die due to many of these actions). In March 1999, the FARC-EP killed three United States Indian rights activists on Venezuelan territory after kidnapping them in Colombia. The FARC-EP is responsible for most of the ransom kidnappings in Colombia; the group targets wealthy landowners, foreign tourists, and prominent international and domestic officials. The FARC is believed to have ties to narcotics traffickers, principally through the provision of armed protection.


#BLDG_Castro's_Cuba
^This great wonder autoproduces a "Cuban Revolutionary" unit every 15 turns. It's pre-placed in Havana.
^
^Fidel Alejandro Castro Rúz (born August 13, 1926) has ruled Cuba since 1959, when, leading the 26th of July Movement, he helped overthrow the government of Fulgencio Batista and turn Cuba into the first socialist state in the Western Hemisphere. He held the title of premier until 1976, when he became president of the Council of State and the Council of Ministers. He has been the First Secretary of the Communist Party of Cuba since its inception in 1965. His brother Raúl, is the number two official in the country. As of October 2004, Fidel Castro stated that Raúl would assume authority over Cuba should he become ill.

#BLDG_MTV
^This great wonder provides a +8 culture bonus & enables one's treasury to earn 5%.
^
^MTV is a cable television network, which was originally devoted to music videos, especially popular rock music. MTV later became an outlet for a variety of different material aimed at adolescents and young adults. Since 1985, MTV has been owned by Viacom. Its name is an acronym for Music Television, utilizing the common abbreviation for television, TV.The network was founded on August 1, 1981 as an operation of MTV Networks, with investments from such companies as Warner Communications and American Express. It was subsequently acquired by Viacom, Inc., becoming a wholly owned subsidiary. MTV's combination of music videos, youthful video jockeys, irreverent commentary, promotion of special rock concerts, and news and documentaries about bands and performers established the network's popularity with youthful viewers, and it became a leading promoter of new rock music and rock musicians.
^

#BLDG_War_Memorial
^This great wonder autoproduces an F-117 Nighthawk stealth fighter every ten (10) turns. It is avalable only to the Americans and can be built only in Washington.
^
^F117 PLANT

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



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



#BLDG_Solar_System
^
^
^Doubles $LINK<scientific research=GCON_Research> in the city where it is built.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist civilizations.
#DESC_BLDG_Solar_System
^
^
^Ancient astronomers originally put forth the theory that the Sun was the center of our solar system, and that the planets revolve around it. This 
knowledge was lost during the Dark Ages, but was re-introduced in the early 16th Century by Nicholas Copernicus. Copernicus' research and 
theories form the foundation for modern astronomy. Copernicus collected his data from his observatory, a small room in the spire of an East 
Prussian cathedral. His research methods and observations also marked the rebirth of the scientific method, and were an important step in the 
advance of knowledge.



#BLDG_Great_Playhouse
^
^
^Eight $LINK<unhappy citizens=GCON_Moods> in the city are made content. 
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>. A city with [Shakespeare's Theater] can grow beyond population 12, but you must have a population of 7 or higher in order to build it.
#DESC_BLDG_Great_Playhouse
^
^
^Most of the plays of William Shakespeare were first performed on the stage of London's Globe Theater during the 1600s. Theaters offered people 
a diversion from their everyday lives by allowing them to enjoy comedies, tragedies, and triumphs acted out on stage. Similar theaters, such as the 
Comedie Francaise in Paris, and La Scala in Milan, fulfilled similar roles by offering entertainment to the citizens of their cities. Although the original 
Globe Theater burned down, Shakespeare's plays are still performed in a new theater bearing his name, and in other theaters throughout the world.



#BLDG_Inventor's_Workshop
^
^
^Obsolete military units can be upgraded at half price.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.
#DESC_BLDG_Inventor's_Workshop
^
^
^Leonardo da Vinci was one of the most celebrated painters of the Italian Renaissance. His most famous works include the "Mona Lisa" and "The 
Last Supper". Although best known for his art, da Vinci was also an accomplished observer and designer. Preserved in his sketchbooks are ideas 
for dozens of inventions, many of them centuries ahead of their time. These include designs for such devices as drawbridges, construction equipment,
parachutes, and even helicopters. His scientific and technical drawings became the basis for the development of many of these modern devices.



#BLDG_Grand_Cathedral
^
^
^Decreases the number of $LINK<unhappy citizens=GCON_Moods> on the continent by two per city.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>. 
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.
#DESC_BLDG_Grand_Cathedral
^
^
^Few composers were more prolific or beloved than Johann Sebastian Bach. Bach, the most well known member of a gifted family of German 
musicians, was perhaps the finest composer of the baroque style of music. In his time, he wrote numerous choral and orchestral pieces. During his 
lifetime, he was renowned as an organist and music director of St. Thomas' Church in Leipzig, and many of his compositions were religious in nature. 
After his death, Bach's music gained worldwide appreciation.


#BLDG_Great_University
^
^
^Doubles $LINK<scientific research=GCON_Research> in the city where it is built.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.
#DESC_BLDG_Great_University
^
^
^Sir Isaac Newton, a mathematician and physicist, is considered to be one of the greatest scientists of all time. He is credited with many important 
discoveries including the laws of gravity, the color spectrum of light, calculus, fluid dynamics, and an understanding of ocean tides. He also built the 
world's first reflecting telescope. For 32 years, he held an important teaching post at Cambridge University, where he continued his own research 
while instructing a generation of students.


#BLDG_Trading_Company
^
^
^Pays $LINK<maintenance=GCON_Maintenance> costs for all trade-based city improvements
($LINK<Harbors=BLDG_Harbor>, $LINK<Marketplaces=BLDG_Marketplace>, $LINK<Banks=BLDG_Bank>, $LINK<Airports=BLDG_Airport>,
$LINK<Commerical Dock=BLDG_Commercial_Dock> and $LINK<Stock Exchanges=BLDG_Stock_Exchange>).
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Commercial and Seafaring civilizations.
#DESC_BLDG_Trading_Company
^
^
^Adam Smith is generally regarded as the father of modern economics. In his book "The Wealth of Nations", he analyzed the economic processes of 
supply and demand, and discussed how free trade and individual ambition would lead to both economic and social growth. Smith favored a political 
environment where the government would only become involved in business and trade to preserve justice and order. Smith's ideas of economics and 
the lack of government involvement form the basis of modern economic liberalism.


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

#BLDG_Longevity
^
^This great wonder autoproduces a B-36 Peacekeeper long-range bomber every twenty (20) turns. It is pre-placed in Seattle.
^

#BLDG_Theory_of_Evolution
^
^
^Grants two Civilization Advances as soon as completed.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.
#DESC_BLDG_Theory_of_Evolution
^
^
^Charles Darwin, the main proponent of the theory of evolution based on natural selection, built up much of his evidence for this theory during a 
five-year voyage around the world. His voyage aboard the H.M.S. Beagle was instrumental not only in the establishment of his theory, but also 
in the application of the scientific method to the study of nature. Darwin published his theory of evolution in his book "On the Origin of Species by Means 
of Natural Selection". His studies were so thorough that the scientific world never challenged his findings. However, his findings were, and continue to be, 
challenged on philosophical and religious grounds. Darwin's research opened many new lines of inquiry, and inspired a wave of new biological research.



#BLDG_United_Nations
^
^
^The League of Nations was set up after WW1 ended to try to maintain peace. Though it did not suceed in the end, It did set the basis for its sucessor: the United Nations. 
If a nation buildins the League of nations, then a Diplomatic victory is possible which can end the conflict.


