; 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_Aerial_Recon
GCON_Air_Cav
GCON_Air_Mobile
GCON_Agreements
GCON_Air_Missions
GCON_Airfields
GCON_Assimilation
GCON_Barricades
GCON_Blitz
GCON_Bombardment_in_Ports
GCON_Combat
GCON_Commerce
GCON_Conversion
GCON_Collateral_Damage
GCON_Corruption
GCON_Craters
GCON_Culture
GCON_CV-based
GCON_Detect_Invisible
GCON_Disease
GCON_Disorder
GCON_Draft
GCON_Embassies
GCON_Espionage
GCON_Espionage_Missions
GCON_Experience
GCON_Fighter-Bomber
GCON_Food
GCON_Fortresses
GCON_Governments
GCON_Ground_Attack
GCON_Gunship
GCON_Happy_Faces
GCON_Heavy_Bomber
GCON_Heavy_Transport
GCON_Hotkeys_Controls
GCON_Hotkeys_Units
GCON_Hurry_Production
GCON_Invisibility
GCON_Guerilla_War
GCON_Keypad
GCON_Landmark_Terrain
GCON_Leaders
GCON_Lethal_Land_Bombardment
GCON_LRRP
GCON_Maintenance
GCON_Moods
GCON_Nationality
GCON_NGFS
GCON_Outposts
GCON_Overpopulation
GCON_Pollution
GCON_POW
GCON_Precision_Strike
GCON_Radar_Towers
GCON_Radius
GCON_Research
GCON_Resistance
GCON_ResourcesB
GCON_ResourcesL
GCON_ResourcesN
GCON_ResourcesS
GCON_Return_Fire
GCON_Ruins
GCON_SEAD
GCON_Shields
GCON_Specialists
GCON_Stealth
GCON_Stealth_Attack
GCON_Strengths
GCON_Terrain_Combat
GCON_Territory
GCON_Transport
GCON_Treasury
GCON_Unit_Support
GCON_Victory
GCON_War_Weariness
GCON_We_Love_The_King_Day
GCON_Worker_Jobs
GCON_Worker_Jobs_Advanced
GCON_ZOC


#GAME_CONCEPTS


#GCON_Aerial_Recon
Aerial Reconnaissance
^
^This concept is the capability of certain aircraft to perform short and/or long range reconnaissance missions deep into enemy territory. The following units can perform this function:
^
^*$LINK<F-4B Phantom=PRTO_F4B>
^*$LINK<F-4C Phantom=PRTO_F4C>
^*$LINK<F-4E Phantom=PRTO_F4E>
^*$LINK<F-4J Phantom=PRTO_F4J>
^*$LINK<F-8C Crusader (USN)=PRTO_F8C>
^*$LINK<F-8D Crusader (USN)=PRTO_F8D>
^*$LINK<F-8E Crusader (USN)=PRTO_F8E>
^*$LINK<F-8H Crusader (USN)=PRTO_F8H>
^*$LINK<F-8J Crusader (USN)=PRTO_F8J>
^*$LINK<OH-6A Loach=PRTO_OH6>


#GCON_Air_Cav
Air Cavalry Tactics
^
^This concept is the capability of certain aircraft to perform multiple (2) air missions in the same turn. Generally speaking, this bonus is relegated solely to the air transport units. The following units can perform this function:
^
^*$LINK<UH-1 Huey "Slick"=PRTO_UH1_Slick>
^*$LINK<CH-47 Chinook=PRTO_CH47>


#GCON_Gunship
Gunships
^
^This concept is the capability of certain aircraft to perform multiple (2) bombing runs in the same turn. The following units can perform this function:
^
^*$LINK<AC-47 Spooky=PRTO_AC47>
^*$LINK<AC-130 Spectre=PRTO_AC130>
^*$LINK<UH-1 Huey Cobra=PRTO_UH1_Gunship>
^*$LINK<AH-1 Cobra=PRTO_AH1>

#GCON_Air_Mobile
Air Mobile
^
^This concept is the capability of certain units to airdrop into any tile not occupied by enemy units within sixty (60) squares from the city which it resides. However, a city must have an $LINK<Airfield=BLDG_Airfield> or a $LINK<USAF Base=BLDG_USAF_Base> in order to "jump". The following units are [air mobile]:
^*$LINK<ARVN Paratroop Company=PRTO_ARVN_Paratroop>
^*$LINK<ARVN Ranger Company=PRTO_ARVN_Ranger>
^*$LINK<US Airborne Infantry Company=PRTO_US_Airborne_Infantry>
^*$LINK<US Green Beret Company=PRTO_US_Ranger>
^$LINK<US Ranger Fireteam (LRRP)=PRTO_Ranger>


#GCON_Blitz
Blitz Tactics
^
^This feature allows for certain ground units to attack more than once per turn. The exact number of times per turn is dictated by the amount of moves that a particular unit posseses.
^
^The following foot units have the [Blitz] flag and can attack three (3) times per turn:
^*$LINK<Viet Cong Sapper=PRTO_Sapper>
^*$LINK<NVA Sapper Company=PRTO_Sapper>
^*$LINK<US Green Beret Company=PRTO_US_Ranger>
^*$LINK<USMC Rifle Company=PRTO_US_Marine>
^
^The following units have the [Blitz] flag and can attack two (2) times per turn:
^*$LINK<M102 105mm Howitzer Battery=PRTO_105MM>
^*$LINK<M113 ACAV APC=PRTO_M113>
^*$LINK<M41A3 Bulldog Tank=PRTO_M41>
^*$LINK<M48A3 Patton MBT=PRTO_M48>
^*$LINK<M551 Sheridan Anti-Tank=PRTO_M551>
^*$LINK<T-34-85 MBT=PRTO_T34>
^*$LINK<PT-76 Light Tank=PRTO_PT76>
^*$LINK<T-54 MBT=PRTO_T54>
^*$LINK<T-55 MBT=PRTO_T55>
^*$LINK<Type 59 MBT=PRTO_Type59>
^*$LINK<Type 63 Light Tank=PRTO_Type63>
^*$LINK<Su-76 Anti-tank=PRTO_Su76>
^*$LINK<Jsu-122 Anti-tank=PRTO_JSU122>
^*$LINK<122mm Howitzer Battery=PRTO_122MM>
^*$LINK<130mm Howitzer Battery=PRTO_130MM>


#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
^* Corporal					3
^* Sergeant					2
^* Lieutenant					2
^* Captain					1
^* Major					1
^* Colonel					1
^* General						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					  50%
^Hills						  50%
^Mountains					100%
^
^{Structural Bonuses}
^Fortified Units				  +25%
^Earthworks					  +50%
^Adv Earthworks					+100%
^Civil Defense				  +50%
^Adv. Civil Defense				  +50%
^City						  +15%
^Metro						+25%
^
^* This bonus applies to the defender if attacked from the other side of a river.
^
^Cities with resisters do not give defensive bonuses.



#GCON_Guerilla_War
Guerilla Warfare Tactics
^
^Units with this bonus enjoy zero terrain movement penalties. The following units have this feature:
^
^*$LINK<Viet Cong Rifle Company=PRTO_Vietcong_Infantry>
^*$LINK<Viet Cong Rifle Squad=PRTO_Vietcong_Irregular>
^*$LINK<NVA Rifle Company=PRTO_NVA_Infantry>
^*$LINK<Heavy Weapons Platoon (NV)=PRTO_Heavy_Weapons>
^*$LINK<NVA Sapper Company=PRTO_Sapper>
^*$LINK<Viet Cong Sapper Company=PRTO_Sapper>
^*$LINK<75mm pack gun=PRTO_75MM>
^*$LINK<37mm FlaK battery=PRTO_37MM_FlaK>
^*$LINK<Viet Cong 107mm Rocket Company=PRTO_VC_Rocket>
^*$LINK<Viet Cong 122mm Rocket Company=PRTO_VC_Rocket122>
^*$LINK<Viet Cong 140mm Rocket Company=PRTO_VC_Rocket140>
^*$LINK<Viet Cong Signal Engineer=PRTO_VC_Engineer>
^*$LINK<ARVN Ranger Company=PRTO_ARVN_Ranger>
^*$LINK<US Green Beret Company=PRTO_US_Ranger>
^*$LINK<US Ranger Fireteam (LRRP)=PRTO_Ranger>



#GCON_Return_Fire
Return Fire Tactics
^
^Units with this bonus have what is in game terms a bombardment stat with a zero (0) range. In other words, any enemy unit which attacks these units will possibly be subjected to a 'defensive bombard' with a rate of fire of one (1). The following units have this feature:
^
^[Foot Units]:
^*$LINK<Viet Cong Rifle Company=PRTO_Vietcong_Infantry> ~ $LINK<Viet Cong Rifle Squad=PRTO_Vietcong_Irregular> ~ $LINK<NVA Rifle Company=PRTO_NVA_Infantry>
^*$LINK<Heavy Weapons Platoon (NV)=PRTO_Heavy_Weapons> ~ $LINK<NVA Sapper Company=PRTO_Sapper> ~ $LINK<Viet Cong Sapper Company=PRTO_Sapper>
^*$LINK<Viet Cong 107mm Rocket Company=PRTO_VC_Rocket> ~ $LINK<Viet Cong 122mm Rocket Company=PRTO_VC_Rocket122> ~ $LINK<Viet Cong 140mm Rocket Company=PRTO_VC_Rocket140>
^*$LINK<Viet Cong Base Camp=PRTO_VC_Base_Camp>
^
^*$LINK<ARVN Rifle Company (M1)=PRTO_ARVN_Infantry_M1> ~ $LINK<ARVN Rifle Company (M16)=PRTO_ARVN_Infantry> ~ $LINK<ARVN Paratroop Company (M1)=PRTO_ARVN_Paratrooper>
^*$LINK<RVN Marine Rifle Company=PRTO_ARVN_Marine> ~ $LINK<US Infantry Company=PRTO_US_Infantry> ~ $LINK<USMC Rifle Company=PRTO_US_Marine>
^*$LINK<US Airborne Infantry Company=PRTO_US_Airborne_Infantry> ~ $LINK<Regional Force Rifle Co.=PRTO_Regional_Force> ~ $LINK<Popular Force Rifle Squad=PRTO_Popular_Force>
^*$LINK<Combat Engineer Group=PRTO_Combat_Engineer> ~ $LINK<ANZAC Rifle Co.=PRTO_Australian_Infantry> ~ $LINK<RoKMC Rifle Company=PRTO_ROK_Marine>
^*$LINK<ARVN Ranger Company=PRTO_ARVN_Ranger> ~ $LINK<US Green Beret Company=PRTO_US_Ranger> 
^
^[Armored Units]:
^*$LINK<BTR-152 APC=PRTO_BTR152> ~ $LINK<BTR-40 APC=PRTO_BTR40> ~ $LINK<BTR-50PK APC=PRTO_BTR50>
^*$LINK<Type 63 APC=PRTO_Type63APC> ~$LINK<BTR-60PB APC=PRTO_BTR60> ~ $LINK<T-34-85 MBT=PRTO_T34>
^*$LINK<PT-76 Light Tank=PRTO_PT76> ~ $LINK<T-54 MBT=PRTO_T54> ~ $LINK<T-55 MBT=PRTO_T55>
^*$LINK<Type 59 MBT=PRTO_Type59> ~ $LINK<Type 63 Light Tank=PRTO_Type63> ~ $LINK<Su-76 Anti Tank=PRTO_Su76>
^*$LINK<Jsu-122 Anti Tank=PRTO_JSU122>
^
^*$LINK<M113 ACAV=PRTO_M113> ~ $LINK<M41A3 Bulldog MBT=PRTO_M41> ~ $LINK<M48A3 Patton MBT=PRTO_M48>
^*$LINK<M551 Sheridan Anti Tank=PRTO_M551> ~ $LINK<Centurion Mk5 MBT=PRTO_Centurion>


#GCON_Invisibility
Invisibility
^
^Understanding this game concept is of paramount importance if you wish to succeed playing this scenario.
The following units are "invisible" to their enemies unless any surrounding unit can $LINK<detect invisible=GCON_Detect_Invisible>:
^*$LINK<Viet Cong Settler=PRTO_Settler>
^*$LINK<Viet Cong Rifle Company=PRTO_Vietcong_Infantry>
^*$LINK<Viet Cong Rifle Squad=PRTO_Vietcong_Irregular>
^*$LINK<Heavy Weapons Platoon (NV)=PRTO_Heavy_Weapons>
^*$LINK<NVA Sapper Company=PRTO_Sapper>
^*$LINK<Viet Cong Sapper Company=PRTO_Sapper>
^*$LINK<75mm pack gun=PRTO_75MM>
^*$LINK<37mm FlaK battery=PRTO_37MM_FlaK>
^*$LINK<Viet Cong 107mm Rocket Company=PRTO_VC_Rocket>
^*$LINK<Viet Cong 122mm Rocket Company=PRTO_VC_Rocket122>
^*$LINK<Viet Cong 140mm Rocket Company=PRTO_VC_Rocket140>
^*$LINK<Viet Cong Signal Engineer=PRTO_VC_Engineer>
^*$LINK<Viet Cong Base Camp=PRTO_VC_Base_Camp>
^*$LINK<Trawler=PRTO_Trawler>
^*$LINK<Junk=PRTO_Junk>
^*$LINK<ARVN Ranger Company=PRTO_ARVN_Ranger>
^*$LINK<US Green Beret Company=PRTO_US_Ranger>
^*$LINK<US Ranger Fireteam (LRRP)=PRTO_Ranger>




#GCON_Detect_Invisible
Detection of Invisible Units
^
^Understanding this game concept is of aparmount importance if you wish to succeed playing this scenario, especially if you are playing
as South Vietnam. The following units can "detect invisible" enemy units:
^$LINK<ARVN Ranger Company=PRTO_ARVN_Ranger>
^$LINK<US Green Beret Company=PRTO_US_Ranger>
^$LINK<US Ranger Fireteam (LRRP)=PRTO_Ranger>
^$LINK<Carrier Battle Groups (CVBG)=PRTO_CVG>
^$LINK<Destroyer Squadron (USN)=PRTO_DD_Squadron>
^$LINK<Radar Picket Escort (USN)=PRTO_DER>



#GCON_Hotkeys_Units
Hotkeys: Unit Commands
^
^
^{Settler / Worker Actions}
^Build Road 						R
^*   Road to							Ctrl-R
^Build Highway							Shift-R
^*   Highway to							Ctrl-Shift-R
^Build Road/Highway 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 Earthworks/Adv Earthworks				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_Ground_Attack
Air-to-Ground Attack Aircraft
^
^These units are intended to be used in the role of a shorter ranged bombardment capabilities which are, generally speaking, in support of ground troops. Any aircraft with this feature has a rate of fire of three (3) on bombardment missions. 


#GCON_Fighter-Bomber
Fighter-Bomber Aircraft
^
^These units are intended to be used in the dual role of long range bombardment and the intercept/dogfighting role. Any aircraft with this feature has a rate of fire of two (2) on bombardment missions. 


#GCON_Craters
Craters
^
^Only the $LINK<B-52 heavy bombers=PRTO_B52> can create 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_Heavy_Bomber
Heavy Bomber
^
^This concept is the capability to perform multiple (2) bombing runs in the same turn. Only $LINK<B-52 Stratofortress=PRTO_B52> has this bonus.
^


#GCON_Barricades
Advanced Earthworks
^
^
^Advanced Earthworks can only be built on a square already containing an Earthworks. Even if unoccupied, Advanced
Earthworks automatically stop movement of a ground unit entering its square (unless that unit belongs to the same civilization
currently controlling the Advanced Earthworks square. Advanced Earthworks become an Earthworks if their square is pillaged.
^
^Military units inside Advanced Earthworks have a few advantages.
^* They get an additional 25% defensive bonus if attacked (i.e., twice the defensive bonus being in an Earthworks).
^* The $LINK<zone of control=GCON_ZOC> exerted by the Earthworks still applies to an Advanced Earthworks.



#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 is not activated for this scenario.


#GCON_Heavy_Transport 
Heavy Air Transport
^
^This concept refers to the air transportation of certain mechanized units in the ARVN and US arsenal. Specifically, this bonus is relegated to only the $LINK<C-130 Hercules=PRTO_C130> and the $LINK<CH-47 Chinook=PRTO_CH47> and each can carry only the following units:
^ 
^*$LINK<M113 ACAV=PRTO_M113>
^*$LINK<M551 Sheridan=PRTO_M551>
^*$LINK<M102 105mm Howitzer=PRTO_105MM>
^*$LINK<M114 155mm Howitzer=PRTO_155MM>
^*$LINK<M107 175mm Howitzer=PRTO_175MM>


#GCON_LRRP 
Long Range Reconnaisance Patrol
^
^This feature, which is abreviated in-game as [LRRP], is similar to the "Radar" flag that we're all familiar with in the standard Civ3 game. Specifically, this feature allows for an additional square of visibility. Only the $LINK<US Ranger Company (LRRP)=PRTO_Ranger> has this ability.
^


#GCON_Lethal_Land_Bombardment
Lethal Land Bombardment
^
^This powerful feature allows for certain units to kill off enemy units while bombarding. The following units have this attribute:
^
^*$LINK<F-100F Wild Weasel=PRTO_F100F>
^*$LINK<EF-105F Wild Weasel III=PRTO_F105F>
^*$LINK<EF-4D Wild Weasel IV=PRTO_F4D>
^*$LINK<F-105G Wild Weasel=PRTO_F105G>
^*$LINK<F-4G Wild Weasel V=PRTO_F4G>
^*$LINK<B-52 B.U.F.F=PRTO_B52>
^*$LINK<A-6A Intruder=PRTO_A6A>
^*$LINK<A-6A Intruder=PRTO_A6C>
^*$LINK<USS Canberra (CA-70)=PRTO_Chicago>
^*$LINK<USS Boston (CAG-1)=PRTO_Boston>
^*$LINK<USS Saint Paul (CA-73)=PRTO_Saint_Paul>
^*$LINK<USS Newport News (CA-148)=PRTO_Newport_News>
^*$LINK<M107 175mm SP Howtz Battery=PRTO_175MM>


#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. The Vietnam scenario has a few locales that have this terrain type.
The first is in the Red River Valley in North Vietnam. The other area is the Mekong Delta in South Vietnam.
A few other locations, namely the large metropolitan cities in northern South Vietnam.



#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
^
^
^There ar eno volcanos in this scenario.



#GCON_Plague
Plague
^
^
^The Plague feature is de-activated for this cenario.



#GCON_Plants
Power Plants
^
^
^There are several types of Plants in this scenario. Please refer to the Civilopedia entries for the
respective small wonders.




#GCON_Revolution
Revolution
^
^
^Changing governments in this sceanrio is de-activated.



#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.
^
^The following military units have a zone of control:
^* $LINK<M113 APCs=PRTO_M113>
^* $LINK<M41A3 Bulldog tanks=PRTO_M41>
^* $LINK<M48A3 Patton main battle tanks=PRTO_M48>
^* $LINK<M-551 Sheridan anti-tank vehicles=PRTO_M551>
^* $LINK<BTR 152 APCs=PRTO_BTR152>
^* $LINK<BTR 40 APCs=PRTO_BTR40>
^* $LINK<BTR 50PK APCs=PRTO_BTR50>
^* $LINK<BTR 60PB APCs=PRTO_BTR60>
^* $LINK<Type 63 APCs=PRTO_Type63APC>
^* $LINK<T-34-85 main battle tanks=PRTO_T34>
^* $LINK<PT-76 amphibious tanks=PRTO_PT76>
^* $LINK<T-54 main battle tanks=PRTO_T54>
^* $LINK<T-55 main battle tanks=PRTO_T55>
^* $LINK<Type 59 main battle tanks=PRTO_Type59>
^* $LINK<Type 63 amphibious tanks=PRTO_Type63>
^* $LINK<Su-76 anti-tank vehicles=PRTO_Su76>
^* $LINK<Jsu-122 anti-tank vehicles=PRTO_JSU122>
^* $LINK<57mm FlaK Batteries=PRTO_57MM_FlaK>
^* $LINK<85mm FlaK Batteries=PRTO_85MM_FlaK>
^* $LINK<100mm FlaK Batteries=PRTO_100MM_FlaK>
^* $LINK<SA-2 SAM Batteries=PRTO_SA2>



#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}
^Republic				  1		  3		  4
^Communism			  2		  4		  6




#GCON_Governments
Governments
^
^
^There are only two forms of government types in the scenario and 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 only government types in the scenario are:
^* $LINK<Republic=GOVT_Republic>
^* $LINK<Communism=GOVT_Communism>
^
^
^You can't change your government form either.



#GCON_Barbarians
Barbarians
^
^
^Barbarians are not featured in The Vietnam War Deluxe scenario.


#GCON_SEAD
SEAD
^
^SEAD (pronounced: see-add or seed), or Suppression of Enemy Air Defences, also known by the name "Wild Weasels", operations are military actions to suppress enemy surface-based air defences, (SAMs and AAA) primarily in, but not limited to, the first hours of an attack.
^
^Be advised that aircraft with this designation have the "lethal land & sea bombardment" flags. However, each has a rate of fire of only one. The following air units are SEAD/Wild Weasel aircraft:
^* $LINK<F-100F Wild Weasel=PRTO_F100F>
^* $LINK<EF-105F Wild Weasel=PRTO_F105F>
^* $LINK<EF-4D Wild Weasel IV=PRTO_F4D>
^* $LINK<F-105G Wild Weasel=PRTO_F105G>
^* $LINK<F-4G Wild Weasel V=PRTO_F4G>


#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
^
^ 
^Each civilization in the scenario can draft its citizens into military service. Each city can draft some of its population each turn, depending upon the government currently in effect (only 1 per turn per city for each govt type).
^
^To utilize the draft, press the "Draft" button on the City Display. You may only draft citizens from a city with
^a population of 20 or higher.
^
^The draft produces the following $LINK<conscript=GCON_Experience> units, depending upon the civ you're playing:
^
^$LINK<ARVN Rifle Co.=PRTO_ARVN_Infantry_M1>
^$LINK<Advanced ARVN Rifle Co.=PRTO_ARVN_Infantry>
^$LINK<NVA Rifle Co.=PRTO_NVA_Infantry>
^
^However, drafting citizens will cause unhappiness in the city. So use some discretion.



#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.
^
^
^All city improvements and wonders require maintanance. Please refer to the Civilopedia entries for more info.




#GCON_Combat
Combat
^
^
^There are four types of combat: ground/naval combat, artillery bombardment, rocket 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.
^[Rocket attacks] are like bombardment (and Viet Cong units only), but the unit never returns to its base and the attacks can destroy city improvements, too.
^[Air combat] occurs between air units.
^
^{Repairing Damage}
^A unit that takes damage in combat but survives can heal, adding one $LINK<hit point=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
^
^
^Culture flips are disabled for this scenario.



#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 only the following:
^*$LINK<B-52=PRTO_B52>
^*$LINK<F-105G=PRTO_F105G>
^*$LINK<F-4G=PRTO_F4G>
^*$LINK<A-6A=PRTO_A6A>
^*$LINK<A-6C=PRTO_A6C>
^Precision strikes destroy city improvements only, unless there are none in which case population is affected.
^
^{Recon Mission (R)}
^Performed by only the following:
^*$LINK<OH-6=PRTO_OH6>
^*$LINK<F-8C=PRTO_F8C>
^*$LINK<F-8D=PRTO_F8D>
^*$LINK<F-8E=PRTO_F8E>
^*$LINK<F-8H=PRTO_F8H>
^*$LINK<F-8J=PRTO_F8J>
^*$LINK<F-4B=PRTO_F4B>
^*$LINK<F-4C=PRTO_F4C>
^*$LINK<F-4E=PRTO_F4E>
^*$LINK<F-4J=PRTO_F4J>
^
^{Re-Base Mission (Ctrl-R)}
^Only South Vietnamese/American air units can be moved to another city or onto one of the USN CV's (as replacements - but only the USN exclusive planes)
a distance equal to up to six times (6x) the air unit's operational range.



#GCON_Transport
Transport
^
^
^Only North Vietnam can transport units via the sea.
^
^{Ships}
^$LINK<Junks=PRTO_Junk> or $LINK<Trawlers=PRTO_Trawler> 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.
^
^{Helicopters & C-130s}
^Only the South Vietnam position has access to helo units. To board a helicopter a ground unit must start its 
turn in a city with the chopper and use the Load command button. Refer to the Civilopedia for more info on which
air units carry which ground units.



#GCON_Espionage
Espionage
^
^
^Each civ in this scenario 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>.
^
^{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 from the outset for both civs.
^
^Your opponent is displayed followed by icons that indicate your Espionage status within the enemy civilization. You must plant a spy
within the enemy civilization before conducting any espionage mission.
^
^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:
^
^
^{Plant Spy -} This option attempts to plant a spy with 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.
^
^{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>.
^
^{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. 
^
^18,100 victory points are needed for a 'win'.
^




#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
^
^
^This feature is disabled for the scenario.




#GCON_Age_of_Science
Age of Science
^
^
^This feature is disabled for the scenario.




#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
^
^
^This feature is disabled for the scenario.




#GCON_Agreements
Diplomatic Agreements
^
^
^{Military Alliance}
^This feature is disabled for the scenario.
^
^
^{Right of Passage}
^This feature is disabled for the scenario.
^
^
^{Trade Embargo}
^This feature is disabled for the scenario.
^
^
^{Mutual Protection Pact}
^This feature is disabled for the scenario.




#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 highways 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
^
^
^This feature is disabled for the scenario.





#GCON_Trade
Trade and Trade routes
^
^ 
^This feature is disabled for the scenario.