#BLDG_SETI_Program
^
^
^This is the British reinforcement Building


#BLDG_Internet
^
^
^The American entry into WW1 was a major event in the war. Occuring in 1917 after 2 actions by germany: the merchant ship 
sinkings and the Zimmerman note, the USA entered the war on the side of the allies. This entry gave the allies a force that would come over 
slowly but surely and be able to give the allies the strength needed to win the war.


#BLDG_Artemis
^
^
^This is the First Reinforcement Building for the American Forces


#BLDG_Zeus
^
^
^This is a second reinforcement building for the American Forces.

#BLDG_Mausoleum
^
^
^Russia throughought its history has had a reputation for one thing: Numbers. The Russian military has always been 
very able to quickly replenish its losses in war and has managed to equip them. Although Russian troops werent neccesarily 
good troops, they could overwhelm positions with numbers.



#BLDG_Knights_Templar
^
^
^This is the Russian Reinforcement Building.

#BLDG_Chemical_Warhead_Plant
^
^This great wonder is available to the Arabs only. It autoproduces a "Chemical Warhead" unit every 12 turns. It can only be built in Baghdad. 
^

#BLDG_Soviet_Special_Ops
^This great wonder autoproduces a "Spetsnaz" unit every 20 turns. It is pre-placed in Moscow.
^
^Traditionally, the mission of the Special Forces are in five areas, counter-terrorism, unconventional warfare, facilitating the internal defense of foreign countries (primarily through the education and training of indiginous security forces) special reconnaissance, and direct action against specific targets, e.g. prision rescue, or destruction of essential infrastructure, such as powerplants. Their elite nature is such that special forces often prevail even against substantially larger forces.

#BLDG_Australian_Special_Ops
^This great wonder autoproduces an "Australian Commando" unit every 20 turns. It is pre-placed in Canberra.
^
^Traditionally, the mission of the Special Forces are in five areas, counter-terrorism, unconventional warfare, facilitating the internal defense of foreign countries (primarily through the education and training of indiginous security forces) special reconnaissance, and direct action against specific targets, e.g. prision rescue, or destruction of essential infrastructure, such as powerplants. Their elite nature is such that special forces often prevail even against substantially larger forces.

#BLDG_Israeli_Special_Ops
^This great wonder autoproduces an "S-13 Commando" unit every 20 turns. It is pre-placed in Tel Aviv.
^
^Traditionally, the mission of the Special Forces are in five areas, counter-terrorism, unconventional warfare, facilitating the internal defense of foreign countries (primarily through the education and training of indiginous security forces) special reconnaissance, and direct action against specific targets, e.g. prision rescue, or destruction of essential infrastructure, such as powerplants. Their elite nature is such that special forces often prevail even against substantially larger forces.

#BLDG_US_Special_Ops
^This great wonder autoproduces a "US Ranger" unit every 20 turns. It is pre-placed in New York City.
^
^Traditionally, the mission of the Special Forces are in five areas, counter-terrorism, unconventional warfare, facilitating the internal defense of foreign countries (primarily through the education and training of indiginous security forces) special reconnaissance, and direct action against specific targets, e.g. prision rescue, or destruction of essential infrastructure, such as powerplants. Their elite nature is such that special forces often prevail even against substantially larger forces.

#BLDG_British_Special_Ops
^This great wonder autoproduces a "Royal Marine Commando" unit every 20 turns. It is pre-placed in London.
^
^Traditionally, the mission of the Special Forces are in five areas, counter-terrorism, unconventional warfare, facilitating the internal defense of foreign countries (primarily through the education and training of indiginous security forces) special reconnaissance, and direct action against specific targets, e.g. prision rescue, or destruction of essential infrastructure, such as powerplants. Their elite nature is such that special forces often prevail even against substantially larger forces.

#BLDG_ARVN_Barracks
^This great wonder autoproduces an "ARVN Infantry" unit every 15 turns. It is pre-placed in Saigon.
^
^On October 26, 1956, the military of South Vietnam was reorganized by the administration of President Ngo Dinh Diem who then established the Army of the Republic of Vietnam. Early on, the focus of the army was the Communist guerrillas of the Viet Cong, a shadow government formed to oppose the Diem administration.

#BLDG_Lunar_Landing
^This great wonder grants "+2 Free Advances" to the civ which builds it.
^
^The "Apollo Program" small wonder is needed in the city which builds "Lunar Landing".

#BLDG_Soviet_Secret_Police
^This great wonder autoproduces a "KGB Operative" unit every 20 turns. It's pre-placed in Moscow.
^
^The KGB's tasks were external espionage, counter-espionage, liquidation of anti-Soviet and counter-revolutionary formations within the USSR, guarding the Borders, and guarding the leaders of the party and state and critical state property. It also investigated and prosecuted those who stole state or socialist property and white collar crimes. Unlike Western intelligence agencies, the KGB was (theoretically) not interested in learning enemy intentions, only their capabilities. Intentions were political decisions based on Marxist theory and the personal whims of the leadership.

#BLDG_Mossad
^This great wonder autoproduces a "Mossad Operative" unit every twenty (20) turns. It is pre-placed in Tel Aviv.
^
^Mossad is one of the world's most famous intelligence agencies, and is often viewed in the same regard as the CIA and MI6. It is known for its efficiency and many view it as having made a large contribution to the stability and security of Israel. Mossad was formed in April 1951 from the Central Institute for Coordination and the Central Institute for Intelligence and Security. It was created by then Prime Minister David Ben Gurion. It is headquartered in Tel Aviv. It has a current staff of approximately 1200.

#BLDG_Iraqi_Ba'athism
^This great wonder autoproduces a "Republican Guard" unit every fifteen (15) turns. It can only be built in Baghdad.
^
^The Ba‘ath Party came to power in Syria on 8 March 1963 and has remained influential ever since; the Ba‘athists ruled Iraq from February 1963 until 2003. After the de facto deposition of Saddam Hussein's Ba‘athist régime in the course of the 2003 Iraq war, the occupying authorities banned the Iraqi Ba‘ath Party in June 2003.

#BLDG_Intifada
^This great wonder autoproduces a "Palestinian Guerilla" unit every twelve (12) turns. It can only be built in Damascus.
^
^The intifada was a partially spontaneous phenomenon; after it began, the PLO attempted to claim that it had organized it, but historians view this as an after-the-fact attempt to assert more control than it really had. (This is the reverse of the situation with regard to the Second Intifada which was billed as "spontaneous" although the PLO had long planned it.)

#BLDG_Jihad
^This great wonder autoproduces a "Mujahideen Guerilla" unit every twelve (12) turns. It can only be built in Jalalabad.
^
^It is important to distinguish between two types of armed religious warfare in Islam, namely the defensive jihad and the offensive jihad. Most Muslims consider armed struggle against foreign occupation or oppression by domestic government to be worthy of defensive jihad. Indeed, the Qur'an appears to require military defense of the besieged Islamic community.

#BLDG_Central_Intelligence_Agency
^This great wonder autoproduces a "CIA Operative" unit every twenty (20) turns. It's pre-placed in Washington, DC.
^
^The Central Intelligence Agency (CIA) is the United States' foreign intelligence agency, responsible for obtaining and analyzing information about foreign governments, corporations, and individuals, and reporting such information to the various branches of the U.S. government. It also maintains a vast covert military apparatus, which during the Cold War was responsible for a number of clandestine campaigns against foreign governments, leaders, and citizens. Its headquarters is in Langley, Virginia, across the Potomac River from Washington, D.C.