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





#GCON_ResourcesB
Bonus Resources
^
^
^[Bonus resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>. These
cannot be traded like $LINK<luxury=GCON_ResourcesL> or $LINK<strategic resources=GCON_ResourcesS>,
but do provide bonuses to worked squares within a $LINK<city radius=GCON_Radius>.
^
^
^{City Production Bonuses}
^A citizen laborer working a bonus resource square gains extra $LINK<food=GCON_Food>,
$LINK<shields=GCON_Shields>, and/or $LINK<commerce=GCON_Commerce>.
^
^{Types		Food	Shields	Commerce}
^$LINK<Bananas=GOOD_Bananas>	+1		+0		+1
^$LINK<Fish=GOOD_Fish>			+2		+0		+1





#GCON_ResourcesL
Luxury Resources
^
^ 
^[Luxury resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a city from foreign or domestic $LINK<trade routes=GCON_Trade>, luxury resources produce
[$LINK<happy faces=GCON_Happy_Faces>], making content citizens happy. The number of happy faces produced
by luxuries depends upon the presence or lack of a $LINK<marketplace=BLDG_Marketplace>.
^
^When a city {has} a luxury resource, it appears in the city's {Luxuries box}.
^
^
^{City Production Bonuses}
^Like all resources, luxuries resources in the Vietnam War Deluxe also provide city production bonuses to worked squares within a
$LINK<city radius=GCON_Radius>.
^ 
^{Types			Food	Shields	Commerce}
^$LINK<Timber=GOOD_Timber>				+0		+1		+1
^$LINK<Water Buffalo=GOOD_Water_Buffalo>				+2		+0		+0
^$LINK<Cotton=GOOD_Cotton>				+0		+1		+1
^$LINK<Coal=GOOD_Coal>			+0		+2		+1
^$LINK<Rubber=GOOD_Rubber>				+0		+1		+2
^$LINK<Coffee=GOOD_Coffee>				+0		+1		+2
^$LINK<South Vietnam=GOOD_Gold>				+1		+1		+0
^$LINK<Sugar=GOOD_Sugar>				+1		+1		+1
^$LINK<Tobacco=GOOD_Tobacco>				+0		+0		+1





#GCON_ResourcesS
Strategic Resources
^
^
^[Strategic Resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a city from foreign or domestic $LINK<trade=GCON_Trade>, strategic resources enable the
construction of some units and city improvements.
^
^When a city {has} a strategic resource, it appears in the city's {Strategic Resource box}.
^
^
^{City Production Bonuses}
^Like all resources, strategic resources also provide city production bonuses to worked squares within a
$LINK<city radius=GCON_Radius>.
^
^{Types			Food	Shields	Commerce}
^$LINK<Vietnamese Communism=GOOD_Gold>			+0		+2		+0
^$LINK<North Vietnam=GOOD_Gold>			+0		+2		+0
^$LINK<Ho Chi Minh Trail=GOOD_Gold>			+2		+2		+0
^$LINK<USA=GOOD_Gold>				+0		+2		+2





#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		   Hit Points}
^Conscripts				3
^Regulars				5
^Veterans				6
^Elite units				7
^
^
^{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
^
^This feature is disabled for the scenario. However, instead of a 'Leader' being spawned on those lucky elite unit victories, a $LINK<Battalion=GCON_Battalion> unit is produced on the spot.
^




#GCON_Hurry_Production
Hurry Production
^
^
^Both civs can "hurry" production in their cities.





#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 $LINK<government=MENU_Governments> you are currently using.
^
^
^{Solutions}
^Refer to the City Improvement section of the Civilopedia to determine which ones help combat corruption.
^
^Being attached to your capital via road reduces corruption and waste.
^
^$LINK<We Love The ____ Day=GCON_We_Love_The_King_Day> also reduces waste.





#GCON_Pollution
Pollution
^
^
^This feature is partially disabled for the scenario.





#GCON_Embassies
Embassies
^
^
^Each civ starts the scenario with embassies already in place.





#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 Highway (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)}
^This feature is disabled for the scenario.
^
^{Clear Wetlands (Shift-C)}
^This feature is disabled for the scenario.
^
^{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 Earthworks (Ctrl-F)}
^Increases a square's $LINK<defensive value=GCON_Terrain_Combat> by 50%.
^
^{Build Adv Earthworks (Ctrl-F)}
^Turns Earthworks into Adv Earthworks, doubling the square's $LINK<defensive value=GCON_Terrain_Combat>.
^
^{Build Colony (B)}
^This feature is disabled for the scenario.

#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 from the start of the scenario.



#GCON_POW
^Prisoners of War
^
^These units are 'flag' units and can be cashed in for additional victory points (1 per unit) when they are 'captured' by a friendly unit and taken to a VP location.
^
^There are two (2) buildings in this scenario that autoproduce these units:
^
^*The $LINK<Hanoi Hilton=BLDG_Hanoi_Hilton> building and the
^*$LINK<Viet Cong Detention Center=BLDG_VC_Detention_Center> building

#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.
^
^{Highway to (Ctrl-Shift-R)}
^Builds a Highway to a particular destination.
^
^{Build Road Then Colony (Ctrl-B)}
^This feature is disabled for the scenario.
^
^{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)}
^This feature is disabled for the scenario.
^
^{Automate: Clear Wetlands (Shift-W)}
^This feature is disabled for the scenario.
^
^{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.
^
^* Refer to the Civilopedia entries for the respective city improvements and wonders which help alleviate unhappiness. 
^* Bring assorted $LINK<luxuries=GCON_ResourcesL> into the city.
^* Convert some citizens to $LINK<entertainers=GCON_Specialists> or $LINK<black marketeers=GCON_Specialists>.
^* Increase funding for entertainment using the Entertainment slider on the Domestic Advisor.
^* Garrison military units in the city (Military Police).
^
^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
^
^
^This has an tremendous effect against the South Vietnam civ. However, North Vietnam has zero war weariness.



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



#GCON_Research
Scientific Research
^
^
^Science is locked at fifteen (15) turns per technology.


#GCON_Food
Food
^
^
^[Every citizen must eat onef ood per turn or die.] Luckily, most citizens labor in
the areas around their city, yielding some combination of food, $LINK<shields=GCON_Shields>,
and $LINK<commerce=GCON_Commerce>, and feeding themselves in the process.
^   In some cases, a citizen produces more food than he needs and the excess is put into
his city's food storage box each turn. When it is full, the storage is emptied and the city grows, adding
one citizen to its population.
^   In other cases, a city does not grow enough food to sustain its population, so food
is drawn out of the storage box to make up the shortfall. If a city cannot feed its
population either from new production or stored food, one of its citizens {starves} and disappears.
^   Food production fundamentally depends upon the terrain within the city radius, because citizens
laboring there produce food. When the [City Display] is open, you can see what the citizens are producing.
^
^{A citizen working			Produces this much food}
^Floodplains				N/A
^Grasslands					3	5 if irrigated.
^Plains						2	4 if irrigated.
^Hills						2	cannot be irrigated.
^Forests					2	cannot be irrigated.
^Marsh					N/A
^Coastal					1	cannot be irrigated.
^Sea						1	cannot be irrigated.
^Jungle						2	cannot be irrigated.
^Tundra					N/A
^Fresh Water Lake			2	cannot be irrigated.
^Desert					N/A
^Mountain					1	cannot be irrigated
^Volcano					N/A
^Note that some $LINK<natural resources=GCON_ResourcesN> provide bonus food as well.



#GCON_Shields
Production and Shields
^
^
^[Shields] represent [common] raw materials in the countryside [and] the labor
required to make useful materials from them. In essence they are a measure of [production].
^   The shields a city produces are used to complete its current project, which may be to build a military unit,
city improvement, or wonder. When the production box is full of shields, the project is finished,
the box is emptied, and a new project must be started.
^   Some cities lose shields to $LINK<waste=GCON_Corruption>.
^   Shield production depends upon the terrain within the city's radius, because citizens
laboring there produce shields. When the [City Display] is open, you can see what the citizens are producing.
^
^{A citizen working		Produces this many shields}
^Grasslands				0	1 if mined.
^Outcropping			1	2 if mined.
^Plains					1	2 if mined.
^Hills					1	4 if mined.
^Mountains				1	3 if mined.
^Tundra				N/A
^Desert				N/A
^Forest				2	cannot be mined.
^Marsh				N/A
^Volcano				N/A
^
^Note that some $LINK<natural resources=GCON_ResourcesN> provide bonus shields as well.



#GCON_Commerce
Commerce
^
^
^Commerce is the exchange of goods and cash between communities within and around a city, the exchange of
knowledge and ideas, travel and shopping. It is the commercial exploitation of goods and services within your society.
^
^Commerce production depends upon the terrain within the city's radius, because citizens
laboring there produce commerce. When the [City Display] is open, you can see what the citizens are producing.
^
^{A citizen working			Produces}
^Floodplains				N/A
^Grasslands					0	1 with road.
^Plains						0	1 with road.
^Hills						0	1 with road.
^Mountains					0	1 with road.
^Forests					0	1 with road.
^Jungles					0	1 with road.
^Marsh						0	1 with road.
^
^Note any square next to a river produces one extra commerce per turn, and 
some $LINK<natural resources=GCON_ResourcesN> provide bonus commerce as well.
^
^
^The government derives {Tax Revenue} from commercial activity and divides the revenue into three areas,
^* The build-up of liquid wealth in the $LINK<treasury=GCON_Treasury>,
^* Long-term investment in $LINK<scientific research=GCON_Research>, or
^* The entertainment of the population to produce $LINK<happy faces=GCON_Happy_Faces>.
^
^The allocation of tax revenues into these three categories is set using the Revenue Slider on the [Domestic Advisor].



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



#GCON_Fortresses
Earthworks
^
^
^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 an Earthworks network by building an $LINK<Advanced Earthworks=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
^* Black Marketeers								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.
^
^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, especially the South Vietnamese cities. 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>.
^
^{Black Marketeers}
^Black Marketeers (aka Smugglers) produce two $LINK<happy face=GCON_Happy_Faces>. However, it adds to the corruption rate.
^
^{Scientists}
^A scientist produces extra $LINK<scientific research=GCON_Research>.
^
^{Tax Collector}
^A tax collector produces extra $LINK<tax revenue=GCON_Commerce>.
^
^{Police Officers}
^A police officer can be used to help keep a lid on $LINK<corruption=GCON_Corruption> in a city.
^
^{Civil Engineer}
^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.  Only the South Vietnam 
civ is able to use Airfields. 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, another airfield, 
a road or a highway. 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 highway.
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 
Tower's range get a +25% attack and defense bonus.  This bonus can only be applied once, even if multiple towers 
overlap.  Radar Towers can only be used by the player who created them.  Should a Radar Tower fall into the 
territory of another civilization, it will be destroyed.  Radar Towers can only be built in a tile that is empty, 
has a mine, irrigation, a road and/or a highway.  The "Build Radar Tower" unit-action is available from the start of the scenario.


#DESC_GCON_Victory_Locations
^
^{Victory Locations}
^Victory Location is the primary method of winning in The Vietnam War Deluxe. Be advised that one (1) victory point (VP)
is awarded per turn for every occupied Victory Location. 18,000 total VPs are needed for victory.


#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
Stealth - Advanced Avionics
^
^This refers solely to the American air units which have the $LINK<SEAD/Wild Weasel=GCON_SEAD> tag. The benefits of [Stealth] are that the enemy air defenses of the the North Vietnamese detect these aircraft at a rate of only 10% of the normal detection rate (10:1). This is includes both land and air defenses. Refer to the $LINK<SEAD/Wild Weasel=GCON_SEAD> link for more info on these units.
^


#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.
Only the special forces units for South Vietnam and the sapper units for North Vietnam can conduct these missions.


#GCON_Tourist_Attraction
Tourist Attraction
^
^
^This is non-applicable for this sceanrio.

#GCON_CV-based
Carrier-based aircraft bonus
^
^Units with this attribute enjoy the accessibility of the ten pre-placed USN CVs operating out in the Gulf of Tonkin and the South China Sea. Only aircraft with this bonus are able to land on the carriers.
^

#GCON_Precision_Strike
Precision Strike Bonus
^
^Units which have this bonus can destroy city improvements in a city of any size instead of inflicting hit point damage on the enemy units.
^

#GCON_NGFS
Naval Gunfire Support Bonus
^
^Units which have this bonus are able to launch multiple salvos per turn (two in sum). It is the ocean-going equivelent to the Blitz bonus.
^


; End Game Concepts_______________________________________________________________________________End Game Concepts



















; Units__________________________________________________________________________________________________________ Units

;   ____________________________________________ VIET NAM UNITS_____________________________________________


#PRTO_ARVN_Infantry
^This unit is equipped with the American-made M-16 assault rifles.
^
^ARVN rifle companies consisted roughly of an operational strength of 113 personnel, a heavy weapons platoon, and 3 rifle platoons. Heavy weapons totaled 2 3.5" rocket launchers in company HQ, and 2 MMG and 2 60mm mortars.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
#DESC_PRTO_ARVN_Infantry
^Wanna buy an ARVN rifle? Never been fired and only dropped once!


#PRTO_ARVN_Paratrooper
^ARVN Paratroop companies consisted roughly of an operational strength of 124 personnel. These troops were better trained compared to their regular ARVN Infantry counterparts. Furthermore, these units are $LINK<Air Mobile=GCON_Air_Mobile> and have the $LINK<return fire=GCON_Return_Fire> bonus.
^
^These units are unbuildable but are autoproduced by the $LINK<ARVN Paratrooper School=BLDG_ARVN_Paratroop_School> wonder.
#DESC_PRTO_ARVN_Paratrooper
^ARVN Airborne battalions saw a great deal of action during the war in Vietnam. The 5th and 8th ARVN Airborne Battalions participated in [Operation Greely] and [Operation MacArthur] with US forces near Dak To in June 1967. 

#PRTO_ARVN_Marine
^ARVN Marine companies consisted roughly of an operational strength of 158 personnel. By 1972, the ARVN Marine rifle company operation strength was boosted to 178. Too little, too late i'm afraid.
^
^These units are unbuildable but are autoproduced by the $LINK<RVN Marine Corps HQ=BLDG_RVN_MC_HQ> wonder and later on, by the $LINK<RVN Marine Corps Barracks=BLDG_RVN_MC> improvment.
#DESC_PRTO_ARVN_Marine
^These units have the $LINK<return fire=GCON_Return_Fire> bonus.

#PRTO_ARVN_Ranger
^ARVN Ranger companies had an authorized strength of 162, an average assigned strength of 133, and an average present for operations strength of 96. These troops were better trained compared to all other ARVN forces. They're also $LINK<Air Mobile=GCON_Air_Mobile> and aren't buildable. They do, however, have the $LINK<Stealth Attack=GCON_Stealth_Attack> and $LINK<return fire=GCON_Return_Fire> bonuses.
^
^These units are unbuildable but are autoproduced by the $LINK<ARVN Special Forces HQ=BLDG_ARVN_SF_HQ> wonder. They also can $LINK<detect invisible=GCON_Detect_Invisible> enemy units.
#DESC_PRTO_ARVN_Ranger
^In the early years, the Rangers were formed as separated independent companies and they fought independently which US advisors found more suitable in a guerilla war. They were best known for their aggressiveness and elan attacks. The Viet Cong (VCs) were afraid of and always tried to avoid a confrontation with these governmental soldiers with a snarling black panther painted in front of their helmets. As the war escalated into conventional warfare, those independent Rangers companies were grouped together to form battalions and then later on, into groups. After the TET offensive, the ARVN Ranger groups participated in many large scale operations like the Cambodia incursion and Lam Son 719. During the Easter offensive, the Rangers helped in defending the cities of Quang Tri, An Loc, and Kontum. Those Rangers units continued to fight until the last minutes of the Republic of South Vietnam in the morning of April 30th 1975 when they were directed to lay down their arms.


#PRTO_US_Infantry
^These units are unbuildable but are autoproduced by the following wonders every three (3) turns::
^$LINK<I Corps Tactical Zone=BLDG_I_CTZ>
^$LINK<II Corps Tactical Zone=BLDG_II_CTZ>
^$LINK<III Corps Tactical Zone=BLDG_III_CTZ>
^$LINK<IV Corps Tactical Zone=BLDG_IV_CTZ>
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
#DESC_PRTO_US_Infantry
^US Infantry rifle companies consisted of an HQ, 3 rifle platoons and a mortar/heavy weapons platoon. Operational strength varied roughly from 164 to 180 personnel. Heavy weapons totaled 2 3.5" rocket launchers in company HQ, 3 81mm mortar plus sometimes 2 106mm recoilless rifle in HW platoon and 2 MMG and 90mm recoilless rifle in each rifle platoon.


#PRTO_US_Marine
^These units are unbuildable but are autoproduced by the $LINK<III Marine Amphibious Corps HQ=BLDG_USMC>.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> and $LINK<blitz=GCON_Blitz> bonuses.
#DESC_PRTO_US_Marine
^US Marine Corps rifle companies consisted of a total of 216 personnel divided into an HQ (9), 3 rifle platoons (47 each), and a heavy weapons platoon (66). Heavy weapons include 6 MMG, 6 3.5” rocket launchers and 3 60mm mortars.


#PRTO_US_Airborne_Infantry
^These units are unbuildable but are autoproduced by the $LINK<III Marine Amphibious Corps HQ=BLDG_USMC>.
^
^These units are $LINK<Air Mobile=GCON_Air_Mobile> and have the $LINK<return fire=GCON_Return_Fire> bonus.
#DESC_PRTO_US_Airborne_Infantry
^Airborne or Airmobile infantry companies were found in 1st Cavalry Division (Airmobile), 101st Airborne Division and 173rd Airborne Brigade. Each company had a structure similar to other US infantry company with an HQ, 3 rifle platoons and a mortar platoon and had a TO&E strength of 170 personnel, with 3 81mm mortars in the weapons platoon and 2 MG and 2 90mm recoilless rifles in each of three rifle platoons.


#PRTO_US_Ranger
^These units can $LINK<detect invisible=GCON_Detect_Invisible> enemy units, are $LINK<Air Mobile=GCON_Air_Mobile>, can perform $LINK<Stealth Attacks=GCON_Stealth_Attack> against certain enemy units. It also has the $LINK<return fire=GCON_Return_Fire> and $LINK<blitz=GCON_Blitz> bonuses.
^
^They're unbuildable but are autoproduced by the $LINK<Green Berets HQ=BLDG_US_SF>.

#PRTO_Australian_Infantry
^These units are unbuildable but are autoproduced by the $LINK<ANZAC HQ=BLDG_ANZAC_HQ>.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
#DESC_PRTO_Australian_Infantry
^Australia and New Zealand Army units operated in Vietnam mostly attached to 173rd Airborne Brigade or 101st Airborne Division. A typical Royal Australian Regiment (RAR) Infantry Company consisted of 188 personnel, a HQ and 4 rifle platoons.  Heavy weapons include 2 MMG and 3 3.5” rocket launchers in company HQ.


#PRTO_ROK_Marine
^These units are unbuildable but are autoproduced by the $LINK<RoK Marine Corps Barracks=BLDG_RoK_MC>.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
#DESC_PRTO_ROK_Marine
^ROK Marines from Capital Division operated in Vietnam since September 1965. A typical ROK Marine Rifle Company consisted of 188 personnel, a HQ, heavy weapons platoon, and 3 rifle platoons.  Heavy weapons platoons had 3 60mm mortars and 2 57mm recoilless rifles; each rifle platoon 1 MMG and 1 3.5” rocket launcher. 


#PRTO_M113
^The Vietnam-era M113 ACAV (Armored Cavalry Assault Vehicle) version is a very important chapter in the long and proud history of the M113. Following lessons learned, in particular the loss of 14 ARVN .50 cal gunners at the Battle of Ap Bac in January 1963, the standard M113 was upgraded both in armament and armour protection to the M-113. Two M60 GPMG's were mounted, one either side of the rear hatch, and fitted with protective gun shields. An FMC-designed armoured gun shield/turret combination was also added to the commanders cupola to afford him protection when manning the .50 cal machine gun. This vehicle was designated the M-113 Armored Cavalry vehicle (ACAV). 
^
^
#DESC_PRTO_M113
^[General Characteristics]
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^This unit has the $LINK<blitz=GCON_Blitz> bonus.
^
^Crew: 2 + 11 infantry
^Length: 4.863 m
^Width: 2.686 m
^Height: 2.5 m
^Weight: 12.3 tons
^Armor: aluminum 12-38 mm
^Armament: 1 x .50 cal
^Secondary Armament: 2 x M-60 MGs
^Power Plant: Detroit 6-cyl diesel, 275 HP
^Suspension: torsion bar, 5 road wheels
^Road Speed: about 41 miles per hour (66 km/hour)
^Power/Weight: 22.36 hp/ton
^Range: about 300 miles (480 km)


#PRTO_M41
^These units are unbuildable but are autoproduced by the $LINK<ARVN Armor School (M41)=BLDG_ARVN_Armor_M41>.
^
^The M41 Bulldog was highly manueverable, reasonably potent, simple to operate, and effective in combat. But it used fuel at an alarming rate and was extremely noisy. Its main gun was fully stabilised and very accurate for the time. Produced in the 1950´s by Cadillac´s Cleveland Tank Plant with first production models completed in 1951. By 1953 the M41 Bulldog had totally replaced the M24 Chaffee. The US did not use the M41 in combat in Vietnam but did provide a number of them to the South Vietnamese during 1965 as part of a massive re-equipment program. The M41 was highly effective against North Vietnamese T-54/55 tanks in the Vietnam war with its 76mm gun. However, in Vietnam the M41 suffered from being too light for most traditional battlefield support tasks and too heavy for most internal security tasks.
#DESC_PRTO_M41
^[General Characteristics]
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^This unit has the $LINK<blitz=GCON_Blitz> bonus.
^
^Crew: 4
^Length: 8.2 m
^Width: 3.2 m
^Height: 2.71 m
^Weight: 23.5 tons
^Armor: up to 38 mm
^Armament: 1 x 75mm M32 gun
^Secondary Armament: 1 x .50 cal MG, 1 x .30 cal MG
^Power Plant: Continental AOS 895-3 6-cylinder gasoline, 500 HP
^Suspension: torsion bar
^Road Speed: about 44 miles per hour (72 km/hour)
^Power/Weight: 21.3 HP/ton
^Range: about 100 miles (161 km)

#PRTO_M48
^These units are unbuildable but are autoproduced by the $LINK<ARVN Armor School (M48)=BLDG_ARVN_Armor_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.
#DESC_PRTO_M48
^[General Characteristics]
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^This unit has the $LINK<blitz=GCON_Blitz> bonus.
^
^Crew: 4
^Length: 6.882 m
^Width: 3.631 m
^Height: 3.124 m
^Weight: 51.75 tons
^Armor: Frontal arc armor thickness is 101-120mm; side armor 51-76mm; rest of the vehicle protected by 12-44mm
^Armament: 1 x 90mm M41 gun
^Secondary Armament: 1 x 7.62mm MG, 1 x 12.7mm MG
^Power Plant: Continental 12-cylinder air-cooled, AVDS-1790-2A, diesel, 750 HP
^Suspension: torsion bar
^Road Speed: about 30 miles per hour (48.2 km/hour)
^Power/Weight: 15.89 HP/ton
^Range: about 288 miles (463 km)

#PRTO_M551
^These units are unbuildable but are autoproduced by the $LINK<Airbonre Assault Tactics=BLDG_ARVN_Armor_M551>.
^
^The M551 Sheridan tank was designed in the early 1960's, as a need arose for U.S. forces needing a light tank. Constructed of aluminum armor, it is extremely fast, using a 300 hp Detroit Diesel engine and cross drive transmission. It mounts a steel turret and an aluminum hull. It was air transportable and fully amphibious with the screen around the sides raised. The main gun fired a 152mm standard projectile or a missile. It packed a lot of punch for a small tank. A similar gun was also used on the M728 Combat Engineer Vehicle. It is equipped with nuclear, biological, and chemical protection for the crew of four men. This enables it to fight in almost any climate or situation. The vehicle has seen combat use in Vietnam, Panama and Desert Storm, and it is used today for training in the California desert by the Armored Force Opposing Forces training center. 
#DESC_PRTO_M551
^[General Characteristics]
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^This unit has the $LINK<blitz=GCON_Blitz> bonus.
^
^Crew: 4
^Length: 6.3 m
^Width: 2.8 m
^Height: 2.3 m
^Weight: 15.2 tons
^Armor: aluminum 12-36mm
^Armament: M81E1 152mm gun
^Secondary Armament: 1 x 7.62mm MG
^Power Plant: General Motors 6V53T, 6 cylinder, supercharged diesel, 300 HP
^Suspension: torsion bar
^Road Speed: 42.85 miles per hour (69 km/hour)
^Power/Weight: 19.7 HP/ton
^Range: about 348 miles (560 km)

#PRTO_105MM
^The M-102 105mm howitzer is used in air mobile (helicopter) and light infantry operations. The weapon carriage is lightweight welded aluminum, mounted on a variable recoil mechanism. The weapon is manually loaded and positioned, and can be towed by a 2 ton truck or High Mobility Multipurpose Wheeled Vehicle (HMMWV), can be transported by CH-47 Chinook helicopters, or can be dropped by parachute with airborne units. When emplaced, the howitzer's high volume of fire compensates in large measure for the lower explosive weight of the projectile compared to the Army's 155mm and 8-inch howitzers. Since 1964, the Army has acquired 1,150 M-102 towed howitzers. This weapon is being replaced by the M-119-series 105mm howitzer.
^
^
#DESC_PRTO_105MM
^[General Characteristics]
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^Caliber: 105mm
^Length: 17.1 feet (5.2 m)
^Width: 6.4 feet (2 m)
^Height: 5.2 feet (1.6 m)
^Weight: 1.6 tons
^Crew: 8
^Rate of fire: 10 rounds per minute maximum, 3 rounds per minute sustained
^Range: 7.1 miles (11,500 m)

#PRTO_155MM
^Like the M108, the towed M114A1 was considered obsolescent by the time it was deployed to Vietnam. It was no match for the 155-mm. self-propelled weapon for supporting conventional ground operations against a highly mobile, armor-heavy enemy. In Vietnam, however, the M114A1 proved invaluable because it was light enough to be displaced by helicopter and so could provide medium artillery support to infantry forces even where roads were nonexistent. The 155-mm. howitzers, whether towed or self-propelled, had a maximum range of 14,600 meters, over 3,000 meters greater than that of the 105-mm. howitzer. The weight of the 105-mm. projectile-95 pounds-was almost three times the weight of the 105-mm. projectile. For these reasons, the 155-mm. howitzers could provide a welcome additional punch to existing direct support weapons.
^
^
#DESC_PRTO_155MM
^[General Characteristics]
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^Caliber: 155mm
^Length: 7.315 m
^Width: 2.438 m
^Height: 1.083 m
^Weight: 5,800 kg
^Crew: 11
^Rate of fire: 40 rounds per hour
^Range: 11,600 m

#PRTO_175MM
^The M107 self-propelled 175-mm gun and the M110 8-inch howitzer had identical carriages but different tubes. The 175-mm. gun fired a 174-pound projectile almost 33 kilometers. This impressive range made it a valuable weapon for providing an umbrella of protection over large areas. The 8-inch howitzer fired a 200-pound projectile almost 17 kilometers, plus being the most accurate weapon in the field artillery. The 8-inch howitzer was found with most division artilleries, and both the 8-inch howitzer and 175-mm. gun were with field force artillery. At field force the proportion of 8-inch and 175-mm. weapons varied. Since the weapons had identical carriages, the common practice was to install those tubes that best met the current tactical needs. One day a battery might be 175­mm.; a few days later it might be half 175-mm. and half 8-inch. 
^
^These units have the $LINK<Lethal Land Bombardment=GCON_Lethal_Land_Bombardment> flag.
#DESC_PRTO_175MM
^[General Characteristics]
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^Caliber: 175mm
^Length: 6.46 m (overall length - 11.30 m)
^Width: 3.15 m
^Height: 3.47 m
^Weight: 28.3 tons
^Crew: 13 (vehicle capacity 5)
^Rate of fire: rapid - 1 round per minute, sustained - 1 round every 2 minutes
^Range: 32.8 km

#PRTO_F100F
^The two-seat F-100F operated as a "fast-FAC" (forward air controller) spotting targets for other aircraft. It was also the first Wild Weasel SEAD aircraft whose specially trained crews were tasked with locating and destroying enemy air defenses. Four F-100F Wild Weasel I were fitted with an APR-25 vector radar homing and warning (RHAW) receiver, an IR-133 panoramic receiver with greater detection range, and a KA-60 panoramic camera. The RHAW could detect early warning radars and, most importantly, emissions from SA-2 Guideline tracking and guidance systems. These aircraft deployed to Korat Royal Thai Air Force Base in Thailand in November 1965, and began flying combat missions with 388th Tactical Fighter Wing in December. They were joined by three more aircraft in February 1966. All Wild Weasel F-100Fs were eventually modified to fire the AGM-45 Shrike anti-radiation missile.
^
^This is a $LINK<SEAD=GCON_SEAD> aircraft. As such, it has the $LINK<Lethal Land Bombardment=GCON_Lethal_Land_Bombardment> and $LINK<Stealth=GCON_Stealth> flags.
#DESC_PRTO_F100F
^[Specifications]
^
^Wing Span: 38 feet 9 inches
^Length: 50 feet
^Height: 16 feet 2ľ inches
^Max Weight: 34,832 lbs
^Armament: 4 x 20mm M39 cannons
^* up to 7,040 lb (2,190 kg) of weapons including Mk 7, Mk 28, Mk 43, Mk 57, Mk 61 nuclear weapons or conventional iron bombs
^* 4 x AIM-9 Sidewinder missiles
^Engine: 1 x Pratt & Whitney J57-P-21/21A turbojet jet engine with 10,000 lbs. of thrust (dry) and 16,000 with afterburner
^Maximum Speed: 864 mph 
^SEAD Avionics: AN/AJB-1B low-altitude bombing system
^Range: 1,995 miles
^Service Ceiling: 50,000 feet

#PRTO_F105F
^The F-105F had a number of new features. These included a higher tail fin and a 31 inch longer fuselage to accommodate a second cockpit. The heavier (by 2,000 lb) F-105F retained many features of the D, including the air refueling probe drogue and boom receptacle of later ones. A transfer system in the F-105F allowed each crew member to monitor or control all or any of the aircraft's subsystems.
^
^This is a $LINK<SEAD=GCON_SEAD> aircraft. As such, it has the $LINK<Lethal Land Bombardment=GCON_Lethal_Land_Bombardment> and $LINK<Stealth=GCON_Stealth> flags.
#DESC_PRTO_F105F
^[Specifications]
^
^Wing Span: 34 feet 11 inches
^Length: 67 feet
^Height: 20 feet 2 inches
^Max Weight: 54,580 lbs
^Armament: One M6-1 20mm Vulcan cannon
^* 14,000 lbs. of ordinance including conventional bombs, rocket packs, missiles, and internally or externally carried special weapons
^Engine: 1 x Pratt & Whitney J75 jet engine with 26,500 lbs. of thrust
^Maximum Speed: 831 mph 
^Cruising Speed: 596 mph
^SEAD Avionics: AN/ASG-19 Thunderstick fire-control system
^Range: 1,500 miles
^Service Ceiling: 50,000 feet

#PRTO_F4D
^The F-4D joined combat forces in Southeast Asia in May 1967. The F-4D relegated most of the F-4Cs to the ground attack role while the F-4Ds were tasked with air to air interception duties. In addition to the AIM-7 Sparrow and AIM-9 Sidewinder, the F-4D was also capable of firing the Falcon missile. The Falson missile proved to be a failure, and after a brief trial period it was withdrawn from Vietnam combat service. The F-4 proved its worth in combat 05 June 1967, when a crew from the 555th Tactical Fighter Squadron downed a MiG-17 with an AIM-7 Sparrow missile. F-4Ds were the first aircraft to use laser guided munitions carrying GBU-1O/B Mk 84 Laser guided bombs in May 1968. USAF F-4s also flew reconnaissance and "Wild Weasel" anti-aircraft missile suppression missions.
^
^This is a $LINK<SEAD=GCON_SEAD> aircraft. As such, it has the $LINK<Lethal Land Bombardment=GCON_Lethal_Land_Bombardment> and $LINK<Stealth=GCON_Stealth> flags.
#DESC_PRTO_F4D
^[Specifications]
^
^Wing Span: 38 feet 5 inches
^Length: 62 feet 10 inches
^Height: 20 feet 2 inches
^Max Weight: 58,000 lbs
^Armament: Four AIM-7 Sparrow and four AIM-9M Sidewinder missiles, AGM-65 Maverick missiles, AGM-88 HARM missile capability, and one fuselage centerline bomb rack and four pylon bomb racks capable of carrying 12,500 pounds (5,625 kilograms) of general purpose bombs.
^Engine: 1 x General Electric J79-GE-15 with 10,900 lbs of thrust (dry) and 17,900 with after burners
^Maximum Speed: 1,459 mph 
^Cruising Speed: 587 mph
^Range: 1,300 miles
^Service Ceiling: 60,000 feet

#PRTO_F105G
^The F-105G was a modified $LINK<F-105F=PRTO_F105F>. This aircraft featured an internally mounted jamming system, an AGM-78 Standard anti-radiation capability, a new combat event recorder, and other improvements. The Air Force planned an F-105G fleet of 60 but missed its goal by several aircraft (about 1/3 of the 143 F-105Fs produced were modified to F-105Gs).
^
^This is a $LINK<SEAD=GCON_SEAD> aircraft. As such, it has the $LINK<Lethal Land Bombardment=GCON_Lethal_Land_Bombardment> and $LINK<Stealth=GCON_Stealth> flags.
#DESC_PRTO_F105G
^[Specifications]
^
^Wing Span: 34 feet 11 inches
^Length: 67 feet
^Height: 20 feet 2 inches
^Max Weight: 54,580 lbs
^Armament: 1 x M61 20mm Vulcan cannon
^* 14,000 lbs. of ordinance including conventional bombs, rocket packs, missiles, and internally or externally carried special weapons
^Engine: One Pratt & Whitney J75 jet engine with 26,500 lbs. of thrust
^Maximum Speed: 831 mph 
^Cruising Speed: 596 mph
^Range: 1,500 miles
^Service Ceiling: 50,000 feet

#PRTO_F4G
^With the introduction of newer, more capable weapons systems, the F-4 mission narrowed to specializing in the suppression of enemy air defense. The F-4G "Advanced Wild Weasel," was the last model in the active Air Force inventory, until it was replaced by the F-16CJ/DJ in the role of increasing the survivability of tactical strike forces by seeking out and suppressing or destroying enemy radar-directed anti-aircraft artillery batteries and surface-to-air missile sites. F-4G's were E models modified with sophisticated electronic warfare equipment in place of the internally mounted 20mm gun. The F-4G could carry more weapons than previous Wild Weasel aircraft and a greater variety of missiles as well as conventional bombs. The primary weapon of the F-4G, however, was the AGM-88 HARM (high speed anti-radiation missile). Other munitions included cluster bombs, and AIM-65 Maverick and air-to-air missiles.
^
^This is a $LINK<SEAD=GCON_SEAD> aircraft. As such, it has the $LINK<Lethal Land Bombardment=GCON_Lethal_Land_Bombardment> and $LINK<Stealth=GCON_Stealth> flags.
#DESC_PRTO_F4G
^[Specifications]
^
^Wing Span: 38 feet 11 inches
^Length: 67 feet
^Height: 16 feet 5 inches
^Max Weight: 62,000 lbs
^Armament: Four AIM-7 Sparrow and four AIM-9M Sidewinder missiles, AGM-65 Maverick missiles, AGM-88 HARM missile capability, and one fuselage centerline bomb rack and four pylon bomb racks capable of carrying 12,500 pounds (5,625 kilograms) of general purpose bombs
^Engine: Two General Electric turbojet engines with afterburners
^Maximum Speed: 1,600+ mph 
^SEAD Avionics: ALQ-87 FM barrage jammer 
^* ALQ-101 ECM pod Westinghouse noise/deception jammer 
^* ALQ-119 ECM pod Westinghouse noise/deception jammer (covering three bands) 
^Range: 1,300 miles
^Service Ceiling: 60,000 feet

#PRTO_F100D
^TAC's request for a more sophisticated fighter bomber led to an Air Force study of a third configuration in the 100 series: the F-100D. In contrast to the F-100A and F-100C, the F-100D would serve primarily as a fighter bomber and only secondarily as a day fighter. Six F-100Cs were modified to test the possibility of arming the F-100D with infrared missiles. Some of the prototyped F-100Cs were equipped with the Hughes GAR-1B infrared seeker models of the air launched Falcon missiles; others, with the GAR-8 (later redesignated AIM-9B) Sidewinders being developed by Philco and General Electric. Testing of the two combinations resulted in the September 1956 selection of the Sidewinder to increase the F-100D's potency in the intercept role. 
^
^
#DESC_PRTO_F100D
^[Specifications]
^
^This unit has the $LINK<fighter-bomber aircraft=GCON_Fighter-Bomber> bonus.
^
^Wing Span: 34 feet 11 inches
^Length: 46 feet 1 3/4 inches
^Height: 15 feet 6 inches
^Max Weight: 34,832 lbs
^Armament: 4 x M39 20mm cannon
^* 6 x underwing hard points for bombs, rockets, and external fuel
^Engine: One Pratt & Whitney J-57-P-21A turbojet with after burner
^Maximum Speed: 864 mph 
^Cruising Speed: 565 mph
^Range: 1,350 miles
^Service Ceiling: 49,100 feet

#PRTO_F105D
^New features to the F-105D included a higher thrust J-75-P-19W engine with water injection, a cockpit with a vertical instrument panel, a bad weather navigation system, attack equipment, and integrated instruments. The last Ds off the line could refuel from either the flying boom or hose drogue type tanker. 
^
^
#DESC_PRTO_F105D
^[Specifications]
^
^This unit has the $LINK<fighter-bomber aircraft=GCON_Fighter-Bomber> bonus.
^
^Wing Span: 34 feet 11 inches
^Length: 67 feet
^Height: 20 feet 2 inches
^Max Weight: 54,580 lbs
^Armament: 1 x M61 20mm Vulcan cannon
^* 14,000 lbs. of ordinance including conventional bombs, rocket packs, missiles, and internally or externally carried special weapons
^Engine: One Pratt & Whitney J75 jet engine with 26,500 lbs. of thrust
^Maximum Speed: 831 mph 
^Cruising Speed: 596 mph
^Range: 1,500 miles
^Service Ceiling: 50,000 feet

#PRTO_F4C
^F-4Cs went to Southeast Asia in early 1965. On 10 July two F-4C crews shot down their first two MIG 17 jet fighters over North Vietnam with Sidewinder missiles. By March 1966, 7 F-4C squadrons were in South Vietnam and 3 in Thailand-war tolls also rising. During 1965 and 1966 the Air Force lost 54 F-4Cs in SEA combat.
^
^
#DESC_PRTO_F4C
^[Specifications]
^
^This unit has the $LINK<aerial reconnaisance=GCON_Aerial_Recon> bonus.
^
^This unit has the $LINK<fighter-bomber aircraft=GCON_Fighter-Bomber> bonus.
^
^Wing Span: 38 feet 5 inches
^Length: 62 feet 10 inches
^Height: 20 feet 2 inches
^Max Weight: 58,000 lbs
^Armament: Four AIM-7 Sparrow and four AIM-9M Sidewinder missiles, AGM-65 Maverick missiles, and one fuselage centerline bomb rack and four pylon bomb racks capable of carrying 12,500 pounds (5,625 kilograms) of general purpose bombs.
^Engine: 1 x General Electric J79-GE-15 with 10,900 lbs of thrust (dry) and 17,900 with after burners
^Maximum Speed: 1,459 mph 
^Cruising Speed: 587 mph
^Range: 1,300 miles
^Service Ceiling: 60,000 feet

#PRTO_F4E
^The F-4E was different from earlier models in that it has an integral cannon, as well as improved systems that give it an added edge in air-to-air and air-to-ground operations. Since conventional wisdom held that the combination of high-speed and sophisticated systems would eliminate classic close-in dogfighting, the Navy’s F-4B and the Air Force’s F-4C and -D fighters were not configured with internally mounted guns. Such wisdom proved false in the skies over southeast Asia where restrictive engagement rules required visual identification of the enemy before missiles could be launched and where nimble MiG-17, -19, and -21 fighters proved they could hold their own against the more powerful but less maneuverable F-4s in the kind of close-in "knife fights" that remained a part of air-to-air combat. During the first few years of the Vietnam conflict, the US found itself engaging enemy aircraft such as the MiG-17 and MiG-19 that were relatively agile and could easily out-maneuver the heavier US aircraft (F-4 and F-105) that had been designed without requirements for close dogfighting or close weapons such as a gun.
^
^
#DESC_PRTO_F4E
^[Specifications]
^
^This unit has the $LINK<aerial reconnaisance=GCON_Aerial_Recon> bonus.
^
^This unit has the $LINK<fighter-bomber aircraft=GCON_Fighter-Bomber> bonus.
^
^Wing Span: 38 feet 11 inches
^Length: 67 feet
^Height: 16 feet 5 inches
^Max Weight: 62,000 lbs
^Armament: 1 x 20mm M61 Vulcan cannon
^*4 x AIM-7 Sparrow and 4 x AIM-9M Sidewinder missiles, and one fuselage centerline bomb rack and four pylon bomb racks capable of carrying 12,500 pounds (5,625 kilograms) of general purpose bombs
^Engine: Two General Electric turbojet engines with afterburners
^Maximum Speed: 1,600+ mph 
^SEAD Avionics: ALQ-87 FM barrage jammer 
^* ALQ-101 ECM pod Westinghouse noise/deception jammer 
^* ALQ-119 ECM pod Westinghouse noise/deception jammer (covering three bands) 
^Range: 1,300 miles
^Service Ceiling: 60,000 feet

#PRTO_A1
^The single-place airplane is conventional in design and structure, landing gear, canopy, flaps, wing folding and three fuselage dive brakes are operated hydraulically. Capable of low level-bombing, the centerline bomb station of the AD-6 was capable of carrying external stores up to 3500 pounds weight and 30 inches diameter. A combination 14 and 30 inch suspension bomb ejector was installed. A bomb director suitable for either high or low altitude bombing was also installed.
^
^ 
#DESC_PRTO_A1
^[Specifications]
^
^This unit has the $LINK<air-to-ground attack=GCON_Ground_Attack> bonus.
^
^Wing Span: 50 feet
^Length: 38 feet 10 inches
^Height: 15 feet 8 inches
^Max Weight: 25,000 lbs
^Armament: 4 x 20mm M61 Vulcan cannon
^*Up to 8,000 lb (3,600 kg) of ordnance on 15 external hardpoints including bombs, torpedoes, mine dispensers, unguided rockets, or gun pods 
^Engine: 1× Wright R-3350-26WA radial engine, 2,700 hp (2,000 kW) 
^Maximum Speed: 320 mph 
^Range: 1,315 miles
^Service Ceiling: 28,500 feet

#PRTO_A37A
^The T-37A had one very noticeable drawback: it was very noisy, even by the standards of a jet aircraft. The intake of air into its small turbojets emitted a high-pitched shriek that led some to describe the trainer as a "Screaming Mimi", and it was referred to as the "6,000 pound dog whistle" or "Converter" (converts fuel and air into noise and smoke.) The piercing whistle quickly gave the T-37 its name: "Tweety Bird", or just "Tweet". The Air Force spent a lot of time and money sound-proofing buildings at bases where the T-37 was stationed, and ear protection was mandatory for all ground crew and pilots when near an operating aircraft.
^
^
#DESC_PRTO_A37A
^[Specifications]
^
^This unit has the $LINK<air-to-ground attack=GCON_Ground_Attack> bonus.
^
^Wing Span: 38 feet 5 inches
^Length: 32 feet 1 inches
^Height: 9 feet 3 inches
^Max Weight: 15,000 lbs
^Armament: 1× 7.62 mm (0.30 in) GAU-2B/A minigun, 618 rounds 
^*6,000 lb (2,720 kg) on 8 underwing hardpoints 
^Engine: 2× General Electric J85-GE-17A turbojets, 2,855 lbf (12.7 kN) each
^Maximum Speed: 480 mph 
^Range: 920 miles
^Service Ceiling: 41,800 feet

#PRTO_A37B
^The Air Force liked the T-37A, but felt it was underpowered. As a result, the service ordered an improved version, the T-37B, with uprated J-69-T-25 engines. The new engines provided about ten percent more thrust and better reliability. Improved avionics were also specified for the new variant. The A-37Bs were all new-build aircraft. They were stronger than the A-37A, stressed to 6 gs instead of 5, and had a longer fatigue life of 4,000 hours. Field experience would show that 7,000 hours was more in line with reality.
^
^
#DESC_PRTO_A37B
^[Specifications]
^
^This unit has the $LINK<air-to-ground attack=GCON_Ground_Attack> bonus.
^
^Wing Span: 50 feet
^Length: 38 feet 10 inches
^Height: 15 feet 8 inches
^Max Weight: 25,000 lbs
^Armament: 4 x 20mm M61 Vulcan cannon
^*Up to 8,000 lb (3,600 kg) of ordnance on 15 external hardpoints including bombs, torpedoes, mine dispensers, unguided rockets, or gun pods 
^Engine: 1× Wright R-3350-26WA radial engine, 2,700 hp (2,000 kW) 
^Maximum Speed: 320 mph 
^Range: 1,315 miles
^Service Ceiling: 28,500 feet

#PRTO_F5C
^The USAF made a combat evaluation of the F-5A under the Skoshi Tiger ("skoshi" is derived from the Japanese word sukoshi, meaning "little," thus the program was "Little Tiger") program in 1965. 12 aircraft were delivered for trials to the 4503rd Tactical Fighter Wing (subsequently the 10th Fighter Commando Squadron), redesignated F-5C. They performed combat duty in Vietnam, flying more than 3,500 sorties from the 3rd Tactical Fighter Wing at Bien Hoa in South Vietnam. Two aircraft were lost in combat. The program was short-lived, more a political gesture than a serious consideration of the type for U.S. service. It may be noted that the double-sonic F-104 Starfighter and the sophisticated F-102 Delta Dagger were also tried, but completely withdrawn from Vietnam.
^
^
#DESC_PRTO_F5C
^[Specifications]
^
^This unit has the $LINK<air-to-ground attack=GCON_Ground_Attack> bonus.
^
^Wing Span: 26 feet 8 inches
^Length: 47 feet 4.75 inches
^Height: 13 feet 4.5 inches
^Max Weight: 24,664 lbs
^Armament: 2× 20 mm Pontiac M39A2 cannon, 280 rounds/gun
^*Total of up to 7,000lb (3,200 kg) of the following ordinances: AIM-7 Sparrow, AIM-9 Sidewinder, AGM-65 Maverick, AIM-120 AMRAAM,  M129 Leaflet 500 lb (225 kg), Mk82 2,000 lb (900 kg), and Mk84 CBU-24/49/52/58 cluster munitions
^Engine: 2× General Electric J85-GE-21B turbojet 
^Maximum Speed: 1,060 mph 
^Range: 870 miles
^Service Ceiling: 51,800 feet

#PRTO_AC47
^The AC-47 was a United States Air Force C-47 Skytrain that had been modified by mounting three 7.62 mm General Electric miniguns to fire through two rear window openings and the side cargo door, all on the left (pilot's) side of the aircraft. The guns were actuated by a control on the pilot's yoke, where he could control the guns either individually or together, though gunners were also among the crew to assist with gun failures and similar issues. Its primary function was for close air support for ground troops, both U.S. and South Vietnamese. Once called into action, it could loiter, orbiting the designated target, sometimes for hours, providing suppressing fire. A three-second burst from all guns, according to Air Force reports, would put one round in every square foot of a football field sized target. As it carried over 24,000 rounds of ammunition, it was highly unpopular with those on the receiving end of its fire and extremely popular with the troops it flew in support of, who gave it the nickname of Puff the Magic Dragon.
^
^
#DESC_PRTO_AC47
^[Specifications]
^
^This unit has the $LINK<gunship=GCON_Gunship> bonus.
^
^Wing Span: 95 feet 0 inches
^Length: 64 feet 5 inches
^Height: 16 feet 11 inches
^Max Weight: 33,000 lbs
^Armament: 3× 7.62 mm (0.30 in) General Electric GAU-2/M134 miniguns, 2,000 rounds/gun or 10× .30 in Browning AN/M2 machine guns 
^Engine: 2× Pratt & Whitney R-1830 radial engines, 1,200 hp (895 kW) each 
^Maximum Speed: 230 mph 
^Range: 2,175 miles (truncated in-game though)
^Service Ceiling: 24,450 feet

#PRTO_AC130
^The AC-130 gunship has a combat history dating to the Vietnam War, where it replaced the AC-47 (nickname Puff the Magic Dragon) and the AC-119. Whereas forward-firing warplanes can only fire during the short time of the firing pass, side-firing gunships can circle the ground target, firing continuously, enabling a greater number of enemy units to be engaged and destroyed. Also, a side-firing gunship spotting a fast-moving target (such as a truck) can attack more quickly, as it doesn't need a separate approach and firing pass maneuver: it simply turns to the enemy and takes aim.
^
^
#DESC_PRTO_AC130
^[Specifications]
^
^This unit has the $LINK<gunship=GCON_Gunship> bonus.
^
^Wing Span: 132 feet 7 inches
^Length: 97 feet 9 inches
^Height: 38 feet 6 inches
^Max Weight: 155,000 lbs
^Armament: 4× 7.62 mm GAU-2/A miniguns and 4× 20 mm M61 Vulcan cannon 
^Engine: 4× Allison T56-A-15 turboprops, 4,910 shp (3,700 kW) each 
^Maximum Speed: 300 mph 
^Range: 2,530 miles (truncated in-game though)
^Service Ceiling: 30,000 feet

#PRTO_UH1_Gunship
^The UH-1 has long become a symbol of US involvement in South East Asia and Vietnam, and as a result of that conflict, has become one of the world's most recognized helicopters. During service in Vietnam, the UH-1 was used for various purposes and various terms for each task abounded. UH-1s tasked with a ground attack or armed escort role were outfitted with rocket launchers, grenade launchers, and/or machine guns. These 'gunship' UH-1s were commonly referred to as Hogs or Frogs, while UH-1s tasked for troop transport were often called Slicks (due to an absence of weapons pods). During the course of the war, the UH-1 went through several upgrades. The UH-1A, B, and C models (short fuselage, Bell 204) and the UH-1D and H models (stretched-fuselage, Bell 205) each had improved performance and load-carrying capabilities. The UH-1B and C performed the gunship and some of the transport duties until 1967, when the new AH-1 Cobra arrived on the scene.
^
^
#DESC_PRTO_UH1_Gunship
^[Specifications]
^
^This unit has the $LINK<gunship=GCON_Gunship> bonus.
^
^Rotor Diameter: 48 feet 0 inches
^Length: 57 feet with rotors
^Height: 14 feet 5 inches
^Max Weight: 9,500 lbs
^Armament: 2x 7.62 mm M60 machine gun, or 2x 7.62 mm GAU-17 machine gun and 2x 7-shot or 19-shot 2.75 in (70 mm) rocket pods 
^Engine: 1× Lycoming T53-L-13B turboshaft, 1,400 shp (1,045 kW) 
^Maximum Speed: 135 mph 
^Range: 315 miles
^Service Ceiling: 19,390 ft (Dependent on environmental factors such as weight, outside temperature, etc)