#BLDG_Soviet_Naval_Academy
^This great wonder autoproduces a "Soviet Naval Infantry" unit every twenty (20) turns. It's pre-placed in Moscow.
^
^In the early 1960s, Naval Infantry became a combat arm of the Soviet Naval Forces. In 1989 Naval Infantry consisted of 18,000 marine troops organized into one division and three brigades. Naval Infantry had its own amphibious versions of standard armored vehicles and tanks used by the Ground Forces. Its primary wartime missions would be to seize and hold strategic straits or islands and to make seaborne tactical landings behind enemy lines. The Soviet Naval forces had over eighty landing ships as well as two Ivan Rogov-class amphibious assault docks.

#BLDG_North_Korean_Barracks
^This great wonder autoproduces a "North Korean Infantry" unit every twelve (12) turns. It's pre-placed in P'yonyang.
^
^North Korea now has the fourth-largest army in the world. The North has an estimated 1.2 million armed personnel, compared to about 650,000 in the South. Military spending equals 20%-25% of GNP (North Korea spends the largest proportion of it's GNP on its military in the world), with about 20% of men ages 17-54 in the regular armed forces. North Korean forces have a substantial numerical advantage over the South (approximately 2 or 3 to 1) in several key categories of offensive weapons--tanks, long-range artillery, and armored personnel carriers.

#BLDG_Polish_Barracks
^This great wonder autoproduces a "Polish Infantry" unit every fifteen (15) turns. It's pre-placed in Warsaw.
^
^

#BLDG_Berlin_Wall
^This great wonder "Reduces Corruption", "Reduces War Weariness in All Cities" & "Doubles City Defenses". However, it also causes 3 unhappy faces. It can only be built in Berlin.
^
^The Berlin Wall (German: Berliner Mauer) was a long barrier separating West Berlin from East Berlin and the surrounding territory of East Germany. Its intent was to restrict access between West Berlin and East Germany. It existed from 1961 until 1989.

#BLDG_South_Korean_Barracks
^This great wonder autoproduces a "South Korean Infantry" unit every fifteen (15) turns. It's pre-placed in Seoul.
^
^

#BLDG_Islamic_Revolution
^This great wonder autoproduces a "Revolutionary Guard" unit every eight (8) turns. It can only be built in Tehran.
^
^The Iranian Revolution was the 1979 revolution that transformed Iran from an autocratic pro-west monarchy under Shah Mohammad Reza Pahlavi, to an Islamic theocracy under the rule of Ayatollah Khomeini. The revolution is divided into two stages: the first saw an alliance of liberal, leftist, and religious groups oust the Shah; the second stage, often named the Islamic Revolution, saw the Ayatollahs come to power.

#BLDG_Dutch_Barracks
^This great wonder autoproduces a "Dutch Infantry" unit every twenty (20) turns. It is pre-placed in Amsterdam.
^
^

#BLDG_Serbian_Barracks
^This great wonder autoproduces a "Serbian Infantry" unit every twenty (20) turns. It is pre-placed in Belgrade.
^
^

#BLDG_Stasi_Secret_Police_HQ
^This great wonder "Reduces Corruption", is "Resistant to Propaganda", "Removes Population Pollution" and "Reduces Building Pollution". It is pre-placed in Berlin.
^
^This great wonder is also necessary to construct the "Berlin Wall" great wonder.

#BLDG_VDV
^This great wonder autoproduces a "VDV Airborne Infantry" unit every twenty (20) turns. It is pre-placed in Volgograd.
^
^VDV (BDB), Vozdushno-Desantnye Vojska, or "Airborne Desant Troops" is a Russian military unit. VDV is an independent and distinct branch of the Russian military, equal to the Russian Navy, Russian Air Force and Russian Army ( similar to United States Marine Corps, the USMC is a separate branch of US Navy). The Airborne troops are the best assault forces Russia has and are the most mobile, as they are airborne in the first place.

#BLDG_Epic
^This great wonder doubles research output for the civ which builds it. It also grants a +2 production bonus as well as +1 culture.
^
^MAINFRAME COMPUTER PLANT

#BLDG_B52_Plant
^
^This great wonder autoproduces a B-52 Bomber every 20 turns. It is pre-placed in Seattle and becomes obsolete after the Stealth tech is researched.
^


#BLDG_B1B_Plant
^
^This great wonder is available to the Americans only. It autoproduces B1B Bombers every 20 turns and can only be built in Seattle. It replaces the B-52 Bomber Plant.
^


; END GREAT WONDERS _________________________________________________________________________ END GREAT WONDERS 










; SMALL WONDERS______________________________________________________________________________SMALL WONDERS

#BLDG_Viet_Cong_Barracks
^Available to the Communist civs only, this small wonder boosts both culture (+5/turn), hapiness (+1 in every city), and production (+1) in the city in which it's built. It is also 'Resistant to Propaganda' and reduces both war weariness and corruption.
^
^COMINFORM

#BLDG_Hoover_Dam
^This improvement, which is available to all civ, grants +2 happy faces in each city in which it's built. 
^
^NATL TV STATION

#BLDG_Cure_for_Cancer
^Ths small wonder, which is available to every civ, grants a +2 production and culture bonus in the city in which it's built. It also produces +2 happy faces in every city. Lastly, it boosts both tax and luxury output 50%.
^
^NATL AIRLINE INDUSTRY

#BLDG_BMS
^
^This small wonder is needed in order to build the final piece of the "Ballistic Missile Shield", the pre-condition for the "Space Race" victory requirement.
^

#BLDG_National_Park
^
^This small wonder "Reduces Corruption" in the city in which it's built. It also offers 2 happy faces in each city within one's borders.
^

#BLDG_Civil_Engineering_Firm
^
^This small wonder autoproduces a "Civil Engineer" unit every 10 turns in the city in which it's built. It also replaces the "Public Works" small wonder.
^

#BLDG_Great_Ironworks
^
^
^The German Factories in the Ruhr were known for being very productive and powerful factories. The immense production the region 
produced allowed germany to equip their troops with factory-made weapons much quicker than their enemies.


#BLDG_Forbidden_Palace
^
^
Gives the benefits of a second $LINK<Palace=BLDG_Palace> located in the city that builds it. Cumulative with $LINK<Secret Police HQ=BLDG_Secret_Police_HQ>.
^{Requires:} The civilization must have at least ten cities (on a standard size map) under its control.
#DESC_BLDG_Forbidden_Palace
^
^
^A collection of imperial structures in Beijing, the Forbidden Palace stands as a testament to the Chinese architectural ingenuity and aesthetic. Ornamental gardens, 
terraces and fountains surround the magnificent structure, which became the capital of China in 1421.


#BLDG_Military_Academy
^This small wonder "Requires a Victorious Army" in the city in order to build it. However, if you're lucky enough to garner an "Army" unit from an elite unit victory, kick some ass with it and return it to a productive city.
^
^The "Military Academy" is flagged as "Build Armies Without Leader". This could be a huge advantage to any civ lucky enough to get an "Army" unit from an elite unit victory.

#BLDG_Intl_Brokerage_Firm
^
^This small wonder gives a +3 production bonus to the city in which it is built. The "Treasury Earns 5%" flag is also present.
^

#BLDG_Pentagon
^
^
[The Pentagon] increases the unit capacity of all the civilization's armies from three to four.
^{Requires:} The civilization must have at least three $LINK<armies=GCON_Armies> in the field.
#DESC_BLDG_Pentagon
^
^
^The Pentagon is the largest office building in existence. The structure was completed on January 15, 1943, during the height of the Second World War, after a crash building effort of only 
16 months. The 83 million dollar facility covers more than six million square feet, roughly three times that of the Chicago’s Sears Tower (the second largest office building). Originally a US Army facility,
it soon became the nerve center for all military branches of the United States.


#BLDG_Wall_Street
^
^
The $LINK<treasury=GCON_Treasury> begins earning 5% interest every turn with a maximum cap of 50 gold per turn.
^{Requires:} The civilization must have at least five Stock Exchanges in cities it controls.
#DESC_BLDG_Wall_Street
^
^
^The location of the New York Stock Exchange, Wall Street has become the epitome of the modern financial district. A narrow street running from 
Broadway to the East River, it houses some of the world's most prestigious and powerful banks and commodity exchanges. In 1653 Dutch colonists 
erected a barricade along this route to ward off the British and unfriendly natives. 


#BLDG_Apollo_Project
^
^This small wonder is available only to the civs that are in the so-called "Nuclear Club". Specifically, USA, Warsaw, UK, China & France.
^
^A "University" is needed in the city which builds the "Apolo Program". The main benefit of building this is the fact that you can "Gain Any Advances Owned By Two Civs".


#BLDG_SDI
^
^This small wonder allows for the construction of "Space Ship Parts", a/k/a the ten (10) spaceship parts needed for the completion of the "Strategic Defense Initiative" which is the primary "Victory Condition".
^

#BLDG_MedEvac
^
^This small wonder "Allows Healing in Enemy Territory".
^


#BLDG_Intelligence_Center
^
^This small wonder autoproduces a "Spy" unit every 20 turns in the city in which it's built. It is also a prerequisite for "Spy Missions".
^ 


#BLDG_Battlefield_Medicine
^
^
Allows military units to heal in enemy territory.
^{Requires:} The civilization must have at least five hospitals in cities it controls.
#DESC_BLDG_Battlefield_Medicine
^
^
^While fundamentally in conflict with the destructive goals of war, physicians must still proffer aid to those in need. The practice of repairing the 
personal damage of war, sometimes actually during the fight itself, has a number of benefits beyond the obvious. A paramount one is that of morale, 
since the soldiers of an army that contains surgeons are assured care if they fall in battle.

#BLDG_Secret_Police_HQ
^
^
^Gives the benefits of a second $LINK<Palace=BLDG_Palace> in the city that builds it. Cumulative with $LINK<Forbidden Palace=BLDG_Forbidden_Palace>.
^{Requires:} Only civilizations under Communist government can build the Secret Police HQ.
#DESC_BLDG_Secret_Police_HQ
^
^
^Totalitarian governments virtually always rely heavily on secret police forces to enforce ideological and political reliability in the populations they govern. Secret police headquarters are often innocuous and bland, and usually contain not just offices and meeting rooms but interrogation and torture facilities, prison cells, execution chambers, and so forth. The Soviet KGB's headquarters was made in the Lubyanka, a tsarist-era office building located over an underground prison complex. 
Across the street from the Lubyanka was a toy store for children, to take away from the sinister image projected by the building.


#BLDG_Naval_Academy
^
^
^Cities with a [Naval Academy] produce $LINK<veteran=GCON_Experience> naval units instead of regulars.
^
^
^
^
^
#DESC_BLDG_Naval_Academy

#BLDG_Public_Works
^
^This small wonder autoproduces a "Worker" unit every 10 turns in the city in which it is built. It also provides the city in which it is built a +2 production bonus as well as +2 culture.
^

#BLDG_Tactical_Nuke_Plant
^
^This small wonder autoproduces a "Tactical Nuke" unit every 18 turns in the city in which it is built.
^

#BLDG_Marshall_Plan
^The Marshall Plan, known officially following its enactment as the European Recovery Program (ERP), was the main plan of the United States for the reconstruction of Europe following World War II. The initiative was named for United States Secretary of State George Marshall. Between 1948 and 1951, the United States contributed more than $13 billion (equivalent to nearly $100 billion in 2005 when adjusted for inflation) of economic and technical assistance toward the recovery of 16 European countries which had joined in the Organization for European Economic Cooperation (OEEC, forerunner to today's OECD) in response to Marshall's call for a joint scheme for European reconstruction.
^
^This small wonder, which is available only to the 'Blue' Euro civs only, grants a +5 production bonus and a +2 culture bonus to the city in which it's built.


#BLDG_Radio_Free_Europe
^Radio Free Europe/Radio Liberty (RFE/RL) is a radio and communications organization which is funded by the United States Congress. The organization exists in Europe and the Middle East. It broadcasts more than 1,000 hours per week, in 28 languages, via shortwave, AM, FM and the internet. RFE/RL's mission statement is: "To promote democratic values and institutions by disseminating factual information and ideas." The National Committee for a Free Europe was founded in June 1949 in New York. RFE was the broadcasting arm of this organization. The headquarters was established in Munich and it transmitted its first short-wave program on July 4, 1950, to Czechoslovakia.
^
^This small wonder, which is available only to the 'Blue' Euro civs only, grants a +5 culture bonus and a +1 production bonus to the city in which it's built. It also 'Reduces Corruption' in the city in which it's built.

#BLDG_Politburo
^Politburo is short for Political Bureau. The term originates either from the Russian Politicheskoe Byuro, which contracts to Politbyuro, or from the German Politbüro. A Politburo is the executive organization for a number of political parties, most notably for Communist Parties. In Marxist-Leninist states, the party is seen as the "vanguard of the people" and therefore usually has the power to control the state, and the non-state party officials in the politburo generally hold extreme power.
^
^This small wonder, which is available to the commie civs only, grants a +5 culture bonus, a +1 production bonus, is 'Resistant to Propaganda', and 'Reduces Corruption' in the city in which it's built.


; END WONDERS ____________________________________________________________________________________ END WONDERS






















; ADVANCES_______________________________________________________________________________________ ADVANCES


#TECH_Bronze_Working
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#TECH_Masonry
^
^
^


#TECH_Alphabet
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^



#TECH_Pottery
^
^
^


#TECH_The_Wheel
^
^
^


#TECH_Warrior_Code
^
^
^



#TECH_Ceremonial_Burial
^
^
^


#TECH_Iron_Working
^
^
^


#TECH_Writing
^
^
^


#TECH_Mysticism
^
^
^


#TECH_Mathematics
^
^
^


#TECH_Philosophy
^
^
^


#TECH_Code_of_Laws
^
^
^


#TECH_Literature
^
^
^

#TECH_Map_Making
^
^
^

#TECH_Horseback_Riding
^
^
^


#TECH_Polytheism
^
^
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#TECH_Currency
^
^
^