#PRTO_AH1
^Closely related with the development of the Bell AH-1 is the story of the Bell UH-1 – predecessor of the modern helicopter, icon of the Vietnam War and still one of the most numerous helicopter types in service today. It soon became clear that the unarmed UH-1 troop helicopters were vulnerable against ground fire from Viet Cong and NVA troops, particularly as they came down to drop their troops in a landing zone. Without friendly support from artillery or ground forces, the only way to pacify a landing zone was from the air, preferably with a machine that could closely escort the transport helicopters, and loiter over the landing zone as the battle progressed. By 1962 a small number of armed HU-1As (UH-1As) were used as escorts, armed with multiple machineguns and rocket mounts.
^
^
#DESC_PRTO_AH1
^[Specifications]
^
^This unit has the $LINK<gunship=GCON_Gunship> bonus.
^
^Rotor Diameter: 48 feet 0 inches
^Length: 44 feet not counting the rotors
^Height: 13 feet 5 inches
^Max Weight: 10,000 lbs
^Armament: M197 3-barreled 20mm "Gatling-style" cannon (750 rounds ammo capacity) 
^* 2.75in (70mm) rockets - 14 rockets mounted in M or M launchers 
^Engine: 1× AVCO Lycoming T53-L-703 turboshaft, 1,800 shp (1,300 kW)  
^Maximum Speed: 172 mph 
^Range: 315 miles
^Service Ceiling: 12,200 feet

#PRTO_B52
^With escalating situation in Southeast Asia, in June 1964 twenty-eight B-52Fs were fitted with external racks for 24x 750 lb (340 kg) bombs under project South Bay. An additional 46 aircraft received similar modifications under project Sun Bath. The first combat mission of Operation Arc Light was flown by B-52Fs on 18 June 1965. During the war, 22 B-52Ds were lost in combat. Of these, 12 were shot down by ground fire, including surface-to-air missiles. Two B-52Fs were lost in a mid-air collision during the first Arc Light mission. Seven B-52Gs were lost during Linebacker II, six to SAMs and one to structural failure.[1] B-52D tail gunners were credited with shooting down two MiG-21 'Fishbeds'; one on December 18, 1972, by SSgt Samuel O. Turner, and one on December 24, 1972, by A1C Albert E. Moore. Turner was awarded a Silver Star for his actions.
^
^
#DESC_PRTO_B52
^[Specifications]
^
^This unit has the $LINK<heavy bomber=GCON_Heavy_Bomber> bonus.
^
^Wing Span: 185 feet
^Length: 159 feet 4 inches
^Height: 40 feet 8 inches
^Max Weight: 488,000 lbs
^Armament: none
^* up to 60,000 lb (27,200 kg) bombs, missiles, and mines, in various configurations
^Engine: 8× Pratt & Whitney TF33-P-3/103 turbofans, 17,000 lbf (76 kN) each  
^Maximum Speed: 650 mph 
^Range: 4,480 miles
^Service Ceiling: 55,773 feet

#PRTO_UH1_Slick
^The UH-1 was developed from 1955 US Army trials with the Bell Model 204. The initial designation of HU-1 (helicopter utility) led to its nickname, Huey. It was first used by the military in 1959 and went into triservice production in 1962 as the UH-1. The last were produced in 1976 with more than 16,000 made in total [1], of which the majority (7,000 or so) were deployed in Vietnam. In Vietnam, 2,202 Huey pilots were killed and approximately 2,500 aircraft were lost, roughly half to combat and the rest to operational accidents.
^
^
#DESC_PRTO_UH1_Slick
^[Specifications]
^
^This unit has the $LINK<air cavalry=GCON_Air_Cav> bonus.
^
^Rotor Diameter: 48 feet 0 inches
^Length: 57 feet with rotors
^Height: 14 feet 5 inches
^Max Weight: 9,500 lbs
^Armament: 2x 7.62 mm M60 machine gun (door guns)
^Engine: 1× Lycoming T53-L-13B turboshaft, 1,400 shp (1,045 kW) 
^Maximum Speed: 135 mph 
^Range: 315 miles
^Service Ceiling: 19,390 ft (Dependent on environmental factors such as weight, outside temperature, etc)

#PRTO_C130
^Capable of short takeoffs and landings from unprepared runways, the C-130 was originally designed as a troop, medical evacuation and cargo transport aircraft. The versatile airframe has found uses in a variety of other roles, including as a gunship, and for airborne assault, search and rescue, scientific research support, weather reconnaissance, aerial refuelling and aerial firefighting. The Hercules family has the longest continuous production run of any military aircraft in history. During more than 50 years of service the family has participated in military, civilian and humanitarian aid operations.
^
^
#DESC_PRTO_C130
^[Specifications]
^
^This unit has the $LINK<heavy air transport=GCON_Heavy_Transport> bonus.
^
^Wing Span: 185 feet
^Length: 159 feet 4 inches
^Height: 40 feet 8 inches
^Max Weight: 488,000 lbs
^Armament: none
^* up to 60,000 lb (27,200 kg) bombs, missiles, and mines, in various configurations
^Engine: 8× Pratt & Whitney TF33-P-3/103 turbofans, 17,000 lbf (76 kN) each  
^Maximum Speed: 650 mph 
^Range: 4,480 miles
^Service Ceiling: 55,773 feet

#PRTO_CH47
^The Boeing CH-47 Chinook is a versatile, twin-engine, tandem rotor heavy-lift helicopter. The contra-rotating rotors eliminate the need for a rear vertical rotor, allowing all power to be used for lift and thrust, giving a top speed of 170 knots (196 mph, 315 km/h). Its primary roles include troop movement, artillery emplacement, and battlefield resupply. Chinooks have been sold to 16 nations, the largest users of which are the U.S. Army and the Royal Air Force (see Boeing Chinook (UK variants)).
^
^
#DESC_PRTO_CH47
^[Specifications]
^
^This unit has the $LINK<heavy air transport=GCON_Heavy_Transport> bonus.
^
^Rotor Diameter: 68 feet
^Length: 98 feet 10 inches
^Height: 18 feet 11 inches
^Max Weight: 50,000 lbs
^Armament: none
^Engine: 2× Lycoming T55-GA-714 turboshafts, 5,069 hp (2,800 kW) each  
^Maximum Speed: 196 mph 
^Range: 1,259 miles (truncated in-game though)
^Service Ceiling: 8,500 ft

#PRTO_Napalm
^
^This unit has the "cruise missile" flag and is expended upon use.
^

#PRTO_NVA_Infantry
^Known as 'hard hats' since they wore the ubiquitous pith helmet, these forces operated and were organised along traditional military lines. Organised into battalions consisting of 3 Rifle Company's and a Combat Support Company these troops were, on the whole, well trained, aggressive and well led. Reasonably well trained, better equipped than the Viet Cong guerrillas and more likely to be in large numbers. The NVA relied heavily on China and Russia for arms, equipment and money but they fought their own war.
^
^
#DESC_PRTO_NVA_Infantry
^After the war an American colonel said to a North Vietnamese colonel "You know, you never defeated us on the battlefield".  The reply was "That may be so . . . but it is also irrelevant".
^
^This unit has the $LINK<guerilla warfare tactics=GCON_Guerilla_War> bonus as well as the $LINK<return fire=GCON_Return_Fire> bonus.


#PRTO_Vietcong_Infantry
^These units, also known as "Regional" or "Regular" units of the Viet Cong, more often than not operated as independent companies but often split up and dispersed into platoons, squads and cells. These soldiers were full-timers and were better equipped and trained than the local guerrillas. The personnel of these units were often local to the area in which they served. Generally these units operated within their home region and fought as fully formed units.
^
^
#DESC_PRTO_Vietcong_Infantry
^[Specifications]
^
^This unit has the $LINK<invisible=GCON_Invisibility> bonus.
^
^This unit has the $LINK<guerilla warfare tactics=GCON_Guerilla_War> bonus as well as the $LINK<return fire=GCON_Return_Fire> bonus.
^
^Composition of Rifle Company
^* 1 x Company HQ Section
^* 3 x Rifle Platoons (each 1 x Platoon HQ Section, 4 x Rifle Squad)
^* Combat support elements (attached)
^Company HQ Sections
^* 1 x Captain
^* 1 x Lieutenant
^* 1 x RTO
^* 2 x Runner
^Rifle Platoon HQ Section
^* 1 x Lieutenant
^* 1 x Senior Sergeant
^* 1 x Runner
^Rifle Squad
^* 1 x Sergeant
^* 1 x Corporal
^* 1 x RPD 7.62mm MG
^* 6 x Riflemen
^Combat Support
^* 1 x Sergeant
^* 2 x Corporal
^* 1 x .30 cal MG (3 crew)
^* 1 x 60mm mortar (3 crew)
^* 1 x 57mm RR (3 crew)
^* 3 x Riflemen

#PRTO_Sapper
^In the PAVN and Viet Cong, the sappers were special operations soldiers who used infiltration, sabotage, and ambush to attack enemy forces.
^
^This unit is unbuildable but is autoproduced by the $LINK<NVA Sapper School=BLDG_NVA_Sapper_School> or the $LINK<Viet Cong Sapper School=BLDG_VC_Sapper_School> buildings depending upon which entry you're looking for.

#PRTO_BTR152
^The BTR-152 is of all-welded steel construction, with a large open topped troop compartment at the rear and the engine at the front. The driver and commander sit immediately behind the engine, the driver on the left, the commander to the right. The windscreen is protected by twin armoured shutters that have integral vision blocks. The vehicles armour varies from 13.5 mm thick on the front to 9 mm thick on the sides, to just 4 mm thick on the belly giving it modest protection from small arms and shell splinters. Armoured shutters controlled from the drivers compartment protect the front mounted radiator from hostile fire. The troop compartment is open and is normally covered with a tarpaulin, benches are normally provided. Twin doors at the rear of the hull provide access to the compartment. There are three firing ports on each side of the hull, and a further two in the rear. The driver and gunner are the only ones that have overhead protection.
^
^
#DESC_PRTO_BTR152
^[General Characteristics]
^
^These units are unbuildable but are autoproduced by the $LINK<NVA Armor School (BTR-152)=BLDG_NVA_Armor_BTR152> city improvement.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^Crew: 2 + 17 infantry
^Length: 6.86 m
^Width: 2.32 m
^Height: 2.36 m
^Weight: 8.7 tons
^Armor: 6-13 mm
^Armament: 1 x 7.62mm SGMB mg
^Secondary Armament: none
^Power Plant: ZIS-123 6 cylinder in-line water-cooled petrol, 110 hp (82 kW) at 3,000 rpm
^Suspension: wheeled 6×6, front - 2 leaf springs and hydraulic shock absorbers, rear - equalising type with 2 leaf springs and torsion bars
^Road Speed: 65km/h
^Range: 600 km

#PRTO_BTR40
^The BTR-40 armored personnel carrier was developed in 1950 by a team headed by V. A. Dedkov and was produced from 1950 to 1958 at Gorkovsky Avtomobilny Zavod. BTR stands for Bronetransporter (???, ????????????????, literally "armoured transporter"). The vehicle was based on the GAZ-63 truck. The hull had two side doors for commander and driver and a back door for up to eight passengers.
^
^
#DESC_PRTO_BTR40
^[General Characteristics]
^
^These units are unbuildable but are autoproduced by the $LINK<NVA Armor School (BTR-40)=BLDG_NVA_Armor_BTR40> city improvement.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^Crew: 2 + 8 infantry
^Length: 5 m
^Width: 1.9 m
^Height: 1.83 m
^Weight: 5.3 tons
^Armor: 6-8 mm
^Armament: 1 x 7.62mm SGMB mg
^Secondary Armament: none
^Power Plant: GAZ 40, 78 HP
^Suspension: 4 x 4 wheel, leaf spring
^Road Speed: 80km/h
^Power/Weight: 22.36 hp/ton
^Range: 285 km

#PRTO_BTR50
^The BTR-50 was a Soviet amphibious armoured personnel carrier. The vehicle, based on the PT-76 amphibious tank chassis, was developed in 1952 and entered service with the Soviet Army in 1954. Like the PT-76, the BTR-50 has flat, boat-shaped hull, and ready to swim after merely erecting the trim vane on the bow. In water it is propelled by two hydrojets, one in each side of the hull, with the exits at the rear of the hull. The rear exits have lids that can be fully or partially closed, redirecting the water stream to the forward-directed exits at the sides of the hull, thus enabling the vehicle to turn or float reverse.
^
^
#DESC_PRTO_BTR50
^[General Characteristics]
^
^These units are unbuildable but are autoproduced by the $LINK<NVA Armor School (BTR-50)=BLDG_NVA_Armor_BTR50> city improvement.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^Crew: 2 + 20 infantry
^Length: 7.07 m
^Width: 3.14 m
^Height: 2.03 m
^Weight: 14.5 tons
^Armor: 6-13 mm
^Armament: 1 x 7.62mm SGMB mg
^Secondary Armament: none
^Power Plant: V-6 diesel, 240 HP
^Suspension: torsion bar
^Road Speed: 44km/h
^Power/Weight: 16.6 hp/ton
^Range: 240 km

#PRTO_Type63APC
^Although for many years China produced copies of Russian vehicles, during the late 1960s the all-Chinese NORINCO design YW 531C was fielded. The base vehicle is simple light basic 1960's design -- an armored box with a 12.7 mm machine gun mounted on top. The vehicle has a welded steel hull, in which the driver sits at the left front with an additional crewman directly behind him, and the commander sits in the right front with the engine behind. A gunner sits in the centre of the vehicle, with the infantryman sitting on fold down seats in the troop compartment. The armor provides little protection against anything larger than an M60 machine gun, and even some 7.62mm rounds hole the armor. It is fully amphibious by its tracks it is propelled in the water and has a small trim vane on the glacis plate.
^
^
#DESC_PRTO_Type63APC
^[General Characteristics]
^
^These units are unbuildable but are autoproduced by the $LINK<NVA Armor School (Type 63 APC)=BLDG_NVA_Armor_Type63apc> city improvement.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^Crew: 4 + 10 infantry
^Length: 5.48 m
^Width: 2.98 m
^Height: 2.85 m
^Weight: 12.6 tons
^Armor: 14 mm
^Armament: 1 x 12.7mm hmg 
^Secondary Armament: none
^Power Plant: 320 HP diesel
^Suspension: torsion bar
^Road Speed: 65km/h
^Range: 400 km 

#PRTO_T34
^The T-34 is a Soviet medium tank produced from 1940 to 1958. It was widely regarded as the world's best tank when the Soviet Union entered the Second World War, and although its armour and armament were surpassed by later WWII tanks, it is credited as the war's most effective, efficient and influential design. First produced at the KhPZ factory in Kharkov (Kharkiv, Ukraine), it was the mainstay of Soviet armoured forces throughout World War II, and widely exported afterwards. It was the most-produced tank of the war, and the second most-produced tank of all time, after its successor, the T-54/55 series.
^
^
#DESC_PRTO_T34
^[General Characteristics]
^
^These units are unbuildable but are autoproduced by the $LINK<NVA Armor School (T-34/85)=BLDG_NVA_Armor_T34> city improvement.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^This unit has the $LINK<blitz=GCON_Blitz> bonus.
^
^Crew: 5
^Length: 8.15 m
^Width: 3 m
^Height: 2.6 m
^Weight: 32 tons
^Armor: 20-90 mm
^Armament: 85mm ZiS-S-53 tank gun
^Secondary Armament: 2 x 7.62 DT mg
^Power Plant: 12-cyl. diesel model V-2, 500 hp (370 kW)
^Suspension: Christie
^Road Speed: 55 km/h
^Power/Weight: 15.6 HP/ton
^Range: 360 km

#PRTO_PT76
^The PT-76 was employed by North Vietnam several times during the Vietnam War. As part of the Battle of Khe Sanh (1968), during the Battle of Lang Vei twelve PT-76s were used in an assault against a US Special Forces camp. At least five were destroyed by Recoiless rifle fire and LAWs, but they were decisive in the successful assault. At least five PT-76s were involved in the only tank-against-tank battle of the war prior to the US withdrawal, at Ben Het near the Laotian border, with two of them destroyed by the US M48A3s.
^
^
#DESC_PRTO_PT76
^[General Characteristics]
^
^These units are unbuildable but are autoproduced by the $LINK<NVA Armor School (PT-76)=BLDG_NVA_Armor_PT76> city improvement.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^This unit has the $LINK<blitz=GCON_Blitz> bonus.
^
^Crew: 3
^Length: 6.91 m
^Width: 3.15 m
^Height: 2.26 m
^Weight: 14 tons
^Armor: 14 mm
^Armament: 76mm tank gun
^Secondary Armament: 1 x 7.62 mg
^Power Plant: V-6 diesel, 240 HP
^Suspension: torsion bar
^Road Speed: 44 km/h
^Power/Weight: 17 HP/ton
^Range: 260 km

#PRTO_T54
^A series of experiments on the T-44 hull led to the T-54 tank. It mounted the same 100 mm D-10 tank gun[1] used in the World War II SU-100 tank destroyer (modified for the tank's fighting compartment as the D-10T, but with identical performance). The gun was housed in a new turret with bigger turret ring and very well protected mantlet, with 200 mm of armour on the front. The new V-54 engine had a two-stage reduction gearbox, which made steering easier. The T-54 replaced the T-44 in production from 1947 at Uralvagonzavod (UVZ) in Nizhny Tagil, and from 1948 at Kharkov Diesel Factory No. 75 (KhPZ).
^
^
#DESC_PRTO_T54
^[General Characteristics]
^
^These units are unbuildable but are autoproduced by the $LINK<NVA Armor School (T-54)=BLDG_NVA_Armor_T54> city improvement.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^This unit has the $LINK<blitz=GCON_Blitz> bonus.
^
^Crew: 4
^Length: 6.45 m
^Width: 3.27 m
^Height: 2.4 m
^Weight: 36.6 tons
^Armor: 200 mm turret, 120 mm hull
^Armament: 100 mm tank gun D-10T series rifled gun
^Secondary Armament: 7.62 mm SGMT coaxial machine gun, DShK 12.7 mm antiaircraft machine gun, 7.62 mm hull machine gun (T-54)
^Power Plant: Model V-54 or V-55 12-cyl. 38.88 liter water-cooled diesel, 520 hp (390 kW)
^Suspension: torsion bar
^Road Speed: 44 km/h
^Power/Weight: 14 HP/ton
^Range: 400-500 km, 600 km with drop tanks

#PRTO_T55
^During the 1950s, the T-55 remained a significantly smaller and lighter tank than its NATO contemporaries, the U.S. Patton and British Centurion, with comparatively excellent firepower and protection. It's gun slowly fell behind western developments though, and soon its kinetic-energy penetrator ceased to be competitve. Until the 1960s, however, the T-54 was able to rely on HEAT shaped-charge ammunition to engage tanks dispite the relatively inaccuracy of this ammunition at long ranges due to the rounds' low velocity and the tank's simple fire-control system. The Soviets considered this acceptable for a potential European conflict, until the development of Chobham armor began to seriously reduce the effectiveness of HEAT warheads.
^
^
#DESC_PRTO_T55
^[General Characteristics]
^
^These units are unbuildable but are autoproduced by the $LINK<NVA Armor School (T-55)=BLDG_NVA_Armor_T55> city improvement.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^This unit has the $LINK<blitz=GCON_Blitz> bonus.
^
^Crew: 4
^Length: 6.45 m
^Width: 3.27 m
^Height: 2.4 m
^Weight: 36.6 tons
^Armor: 200 mm turret, 120 mm hull
^Armament: 100 mm tank gun D-10T series rifled gun
^Secondary Armament: 7.62 mm SGMT coaxial machine gun, DShK 12.7 mm antiaircraft machine gun
^Power Plant: Model V-54 or V-55 12-cyl. 38.88 liter water-cooled diesel, 520 hp (390 kW)
^Suspension: torsion bar
^Road Speed: 44 km/h
^Power/Weight: 14 HP/ton
^Range: 400-500 km, 600 km with drop tanks

#PRTO_Type59
^The Chinese Type 59 Main Battle Tank is a copy of the ubiquitous Soviet T-54A medium tank. The Chinese based several later designs, such as the Type 69 and Type 79, on the Type 59. Other developments included a variant sporting a 120mm gun, and a scaled-down Type 62 with an 85 mm gun. After the signing of Sino-Soviet Treaty of Friendship, Alliance, and Mutual Assistance, the Soviets agreed to assist China in building a tank manufacturing facility to manufacture the T-54A MBT in 1956. Initially, the tanks were assembled with Soviet-supplied parts, which were gradually replaced by Chinese-made components. The tank was accepted into service by the PLA in 1959, and given the designation Type 59.
^
^
#DESC_PRTO_Type59
^[General Characteristics]
^
^These units are unbuildable but are autoproduced by the $LINK<NVA Armor School (Type 59)=BLDG_NVA_Armor_Type59> city improvement.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^This unit has the $LINK<blitz=GCON_Blitz> bonus.
^
^Crew: 4
^Length: 6.04 m
^Width: 3.27 m
^Height: 2.59 m
^Weight: 37 tons
^Armor: 203 mm
^Armament: 100 mm rifled gun
^Secondary Armament: 7.62 mm coaxial machine gun, 12.7 mm antiaircraft machine gun
^Power Plant: 520 hp diesel (390 kW)
^Suspension: torsion bar
^Road Speed: 50 km/h
^Power/Weight: 14 HP/ton
^Range: 440 km, 600 km with drop tanks

#PRTO_Type63
^The Norinco Type 63 is a Chinese light amphibious tank. First fielded in 1963, it is in many ways a relation to the earlier Soviet PT-76. The weapons array consists of an 85 mm main gun, a 7.62 mm machine gun (coaxial to main gun) and a 12.7 mm anti-aircraft MG. It has a crew of 4 and is powered by a 12-cylinder water-cooled diesel engine generating 400 bhp at 2,000 rpm which gives it a top speed of 64 km/h and a range of 370 km. Like the PT-76 it is propelled in the water by two water jets, one in each side of the hull, with the jet exits at the rear of the tank.
^
^
#DESC_PRTO_Type63
^[General Characteristics]
^
^These units are unbuildable but are autoproduced by the $LINK<NVA Armor School (Type 63)=BLDG_NVA_Armor_Type63> city improvement.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^This unit has the $LINK<blitz=GCON_Blitz> bonus.
^
^Crew: 4
^Length: 9.6 m
^Width: 3.2 m
^Height: 3 m
^Weight: 22 tons
^Armor: 14 mm
^Armament: 105 mm rifled gun
^Secondary Armament: 7.62 mm coaxial machine gun, 12.7 mm antiaircraft machine gun
^Power Plant: 12 cyliner turbo-charged diesel, 580 HP
^Suspension: torsion bar
^Road Speed: 64 km/h
^Power/Weight: 14 HP/ton
^Range: classified ;)

#PRTO_Su76
^The SU-76 was based on a lengthened version of the T-70 tank chassis. Its simple construction made it the most-produced Soviet armoured vehicle of World War II, except for the T-34 tank. Crews loved this vehicle for its simplicity, reliability, and ease of use, although it sometimes was nicknamed suka ('Bitch'), Suchka ('little bitch') or Golozhopiy Ferdinand ('naked-ass Ferdinand') for its relatively thin armour in the back. One famous crewman was Rem Nikolaevich Ulanov, who is a distinguished Great Patriotic War veteran. In his younger days he was a mechanic-driver and later a commander of a SU-76. He and some other soldiers called their SU-76 Colombina after female personage of Renaissance Italian Commedia dell'Arte.
^
^
#DESC_PRTO_Su76
^[General Characteristics]
^
^These units are unbuildable and are pre-placed on the map.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^This unit has the $LINK<blitz=GCON_Blitz> bonus.
^
^Crew: 4
^Length: 5 m
^Width: 2.7 m
^Height: 2.1 m
^Weight: 10.2 tons
^Armor: 35 mm in front, 16 mm on side
^Armament: 76.2 mm ZIS-3Sh gun
^Secondary Armament: none
^Power Plant: 2 x GAZ-203 engines, 85+85 HP
^Suspension: torsion bar
^Road Speed: 45 km/h
^Power/Weight: 17 HP/ton
^Range: 320 km

#PRTO_BTR60
^The BTR-60 is the first vehicle in a series of Soviet eight-wheeled armoured personnel carriers. It was developed in late 1950s as a replacement for BTR-152 and was seen first time in public in 1961. BTR stands for Bronetransporter (literally "armoured transporter"). The boat-shaped hull is welded steel giving protection against small arms fire and shrapnel. The vehicle is powered by two gasoline engines located in the rear of the hull, each powering two axles. It is fully amphibious and moves in water propelled by a single water-jet.
^
^
#DESC_PRTO_BTR60
^[General Characteristics]
^
^These units are unbuildable but are autoproduced by the $LINK<NVA Armor School (BTR-60)=BLDG_NVA_Armor_BTR60> city improvement.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^This unit has the $LINK<blitz=GCON_Blitz> bonus.
^
^Crew: 2 + 12 passengers
^Length: 7.22 m
^Width: 2.82 m
^Height: 2.06 m
^Weight: 10.1 tons
^Armor: 5-9 mm
^Armament: 14.5 mm KPV mg
^Secondary Armament: 7.62 mm PKT mg
^Power Plant: 2 x 6 cylinder gasoline, 90 + 90 HP
^Suspension: wheeled 8 x 8
^Road Speed: 80 km/h
^Power/Weight: 18 HP/ton
^Range: 500 km

#PRTO_JSU122
^This is a Soviet-made anti-tank weapon.
^
^

#PRTO_75MM
^This unit is $LINK<invisible=GCON_Invisibility>.
^
^It also has the $LINK<guerilla warfare tactics=GCON_Guerilla_War> bonus, the $LINK<return fire=GCON_Return_Fire> bonus.

#PRTO_122MM
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^
#DESC_PRTO_122MM
^[General Characteristics]
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^This unit has the $LINK<blitz=GCON_Blitz> bonus.
^
^Type: field gun
^Weight: 7,250 kg (combat), 7,906 (travel)
^Barrel Length: 5,485 mm
^Caliber: 121.92 mm
^Breech: interrupted screw
^Recoil: hydropneumatic
^Carriage: split trail
^Elevation: -2 degrees to 65 degrees
^Traverse: 58 degrees
^Rate of Fire: 3-4 rounds per minute
^Maximum Range: 20.4 km

#PRTO_130MM
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^This unit has the $LINK<blitz=GCON_Blitz> bonus.

#PRTO_37MM_FlaK
^This unit has an anti-air value of eight (8).
^
^This unit is $LINK<invisible=GCON_Invisibility>.

#PRTO_57MM_FlaK
^This unit has an anti-air value of ten (10).
^
^This unit is $LINK<invisible=GCON_Invisibility>.

#PRTO_85MM_FlaK
^This unit has an anti-air value of twelve (12).
^
^This unit is $LINK<invisible=GCON_Invisibility>.

#PRTO_100MM_FlaK
^This unit has an anti-air value of fourteen (14).
^
^This unit is $LINK<invisible=GCON_Invisibility>.

#PRTO_SA2
^The Lavochkin OKB S-75 (NATO reporting name SA-2 Guideline) is a high-altitude surface-to-air guided missile (SAM) system of the Soviet Union and is the most widely deployed and used air defense missile in history. They gained notoriety when they shot down a USAF U-2 spy plane in 1960, and during the Vietnam War when they were briefly the cause of much consternation among US air-war planners. It has also been locally-produced in the People's Republic of China as the HQ-1 and HQ-2.
^
^This unit has an anti-air value of eighteen (18). It is also immobile.

#PRTO_MiG15
^The Mikoyan-Gurevich MiG-15 (NATO reporting name "Fagot") was a jet fighter developed for the USSR by Artem Mikoyan and Mikhail Gurevich. The MiG-15 was one of the first successful swept-wing jet fighters, and it achieved fame in the skies over Korea, where it outclassed all enemy fighters except the F-86 Sabre. The MiG-15 also served as the starting point for development of the more advanced MiG-17 which would oppose American fighters over Vietnam in 1960s. The MiG-15 is believed to have been the most numerous jet aircraft ever made, with over 12,000 built (and licensed foreign production perhaps raising this to over 18,000).
^
^
#DESC_PRTO_MiG15
^[Specifications]
^
^This unit can not rebase nor can it be built.
^
^Wing Span: 33 feet 1 inch
^Length: 33 feet 2 inches
^Height: 12 feet 2 inches
^Max Weight: 13,460 lbs
^Armament: 2x 23 mm Nudelman-Rikhter NR-23KM cannons (80 rounds per gun, 160 rounds total), and 1x 37 mm NL-37D cannon (40 rounds total) 
^*2x 100 kg (220 lbs) bombs, drop tanks, or unguided rockets on underwing hardpoints
^Engine: 1× Klimov VK-1 turbojet, 26.5 kN (5,950 lbf)  
^Maximum Speed: 668 mph 
^Range: 745 miles and 1,225 with external fuel tanks
^Service Ceiling: 50,850 feet

#PRTO_MiG17
^The MiG-17 (NATO reporting name "Fresco") design was generally based on a previously successful Mikoyan and Gurevich fighter, the $LINK<MiG-15=PRTO_MiG15>. The major novelty was its introduction of a swept wing with a "compound sweep" configuration: a 45° angle near the fuselage, and a 42° angle for the outboard part of the wings. Other easily visible differences to its predecessor were the three wing-fences on each wing, instead of the $LINK<MiG-15's=PRTO_MiG15> two, and the addition of a ventral fin. The MiG-17 shared the same Klimov VK-1 engine and the rest of its construction was similar. The first prototype, designated "SI" by the construction bureau, was flown on the 14 January 1950, piloted by Ivan Ivashchenko.
^
^
#DESC_PRTO_MiG17
^[Specifications]
^
^This unit can not rebase nor can it be built.
^
^Wing Span: 31 feet 7 inches
^Length: 37 feet 3 inches
^Height: 12 feet 6 inches
^Max Weight: 13,858 lbs
^Armament: 1x 37 mm Nudelman N-37 cannon (40 rounds total) and 2x 23 mm Nudelman-Rikhter NR-23 cannons (80 rounds per gun, 160 rounds total) 
^*Up to 500 kg (1,100 lb) of external stores on two pylons, including 100 kg (220 lb) and 250 kg (550 lb) bombs or fuel tanks
^Engine: 1× Klimov VK-1F turbojet, 33.1 kN (7,440 lbf)  
^Maximum Speed: 711 mph 
^Range: 670 miles and 1,035 with external fuel tanks
^Service Ceiling: 54,500 feet

#PRTO_MiG19
^The Mikoyan-Gurevich MiG-19 (NATO reporting name "Farmer") is a Soviet third-generation, single-seat, jet-engined fighter aircraft. It was the first Soviet production aircraft capable of supersonic speeds in level flight. A comparable U.S. "Century Series" fighter was the F-100 Super Sabre, although it would oppose the more modern F-4 Phantom and F-105 Thunderchief over Vietnam.
^
^
#DESC_PRTO_MiG19
^[Specifications]
^
^This unit can not rebase nor can it be built.
^
^Wing Span: 30 feet 2 inches
^Length: 41 feet
^Height: 12 feet 10 inches
^Max Weight: 16,632 lbs
^Armament: 3x 30 mm NR-30 cannons (70 rounds per gun for wing guns, 55 rounds for fuselage gun) 
^*Up to 250 kg (550 lb) of bombs or unguided rockets on 4 underwing pylons 
^Engine: 2× Tumansky RD-9B afterburning turbojets, 31.9 kN (7,178 lbf) each  
^Maximum Speed: 909 mph 
^Range: 1,375 miles
^Service Ceiling: 57,400 feet

#PRTO_MiG21
^The MiG-21 (NATO reporting name "Fishbed) initially achieved renown in the Vietnam War, during which it saw frequent action. It was one of the most advanced aircraft at the time; however, many North Vietnamese aces preferred flying the MiG-17, since the high wing loading on the MiG-21 made it less maneuverable than the MiG-17. Although the MiG-21 lacked the long-range radar, missiles, and heavy bombing payload of its contemporary multimission U.S. fighters, it proved a challenging adversary in the hands of experienced pilots especially when used in high speed hit and run attacks under GCI control. MiG-21 intercepts of F-105 strike groups became so effective in downing US aircraft or forcing them to jettison their bombloads by December 1966 that the USAF resolved to do something about it and launched Operation Bolo in January 1967 to draw the MiG-21s into an aerial engagement. By masquerading as a F-105 strike group, F-4 Phantoms led by Colonel Robin Olds lured the MiG-21s up through an overcast and claimed 7 of them shot down
^
^
#DESC_PRTO_MiG21
^[Specifications]
^
^This unit can not rebase nor can it be built.
^
^Wing Span: 23 feet 5 inches
^Length: 51 feet 8 inches
^Height: 13 feet 6 inches
^Max Weight: 21,300 lbs
^Armament: One centerline twin-barrelled GSh-23 23 mm cannon (PFM, MF, SMT, and bis variants) or one single-barrelled NR-30 cannon (F-13 variant) 
^*Up to 2,000 kg (4,400 lb) of air-to-air and air-to-ground weapons on two or four underwing hardpoints, depending on the variant. Early machines carried two Vympel K-13 (AA-2 'Atoll') air-to-air missiles under the wing pylons. Late models carried two K-13 and two fuel tanks under the wing pylons or combinations of four K-13 infrared- and radar-guided missiles. The Molniya R-60 (NATO reporting name AA-8 'Aphid') was also used on multiple pylons. Most aircraft carried a single 450 L (119 US gal) fuel tank on the centerline pylon.
^Engine: 1× Tumansky R-25-300 afterburning turbojet, 70 kN (15,700 lbf)  
^Maximum Speed: 1,385 mph 
^Range: 280-310 miles
^Service Ceiling: 62,300 feet

#PRTO_IL28
^The Ilyushin Il-28 is a jet bomber aircraft that was originally manufactured for the Soviet Air Force and was the USSR's first such aircraft to enter large-scale production. It was also licence-built in China as the Hong H-5. The NATO reporting name for the type is Beagle for the bomber, Il-28R reconnaissance version, and Il-28T torpedo-bomber, and Mascot for the Il-28U trainer version. Estimates for total production in the two countries ranges from 2,000 to as high as 6,000. In the 1990s, hundreds remained in service with various air forces, over 40 years after the Il-28 first appeared.
^
^
#DESC_PRTO_IL28
^[Specifications]
^
^This unit can not rebase nor can it be built.
^
^Wing Span: 70 feet 6 inches
^Length: 57 feet 9 inches
^Height: 22 feet
^Max Weight: 46,700 lbs
^Armament: 2x Nudelman NR-23 cannons in nose and 2x NR-23 cannon in tail barbette 
^*Up to 2,000 kg (4,400 lb) of air-to-air and air-to-ground weapons on two or four underwing hardpoints, depending on the variant. Early machines carried two Vympel K-13 (AA-2 'Atoll') air-to-air missiles under the wing pylons. Late models carried two K-13 and two fuel tanks under the wing pylons or combinations of four K-13 infrared- and radar-guided missiles. The Molniya R-60 (NATO reporting name AA-8 'Aphid') was also used on multiple pylons. Most aircraft carried a single 450 L (119 US gal) fuel tank on the centerline pylon.
^Engine: 2x Klimov VK-1  
^Maximum Speed: 560 mph 
^Range: 1,350 miles
^Service Ceiling: 40,400 feet

#PRTO_ARVN_Infantry_M1
^This unit is equiped with the American-made M-1 carbine rifles.
^
^ARVN rifle companies consisted roughly of an operational strength of 113 personnel, a heavy weapons platoon, and 3 rifle platoons. Heavy weapons totaled 2 3.5" rocket launchers in company HQ, and 2 MMG and 2 60mm mortars.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
#DESC_PRTO_ARVN_Infantry
^Wanna buy an ARVN rifle? Never been fired and only dropped once!

#PRTO_Regional_Force
^These units acted as front line militia soldiers in the structure of the Army of the Republic of Vietnam (ARVN). Unlike their $LINK<Popular Force=PRTO_Popular_Force> cousins, these units are on a more regional level and are therefore better equipped and trained. 
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.

#PRTO_VC_Rocket
^Viet Cong units performed stand off rocket attacks against South Vietnamese and American military installations all throughout South Vietnam. Rocket tubes were assembled, aimed, and fired ususally only several hundred meters from the wire. The rockets were launched and the Communist soldiers would flee the scene immediately often leaving behind the empty launch tubes for American troops to find only after the attacks.
^
^This unit is $LINK<invisible=GCON_Invisibility>, has the $LINK<guerilla warfare tactics=GCON_Guerilla_War> bonus, and the $LINK<return fire=GCON_Return_Fire> bonus.

#PRTO_OH6
^The Hughes Helicopters OH-6A Cayuse (nicknamed Loach) is a single-engine light helicopter with a four-bladed main rotor used for personnel transport, escort and attack missions, and observation. The MH-6 and AH-6 (nicknamed Little Bird) were originally modified OH-6As used for special operations aviation, they have since been developed into single-engine light helicopters with a single five-bladed main rotor, based on the MD 500E. The newest version, the MH-6M, is based on the MD 530F and has a single, six-bladed main rotor and four-bladed tail rotor. Hughes also developed the Model 369 as a civilian helicopter, the Hughes Model 500, currently produced by MD Helicopters.
^
^This unit has the $LINK<aerial reconnaisance=GCON_Aerial_Recon> bonus and they can $LINK<detect invisible=GCON_Detect_Invisible> enemy units.

#PRTO_VC_Rocket122
^Viet Cong units performed stand off rocket attacks against South Vietnamese and American military installations all throughout South Vietnam. Rocket tubes were assembled, aimed, and fired ususally only several hundred meters from the wire. The rockets were launched and the Communist soldiers would flee the scene immediately often leaving behind the empty launch tubes for American troops to find only after the attacks.
^
^This unit is $LINK<invisible=GCON_Invisibility>, has the $LINK<guerilla warfare tactics=GCON_Guerilla_War> bonus, and the $LINK<return fire=GCON_Return_Fire> bonus.

#PRTO_VC_Rocket140
^Viet Cong units performed stand off rocket attacks against South Vietnamese and American military installations all throughout South Vietnam. Rocket tubes were assembled, aimed, and fired ususally only several hundred meters from the wire. The rockets were launched and the Communist soldiers would flee the scene immediately often leaving behind the empty launch tubes for American troops to find only after the attacks.
^
^This unit is $LINK<invisible=GCON_Invisibility>, has the $LINK<guerilla warfare tactics=GCON_Guerilla_War> bonus, and the $LINK<return fire=GCON_Return_Fire> bonus.

#PRTO_Civil_Engineer
^This is the default worker unit for both factions.
^
^

#PRTO_Centurion
^The Centurion was the primary British Main Battle Tank of the immediate post-war era, and considered by many to be one of the best British tank designs of all time. Designed during the Second World War it served in Europe, but arrived several months too late for combat. It went on to provide excellent service during the Korean War where it outperformed both US and Soviet designs by a wide margin. It then further went on to see service with Australian forces in the Vietnam war, mostly in the support role. It would go on to be one of the most widely used tank designs, equipping armies around the world, with small numbers still in service until the 1990s.
^
^
#DESC_PRTO_Centurion
^[General Characteristics]
^
^These units are unbuildable but are autoproduced by the $LINK<ANZAC Armor HQ)=BLDG_ANZAC_Armor> city improvement.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^This unit has the $LINK<blitz=GCON_Blitz> bonus.
^
^Crew: 4
^Length: 7.60 m
^Width: 3.39 m
^Height: 3.01 m
^Weight: 52 tons
^Armor: 152 mm
^Armament: 105 mm L7 rifled tank gun
^Secondary Armament: .30 cal coaxial machine gun
^Power Plant: Rolls Royve Meteor, 650 hp
^Suspension: Horstmann
^Road Speed: 34 km/h
^Power/Weight: 13 HP/ton
^Range: 450 km

#PRTO_Combat_Engineer
^This unit is unbuildable and available only to the South Vietnamese position. It is autoproduced every seventeen (17) turns by the $LINK<US Army Combat Engineer School=BLDG_Combat_Eng_School> wonder in Can Tho.
^
^The US Army made extensive use out of its engineer corps during the war. These units were heavily armed and were a type of hybrid unit equipped with Rome plows attached to the front ends of the venerable $LINK<M113 APCs=PRTO_M113>. These units provided the earth moving capabilities while other members of the company stood guard.
^
^This unit has the $LINK<return fire=GCON_Return_Fire> bonus.

#PRTO_VC_Engineer
^The Viet Cong, mostly through NVA/PAVN direction, were trained in the art of pioneering. Their main tasks were to clear pathways through the dense jungle forests, repair damaged roads, run communications wire, set booby traps, and placed land mines. They were, for all intents and purposes, the heart and soul of the southern region of the Ho Chi Minh Trail as they facilitated the movement of men and machines into South Vietnam.
^
^This unit is $LINK<invisible=GCON_Invisibility> and has the $LINK<guerilla warfare tactics=GCON_Guerilla_War> bonus.

#PRTO_VC_Base_Camp
^These are pre-placed North Vietnamese units which are immobile and unbuildable. 
^
^This unit is $LINK<invisible=GCON_Invisibility> and has the $LINK<return fire=GCON_Return_Fire> bonus.

#PRTO_Midway
^All three of the Midway class made combat deployments in the Vietnam War. The USS Coral Sea deployed to the Gulf of Tonkin six times, USS Midway deployed on three occasions, and USS Franklin D. Roosevelt made one combat deployment before returning to the Mediterranean.
^
^
#DESC_PRTO_Midway
^[General Characteristics]
^
^These units are immobile.
^
^USS Coral Sea                                 
^
^Displacement: 65,200 tons full load           
^Length: 1003 feet (305.7 meters)              
^Beam: 236 feet (72 meters) at flight deck     
^Draft: 35 feet (10.7 meters)                  
^Armament: 2 X 8-cell Sea Sparrow launchers, 112 anti-aircraft guns                      
^Speed: 33 knots (61 km/h)                     
^Power: 212,000 hp (158 MW) 
^Drive: 4 screws; geared turbines 
^Aircraft: 65
^
^USS Midway                                 
^
^Displacement: 69,873 tons full load           
^Length: 976 feet (297.5 meters)              
^Beam: 263.5 feet (80.3 meters) at flight deck     
^Draft: 35 feet (10.7 meters)                  
^Armament: 2 X 8-cell Sea Sparrow launchers, 112 anti-aircraft guns                      
^Speed: 33 knots (61 km/h)                     
^Power: 212,000 hp (158 MW) 
^Drive: 4 screws; geared turbines 
^Aircraft: 75 


#PRTO_Essex
^Even after the arrival of the Forrestal-type "super carriers", the Essex class remained vital elements of naval strength. By the mid-1950s, fourteen of them of them had been modernized along the lines of Oriskany (CV-34), with all but one of those being further updated under the SCB-125 program to facilitate operation of high-performance fighters and heavy attack aircraft.
^
^These units are immobile.

#PRTO_Forrestal
^The Forrestal-class aircraft carriers were a four-ship class designed and built for the United States Navy in the 1950s. The Forrestal class was the first class of "supercarriers" of the Navy, so called because of their then-extraordinarily high tonnage (75,000 tons, 25% larger than the WW2-era Midway class), full integration of the angled deck (Forrestal and Saratoga were laid down as axial deck carriers and converted to angled deck ships while under construction; Ranger and Independence were laid down as angled deck ships and had various minor improvements compared to the first two), very large island and most importantly their extremely strong air wing (80-100 jet aircraft, compared to 65-75 for the Midway class and less than 50 for the Essex class). 
^
^
#DESC_PRTO_Forrestal
^[General Characteristics]
^
^These units are immobile.                                
^
^Displacement: 80,000 tons          
^Length: 326 meters              
^Beam: 40 meters
^Draft: 11.2 meters                  
^Armament: 8 dual-purpose guns
^Speed: 34 knots                     
^Power: 280,000 shp 
^Complement: 4,378 sailors and officers
^Aircraft: up to 90

#PRTO_Kitty_Hawk
^The Kitty Hawk-class supercarriers of the United States Navy were an incremental improvement on the Forrestal-class vessels. Four were built, all in the 1960s:
^***Kitty Hawk (CV-63) (1961–2008) 
^***Constellation (CV-64) (1961–2003) 
^***America (CVA-66) (1965–1996) 
^The biggest differences from the Forrestals are greater length, and a different placement of elevators; two are forward of the island, with a third at the portside stern. The movement of the #4 elevator from the forward to the after end of the angle made it useful for aircraft movement, since the forward-end elevator was useless as it was in both the landing path and in the launch path of the #3 and #4 catapults.
^
#DESC_PRTO_Kitty_Hawk
^[General Characteristics]
^
^This unit is immobile.                                
^
^Displacement: 83,960 tons          
^Length: 320 meters              
^Beam: 39.6 meters
^Draft: 11.4 meters                  
^Armament: twenty-four (24) x SAMs, 3-4 x CIWS
^Speed: 32 knots                     
^Range: 12,000 miles 
^Aircraft: up to 90

#PRTO_A1H
^The single-place airplane is conventional in design and structure, landing gear, canopy, flaps, wing folding and three fuselage dive brakes are operated hydraulically. Capable of low level-bombing, the centerline bomb station of the AD-6 was capable of carrying external stores up to 3500 pounds weight and 30 inches diameter. A combination 14 and 30 inch suspension bomb ejector was installed. A bomb director suitable for either high or low altitude bombing was also installed.
^
^ 
#DESC_PRTO_A1H
^[Specifications]
^
^This unit has the $LINK<air-to-ground attack=GCON_Ground_Attack> bonus.
^
^This unit also has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^Wing Span: 50 feet
^Length: 38 feet 10 inches
^Height: 15 feet 8 inches
^Max Weight: 25,000 lbs
^Armament: 4 x 20mm M61 Vulcan cannon
^*Up to 8,000 lb (3,600 kg) of ordnance on 15 external hardpoints including bombs, torpedoes, mine dispensers, unguided rockets, or gun pods 
^Engine: 1× Wright R-3350-26WA radial engine, 2,700 hp (2,000 kW) 
^Maximum Speed: 320 mph 
^Range: 1,315 miles
^Service Ceiling: 28,500 feet

#PRTO_A1J
^The single-place airplane is conventional in design and structure, landing gear, canopy, flaps, wing folding and three fuselage dive brakes are operated hydraulically. Capable of low level-bombing, the centerline bomb station of the AD-6 was capable of carrying external stores up to 3500 pounds weight and 30 inches diameter. A combination 14 and 30 inch suspension bomb ejector was installed. A bomb director suitable for either high or low altitude bombing was also installed.
^
^ 
#DESC_PRTO_A1J
^[Specifications]
^
^This unit has the $LINK<air-to-ground attack=GCON_Ground_Attack> bonus.
^
^This unit also has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^Wing Span: 50 feet
^Length: 38 feet 10 inches
^Height: 15 feet 8 inches
^Max Weight: 25,000 lbs
^Armament: 4 x 20mm M61 Vulcan cannon
^*Up to 8,000 lb (3,600 kg) of ordnance on 15 external hardpoints including bombs, torpedoes, mine dispensers, unguided rockets, or gun pods 
^Engine: 1× Wright R-3350-26WA radial engine, 2,700 hp (2,000 kW) 
^Maximum Speed: 320 mph 
^Range: 1,315 miles
^Service Ceiling: 28,500 feet

#PRTO_F8C
^The F-8 Crusader was the last U.S. fighter designed with guns as its primary weapon. When conflict erupted in the skies over North Vietnam, it was U.S. Navy Crusaders that first tangled with VPAF MiGs in August 1965. Although the MiGs claimed the downing of a Crusader, all aircraft returned safely. At the time, the Crusader was the best dogfighter the United States had against the nimble North Vietnamese MiGs. The Navy had evolved its "night fighter" role in the air wing to an all-weather interceptor, the F-4 Phantom II, equipped to engage incoming bombers at long range with missiles such as Sparrow as their sole air-to-air weapons, and maneuverability was not emphasized in their design. Some experts believed that the era of the dogfight was over as air-to-air missiles would knock down adversaries well before they could get close enough to engage in dogfighting. As aerial combat ensued over North Vietnam from 1965 to 1968, it became apparent that the dogfight was not over and the F-8 Crusader and a community trained to prevail in air-to-air combat was a key ingredient to success.
^
^
#DESC_PRTO_F8C
^[Specifications]
^
^This unit has the $LINK<aerial reconnaisance=GCON_Aerial_Recon> bonus.
^
^This unit has the $LINK<fighter-bomber aircraft=GCON_Fighter-Bomber> bonus.
^
^This unit also has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^Wing Span: 35 feet 8 inches
^Length: 54 feet 3 inches
^Height: 15 feet 9 inches
^Max Weight: 29,000 lbs
^Armament: 4× 20 mm (0.787 in) Colt Mk 12 cannons in lower fuselage, 125 rounds/gun 
^*Missiles - 4× AIM-9 Sidewinder air-to-air missiles 
^*Rockets - 8× Zuni rockets in four twin pods
^*Bombs - up to 4,000 lbs
^Engine: 1× Pratt & Whitney J57-P-20A afterburning turbojet  
^Maximum Speed: Mach 1.86 (1,225 mph) at 36,000 feet 
^Range: 450 miles
^Service Ceiling: 58,000 feet