#TECH_The_Republic
^
^
^


#TECH_Monarchy
^
^
^


#TECH_Construction
^
^
^


#TECH_Monotheism
^
^
^


#TECH_Feudalism
^
^
^


#TECH_Engineering
^
^
^


#TECH_Theology
^
^
^


#TECH_Chivalry
^
^
^


#TECH_Invention
^
^
^


#TECH_Printing_Press
^
^
^

#TECH_Music_Theory
^This is a "Post War" era tech.
^
^


#TECH_Education
^
^
^


#TECH_Gunpowder
^
^
^


#TECH_Banking
^
^
^


#TECH_Astronomy
^
^
^


#TECH_Chemistry
^
^
^


#TECH_Democracy
^
^
^


#TECH_Economics
^
^
^


#TECH_Navigation
^
^
^


#TECH_Physics
^
^
^


#TECH_Metallurgy
^
^
^

#TECH_Free_Artistry
^
^
^


#TECH_Theory_of_Gravity
^
^
^


#TECH_Magnetism
^
^
^


#TECH_Military_Tradition
^
^
^


#TECH_Steam_Power
^
^
^


#TECH_Medicine
^
^
^


#TECH_Communism
^
^
^

#TECH_Industrialization
^This is a "Post War" era tech.
^
^

#TECH_Coastal_Defense
^This is a "Post War" era tech.
^
^

#TECH_Electricity
^
^
^


#TECH_Scientific_Method
^
^
^


#TECH_Sanitation
^
^
^



#TECH_Espionage
^This is a "Post War" era tech.
^
^

#TECH_Air_Defense_Tactics
^This is a "Post War" era tech.
^
^

#TECH_The_Corporation
^
^
^


#TECH_Refining
^
^
^


#TECH_Steel
^
^
^


#TECH_Atomic_Theory
^This is a "Post War" era tech.
^
^


#TECH_Civil_Engineering
^This is a "Post War" era tech.
^
^


#TECH_Mass_Production
^This is a "Post War" era tech.
^
^


#TECH_Replaceable_Parts
^This is a "Post War" era tech.
^
^

#TECH_Naval_Warfare
^This is a "Post War" era tech.
^
^

#TECH_Flight
^
^
^

#TECH_Submarines
^This is a "Post War" era tech.
^
^

#TECH_Mass_Media
^This is a "Post War" era tech.
^
^

#TECH_Military_Organization
^This is a "Post War" era tech.
^
^

#TECH_Amphibious_Warfare
^
^
^

#TECH_Television
^This is a "Post War" era tech.
^
^

#TECH_Electronics
^
^
^


#TECH_Motorized_Transportation
^
^
^


#TECH_Advanced_Flight
^This is a "Post War" era tech.
^
^One of El Justo's best friends was an MP with the US Air Force during the latter stages of the "Cold War" from 1986-1991. We affectionately refer to him as "Lump" because of his very thick neck. No kidding! 


#TECH_Modern_Radio
^This is a "Post War" era tech.
^
^El Justo's favorite radio programs include "The Howard Stern Show" in the mornings as well as NPR Radio. 
^

#TECH_Rocketry
^This is a "Post War" era tech.
^
^El Justo used to launch small model rockets as a child in a field behind his home.


#TECH_Fission
^
^
^


#TECH_Computers
^
^
^


#TECH_Recycling
^
^
^


#TECH_Space_Flight
^This is a "1960-1975" era tech.
^
^El Justo used to watch the NASA space shuttle launches from his classroom as a small child in school.


#TECH_Nuclear_Power
^This is a "1960-1975" era tech.
^
^


#TECH_Superconductor
^
^
^


#TECH_Miniaturization
^
^
^


#TECH_Ecology
^This is a "1960-1975" era tech.
^
^

#TECH_Synthetic_Fibers
^
^
^


#TECH_Satellites
^
^
^ 


#TECH_The_Laser
^
^
^


#TECH_Genetics
^
^
^


#TECH_Stealth
^This is a "1976-1989" era tech.
^
^

#TECH_Nationalism
^This is a "Post War" era tech.
^
^

#TECH_Smart_Weapons
^This is a "1976-1989" era tech.
^
^


#TECH_Robotics
^
^
^

#TECH_Integrated_Defense
^This is a "1976-1989" era tech.
^
^


#TECH_Ironclads
^
^
^


#DESC_TECH_Fascism
^
^
^


; END ADVANCES____________________________________________________________________________________ END ADVANCES


















; RESOURCES_______________________________________________________________________________________________RESOURCES


; _____________________________________________Strategic Resources___________________________________________


#GOOD_Horses
^
^
^



#GOOD_Iron
^
^
^



#GOOD_Saltpeter
^
^
^



#GOOD_Coal
^
^
^



#GOOD_Oil
^
^
^



#GOOD_Rubber
^
^
^



#GOOD_Aluminum
^
^
^



#GOOD_Uranium
^
^
^






; ___________________________________________Luxury Resources____________________________________________

#GOOD_Wine
^
^
^[Wine] is a $LINK<luxury resource=GCON_ResourcesL> that makes content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Wine is always visible on the map and can be found in
$LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, and $LINK<hills=TERR_Hills>
#DESC_GOOD_Wine
^
^
^Wine, a beverage made from fermented grapes, was first produced as early as 6000 BC. Its use spread throughout the Middle 
East and Egypt, and it quickly became a popular beverage of the ancient world. The grapes used for the making of wine are 
grown in many different regions of the world. Most vineyards are located in hills and valleys of temperate regions. Wine making 
as an industry has been perfected over several centuries. Many regions such as the Rhine and Loire valleys of Europe are well 
known for their fine wines, and derive a significant portion of their economy from wine making.



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



#GOOD_Dye
^
^
^[Dyes] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to them by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Dyes are always visible on map and can be found in $LINK<jungles=TERR_Jungle> and $LINK<forests=TERR_Forest>.
#DESC_GOOD_Dye
^
^
^Dyeing is the process of applying colors to fabrics. A human practice for over three thousand years, it enabled the natural white 
color of silk, wool and cotton to be enhanced with a varied spectrum of color. Natural dyes are created from a myriad of 
sources, including shells, animals and plants, though these were not always permanent and frequently expensive. Modern dyes 
are based around artificial or processed substances such as coal and other chemicals. One benefit for a nation with an extensive 
dye industry is that the processes involved in creating dye can be easily retooled to other purposes. Germany discovered this in 
World War I when it was determined that factories producing artificial dye could be easily modified to create explosives and 
other tools of war.



#GOOD_Incense
^
^
^[Incense] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Incense is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<deserts=TERR_Desert>.
#DESC_GOOD_Incense
^
^
^A potent luxury today as well as throughout history, this dried perfume produces a potent and wide variety of odors when 
burned. Flowers, tree bark, wood, and resin all can create a specific smell that mankind has incorporated into many facets of 
their daily lives. One use of incense is with a ‘Censer’, which was an ornately decorated bowl. The ancient Egyptians used such
a device in many of their religious ceremonies. Two of the three gifts brought by the Three Wise Men to the birth of Christ were 
myrrh and frankincense, both types of incense. Today incense is used for the pleasing aromas they give off and for ceremonies 
in many Christian churches.



#GOOD_Spice
^
^
^[Spice] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Spice is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Spice
^
^
^Certain types of plants have evolved in such a way that they produce mild toxins or repellents that make their odor or flavor 
distasteful to animals. Oddly enough, humans because of these smells and tastes sought out many of these plants. Merchants 
in the Middle East began a profitable spice trade before 2000 BC. Spices are used now, as they were in the ancient world, to 
preserve food and enhance its flavor. Although spices are now commercially cultivated and prepared, most types can still be 
found in abundance in nature. Many of the most popular spices, such as cloves and nutmeg, are extracted from plants that grow 
in tropical or swampy regions of the world.



#GOOD_Ivory
^
^
^[Ivory] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Ivory is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<plains=TERR_Plains>.
#DESC_GOOD_Ivory
^
^
^Ivory, the hard substance of which elephant tusks are composed, is highly sought for the carving of ornamental objects. Most 
ivory is obtained from the tusks of African elephants, but other sources include the tusks of walruses and the fossilized tusks of 
prehistoric elephants and mammoths found in the northern glacial regions of the world. Although importation of ivory has been 
banned in many countries due to the fact that many of the species from which it is obtained are now endangered, the ivory trade 
was once a widespread and profitable venture.



#GOOD_Silk
^
^
^[Silk] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Silk is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Silk
^
^
^Silk has been a valuable commodity for textiles since its properties were discovered in the 27th century BC. Silk is obtained from 
the cocoon of the silkworm moth, which was originally native to the forests of China. The fine fibers of the cocoon are woven into 
cloth, which is used to make all types of clothing. Raw silk was obtained only from Asia until 550 AD, when two monks sent 
from the Roman Empire secretly stole silkworm eggs from China and brought them to Europe. Eventually, silkworms were found 
in many areas throughout the world. Less expensive synthetic fibers of the 20th century led to a decline in the silk market, but silk 
is still very popular in many types of clothing and other goods.



#GOOD_Diamonds
^
^
^[Gems] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Gems are always visible on the map and can be found in $LINK<mountains=TERR_Mountains> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Diamonds
^
^
^Royalty in Asia have worn diamond jewelry for thousands of years, but this versatile substance has many uses. The hardest 
material known to man (natural or synthetic), diamonds are created over millions of years. After natural flora dies and is covered 
by earth, it is turned into carbon over the centuries. Diamonds are pure carbon, but in the form of a mineral. There is no shortage 
of uses for such a resilient substance, including wartime applications like manufacturing, cutting and drilling. World War II found 
the Allies in strong position because of these benefits, since the British colony of South Africa produced over half the world’s 
supply.


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


#GOOD_Wheat
^
^
^[Wheat] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Wheat is always visible in explored areas of the map and can be found in $LINK<grassland=TERR_Grassland>, $LINK<plains=TERR_Plains>, and 
$LINK<floodplains=TERR_Flood_Plain>.
#DESC_GOOD_Wheat
^
^
^Wheat has been a staple crop for civilizations occupying temperate zones of the planet since pre-historic times. There is 
archeological evidence that bread wheat was cultivated in southern Turkestan as early as 6000 BC, though naturally occurring 
wheat was probably used for food purposes much earlier. Throughout the temperate zones, wheat has become the primary food 
crop. It is particularly well suited for growth in vast, open plains like those found in the central United States.


#GOOD_Gold
^
^
^[Gold] is a $LINK<bonus resource=GCON_ResourcesB> that significantly enhances city production of commerce (gold). To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Gold is always visible in explored areas of the map and can be found in $LINK<mountains=TERR_Mountains> and
$LINK<hills=TERR_Hills>.
#DESC_GOOD_Gold
^
^
^Gold has always been one of the most highly valued metals in the world. It is used in the manufacture of everything from jewelry 
to electronics, and has been established as the basis for monetary systems worldwide. The factor that makes gold valuable is its 
rarity. Although gold can be found in many different areas, the most valuable deposits are large veins of gold ore running through 
mountains. When a large deposit is found, mining the deposit greatly boosts the economy in settlements and cities near the mine. 
Historical examples of this phenomenon are the many towns that grew and prospered over a relatively short time during the 
California gold rush in America during the 1800s.


#GOOD_Bananas
^
^
^[Tropical Fruit] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get the bonus, the
resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Tropical Fruit is always visible in explored areas of the map and can be found only in $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Bananas
^
^
^This resource represents any of a myriad number of tropical fruits that include pomegranates, pineapples, mangoes,
mangosteens, carambolas (star fruit), bananas, papayas, avocados, breadfruits, coffee, guavas, lychees, moyas,
passion fruits, rambutans, tamarinds, durians, cikus, jackfruits, watermelons, and pomeloes. Jungles provide
many food resources to native populations, and these exotic fruits are in high demand for variety throughout
the rest of the world.


#GOOD_Tobacco
^
^
^[Tobacco] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get the bonus, the
resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Tobacco is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<grassland=TERR_Grassland>.
#DESC_GOOD_Tobacco
^
^
^Many, many moons before the first modern Europeans began populating the shores of the 'New World' tobacco smoke carried prayers of the
early Native Americans skyward to their Creator. It was not long after the Europeans landed, however, that they, too, began enjoying
the intoxicating effects of tobacco. By the 16th century the Portuguese were planting limited quantities of it at small farms near their
trading posts. Today the tobacco industry, though much maligned, is a multi-billion dollar a year business, and reaches around the world.




#GOOD_Sugar
^
^
^[Sugar] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get the bonus, the
resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Sugar is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<plains=TERR_Plains>.
#DESC_GOOD_Sugar
^
^
^Long has man had a 'sweet tooth', and long has sugar been used to satisfy it. Natural honey was doubtless the first type of sweet
food enjoyed by ancient man, although a few bee stings had to be endured. Using the Sugar Cane plant to extract sweet juices probably
originated in New Guinea. Its cultivation spread westward along trade routes, to southeast Asia, India, and eventually the Middle
East and Europe. The actual process used to press the cane plant to extract its juices, and boiling the juice down to crystals, was
evidently first done in India about 500 BC. Today sugar cane is an important staple crop in a number of countries, and its ultimate
byproduct is enjoyed by countless people worldwide on a daily basis.



#GOOD_Silver
^
^
^



#GOOD_Coffee
^
^
^


#GOOD_African_Game
^
^
^



#GOOD_Lumber
^
^
^



#GOOD_Tin
^
^
^



#GOOD_Hops
^
^
^



#GOOD_Steel
^
^
^



#GOOD_Seals
^
^
^



#GOOD_Pearls
^
^
^



#GOOD_Buffalo
^
^
^



#GOOD_Lamb
^
^
^



#GOOD_Copper
^
^
^



#GOOD_Limestone
^
^
^



#GOOD_Pyraminds
^
^
^



#GOOD_Tea
^
^
^



#GOOD_Olive_Oil
^
^
^



#GOOD_Glass
^
^
^



#GOOD_Citrus_Fruit
^
^
^



#GOOD_Berries
^
^
^



#GOOD_Shrimp
^
^
^



#GOOD_Lobster
^
^
^



#GOOD_Cocoa
^
^
^

; _______________________________________________Bonus Resources_______________________________________________


#GOOD_Whales
^
^
^[Whales] are $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Whales are always visible on the map; they are found only in $LINK<Sea=TERR_Sea>.
#DESC_GOOD_Whales
^
^
^Whaling, the hunting and killing of whales for oil and other byproducts, was practiced as an organized industry as early as 875 
AD. By the 16th century, it had risen to be the principle industry in the coastal regions of Spain and France. The industry spread 
throughout the world, and became increasingly profitable in terms of trade and resources. Some regions of the world's oceans, 
along the animals' migration routes, had a particularly dense whale population, and became the targets for large concentrations of 
whaling ships, and the industry continued to grow well into the 20th century. The depletion of some whale species to near 
extinction led to the banning of whaling in many countries by 1969, and to a worldwide cessation of whaling as an industry in the 
late 1980s.


#GOOD_Game
^
^
^[Game] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Game is always visible in explored areas of the map and can be found in $LINK<forests=TERR_Forest>, 
$LINK<tundra=TERR_Tundra> and $LINK<marsh=TERR_Marsh>.
#DESC_GOOD_Game
^
^
^Since ancient times, hunting of game animals has been important both for survival and for sport. Forested areas containing a large 
concentration of deer, elk, and smaller game were very valuable as a source of food for nearby settlements and cities. Though the 
widespread practice of farming domestic animals for food purposes has made hunting for sport much more common than hunting 
for food, certain animals such as geese, ducks, and deer are still frequently hunted and killed for food.



#GOOD_Fish
^
^
^[Fish] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Fish are always visible in explored areas of the map and can be found in Coast, Sea and Fresh Water Lake squares and $LINK<marsh=TERR_Marsh>.
#DESC_GOOD_Fish
^
^
^Prevailing winds, ocean currents, and deep-water trenches can often combine to produce conditions that are optimum for fishing. 
In areas such as the Pacific coast of Central and South America, offshore winds push the warm surface waters out to deeper 
waters. Underwater currents push cold, nutrient-rich water from deep below the surface back toward the coast. The high 
concentration of nutrients in this colder water, caused by decomposition of organic matter at extreme depths, creates an ideal 
environment for fish and other sea life. Civilizations with access to areas such as this can significantly increase their food supply 
by establishing a thriving fishing industry.