#PRTO_F8D
^The F-8 Crusader was the last U.S. fighter designed with guns as its primary weapon. When conflict erupted in the skies over North Vietnam, it was U.S. Navy Crusaders that first tangled with VPAF MiGs in August 1965. Although the MiGs claimed the downing of a Crusader, all aircraft returned safely. At the time, the Crusader was the best dogfighter the United States had against the nimble North Vietnamese MiGs. The Navy had evolved its "night fighter" role in the air wing to an all-weather interceptor, the F-4 Phantom II, equipped to engage incoming bombers at long range with missiles such as Sparrow as their sole air-to-air weapons, and maneuverability was not emphasized in their design. Some experts believed that the era of the dogfight was over as air-to-air missiles would knock down adversaries well before they could get close enough to engage in dogfighting. As aerial combat ensued over North Vietnam from 1965 to 1968, it became apparent that the dogfight was not over and the F-8 Crusader and a community trained to prevail in air-to-air combat was a key ingredient to success.
^
^
#DESC_PRTO_F8D
^[Specifications]
^
^This unit has the $LINK<aerial reconnaisance=GCON_Aerial_Recon> bonus.
^
^This unit has the $LINK<fighter-bomber aircraft=GCON_Fighter-Bomber> bonus.
^
^This unit also has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^This unit is unbuildable but is autoprodiced by the $LINK<F-8D CVW=BLDG_F8D> building.
^
^Wing Span: 35 feet 8 inches
^Length: 54 feet 3 inches
^Height: 15 feet 9 inches
^Max Weight: 29,000 lbs
^Armament: 4× 20 mm (0.787 in) Colt Mk 12 cannons in lower fuselage, 125 rounds/gun 
^*Missiles - 4× AIM-9 Sidewinder air-to-air missiles 
^*Rockets - 8× Zuni rockets in four twin pods
^*Bombs - up to 4,000 lbs
^Engine: 1× Pratt & Whitney J57-P-20A afterburning turbojet  
^Maximum Speed: Mach 1.86 (1,225 mph) at 36,000 feet 
^Range: 450 miles
^Service Ceiling: 58,000 feet

#PRTO_F8E
^The F-8 Crusader was the last U.S. fighter designed with guns as its primary weapon. When conflict erupted in the skies over North Vietnam, it was U.S. Navy Crusaders that first tangled with VPAF MiGs in August 1965. Although the MiGs claimed the downing of a Crusader, all aircraft returned safely. At the time, the Crusader was the best dogfighter the United States had against the nimble North Vietnamese MiGs. The Navy had evolved its "night fighter" role in the air wing to an all-weather interceptor, the F-4 Phantom II, equipped to engage incoming bombers at long range with missiles such as Sparrow as their sole air-to-air weapons, and maneuverability was not emphasized in their design. Some experts believed that the era of the dogfight was over as air-to-air missiles would knock down adversaries well before they could get close enough to engage in dogfighting. As aerial combat ensued over North Vietnam from 1965 to 1968, it became apparent that the dogfight was not over and the F-8 Crusader and a community trained to prevail in air-to-air combat was a key ingredient to success.
^
^
#DESC_PRTO_F8E
^[Specifications]
^
^This unit has the $LINK<aerial reconnaisance=GCON_Aerial_Recon> bonus.
^
^This unit has the $LINK<fighter-bomber aircraft=GCON_Fighter-Bomber> bonus.
^
^This unit also has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^Wing Span: 35 feet 8 inches
^Length: 54 feet 3 inches
^Height: 15 feet 9 inches
^Max Weight: 29,000 lbs
^Armament: 4× 20 mm (0.787 in) Colt Mk 12 cannons in lower fuselage, 125 rounds/gun 
^*Missiles - 4× AIM-9 Sidewinder air-to-air missiles 
^*Rockets - 8× Zuni rockets in four twin pods
^*Bombs - up to 4,000 lbs
^Engine: 1× Pratt & Whitney J57-P-20A afterburning turbojet  
^Maximum Speed: Mach 1.86 (1,225 mph) at 36,000 feet 
^Range: 450 miles
^Service Ceiling: 58,000 feet

#PRTO_F8H
^The F-8 Crusader was the last U.S. fighter designed with guns as its primary weapon. When conflict erupted in the skies over North Vietnam, it was U.S. Navy Crusaders that first tangled with VPAF MiGs in August 1965. Although the MiGs claimed the downing of a Crusader, all aircraft returned safely. At the time, the Crusader was the best dogfighter the United States had against the nimble North Vietnamese MiGs. The Navy had evolved its "night fighter" role in the air wing to an all-weather interceptor, the F-4 Phantom II, equipped to engage incoming bombers at long range with missiles such as Sparrow as their sole air-to-air weapons, and maneuverability was not emphasized in their design. Some experts believed that the era of the dogfight was over as air-to-air missiles would knock down adversaries well before they could get close enough to engage in dogfighting. As aerial combat ensued over North Vietnam from 1965 to 1968, it became apparent that the dogfight was not over and the F-8 Crusader and a community trained to prevail in air-to-air combat was a key ingredient to success.
^
^
#DESC_PRTO_F8H
^[Specifications]
^
^This unit has the $LINK<aerial reconnaisance=GCON_Aerial_Recon> bonus.
^
^This unit has the $LINK<fighter-bomber aircraft=GCON_Fighter-Bomber> bonus.
^
^This unit also has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^This unit is unbuildable but is autoprodiced by the $LINK<F-8H CVW=BLDG_F8H> building.
^
^Wing Span: 35 feet 8 inches
^Length: 54 feet 3 inches
^Height: 15 feet 9 inches
^Max Weight: 29,000 lbs
^Armament: 4× 20 mm (0.787 in) Colt Mk 12 cannons in lower fuselage, 125 rounds/gun 
^*Missiles - 4× AIM-9 Sidewinder air-to-air missiles 
^*Rockets - 8× Zuni rockets in four twin pods
^*Bombs - up to 4,000 lbs
^Engine: 1× Pratt & Whitney J57-P-20A afterburning turbojet  
^Maximum Speed: Mach 1.86 (1,225 mph) at 36,000 feet 
^Range: 450 miles
^Service Ceiling: 58,000 feet

#PRTO_F8J
^The F-8 Crusader was the last U.S. fighter designed with guns as its primary weapon. When conflict erupted in the skies over North Vietnam, it was U.S. Navy Crusaders that first tangled with VPAF MiGs in August 1965. Although the MiGs claimed the downing of a Crusader, all aircraft returned safely. At the time, the Crusader was the best dogfighter the United States had against the nimble North Vietnamese MiGs. The Navy had evolved its "night fighter" role in the air wing to an all-weather interceptor, the F-4 Phantom II, equipped to engage incoming bombers at long range with missiles such as Sparrow as their sole air-to-air weapons, and maneuverability was not emphasized in their design. Some experts believed that the era of the dogfight was over as air-to-air missiles would knock down adversaries well before they could get close enough to engage in dogfighting. As aerial combat ensued over North Vietnam from 1965 to 1968, it became apparent that the dogfight was not over and the F-8 Crusader and a community trained to prevail in air-to-air combat was a key ingredient to success.
^
^
#DESC_PRTO_F8J
^[Specifications]
^
^This unit has the $LINK<aerial reconnaisance=GCON_Aerial_Recon> bonus.
^
^This unit has the $LINK<fighter-bomber aircraft=GCON_Fighter-Bomber> bonus.
^
^This unit also has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^This unit is unbuildable but is autoprodiced by the $LINK<F-8J CVW=BLDG_F8J> building.
^
^Wing Span: 35 feet 8 inches
^Length: 54 feet 3 inches
^Height: 15 feet 9 inches
^Max Weight: 29,000 lbs
^Armament: 4× 20 mm (0.787 in) Colt Mk 12 cannons in lower fuselage, 125 rounds/gun 
^*Missiles - 4× AIM-9 Sidewinder air-to-air missiles 
^*Rockets - 8× Zuni rockets in four twin pods
^*Bombs - up to 4,000 lbs
^Engine: 1× Pratt & Whitney J57-P-20A afterburning turbojet  
^Maximum Speed: Mach 1.86 (1,225 mph) at 36,000 feet 
^Range: 450 miles
^Service Ceiling: 58,000 feet

#PRTO_A4C
^Skyhawks were the Navy's primary light bomber over both North Vietnam during the early years of the Vietnam War while the USAF was flying the supersonic F-105 Thunderchief. They would be supplanted by the A-7 Corsair II in the Navy light bomber role. Skyhawks carried out some of the first air strikes by the US during the conflict and a Marine Skyhawk is believed to have dropped the last US bombs on the country. Notable pilots like Lt. (Jg) Everett Alvarez, (Cdr) Hugh Magee, John McCain, and Vice Admiral James Stockdale flew the Skyhawk. On 1 May 1967, an A-4C Skyhawk, piloted by LCDR Theodore R. Swartz from VA-76, shot down a Soviet-built Mikoyan-Gurevich MiG-17 with an unguided Zuni rocket in the Skyhawk's only air-to-air victory of the war.
^
^
#DESC_PRTO_A4C
^[Specifications]
^
^This unit has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^This unit is unbuildable.
^
^Wing Span: 26 feet 6 inches
^Length: 40 feet 3 inches
^Height: 15 feet
^Max Weight: 18,300 lbs
^Armament: 2× 20 mm (0.787 in) Colt Mk 12 cannon, 100 rounds/gun  
^*Missiles -  4× AIM-9 Sidewinder  
^*Bombs - 9,900 lbs
^Engine: 1× Pratt & Whitney J52-P8A turbojet, 9,300 lbf (10,000+ USMC A-4M and OA-4M) (41 kN)   
^Maximum Speed: 673 mph
^Range: 2,000 miles
^Service Ceiling: 42,250 feet

#PRTO_A4E
^Skyhawks were the Navy's primary light bomber over both North Vietnam during the early years of the Vietnam War while the USAF was flying the supersonic F-105 Thunderchief. They would be supplanted by the A-7 Corsair II in the Navy light bomber role. Skyhawks carried out some of the first air strikes by the US during the conflict and a Marine Skyhawk is believed to have dropped the last US bombs on the country. Notable pilots like Lt. (Jg) Everett Alvarez, (Cdr) Hugh Magee, John McCain, and Vice Admiral James Stockdale flew the Skyhawk. On 1 May 1967, an A-4C Skyhawk, piloted by LCDR Theodore R. Swartz from VA-76, shot down a Soviet-built Mikoyan-Gurevich MiG-17 with an unguided Zuni rocket in the Skyhawk's only air-to-air victory of the war.
^
^
#DESC_PRTO_A4E
^[Specifications]
^
^This unit has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^This unit is unbuildable.
^
^Wing Span: 26 feet 6 inches
^Length: 40 feet 3 inches
^Height: 15 feet
^Max Weight: 18,300 lbs
^Armament: 2× 20 mm (0.787 in) Colt Mk 12 cannon, 100 rounds/gun  
^*Missiles -  4× AIM-9 Sidewinder  
^*Bombs - 9,900 lbs
^Engine: 1× Pratt & Whitney J52-P8A turbojet, 9,300 lbf (10,000+ USMC A-4M and OA-4M) (41 kN)   
^Maximum Speed: 673 mph
^Range: 2,000 miles
^Service Ceiling: 42,250 feet

#PRTO_A4F
^Skyhawks were the Navy's primary light bomber over both North Vietnam during the early years of the Vietnam War while the USAF was flying the supersonic F-105 Thunderchief. They would be supplanted by the A-7 Corsair II in the Navy light bomber role. Skyhawks carried out some of the first air strikes by the US during the conflict and a Marine Skyhawk is believed to have dropped the last US bombs on the country. Notable pilots like Lt. (Jg) Everett Alvarez, (Cdr) Hugh Magee, John McCain, and Vice Admiral James Stockdale flew the Skyhawk. On 1 May 1967, an A-4C Skyhawk, piloted by LCDR Theodore R. Swartz from VA-76, shot down a Soviet-built Mikoyan-Gurevich MiG-17 with an unguided Zuni rocket in the Skyhawk's only air-to-air victory of the war.
^
^
#DESC_PRTO_A4F
^[Specifications]
^
^This unit has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^This unit is unbuildable but is autoprodiced by the $LINK<A-4F CVW=BLDG_A4F> building.
^
^Wing Span: 26 feet 6 inches
^Length: 40 feet 3 inches
^Height: 15 feet
^Max Weight: 18,300 lbs
^Armament: 2× 20 mm (0.787 in) Colt Mk 12 cannon, 100 rounds/gun  
^*Missiles -  4× AIM-9 Sidewinder  
^*Bombs - 9,900 lbs
^Engine: 1× Pratt & Whitney J52-P8A turbojet, 9,300 lbf (10,000+ USMC A-4M and OA-4M) (41 kN)   
^Maximum Speed: 673 mph
^Range: 2,000 miles
^Service Ceiling: 42,250 feet

#PRTO_F4B
^By the time of the Tonkin Gulf incident, 13 of 31 deployable Navy squadrons were armed with the type. F-4Bs from Constellation made the first Phantom combat sortie of the Vietnam War on 5 August 1964, flying bomber escort in Operation Pierce Arrow. The first Phantom air-to-air victory of the war took place on 9 April 1965 when an F-4B from VF-96 Fighting Falcons piloted by Lt JG Terence M. Murphy shot down a Chinese MiG-17 'Fresco'. The Phantom was then shot down, apparently by an AIM-7 Sparrow from one of its wingmen.[6] On 17 June 1965, an F-4B from VF-21 Freelancers piloted by Cdr Thomas C. Page and Lt John C. Smith shot down the first North Vietnamese MiG of the war.
^
^
#DESC_PRTO_F4B
^[Specifications]
^
^This unit has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^This unit has the $LINK<aerial reconnaisance=GCON_Aerial_Recon> bonus.
^
^Wing Span: 38 feet 5 inches
^Length: 62 feet 10 inches
^Height: 20 feet 2 inches
^Max Weight: 58,000 lbs
^Armament: Four AIM-7 Sparrow and four AIM-9M Sidewinder missiles, and one fuselage centerline bomb rack and four pylon bomb racks capable of carrying 12,500 pounds (5,625 kilograms) of general purpose bombs.
^Engine: 1 x General Electric J79-GE-15 with 10,900 lbs of thrust (dry) and 17,900 with after burners
^Maximum Speed: 1,459 mph 
^Cruising Speed: 587 mph
^Range: 1,300 miles
^Service Ceiling: 60,000 feet

#PRTO_F4J
^On 10 May 1972, Randy "Duke" Cunningham and William P. Driscoll flying an F-4J with the radio call sign "Showtime 100" shot down three MiG-17s to become the first flying aces of the war. Their fifth victory was believed at the time to be over a mysterious North Vietnamese ace Colonel Toon, now considered mythical. On the return flight, the Phantom was damaged by an enemy surface-to-air missile. To avoid being captured, Cunningham and Driscoll flew upside-down (the damage made the aircraft uncontrollable in a conventional attitude) and on fire until they could eject over water.
^
^
#DESC_PRTO_F4J
^[Specifications]
^
^This unit has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^This unit has the $LINK<aerial reconnaisance=GCON_Aerial_Recon> bonus.
^
^This unit is unbuildable but is autoprodiced by the $LINK<F-4J CVW=BLDG_F4J> building.
^
^Wing Span: 38 feet 5 inches
^Length: 62 feet 10 inches
^Height: 20 feet 2 inches
^Max Weight: 58,000 lbs
^Armament: 1 x 20mm M61 Vulcan cannon
^*4 x AIM-7 Sparrow and 4 x AIM-9M Sidewinder missiles, AGM-65 Maverick missiles, AGM-88 HARM missile capability, and one fuselage centerline bomb rack and four pylon bomb racks capable of carrying 12,500 pounds (5,625 kilograms) of general purpose bombs
^Engine: 1 x General Electric J79-GE-15 with 10,900 lbs of thrust (dry) and 17,900 with after burners
^Maximum Speed: 1,459 mph 
^Cruising Speed: 587 mph
^Range: 1,300 miles
^Service Ceiling: 60,000 feet

#PRTO_A6A
^The initial version of the Intruder was built around the complex and advanced DIANE (Digital Integrated Attack/Navigation Equipment), intended to provide a high degree of bombing accuracy even at night and in poor weather. DIANE consisted of multiple radar systems: the Norden AN/APQ-92 search radar and a separate AN/APQ-112 for tracking, AN/APN-141 radar altimeter, and AN/APN-153 Doppler to provide position updates to the AN/ASN-31 inertial navigation system. An air-data computer and ballistics computer integrated the radar information for the bombardier/navigator (BN) in the right-hand seat. TACAN and ADF were also provided for navigational use. When it worked, DIANE was perhaps the most capable nav/attack system of its era, giving the Intruder the ability to fly and fight in even very poor conditions (particularly important over Vietnam and Thailand during the Vietnam War). It suffered numerous teething problems, though, and it was several years before its reliability was established.
^
^
#DESC_PRTO_A6A
^[Specifications]
^
^This unit has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^This unit can not be built.
^
^This unit has the $LINK<precision strike=GCON_Precision_Strike> bonus.
^
^Wing Span: 53 feet
^Length: 54 feet 7 inches
^Height: 15 feet 7 inches
^Max Weight: 60,626 lbs
^Armament: 18,000 lb (8,170 kg) evenly distributed on five external hardpoints
^Engine: 2× Pratt & Whitney J52-P8B turbojets, 9,300 lbf (41.4 kN) each 
^Maximum Speed: 648 mph 
^Range: 3,245 miles
^Service Ceiling: 40,600 feet

#PRTO_A6B
^To provide Navy squadrons with a SEAD aircraft to attack enemy air defense and SAM systems--a mission dubbed "Iron Hand" in Navy parlance--19 A-6As were converted to A-6B standard from 1967 to 1970. The A-6B had many of its standard attack systems removed in favor of special equipment to detect and track enemy radar sites and to guide AGM-45 Shrike and AGM-78 Standard anti-radiation missiles. Five were lost in combat, and the rest were later converted to A-6E standard in the late 1970s.
^
^
#DESC_PRTO_A6B
^[Specifications]
^
^This unit has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^This unit has the $LINK<SEAD=GCON_SEAD> bonus.
^
^This unit is unbuildable but is autoprodiced by the $LINK<A-6B CVW=BLDG_A6B> building.
^
^This unit has the $LINK<precision strike=GCON_Precision_Strike> bonus.
^
^Wing Span: 53 feet
^Length: 54 feet 7 inches
^Height: 15 feet 7 inches
^Max Weight: 60,626 lbs
^Armament: 18,000 lb (8,170 kg) evenly distributed on five external hardpoints
^Engine: 2× Pratt & Whitney J52-P8B turbojets, 9,300 lbf (41.4 kN) each 
^Maximum Speed: 648 mph 
^Range: 3,245 miles
^Service Ceiling: 40,600 feet

#PRTO_A6C
^12 A-6As were converted in 1970 to A-6C standard for night attack missions against the Ho Chi Minh Trail in Vietnam. They were fitted with a TRIM (Trails/Roads Interdiction Multi-sensor) pod in the fuselage for FLIR and low-light TV cameras, as well as a "Black Crow" engine ignition detection system. One of these aircraft was lost in combat, the others were later converted to A-6E standard after the war.
^
^
#DESC_PRTO_A6C
^[Specifications]
^
^This unit has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^This unit is unbuildable but is autoprodiced by the $LINK<A-6C CVW=BLDG_A6C> building.
^
^This unit has the $LINK<precision strike=GCON_Precision_Strike> bonus.
^
^Wing Span: 53 feet
^Length: 54 feet 7 inches
^Height: 15 feet 7 inches
^Max Weight: 60,626 lbs
^Armament: 18,000 lb (8,170 kg) evenly distributed on five external hardpoints
^Engine: 2× Pratt & Whitney J52-P8B turbojets, 9,300 lbf (41.4 kN) each 
^Maximum Speed: 648 mph 
^Range: 3,245 miles
^Service Ceiling: 40,600 feet

#PRTO_A6E
^The A-6E never saw service in the Vietnam War out of US fears over it's sophisticated avionic electronics package falling into the hands of the Soviets.
^
^

#PRTO_A7A
^The first US Navy A-7As were deployed to Vietnam in 1967 with VA-147 Argonauts aboard USS Ranger. The aircraft made their first combat sortie on 4 December 1967. In the following months, VA-147 flew around 1,400 sorties losing only one aircraft. In January 1968, USS Ranger participated in the incident surrounding the capture of USS Pueblo in the Sea of Japan by North Korea. The Navy's improved A-7B model arrived in Vietnam in early 1969, with the definitive A-7E following in 1971. The U.S. Navy's first A-7 loss occurred on 22 December 1967, less than three weeks after entering combat. The Corsair from VA-147, USS Ranger, was piloted by LCDR James M. Hickerson, was attacking a AAA site when a SAM exploded under his aircraft, his engine and hydraulics failed and he ejected. LCDR Hickerson was released as a POW on 14 March 1973. The last U.S. Navy A-7 Corsair lost during the war was 29 January 1973, when CDR T.R. Wilkinson of VA-147, from the carrier USS Constellation, disappeared after being launched on a training flight; he was listed as KWF (killed while flying). 
^
^
#DESC_PRTO_A7A
^[Specifications]
^
^This unit has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^This unit is unbuildable but is autoprodiced by the $LINK<A-7A CVW=BLDG_A7A> building.
^
^This unit has the $LINK<precision strike=GCON_Precision_Strike> bonus.
^
^Wing Span: 38 feet 9 inches
^Length: 46 feet 1.5 inches
^Height: 16 feet 0.75 inches
^Max Weight: 42,000 lbs
^Armament: 1× 20 mm (0.787 in) M61 Vulcan gatling gun with 1,030 rounds 
^*Missiles - 2× AIM-9 Sidewinder, on one each side of fuselage
^*Bombs - 15,000 lb (6,800 kg) on six external hardpoints, compatible with a wide range of general-purpose bombs
^Engine: 1× Allison TF41-A-1 turbofan, 14,500 lbf (64.5 kN) 
^Maximum Speed: 698 mph 
^Range: 715 miles
^Service Ceiling: 42,000 feet

#PRTO_A7B
^From 1967 thru 1973, ten of the twenty U.S. Navy aircraft carriers fighting off of the Vietnam coast lost A-7's, 15 of which were shot down by surface to air missiles (SAMs): USS Ticonderoga lost 3, USS Constellation lost 15, USS Ranger lost 11, USS Coral Sea lost 13, USS Midway lost 2, USS Oriskany lost 8, USS Saratoga lost 8, USS Kitty Hawk lost 13, USS Enterprise lost 3, and the USS America lost l6. 
^
^
#DESC_PRTO_A7B
^[Specifications]
^
^This unit has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^This unit is unbuildable but is autoprodiced by the $LINK<A-7B CVW=BLDG_A7B> building.
^
^This unit has the $LINK<precision strike=GCON_Precision_Strike> bonus.
^
^Wing Span: 38 feet 9 inches
^Length: 46 feet 1.5 inches
^Height: 16 feet 0.75 inches
^Max Weight: 42,000 lbs
^Armament: 1× 20 mm (0.787 in) M61 Vulcan gatling gun with 1,030 rounds 
^*Missiles - 2× AIM-9 Sidewinder, on one each side of fuselage
^*Bombs - 15,000 lb (6,800 kg) on six external hardpoints, compatible with a wide range of general-purpose bombs
^Engine: 1× Allison TF41-A-1 turbofan, 14,500 lbf (64.5 kN) 
^Maximum Speed: 698 mph 
^Range: 715 miles
^Service Ceiling: 42,000 feet

#PRTO_A7E
^From 1967 thru 1973, ten of the twenty U.S. Navy aircraft carriers fighting off of the Vietnam coast lost A-7's, 15 of which were shot down by surface to air missiles (SAMs): USS Ticonderoga lost 3, USS Constellation lost 15, USS Ranger lost 11, USS Coral Sea lost 13, USS Midway lost 2, USS Oriskany lost 8, USS Saratoga lost 8, USS Kitty Hawk lost 13, USS Enterprise lost 3, and the USS America lost l6.
^
^
#DESC_PRTO_A7E
^[Specifications]
^
^This unit has the $LINK<carrier-based aircraft=GCON_CV-based> bonus.
^
^This unit is unbuildable but is autoprodiced by the $LINK<A-7E CVW=BLDG_A7E> building.
^
^This unit has the $LINK<precision strike=GCON_Precision_Strike> bonus.
^
^Wing Span: 38 feet 9 inches
^Length: 46 feet 1.5 inches
^Height: 16 feet 0.75 inches
^Max Weight: 42,000 lbs
^Armament: 1× 20 mm (0.787 in) M61 Vulcan gatling gun with 1,030 rounds 
^*Missiles - 2× AIM-9 Sidewinder, on one each side of fuselage
^*Bombs - 15,000 lb (6,800 kg) on six external hardpoints, compatible with a wide range of general-purpose bombs
^Engine: 1× Allison TF41-A-1 turbofan, 14,500 lbf (64.5 kN) 
^Maximum Speed: 698 mph 
^Range: 715 miles
^Service Ceiling: 42,000 feet

#PRTO_CVG
^During the Cold War, the main role of the CVBG in case of conflict with the Soviet Union would have been to protect Atlantic supply routes between the United States and Europe, while the role of the Soviet Navy would have been to interrupt these sea lanes, a fundamentally easier task. Because the Soviet Union had no large carriers of its own, a situation of dueling aircraft carriers would have been unlikely. However, the Soviet Navy sailed attack submarines whose primary mission was to shadow every CVBG and, on the outbreak of serious hostilities, sink the carrier. Understanding this threat, the CVBG expended enormous resources in its own anti-submarine warfare mission.
^
^These units are unbuildable and pre-placed.