#GOOD_Cattle
^
^
^[Cattle] are $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Cattle are always visible in explored areas of the map and can be found in $LINK<grassland=TERR_Grassland> and $LINK<plains=TERR_Plains>.
#DESC_GOOD_Cattle
^
^
^Descendants of the buffalo and bison, cattle fulfilled many uses in man’s past and present. Originally wild herds of these beasts 
roamed vast stretches of Asia, Africa and Europe. Their early contributions to mankind were those of labor, goods and food, 
though the horse soon replaced them as the preferred beast of burden. The Romans were the first people to attempt to breed 
cattle to promote specific traits over others. Their ability to survive in arid areas unsuitable for farming became a premier benefit 
of these new breeds. In 1521 Spaniards introduced them to Mexico and the New World, leading to extensive cattle ranching 
throughout Texas and other neighboring regions. Today there are over 100 million head of cattle in the United States alone.


#GOOD_Oasis
^
^
^[Oases] are a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get the bonus, the
resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^An oasis is always visible in explored areas of the map and can be found only in $LINK<desert=TERR_Desert>.
#DESC_GOOD_Oasis
^
^
^An oasis is a fertile place in the desert caused by the presence of water from underground springs or rivers, or
even by manmade wells. Date palms, fig trees, rice, wheat, cotton, vegetables, alfalfa, barley and wheat are all
examples of commonly grown plants in oases. To desert cultures of old, oases were of vital importance as sites
for agriculture, trading and manufacturing, and the cultures that frequented oases often established rigid codes
of conduct regarding them. No one would be allowed to despoil an oasis, and if the unthinkable should happen, the
penalty was often death. Most oases in the Arabian Peninsula became sites for shrines, and this added sanctity
also brought about a further code of conduct, namely no one could shed blood at the oasis where the shrine was
located. This allowed the often-warring tribes of Arabia neutral territory in which to trade or conduct peace
negotiations. The Silk Road was mostly a series of oases across the forbidding territory of central Asia between
China and the Middle East. Mecca, Cairo and Baghdad are examples of cities that originated because of an oasis,
although all of these have grown much larger due to modern influences. In modern times, irrigation has also
created oases, the most notable (and large) being the Imperial Valley in California.



; END RESOURCES ______________________________________________________________________________END RESOURCES
















; TERRAIN ____________________________________________________________________________________TERRAIN

#TERR_Desert
^
^
^Because the desert atmosphere has such low humidity, evaporation of moisture from the ground exceeds precipitation. 
Many deserts are characterized by extremely high daytime temperatures and equally low nighttime temperatures. Only the 
hardiest plants and animals can survive in the harsh desert environment. Despite the perception that deserts are composed of
useless sand, most desert soil is naturally fertile because little water moves through the desert to carry away nutrients. Through 
the use of artificial irrigation, humans have managed to grow crops in desert environments. If this is not done carefully, it can lead 
to irreversible environmental damage when the meager water supply that is tapped for the irrigation process is depleted.



#TERR_Plains
^
^
^Plains are similar to grasslands, except that the topsoil is often not as well suited for growing food. Often, rich deposits 
of minerals are also found in plains regions. The indigenous plants of the plains make them well suited for grazing. Large herds of 
buffalo and other animals can often be found roaming the area. With the proper irrigation, plains can be easily cultivated into 
adequate farmland for the production of grains and the raising of livestock.


#TERR_Grassland_with_Shield
^
^
^These fertile 
regions, covered with various types of vegetation, once occupied large areas of North and South America, Africa, and Eurasia. 
These areas are characterized by marked wet and dry seasons, with annual periods of drought. Although many types of grassland 
are naturally occurring, grasslands can also be created through deforestation of woodland areas. Grasslands are often cultivated 
and used as pastures and grazing lands. Because of the relatively low rainfall in these regions, the topsoil is high in nutrients. 
Grasslands are, therefore, well suited for growing crops, especially grain crops.



#TERR_Grassland
^
^
^These fertile 
regions, covered with various types of vegetation, once occupied large areas of North and South America, Africa, and Eurasia. 
These areas are characterized by marked wet and dry seasons, with annual periods of drought. Although many types of grassland 
are naturally occurring, grasslands can also be created through deforestation of woodland areas. Grasslands are often cultivated 
and used as pastures and grazing lands. Because of the relatively low rainfall in these regions, the topsoil is high in nutrients. 
Grasslands are, therefore, well suited for growing crops, especially grain crops.



#TERR_Tundra
^
^
^In the far-northern regions of the world, and in isolated regions in the Antarctic, there are thousands of miles of barren plains 
known as tundra. These regions have an extremely low average temperature, and a very short summer season. The primary 
characteristic of the tundra is a layer of permanently frozen soil known as permafrost just below the topsoil layer, which prevents 
many plants from taking root and making agriculture all but impossible. Like deserts, the tundra receives little precipitation; 
however, the flat, frozen ground keeps groundwater from draining, forming bogs where various grasses, moss, and other simple 
vegetation can grow. Despite the harsh environment, a wide variety of animal life flourishes in the tundra, providing possible 
sources of food, and providing trade potential for the fur and trapping industry.



#TERR_Flood_Plain
^
^
^Deserts are often very rich in their soil composition; it is only their lack of rainfall that prevents their soil from 
being used. When rivers run through such areas, the periodic flooding usually carries the nutrient rich soil up into the 
floodplains surrounding them, depositing the nutrients and the water into these areas and making them unparalleled in value.
Many great cultures such as those in the Nile river basin or those dependent on the flooding of the Tigris and Euphrates 
rivers have harvested the bounty of these lands, plains which transform lifeless wastelands into lush oases of life.



#TERR_Hills
^
^
^Hilly areas, often covered with rich soil and grasses or heavily forested, are rich in resources. Coal, iron, lead, copper, and even gold 
and silver may be found in these regions, making them profitable areas for the mining industry. In areas where the belowground 
resources are scarce, hill areas are often cultivated for agricultural purposes. Certain crops such as coffee and grapes thrive in 
these regions, given the proper climate.



#TERR_Mountains
^
^
^Mountains are formed when 
the plates making up the Earth's crust impact or slide against one another, raising layers of rock above the surrounding land. 
Mountains can also be formed by volcanic action, or through the effects of erosion. Generally poor agricultural regions, mountains 
are often a source of great mineral wealth, with large deposits of gold and other valuable ores. Aside from their economic value, 
mountains provide a natural defensive barrier, shielding human settlements from invaders. Extensive mountain ranges can also 
greatly affect the weather patterns of a region by blocking and diverting wind and storms.



#TERR_Forest
^
^
^There are 
several different types of forest, determined primarily by climate and the type of vegetation they contain. Forests of some type 
exist on nearly every continent in the world. Forests are a valuable source of natural resources, providing wood for paper 
products, building, and other purposes. The harvesting of trees must be done carefully, however. If not done in moderation, 
lumbering can destroy the natural habitat for indigenous animal species, and destroy the ecology of the land. Government 
regulations limiting the amount of trees that can be cut, and requiring the lumber industry to plant new trees to replace what they 
have harvested, help to prevent major ecological damage as a result of deforestation.



#TERR_Jungle
^
^
^In heavily forested areas where rainfall is high, the growth of both trees and other indigenous plants is profuse. The dense, tangled 
environment of the jungle is home to wide varieties of plant and animal life. Although mineral deposits and fruit-bearing plants can 
sometimes be found in these regions, jungles tend to lack both mineral and food resources. This, combined with the sheer density 
of the native plant life, makes jungles inhospitable to humans. In order to make these areas more useful, jungles are often 
destroyed through deforestation and burning to yield areas of grassland. While this improves the usefulness of the land for humans, 
it destroys the habitat of the indigenous animals of the region. It is estimated that hundreds of undiscovered species of insect and 
animal life are made extinct every day as a result of the destruction of jungles and rain forests.



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



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



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


#TERR_River
^
^
^The value of a clean source of fresh water to a population cannot be underestimated, and river banks have always been 
prized sites for settlements. In addition to fresh water for drinking, irrigation, and waste removal, rivers are valuable 
trade routes and have been used to aid the defense of the settlements on their banks. 


#TERR_Fresh_Water_Lake
^
^
^The shores of fresh water lakes have always been greatly valued sites on which to build because of the abundance of fresh 
water for drinking and irrigation. Lakes are also rich sources of food and commercial products, and harvesting such resources
is a boon to any nearby settlement.


#TERR_Marsh
^
^
^River deltas and other low-lying areas are often surrounded by poorly drained mineral beds. This leads to
the formation of marshes, large, water-logged areas vibrant with grasses and other plant life. Marshes are
often extremely complex ecosystems home to hundreds of different plant and animal species. Rice and other food
plants requiring large quantities of water can be grown in marshes, although the soil underneath may not be
sufficiently hospitable. Due to the soft nature of the ground, marsh is generally unsuitable for building
purposes.



#TERR_Volcano
^
^
^Heat rises. This is the reason, in a nutshell, for the presence of volcanoes on the earth. Mountainous
manifestations of vents and cracks in the earth's crust, volcanoes provide release for the heat that builds up
in the earth's core. A volcanic eruption occurs when the heat pressure underneath a particular vent becomes
too strong for the crust to contain, and depending on the size of the vent and the amount of pressure an
eruption can be minor (just a dribble of lava that seals off the volcano when it dries) or cataclysmic
(such as the Krakatoa or Vesuvius eruptions).


; END TERRAIN______________________________________________________________________________________END TERRAIN
















; Government Types________________________________________________________ Government Types


#GOVT_Anarchy
^
^
^Anarchy is not so much a system of government as the lack of one. Your civilization can sink into anarchy 
if the government falls from prolonged $LINK<civil disorder=GCON_Disorder>, or if you sanction a 
$LINK<revolution=GCON_Revolution>. Anarchy seldom lasts longer than a few turns. During that period corruption 
and waste are so high that no production occurs and no taxes are collected. Scientific research comes to halt, as well.
There is no improvement maintenance when a civilization is in Anarchy.


#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. 


#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.


#GOVT_Communism
^
^
^Under Bolshevism, the government is in the hands of a ruling "party" controlled absolutely by you, the Chairman.
Although Bolshevism allows greater production than despotism, the system restricts personal freedoms, limiting
$LINK<commerce=GCON_Commerce>. One positive aspect of Bolshevism is its effect upon $LINK<corruption and waste=GCON_Corruption>:
all cities suffer the same, limited effects.


#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_Weariness>, which can cause significant
$LINK<civil disorder=GCON_Disorder> problems in times of war, especially if you are the aggressor.  Maintenance cost per unit per turn is 2 gold instead of just 1.


#GOVT_Democracy
^
^
^You are elected by the people to rule with their interests at heart. You are rewarded by increased
$LINK<commerce=GCON_Commerce> and $LINK<production=GCON_Shields>. However, $LINK<war weariness=GCON_War_Weariness>
is a significant problem and war must be entered into only after much consideration.


#GOVT_Fascism
^
^You rule as dictator of a fascist state, appealing to strong feelings of national identity and the promise of a glorious future (or return to an idealized past). Your nation views itself as entitled to anything it can take from weaker or less worthy civilizations, so $LINK<war weariness=GCON_War_Weariness> is not an issue, and nationalist fervor for public works means that your Workers do their jobs faster. However, your brutal methods and suspicious attitude towards business and enterprise mean you must use forced labor to build improvements. Your cities lose population points upon a change to fascist government, Newly conquered cities also lose population, and do not generate culture until a popular majority has been assimilated. 


#GOVT_Feudalism
^
^
^You rule as a feudal king, dependent on your vassal lords for support and bound to respect their wishes. $LINK<Corruption=GCON_Corruption> among the lords is a continual problem.  In addition, your vassals are wary of continual warfare and $LINK<war weariness=GCON_War_Weariness> may result. You do not suffer the production problems associated with $LINK<despotism=GOVT_Despotism>, however.  Maintenance cost per unit per turn is 3 gold instead of 1.


#GOVT_ConsMonarchy
^
^
^You rule as a constitutional monarch of your kingdom, most likely your ancestors were once absolute monarchs, but limited your monarch for your people. Your rule, unlike a Absolute monarchy is more symbolic, so corruption is far less of a problem as your system is more democratic. In addition, because you are a monarch, you still have more powers than a president would in a democracy, so your country is more ready and able to fight and cope with wars than a democracy.

#GOVT_Reich
^
^
^The Germans had a very different system of government than the other Monarchies of Europe. They were a constitutional Monarchy in a sense, but also fairly absolutist as well. The mix of a chancellor and the Kaiser created a strange mixed system of both Absolute and Constitutional Monarchy, sharing both of those Governments Benefits.


; END GOVTS______________________________________________________________________END GOVTS













; Terrain Improvements___________________________________________________________Terrain Improvements

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


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


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


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


#TFRM_Barricades
^
^
^A barricade hinders movement of "enemy" ground units, forcing them to stop on the barricade's square, even if the barricade
is unoccupied. However, if occupied, a unit in a barricade enjoy a defensive bonus which is double the bonus awarded by a $LINK<fortress=GCON_Fortresses>. A barricade can only be built on a square already containing a fortress. If pillaged, a barricade
is "reduced" to a fortress.
^
^Workers can build barricades after the discovery of $LINK<Construction=TECH_Construction>.


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


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


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



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



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



#TFRM_Clear_Damage
^
^
^A worker can repair a damaged square (cleaning up pollution and volcanic fallout, and filling in bomb craters),
thus restoring the square to its former production capacity.
^
^A worker is ordered to clear damage by pressing [Shift-C] or the "Clear Damage" button.



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

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

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

; END Improvements____________________________________________________________________________END Improvements











; Civilizations____________________________________________________________________________Civilizations

#RACE_Italians

#RACE_GREEKS

#RACE_Colombians

#RACE_GERMANS

#RACE_RUSSIAN

#RACE_CHINESE

#RACE_JAPANESE

#RACE_FRENCH

#RACE_Dominicans

#RACE_PERSIAN

#RACE_Paraguayan

#RACE_ENGLISH

#RACE_Spanish

#RACE_Vikings

#RACE_CentralAmerican

#RACE_Abysinian

#RACE_Ottomans

#RACE_Brazilian

#RACE_Bolivian

#RACE_Equadorans

#RACE_AustroHungarians

#RACE_Mexicans

#RACE_PORTUGAL

#RACE_Lowland

#RACE_Venezuelans

#RACE_Tibetans

#RACE_Chileans

#RACE_Haitians

#RACE_Argentinan

#RACE_Peruvian

#RACE_AMERICAN

#RACE_Uruguayans


#EOF