#PRTO_Chicago
^On 1 November 1958 Chicago was reclassified CG-11 and towed to San Francisco Naval Shipyard to begin a five-year conversion to a guided missile cruiser. Begun on 1 July 1959, the entire superstructure was removed and replaced with new aluminum compartments, modernized electronic systems, and an improved Naval Tactical Data System (NTDS) equipped combat information center. Representative of the new technological focus on guided missiles, Chicago was refitted with Tartar and Talos SAM stowage, loading, launching, and guidance systems. Triple torpedo tubes, two ASROC launchers, two 5 inch/38 guns, and two antisubmarine helicopters rounded out the cruisers’ modifications.
^
^This unit is unbuildable and pre-placed.
#DESC_PRTO_Chicago
^[Specifications]
^
^This unit has the $LINK<naval gunfire support=GCON_NGFS> bonus.
^
^This unit has the $LINK<Lethal Land Bombardment=GCON_Lethal_Land_Bombardment> bonus.
^
^Class: Baltimore
^Displacement: 13,600 tons
^Length: 674 feet 11 inches
^Beam: 70 feet 10 inches
^Draught: 20 feet 6 inches
^Speed: 33 knots
^Compliment: 1,142 officers and enlisted
^Armament: see Details

#PRTO_Boston
^In April 1967 Boston returned to the Pacific for the first time in fifteen years, transiting the Panama Canal to begin a tour of combat service with the Seventh Fleet. Primarily stationed off Vietnam during this time, she fired thousands of rounds of eight and five-inch shells against enemy targets in North and South Vietnam. Though continuing to be based on the East Coast, the cruiser made two more Vietnam War deployments to the Western Pacific, one in April–October 1968 and the last in May-November 1969.
^
^This unit is unbuildable and pre-placed.
#DESC_PRTO_Boston
^[Specifications]
^
^This unit has the $LINK<naval gunfire support=GCON_NGFS> bonus.
^
^This unit has the $LINK<Lethal Land Bombardment=GCON_Lethal_Land_Bombardment> bonus.
^
^Class: Baltimore
^Displacement: 13,600 tons
^Length: 673 feet 3 inches
^Beam: 71 feet 10 inches
^Draught: 26 feet 10 inches
^Speed: 33 knots
^Armament: 6 x 8 inch, 10 x 5 inch, 12 x 3 inch, 2 x twin-rail Terrier SAM launcher

#PRTO_Saint_Paul
^Sailing from Long Beach, California, on 4 May 1959, Saint Paul became the first major United States Navy ship to be homeported in the Far East since pre-World War II days. Based at Yokosuka, she did not return to Long Beach until 39 months later. Then, she assumed duties as First Fleet flagship and did not return to WestPac until 1965. From that year, she made five successful deployments with the Seventh Fleet in operations off North and South Vietnam, providing gunfire support to allied troops. Reminiscent of her Korean operations, Saint Paul was hit on 2 September by a shell which struck her starboard bow, near the water line. None of her crew was injured; and her engineers repaired the slight damage, enabling her to continue her mission. For her splendid record of service in helping to combat Communist aggression in South Vietnam, Saint Paul earned the Navy Unit Commendation and two Meritorious Unit Commendations.
^
^This unit is unbuildable and pre-placed.
#DESC_PRTO_Saint_Paul
^[Specifications]
^
^This unit has the $LINK<naval gunfire support=GCON_NGFS> bonus.
^
^This unit has the $LINK<Lethal Land Bombardment=GCON_Lethal_Land_Bombardment> bonus.
^
^Class: Baltimore
^Displacement: 14,500 tons
^Length: 673 feet 5 inches
^Beam: 70 feet 10 inches
^Draught: 26 feet 5 inches
^Speed: 32 knots
^Compliment: 1,700 officers and enlisted
^Armament: 9 x 8 inch, 12 x 5 inch
^*anti aircarft - 48 x 40mm, 22 x 20mm


#PRTO_Newport_News
^On 25 December 1968 Newport News returned to the gunline for her second tour in WESTPAC. During this period she operated as a unit of Task Unit 70.8.9 providing gunfire support for the 7th and 9th ARVN in the Vinh Binh Province in the Mekong Delta. Primary mission was the destruction of reinforced VC bunker complexes in that area. From early January 1969 until early June, Newport News was deployed in the waters adjacent to Vietnam. During this period she proved a valuable source of intelligence with; (1) written reports on Communist Bloc shipping in the Western Pacific; (2) broadcast reports on Market Time, firing locations of small craft in the coastal waters of Vietnam; and (3) photography and tactical intelligence taken from Soviet trawlers. Newport News also produced a port study on Kagoshima, Japan, a port seldom seen by U.S. naval vessels.
^
^
#DESC_PRTO_Newport_News
^[Specifications]
^
^This unit has the $LINK<naval gunfire support=GCON_NGFS> bonus.
^
^This unit has the $LINK<Lethal Land Bombardment=GCON_Lethal_Land_Bombardment> bonus.
^
^This unit is unbuildable and pre-placed.
^
^Class: Des Moines
^Displacement: 20,980 tons
^Length: 717 feet 6 inches
^Beam: 76 feet 6 inches
^Draught: 27 feet
^Speed: 31.5 knots
^Compliment: 1,667 officers and enlisted
^Armament: 9 x 8 inch, 12 x 5 inch, 12 x 3 inch

#PRTO_DD_Squadron
^
^
^This unit is unbuildable and pre-placed.

#PRTO_Trawler
^The most notorious incident involving North Vietnamese shipping during the war occurred on 16 February 1965 when a 100-ton trawler was discovered unloading munitions in Vung Ro Bay.
^
^This unit is unbuildable but is autoprodiced by the $LINK<Hai Phong Harbor=BLDG_Hai_Phong_Harbor> wonder every eighteen (18) turns.

#PRTO_Junk
^The waters of Vietnam were filled with these vessels when the monsoon season was not in force. Food, ammunition, medical supplies, and men were shipped in these units all during the war and one of the US Navy's primary goals were to interdict all smuggled cargo. It was junks and sampans that made up the bulk of inspections.
^
^

#PRTO_DER
^A radar picket is a radar-equipped ship, aircraft, or vehicle used to increase the radar detection range around a force to protect it from surprise attack. Often several detached radar units encircle a force to provide increased cover in all directions. Formerly, the United States Navy employed radar picket ships such as the USS Hissem (DER-400) to extend the DEW line seaward. The designation DER indicated "Destroyer Escort Radar picket ship."
^
^
#DESC_PRTO_DER
^[Specifications]
^
^This unit is unbuildable and is autoproduced by the $LINK<Operation Sea Dragon (USN)=BLDG_Sea_Dragon> building in Cam Ranh Bay.
^
^Displacement: 1,200 tons
^Length: 306 feet
^Beam: 70 feet 10 inches
^Draught: 26 feet 5 inches
^Speed: 21 knots
^Compliment: 186 officers and enlisted
^Armament: 3 x 3" guns
^*anti-aircraft - 2 x 40mm, 8 x 20mm 
^*3 x 21" torpedo tubes

#PRTO_Heavy_Weapons
^Heavy weapons platoon is a term from military science which refers to an infantry platoon equipped with machine guns, mortars, rocket-propelled grenades, flamethrowers, grenade-launchers, anti-tank weapons, and/or other portable heavy weapons. As with most support units in any army, the size of a Weapons Platoon is generally smaller than that of its light infantry equivalent. For example, a typical light infantry platoon consists of 30 to 40 men divided in 3 or 4 squads (or sections) of 9-13 men, whereas a weapons platoon substitutes the squads with smaller groups for mortar teams, machine gun crews, anti-tank teams etc.
^
^This unit has the $LINK<invisible=GCON_Invisibility> bonus, the $LINK<guerilla warfare tactics=GCON_Guerilla_War> bonus, and the $LINK<return fire=GCON_Return_Fire> bonus.

#PRTO_Battalion
^In Civ3 terms, this is an "Army" unit. However, it can not be built but it is spawned through one of those lucky elite unit victories. And be advised that these units will only "transport" infantry (ie. foot units). 
^
^

#PRTO_Ranger
^These units can $LINK<detect invisible=GCON_Detect_Invisible> enemy units, are $LINK<Air Mobile=GCON_Air_Mobile>, and can perform $LINK<Stealth Attacks=GCON_Stealth_Attack> against certain enemy units.
^
^They're unbuildable but are autoproduced by the $LINK<Long Range Recon Patrol (LLRP) Tactics=BLDG_Ranger_HQ> building.

#PRTO_Popular_Force
^This unit is unbuildable but is autoproduced by the $LINK<Popular Force Barracks=BLDG_PF_Barracks> building and it has the $LINK<return fire=GCON_Return_Fire> bonus.
^
^

#PRTO_Vietcong_Irregular
^
^These units are similar to the 'regular' Viet Cong units although they are smaller in unit size composition, slightly inferior in terms of weaponry, and most definitely not as well trained. Generally speaking, these were local units tasked with defensive-minded tactics.
^
#DESC_PRTO_Vietcong_Irregular
^[Specifications]
^
^This unit has the $LINK<invisible=GCON_Invisibility> bonus.
^
^This unit has the $LINK<guerilla warfare tactics=GCON_Guerilla_War> bonus as well as the $LINK<return fire=GCON_Return_Fire> bonus.

#PRTO_Minefield
^
^
^

#PRTO_CIA_Op
^
^
^

#PRTO_Canberra
^In March 1960 Canberra began an eight-month cruise around the World, operating with both the Seventh Fleet in Asian waters and with the Sixth Fleet in the Mediterranean. Canberra made two six-month deployments to the US Sixth Fleet in the Mediterranean Sea leaving Norfolk in February and returning in September of 1962 and another in 1963. She took part in the Cuban Quarantine in the fall of 1962 and, in October 1963, was transferred to the Pacific Fleet. The Vietnam War soon became the focus of her final half-decade. Conducting her first combat deployment since the World War II, she spent the first several months of 1965 off Southeast Asia. A second Vietnam deployment followed in February-June 1966 and a third lasted from October 1966 until April 1967. During these operations her six remaining eight-inch guns were extensively employed for shelling enemy positions in both North and South Vietnam.
^
^
#DESC_PRTO_Canberra
^[Specifications]
^
^This unit has the $LINK<naval gunfire support=GCON_NGFS> bonus.
^
^This unit has the $LINK<Lethal Land Bombardment=GCON_Lethal_Land_Bombardment> bonus.
^
^This unit is unbuildable and pre-placed.
^
^Class: Baltimore
^Displacement: 13,600 tons
^Length: 673 feet 5 inches
^Beam: 70 feet 10 inches
^Draught: 20 feet 6 inches
^Speed: 33 knots
^Compliment: 1,142 officers and enlisted
^Armament: 6 x 8 inch, 10 x 5 inch

#PRTO_T28
^In the COIN role, T-28s saw extensive service during the Vietnam War in VNAF hands, as well as the Secret War in Laos. The T-28 Trojan was the first US attack fixed wing aircraft (non-transport type) lost in SOUTH Vietnam, during the Vietnam War. Capt. Robert L. Simpson, USAF, Detachment 2A, lst Air Commando Group, and Lt. Hoa, SVNAF, were shot down by ground fire on 28 August 1962 while flying Close Air Support (CAS). Neither crewman survived. The USAF lost 23 T-28's to all causes during the war, with the last two losses occurring in 1968.
^
^
#DESC_PRTO_T28
^[Specifications]
^
^Wing Span: 40 feet 1 inch
^Length: 33 feet
^Height: 12 feet 8 inches
^Max Weight: 8,500 lbs
^Armament: 1× 20 mm (0.787 in) M61 Vulcan gatling gun with 1,030 rounds 
^*Bombs - 3,000 lb (6,800 kg) on six external hardpoints, compatible with a wide range of general-purpose bombs
^Engine: 1× Wright R-1820-86 Cyclone radial engine, 1,425 hp (1,063 kW)  
^Maximum Speed: 698 mph 
^Range: 1,060 miles
^Service Ceiling: 35,500 feet

#PRTO_POW
^These are 'flag' units and need to be 'captured' by a friendly unit and then returned back to an occupied VP location for one (1) victory point.
^
^


; End Units______________________________________________________________________________End Units













; City Improvements______________________________________________________________________________City Improvements


#BLDG_Palace
^
^
^The Capital is the center of youre empire. This is where the main administrative affairs of your nation are decided and is the recognized 
heart of your nation. 


#BLDG_RVN_Govt_Post
^
^+1 production -- +50% tax output -- reduces corruption
^

#BLDG_Food_Wharehouse
^
^doubles city growth
^

#BLDG_AFVN_Station
^
^+2 culture -- +1 happy face
^

#BLDG_Business_District
^
^+1 production -- +50% tax output -- +50% luxury output
^

#BLDG_RVN_School
^
^+1 culture -- +1 happy face -- reduces war weariness
^

#BLDG_RVN_Judicial_System
^
^reduces corruption
^

#BLDG_Civilian_Defense_Force
^
^reduced war weariness -- +15 bombard defense -- +25 defense
^

#BLDG_Hamlet_Farm
^
^allows city size 3 -- doubles city growth
^

#BLDG_Water_Works
^
^allows city size 2
^

#BLDG_Financial_Institution
^
^+1 production -- +50% tax output
^

#BLDG_Newspaper
^
^+1 culture -- +1 happy face
^

#BLDG_University
^
^+1 culutre -- reduces war weariness -- +1 happy face
^

#BLDG_Rice_Paddy
^
^+1 production
^

#BLDG_Rubber_Plantation
^
^+1 production
^

#BLDG_Saw_Mill
^
^+1 production
^

#BLDG_Coal_Mine
^
^+1 production
^

#BLDG_Cotton_Plantation
^
^+1 production
^

#BLDG_Coffee_Plantation
^
^+1 production
^

#BLDG_Sugar_Plantation
^
^+1 production
^

#BLDG_Fishery
^
^+1 production
^

#BLDG_Water_Treatment_Plant
^
^+1 production
^

#BLDG_RF_Barracks
^
^Autoproduce's a $LINK<Regional Force Rifle Co.=PRTO_Regional_Force> every eighteen (18) turns.
^

#BLDG_AFVN_Television
^
^+1 culture -- +1 happy face
^

#BLDG_Hospital
^
^allows city size 3 -- +1 happy face
^

#BLDG_Chieu_Hoi
^
^+1 culture -- +1 production -- resistant to propaganda
^

#BLDG_Combined_Action_Platoon
^
^reduces war weariness -- +25 bombard defense -- +50 defense
^

#BLDG_Airfield
^
^allows veteran air units
^

#BLDG_USAF_Base
^
^allows veteran air units
^

#BLDG_Provincial_Police
^
^reduces corruption
^

#BLDG_ARVN_MP
^
^reduces corruption
^

#BLDG_Harbor
^
^+1 production
^

#BLDG_Port_Complex
^
^+1 production -- +50 luxury output -- increases shields in water
^

#BLDG_PX
^
^+1 culture -- +50% luxury output
^

#BLDG_Phoenix
^
^+2 culture -- +1 production -- resistant to propaganda -- +1 unhappy face
^

#BLDG_VNAF_Airbase
^
^allows veteran air units
^

#BLDG_ARVN_Military_School
^
^allows veteran ground units
^

#BLDG_APP
^
^+1 culture -- reduces war weariness
^

#BLDG_ARVN_Paratroop_School
^
^Autoproduces an $LINK<ARVN Paratroop Company=PRTO_ARVN_Paratroop> every eight (8) turns.
^

#BLDG_Land_Reform
^
^+1 production -- reduces war weariness
^

#BLDG_RVN_MC
^
^Autoproduces a $LINK<RVN Marine Rifle Company=PRTO_ARVN_Marine> every eight (8) turns.
^

#BLDG_Village_Elections
^
^+1 culture -- reduces war weariness
^

#BLDG_Wealth
^
^
^[Taxation] causes shields to be converted to dollars or pisaters (equivelant to the exchange rate with the US Dollar) at a ratio of two to one.
#DESC_BLDG_Wealth
^
^
^

#BLDG_Food_Storehouse
^
^doubles city growth rate
^

#BLDG_Security_Force
^
^+25 defense
^

#BLDG_DRVN_Govt_Post
^
^+1 production -- +50% tax output -- resistant to propaganda
^

#BLDG_Politburo
^
^+1 production -- +50% tax output -- resistant to propaganda
^

#BLDG_DRVN_School_System
^
^+1 culture -- resistant to propaganda
^

#BLDG_DRVN_Judicial_System
^
^reduces corruption -- resistant to propaganda
^

#BLDG_DRVN_Police_Station
^
^reduces corruption -- resistant to propaganda
^

#BLDG_DRVN_Air_Raid_Shelter
^
^+15 bombard defense -- +1 happy face
^

#BLDG_DRVN_NVA_Hospital
^
^allows city size 3 -- +1 happy face
^

#BLDG_State_Bank
^
^+50% tax output -- +1 production
^

#BLDG_State_Newspaper
^
^+1 culture -- resistant to propaganda
^

#BLDG_State_University
^
^+1 culture -- resistant to propaganda
^

#BLDG_Radio_Station
^
^+1 culture -- resistant to propaganda
^

#BLDG_Market_District
^
^+50% tax output -- increases luxury output
^

#BLDG_State_TV_Station
^
^+1 culture -- resistant to propaganda
^

#BLDG_Harbour
^
^+1 production
^

#BLDG_Port_Facility
^
^+1 production -- +50% luxury output -- increases shields in water
^

#BLDG_Oil_Refinery
^
^+1 production -- increases shields in water
^

#BLDG_Armory
^
^+1 production
^

#BLDG_Railhead
^
^+1 production
^

#BLDG_NVA_Barracks
^
^allows veteran ground units
^

#BLDG_NVAF_MiG17
^
^Autoproduces a $LINK<MiG-17 Fresco=PRTO_MiG17> every eight (8) turns.
^

#BLDG_NVAF_MiG19
^
^Autoproduces a $LINK<MiG-19 Farmer=PRTO_MiG19> every eight (8) turns.
^

#BLDG_NVAF_MiG21
^
^Autoproduces a $LINK<MiG-21 Fishbed=PRTO_MiG21> every eight (8) turns.
^

#BLDG_Base_Camp_HQ
^
^+50% tax output -- reduces corruption -- resistant to propaganda
^

#BLDG_Rice_Depot
^
^doubles city growth rate
^

#BLDG_Bunker_Complex
^
^+25 bombard defense -- +25 defense
^

#BLDG_Tunnel_Complex
^
^+50 bombard defense -- +50 defense -- replaces $LINK<Bunker Complex=BLDG_ZBunker_Complex>
^

#BLDG_Medical_Supply_Depot
^
^+1 happy face
^

#BLDG_Base_Camp_Infirmary
^
^allows city size 3
^

#BLDG_VC_Training
^
^allows veteran ground units
^

#BLDG_Ammo_Depot
^
^+1 production -- resistant to propaganda
^

#BLDG_Small_Arms_Depot
^
^+1 production -- resistant to propaganda
^

#BLDG_POL_Depot
^
^+1 production -- resistant to propaganda
^

#BLDG_VC_Barracks
^
^resistant to propaganda -- autoproduces a $LINK<Viet Cong Rifle Co.=PRTO_Vietcong_Infantry> every three (3) turns 
^

#BLDG_VC_Signal
^
^resistant to propaganda -- autoproduces a $LINK<Viet Cong Signal Engineer=PRTO_VC_Engineer> every twelve (12) turns
^

#BLDG_VC_Rocket107
^
^autoproduces a $LINK<Viet Cong 107mm Rocket Co.=PRTO_VC_Rocket> every fifteen (15) turns
^

#BLDG_VC_Rocket122
^
^autoproduces a $LINK<Viet Cong 122mm Rocket Co.=PRTO_VC_Rocket122> every fifteen (15) turns
^

#BLDG_VC_Rocket140
^
^autoproduces a $LINK<Viet Cong 140mm Rocket Co.=PRTO_VC_Rocket140> every fifteen (15) turns
^

#BLDG_Eng_Group
^
^+1 production
^

#BLDG_Transp_Btln
^
^+2 production
^

#BLDG_Commo-Liason
^
^+2 happy faces
^

#BLDG_Binh_Tram
^
^+2 production -- +50% tax output -- resistant to propaganda
^

#BLDG_PLAF_Barracks
^
^reduces corruption -- autoproduces a $LINK<Viet Cong Rifle Co.=PRTO_Vietcong_Infantry> every five (5) turns 
^

#BLDG_PLAF_Training
^
^allows veteran ground units -- reduces corruption
^

#BLDG_NLF_Propaganda
^
^+3 culture -- +1 production -- resistant to propaganda -- reduces corruption
^

#BLDG_PLAF_Security
^
^
^

#BLDG_Provisional_Govt_Post
^
^+1 production -- +1 culture -- +50% tax output -- reduces corruption -- resistant to propaganda
^

#BLDG_Provisional_Govmt_Post
^
^+1 production -- +1 culture -- +50% tax output -- reduces corruption -- resistant to propaganda
^

#BLDG_Re-education_Camp
^
^+3 culture -- +1 production -- resistant to propaganda -- reduces corruption -- +1 unhappy face
^

#BLDG_PAVN_Base
^
^+25 bombard defense -- +50 defense -- resistant to propaganda -- reduces corruption
^

#BLDG_PAVN_Training
^
^allows veteran ground units
^

#BLDG_F8D
^
^autoproduces an $LINK<F-8D Crusader=PRTO_F8D> every thirteen (13) turns
^

#BLDG_F8H
^
^autoproduces an $LINK<F-8H Crusader=PRTO_F8H> every thirteen (13) turns
^

#BLDG_F8J
^
^autoproduces an $LINK<F-8J Crusader=PRTO_F8J> every thirteen (13) turns
^

#BLDG_A4F
^
^autoproduces an $LINK<A-4F Skyhawk=PRTO_A4F> every thirteen (13) turns
^

#BLDG_F4J
^
^autoproduces an $LINK<F-4J Phantom II=PRTO_F4J> every thirteen (13) turns
^

#BLDG_A6B
^
^autoproduces an $LINK<A-6B Intruder=PRTO_A6B> every thirteen (13) turns
^

#BLDG_A6C
^
^autoproduces an $LINK<A-6C Intruder=PRTO_A6C> every thirteen (13) turns
^

#BLDG_PF_Barracks
^
^autoproduces a $LINK<Popular Force Rifle Platoon=PRTO_Popular_Force> every eighteen (18) turns
^

#BLDG_A7A
^
^autoproduces an $LINK<A-7A Corsair II=PRTO_A7A> every thirteen (13) turns
^

#BLDG_A7B
^
^autoproduces an $LINK<A-7B Corsair II=PRTO_A7B> every thirteen (13) turns
^

#BLDG_A7E
^
^autoproduces an $LINK<A-7E Corsair II=PRTO_A7E> every thirteen (13) turns
^

#BLDG_US_Airborne_173
^
^autoproduces a $LINK<US Airborne Rifle Co.=PRTO_US_Airborne_Infantry> every eight (8) turns
^

#BLDG_SEAD_F100F
^
^autoproduces an $LINK<F-100F Wild Weasel=PRTO_F100F> every eleven (11) turns
^

#BLDG_SEAD_F105F
^
^autoproduces an $LINK<EF-105F Wild Weasel III=PRTO_F105F> every eleven (11) turns
^

#BLDG_SEAD_F4D
^
^autoproduces an $LINK<F-4D Wild Weasel IV=PRTO_F4D> every eleven (11) turns
^

#BLDG_SEAD_F105G
^
^autoproduces an $LINK<F-105G Wild Weasel=PRTO_F105G> every eleven (11) turns
^

#BLDG_SEAD_F4G
^autoproduces a $LINK<CH-47 Chinook transport helicopter=PRTO_CH47> every eight (8) turns*
^
^*[North Vietnam] .biq file only

#BLDG_Ranger_HQ
^+1 production -- reduces corruption -- resistant to propaganda
^
^autoproduces a $LINK<US Ranger Fireteam (LRRP)=PRTO_Ranger> every twelve (12) turns

#BLDG_ARVN_Armor_M48
^reduces war weariness
^
^autoproduces an $LINK<M-48A3 main battle tank=PRTO_M48> every twelve (12) turns

#BLDG_ARVN_Armor_M551
^
^autoproduces an $LINK<M-551 Sheridan anti-tank=PRTO_M551> unit every ten (10) turns
^

#BLDG_ANZAC_Armor
^
^autoproduces a $LINK<Centurion MkV main battle tank=PRTO_Centurion> every sixteen (16) turns
^

#BLDG_NVA_Armor_BTR152
^
^autoproduces a $LINK<BTR-152 apc=PRTO_BTR152> every two (2) turns
^

#BLDG_NVA_Armor_BTR40
^
^autoproduces a $LINK<BTR-40 apc=PRTO_BTR40> every two (2) turns
^

#BLDG_NVA_Armor_BTR50
^
^autoproduces a $LINK<BTR-50PK apc=PRTO_BTR50> every four (4) turns
^

#BLDG_NVA_Armor_Type63apc
^
^autoproduces a $LINK<Type 63 apc=PRTO_Type63APC> every two (2) turns
^

#BLDG_NVA_Armor_BTR60
^
^autoproduces a $LINK<BTR-60 apc=PRTO_BTR60> every two (2) turns
^

#BLDG_NVA_Armor_T34
^
^autoproduces a $LINK<T-34-85 main battle tank=PRTO_T34> every fifteen (15) turns
^

#BLDG_NVA_Armor_T54
^
^autoproduces a $LINK<T-54 main battle tank=PRTO_T54> every seven (7) turns
^

#BLDG_NVA_Armor_T55
^
^autoproduces a $LINK<T-55 main battle tank=PRTO_T55> every seven (7) turns
^

#BLDG_NVA_Armor_Type59
^
^autoproduces a $LINK<Type-59 main battle tank=PRTO_Type59> every seven (7) turns
^

#BLDG_NVA_Armor_PT76
^
^autoproduces a $LINK<PT-76 light tank=PRTO_PT76> every ten (10) turns
^

#BLDG_NVA_Armor_Type63tank
^
^autoproduces a $LINK<Type-63 light tank=PRTO_Type63> every six (6) turns
^

#BLDG_NVA_Armor_ISU122
^
^autoproduces a $LINK<JSU-122 anti-tank=PRTO_T54> unit every eight (8) turns
^

#BLDG_NVAF_IL28
^
^autoproduces an $LINK<Il-28 Beagle strategic bomber=PRTO_IL28> unit every fifteen (15) turns
^

#BLDG_Fixed_Wing_AC47
^
^autoproduces an $LINK<AC-47 Spooky gunship=PRTO_AC47> every eight (8) turns
^

#BLDG_Fixed_Wing_AC130
^
^autoproduces an $LINK<AC-130 Spectre gunship=PRTO_AC130> every eight (8) turns
^

#BLDG_Rotary_Wing_UH1
^
^autoproduces a $LINK<UH-1 Huey Cobra gunship=PRTO_UH1_Gunship> every six (6) turns
^

#BLDG_Rotary_Wing_AH1
^
^autoproduces an $LINK<AH-1 Cobra gunship=PRTO_AH1> every six (6) turns
^

#BLDG_Sea_Dragon
^Sea Dragon was a series of naval operations beginning in 1966 to interdict sea lines of communications and supply going south from North Vietnam to South Vietnam, and to destroy land targets with naval gunfire. The primary purpose of Sea Dragon forces was the interception and destruction of water borne logistic craft (WBLC), which ranged in size from large self propelled barges down to small junks and sampans. US Navy advisers were assigned to the South Vietnamese Navy and US Navy minesweepers assisted South Vietnamese Navy (VNN) ships in carrying out patrols near the Demilitarized Zone (DMZ).
^
^autoproduces a $LINK<Radar Picket Escort (DER)=PRTO_DER> every twenty (20) turns


; SPACESHIP COMPONENTS__________________________________________________________________________SPACESHIP COMPONENTS



; GREAT WONDERS ____________________________________________________________________________________ GREAT WONDERS

#BLDG_MACV
^+1 production -- +1 culture -- allows veteran ground units -- doubles city defenses
^
^

#BLDG_US_Embassy
^+1 production -- +1 culture -- resistant to propaganda -- treasury earns 5% -- allows spy missions
^
^

#BLDG_ARVN_SF_HQ
^
^autoproduces an $LINK<ARVN Ranger Co.=PRTO_ARVN_Ranger> every twelve (12) turns
^

#BLDG_I_CTZ
^autoproduces a $LINK<US Infantry Co.=PRTO_US_Infantry> every four (4) turns
^
^+1 production

#BLDG_II_CTZ
^autoproduces a $LINK<US Infantry Co.=PRTO_US_Infantry> every four (4) turns
^
^+1 production

#BLDG_III_CTZ
^autoproduces a $LINK<US Infantry Co.=PRTO_US_Infantry> every four (4) turns
^
^+1 production

#BLDG_IV_CTZ
^autoproduces a $LINK<US Infantry Co.=PRTO_US_Infantry> every four (4) turns
^
^+1 production

#BLDG_USMC
^autoproduces a $LINK<USMC Rifle Co.=PRTO_US_Marine> every six (6) turns
^
^+1 production

#BLDG_US_Airborne
^autoproduces a $LINK<US Airborne Rifle Co.=PRTO_US_Airborne_Infantry> every eight (8) turns
^
^+1 production

#BLDG_US_SF
^autoproduces a $LINK<US Green Beret Co.=PRTO_US_Ranger> every twelve (12) turns
^
^+1 production -- +1 culture -- resistant to propaganda

#BLDG_ANZAC_HQ
^autoproduces an $LINK<ANZAC Rifle Co.=PRTO_Australian_Infantry> every eight (8) turns
^
^+1 production

#BLDG_ARVN_Paratroop_HQ
^
^autoproduces an $LINK<ARVN Paratroop Co.=PRTO_ARVN_Paratrooper> every eight (8) turns
^

#BLDG_RVN_MC_HQ
^
^autoproduces an $LINK<RVN Marine Rifle Co.=PRTO_ARVN_Marine> every eight (8) turns
^

#BLDG_RoK_MC
^
^autoproduces a $LINK<ROKMC Rifle Co.=PRTO_ROK_Marine> every eight (8) turns
^

#BLDG_ARVN_Armor_M41
^
^autoproduces an $LINK<M-41A3 medium tank=PRTO_M41> every ten (10) turns
^

#BLDG_Cam_Ranh_Bay
^
^This is a dummy or faux wonder.
^

#BLDG_Danang
^
^This is a dummy or faux wonder.
^

#BLDG_Ton_Son_Nhat
^
^This is a dummy or faux wonder.
^

#BLDG_Noi_Bai
^
^This is a dummy or faux wonder.
^

#BLDG_Fortress_At_Khe_Sanh
^
^This is a dummy or faux wonder.
^

#BLDG_NSAD_Cua_Viet
^
^This is a dummy or faux wonder.
^

#BLDG_Quang_Tri_Citadel
^
^This is a dummy or faux wonder.
^

#BLDG_Hue_Citadel
^
^This is a dummy or faux wonder.
^

#BLDG_Camp_Eagle
^
^This is a dummy or faux wonder.
^

#BLDG_Pleiku_Air_Base
^
^This is a dummy or faux wonder.
^

#BLDG_Kontum_Prison
^
^This is a dummy or faux wonder.
^

#BLDG_Binh_Thuy_Air_Base
^
^This is a dummy or faux wonder.
^

#BLDG_Bien_Hoa_Air_Base
^
^This is a dummy or faux wonder.
^

#BLDG_Nha_Trang_Air_Base
^
^This is a dummy or faux wonder.
^

#BLDG_Dinh_Ba
^
^This is a pre-placed wonder in the South Vietnamese city of Tuy Hoa. [Dinh Ba] literally translates to [Goddess Palace]. It is a shrine dedicated to the worship of Thien Y A Na, a goddess of Vietnamese lore.
^

#BLDG_Phung_Duc_Airfield
^
^This is a dummy or faux wonder.
^

#BLDG_U-Tapao_Airbase
^
^This is a dummy or faux wonder.
^

#BLDG_Korat_Airbase
^
^This is a dummy or faux wonder.
^

#BLDG_Ubon_Airbase
^
^This is a dummy or faux wonder.
^

#BLDG_Nakhon_Airbase
^
^This is a dummy or faux wonder.
^

#BLDG_Udom_Airbase
^
^This is a dummy or faux wonder.
^

#BLDG_Air_America
^
^This is a dummy or faux wonder.
^


; END GREAT WONDERS _________________________________________________________________________ END GREAT WONDERS 























; SMALL WONDERS______________________________________________________________________________SMALL WONDERS


#BLDG_AFVN_HQ
^
^+2 culture -- reduces war weariness -- +1 happy face in all cities 
^

#BLDG_Stars_and_Stripes
^
^+1 culture -- resistant to propaganda -- +1 happy face in all cities 
^

#BLDG_Arclight
^
^autoproduces a $LINK<B-52 heavy bomber=PRTO_B-52> every twelve (12) turns
^

#BLDG_Prison
^The Long Binh jail was notoriously referred to by American G.I.s simply as the "L.B.J." for obvious reasons.
^
^+1 production -- +1 unhappy face

#BLDG_Combat_Eng_School
^
^autoproduces an American $LINK<Combat Engineer Co.=PRTO_Combat_Engineer> every seventeen (17) turns
^

#BLDG_Rubber_Plant
^
^+3 production
^

#BLDG_Coal_Plant
^
^+3 production
^

#BLDG_Textile_Plant
^
^+3 production
^

#BLDG_Coffee_Plant
^
^+3 production
^

#BLDG_Sugar_Refinery
^
^+3 production
^

#BLDG_HCM_Trail
^autoproduces a $LINK<Viet Cong Settler=PRTO_Settler> unit every twenty-four (22) turns
^
^+1 production -- +1 culture -- resistant to propaganda -- reduces corruption -- allows healing in enemy territory

#BLDG_NVA_Sapper_School
^
^autoproduces an $LINK<NVA Sapper Co.=PRTO_Settler> every five (5) turns
^

#BLDG_VC_Sapper_School
^
^autoproduces a $LINK<Viet Cong Sapper Co.=PRTO_Sapper> every five (5) turns
^

#BLDG_Hanoi_Hilton
^This building autoproduces a $LINK<P.O.W.=PRTO_POW> unit every sixteen (16) turns.
^
^Refer to the $LINK<Prisoner of War=GCON_POW> game concepts entry for a more complete description of how to cash these units in for VPs. 

#BLDG_VC_Detention_Center
^This building autoproduces a $LINK<P.O.W.=PRTO_POW> unit every sixteen (16) turns.
^
^Refer to the $LINK<Prisoner of War=GCON_POW> game concepts entry for a more complete description of how to cash these units in for VPs.

; END WONDERS ____________________________________________________________________________________ END WONDERS






















; ADVANCES_______________________________________________________________________________________ ADVANCES


#TECH_Bronze_Working
^
^
^
#DESC_TECH_Bronze_Working
^
^
^In order to prepare for modern warfare, nations have to mobilize their armies. This is essentially gating reserves and active forces along the border of the nation 
that you wish to conquer. Sucessful mobilization would allow the armies to be well-prepared for the coming invasion. It also leads to the organization of their units 
and makes the job of conquest much easier than if the nation had not mobilized prior to the invasion.



#TECH_Masonry
^
^
#DESC_TECH_Masonry
^
^
^Before WWII, technology advanced rapidly from the weakness of WWI, especially in Germany where the humiliation of defeat was great. The armies had to 
find new ways to win wars that would not result in the bloodbath of WWI. The resulting new technologies of Divebombers and fast-moving tanks allowed such a 
change. This would eventually allow Germany to go on its amazing sucesses in WWII.



#TECH_Alphabet
^
^
^
#DESC_TECH_Alphabet
^
^
^The Barbarossa campaign was the first campaign in the east, and was one of the bloodier ones. The Germans attacked without warning and managed to take 3 million 
Soviet prisoners in its drive, but were finally halted at Moscow. The Germans lost nearly a million troops, but the Red Army's losses were much worse. The stalemate was finally 
settled during the winter until the Germans launched Operation Blue which led to the Stalingrad Campaign.



#TECH_Pottery
^
^
^
#DESC_TECH_Pottery
^
^
^Before WWII, all infantry marched on foot or on horse. With the rise of the Automobile however, the beginnings of motorization for the infantry began. Instead of long foot 
marches, soldiers could ride in vehicles, considerably speeding up offensives. This eventually led to the armored vehicles of the Mechanized units that were much 
more dangerous than the standard motorized units.



#TECH_The_Wheel
^
^
^
#DESC_TECH_The_Wheel
^
^
^Factories were usually basic, capable of producing many goods, but there was a rise of specialized factories that coud produce very specific weapons at high speed. these factories were used 
extensively through WWII and were vital in the war in the east.



#TECH_Warrior_Code
^
^
^
#DESC_TECH_Warrior_Code
^
^
^The First world war had brought many changes to thought and the way things were done. New discoveries in science and new philosophers came about that showed radical 
new methods that would not have been seen before 1914. WWI also saw the fall of absolute monarchies in europe, and it began the rise of a general democritazation of europe, though it 
would not suceed until long after WWII and still is not complete.



#TECH_Ceremonial_Burial
^
^
^
#DESC_TECH_Ceremonial_Burial
^
^
^Stalin had severely opressed the people of the soviet union, most notably were the Ukranians and the Cossacks. these two forces beleved that the Germans would liberate them from the yoke of 
stalinist opression. Eventually, many minorities in the Soviet union joined the Germans in their crusade while others were murdered en masse by the Reich.


#TECH_Iron_Working
^
^
^
#DESC_TECH_Iron_Working
^
^
^


#TECH_Writing
^
^
^
#DESC_TECH_Writing
^
^
^


#DESC_TECH_Mysticism
^
^
^


#DESC_TECH_Mathematics
^
^
^


#TECH_Philosophy
^
^
^
#DESC_TECH_Philosophy
^
^
^


#DESC_TECH_Code_of_Laws
^
^
^


#DESC_TECH_Literature
^
^
^


#TECH_Map_Making
^
^
^
#DESC_TECH_Map_Making
^
^
^


#DESC_TECH_Horseback_Riding
^
^
^


#DESC_TECH_Polytheism
^
^
^



#DESC_TECH_Currency
^
^
^


#DESC_TECH_The_Republic
^
^
^


#DESC_TECH_Monarchy
^
^
^


#TECH_Construction
^
^
^
#DESC_TECH_Construction
^
^
^


#DESC_TECH_Monotheism
^
^
^


#DESC_TECH_Feudalism
^
^
^


#TECH_Engineering
^
^
^
#DESC_TECH_Engineering
^
^
^


#DESC_TECH_Theology
^
^
^


#DESC_TECH_Chivalry
^
^
^


#DESC_TECH_Invention
^
^
^


#TECH_Printing_Press
^
^
^
#DESC_TECH_Printing_Press
^
^
^


#DESC_TECH_Music_Theory
^
^
^


#DESC_TECH_Education
^
^
^


#TECH_Gunpowder
^
^
^
#DESC_TECH_Gunpowder
^
^
^


#DESC_TECH_Banking
^
^
^


#TECH_Astronomy
^
^
^
#DESC_TECH_Astronomy
^
^
^


#DESC_TECH_Chemistry
^
^
^


#DESC_TECH_Democracy
^
^
^

#TECH_Economics
^
^
^#DESC_TECH_Economics
^
^
^


#TECH_Navigation
^
^
^
#DESC_TECH_Navigation
^
^
^


#DESC_TECH_Physics
^
^
^


#DESC_TECH_Metallurgy
^
^
^


#DESC_TECH_Free_Artistry
^
^
^


#DESC_TECH_Theory_of_Gravity
^
^
^


#TECH_Magnetism
^
^
#DESC_TECH_Magnetism
^
^
^


#DESC_TECH_Military_Tradition
^
^
^


#TECH_Nationalism
^
^
#DESC_TECH_Nationalism
^
^
^


#TECH_Steam_Power
^
^
^
#DESC_TECH_Steam_Power
^
^
^


#DESC_TECH_Medicine
^
^
^


#DESC_TECH_Communism
^
^
^


#DESC_TECH_Industrialization
^
^
^


#TECH_Electricity
^
^
^
^
#DESC_TECH_Electricity
^
^
^


#DESC_TECH_Scientific_Method
^
^
^


#TECH_Sanitation
^
^
^
^
#DESC_TECH_Sanitation
^



#TECH_Espionage
^
^
^
#DESC_TECH_Espionage
^
^
^


#DESC_TECH_The_Corporation
^
^
^


#TECH_Refining
^
^
^
#DESC_TECH_Refining
^
^
^


#DESC_TECH_Steel
^
^
^


#DESC_TECH_Atomic_Theory
^
^
^


#DESC_TECH_Combustion
^
^
^


#DESC_TECH_Mass_Production
^
^
^


#TECH_Replaceable_Parts
^
^
^
#DESC_TECH_Replaceable_Parts
^
^
^

#TECH_Flight
^
^
^
^
#DESC_TECH_Flight
^
^
^


#DESC_TECH_Amphibious_Warfare
^
^
^


#DESC_TECH_Electronics
^
^
^


#DESC_TECH_Motorized_Transportation
^
^
^

#TECH_F105D
^
^
^


#TECH_Radio
^
^
^
#DESC_TECH_Radio
^
^
^


#TECH_155MM
^
^
^


#TECH_AC47
^
^
^


#TECH_UH1Slick
^
^
^


#TECH_EF105F
^
^
^


#TECH_F4C
^
^
^


#TECH_175MM
^
^
^


#TECH_UH1Cobra
^
^
^


#TECH_AC130
^
^
^


#TECH_CH47
^
^
^


#TECH_EF4D
^
^
^


#TECH_A37A
^
^
^


#TECH_M48A3
^
^
^


#TECH_F4E
^
^
^


#TECH_OH6
^
^
^


#TECH_AH1
^
^
^


#TECH_M551
^
^


#TECH_F105G
^
^
^



#TECH_Centurion
^
^
^



#TECH_A37B
^
^
^

#TECH_Vietnamization
^
^
^

#TECH_Phoenix
^
^
^

#TECH_ARVN_Reorg
^
^
^

#TECH_F4G
^
^
^

#TECH_VNAF
^
^
^

#TECH_Military_Schools
^
^
^

#TECH_APP
^
^
^

#TECH_Paratroop_Schools
^
^
^

#TECH_Land_Reform
^
^
^

#TECH_ARVN_Marines
^
^
^

#TECH_Guided_Bombs
^
^
^

#TECH_Village_Elections
^
^
^

#TECH_F5C
^
^
^

#TECH_US_Withdrawl
^
^
^

#TECH_Insurgency
^
^
^

#TECH_MiG17
^
^
^

#TECH_T34
^
^
^

#TECH_Sapper
^
^
^

#TECH_122Howitzer
^
^
^

#TECH_BTR40
^
^
^

#TECH_Tunnels
^
^
^

#TECH_Combat_Eng
^
^
^

#TECH_Transp_Btln
^
^
^

#TECH_MiG19
^
^
^

#TECH_Propaganda
^
^
^

#TECH_122Rocket
^
^
^

#TECH_SAM
^
^
^

#TECH_PT76
^
^
^

#TECH_57MM
^
^
^

#TECH_BTR50
^
^
^

#TECH_Base_Training
^
^
^

#TECH_Commo-Liaison
^
^
^

#TECH_VCI
^
^
^

#TECH_MiG21
^
^
^

#TECH_T54
^
^
^

#TECH_130MM
^
^
^

#TECH_140MM
^
^
^

#TECH_85MM
^
^
^

#TECH_IL28
^
^
^

#TECH_Re-education_Camps
^
^
^

#TECH_T55
^
^
^

#TECH_BTR60
^
^
^

#TECH_ISU122
^
^
^

#TECH_Type59
^
^
^

#TECH_Type63APC
^
^
^

#TECH_Adv_VCI
^
^
^

#TECH_Type63tank
^
^
^

#TECH_100MM
^
^
^


; END ADVANCES____________________________________________________________________________________ END ADVANCES


















; RESOURCES_______________________________________________________________________________________________RESOURCES


; _____________________________________________Strategic Resources___________________________________________



#GOOD_Timber
^
^
^Timber is one of the major industries in Vietnam. The dense jungles and forests provide for a wealth of hard and soft wood which is used in the process of furniture and building materials.


#GOOD_Water_Buffalo
^
^
^Water buffalo are indigenous to Vietnam and provide for plow work in the paddy fields.


#GOOD_Cotton
^
^
^Cotton is grown in the delta regions of Vietnam like in the Mekong River Delta in southern Vietnam. There are portion of the Red River Valley in norhtern Vietnam where cotton is grown.


#GOOD_Coal
^
^
^Coal found in the hilly and mountainous regions of Vietnam like in the Central Highlands of central Vietnam. The northeastern portion of North Vietnam is another location where coal deposits are found.


#GOOD_Rubber
^
^
^Rubber production in Vietnam was begun by the French in the mid nineteenth century. There are literally hundreds of rubber tree plantations in a small area of southern Vietnam, the most famous being the Michelin Rubber Plant near Da Lat.


#GOOD_Gold
^
^This resource is one of the few civ-specific ones used to isolate city builds for the scenario.
^


#GOOD_Coffee
^
^
^Coffee beans are grown primarily in the Central Highlands region of South Vietnam.


#GOOD_Fish
^
^
^Fishing in Vietnam is perhaps the most prevelant industry along its coastal areas. Not only is it one of the leading industries in Vietnam, but it is a staple of every Vietnamese's diet.


#GOOD_Sugar
^
^
^Sugar is one of Vietnam's staple agricultural products and is grown in the low lying areas all over Vietnam.


#GOOD_Bananas
^
^
^Bananas grow wild in the jungles of Vietnam and provide certain bonuses to the cities which are within the radius of this resource.


#GOOD_Tobacco
^
^
^Tobacco is grown in many of the low lying delta regions of Vietnam.


; END RESOURCES ______________________________________________________________________________END RESOURCES
















; TERRAIN ____________________________________________________________________________________TERRAIN

#TERR_Desert
^[Deserts] are arid stretches of land characterized by annual rainfall of less than ten inches. 

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



#TERR_Plains
^[Plains] are vast, open tracts of land, usually with very few trees and covered with
vegetation such as sagebrush and various grasses. 



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


#TERR_Grassland_with_Shield
^The areas of land between desert regions and forests in temperate and tropical climates usually consist of [grassland].
Some grasslands contain mineral deposits and other useful materials. These have a rock outcropping to symbolize this
and produce a $LINK<shield=GCON_Shields> if worked in a $LINK<city radius=GCON_Radius>.
^


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



#TERR_Grassland
^The areas of land between desert regions and forests in temperate and tropical climates usually consist of [grassland].
^
^

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



#TERR_Tundra
^Cold, barren permafrost found in polar regions, [tundra] may contain


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



#TERR_Flood_Plain
^Incredibly rich farm land, [floodplains] appear along $LINK<river=TERR_River> banks and, therefore,
produce one extra $LINK<food=GCON_Food>.
^


#DESC_TERR_Flood_Plain
^
^
^Deserts are often very rich in their soil composition; it is only their lack of rainfall that prevents their soil from 
being used. When rivers run through such areas, the periodic flooding usually carries the nutrient rich soil up into the 
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
^Rolling areas of the countryside often found between plains and more mountainous regions are known as [hills]
or [foothills.]
^


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



#TERR_Mountains
^[Mountains] are areas of high elevation, usually consisting of a chain of rugged peaks and valleys.


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



#TERR_Forest
^Extensive areas of land covered by thick growths of trees and related ground vegetation are classified as [forests]. 


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



#TERR_Jungle
^[Jungles] cover a significant portion of the equatorial areas of the world. Supplies of $LINK<rubber=GOOD_Rubber> can be
found there, but also $LINK<disease=GCON_Disease>.
^


#DESC_TERR_Jungle
^
^
^In heavily forested areas where rainfall is high, the growth of both trees and other indigenous plants is profuse. The dense, tangled 
environment of the jungle is home to wide varieties of plant and animal life. Although mineral deposits and fruit-bearing plants can 
sometimes be found in these regions, jungles tend to lack both mineral and food resources. This, combined with the sheer density 
of the native plant life, makes jungles inhospitable to humans. In order to make these areas more useful, jungles are often 
destroyed through 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
^Shallow by comparison with sea or ocean squares, [coastal] waters appear along the shorelines of land masses.
Initially, naval units that leave the comfort of coastal areas risk loss in treacherous seas. But after the
discovery of $LINK<astronomy=TECH_Astronomy>, this danger vanishes.
^


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



#TERR_Sea
^[Sea] squares are significant barriers to $LINK<trade=GCON_Trade> and $LINK<travel=PRTO_Galley> until the
discovery of $LINK<astronomy=TECH_Astronomy>.


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



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

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


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


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


#TERR_Marsh
^An extensive area of soft, low-lying terrain is known as a [Marsh]. The fetid conditions of
a marsh can sometimes cause $LINK<disease=GCON_Disease>.
^


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



#TERR_Volcano
^A [Volcano] is a mountain capped by a large crater which can, on rare occasions,
$LINK<erupt=GCON_Volcanic_Eruptions> and spew forth streams of molten lava.

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


; 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 Stalinism, the government is in the hands of Josef Stalin.
Although Stalinism allows greater production than despotism, the system restricts personal freedoms, limiting
$LINK<commerce=GCON_Commerce>. One positive aspect of Stalinism is its effect upon $LINK<corruption and waste=GCON_Corruption>:
all cities suffer the same, limited effects. Also, Stalinism unlike communism in the original game has paid labour for scenario purpouses. 
They are also a generally better system that the traditional Communism




#GOVT_Democracy
^
^
^You Rule as the dictator of a Fascist State, allied with Nazi Germany. Your people, willingly or not will continue to support the Nazi regime in its hard fight 
against the Soviet Union. This government is a slightly weaker version of the original Fascism from C3C, but is still a useful government, paticuarly for war.
.

#GOVT_Fascism
^
^You rule as the Furher of Germany, supreme dictator since 1933. You are leading Germany with stong feeling of national idenatity, and a wish to gain [lebenstraum] for the German people. 
your aims however are also Xenophobic, and you will suffer weaknesses similar to the Fascism government of C3C. However, the Nazism government 
is a much better version of Fascism, though includes many of its original ideas. There are improvements however, for example Paid Labour.



; END GOVTS______________________________________________________________________END GOVTS













; Terrain Improvements___________________________________________________________Terrain Improvements

#TFRM_Mine
^
^
^A mine increases the $LINK<shield production=GCON_Shields> of a square.



#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. However, due to the modern age, once you research the Barbarossa campaign you 
can irrigate without water, yet will will not be able to irrigate until you research Domestic re-construction.



#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. 



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


#TFRM_Barricades
^
^
^An Advanced Earthworks hinders movement of "enemy" ground units, forcing them to stop on the Earthworks/Adv Earthworks square, even if the bunker
is unoccupied. However, if occupied, a unit inside these enhancements enjoy a defensive bonus which is double the bonus awarded by an $LINK<Earthworks=GCON_Fortresses>. An Advanced Earthworks can only be built on a square already containing an Earthworks complex. If pillaged, am Advanced Earthworks is "reduced" to a regular Earthworks.


#TFRM_Railroad
^
^
^Units moving along a highway expend zero movement points. Highways also increase the output of $LINK<irrigation=TFRM_Irrigation> or $LINK<mines=TFRM_Mine>.



#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
^
^
^ 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 highway.  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 highway.  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 highway. 
The "Build Outpost" unit-action becomes available after the Masonry advance is researched.

; END Improvements____________________________________________________________________________END Improvements











; Civilizations____________________________________________________________________________Civilizations

#RACE_ROMANS
^The Romans are $LINK<militaristic and commercial=GCON_Strengths>. They start the game with
$LINK<Warrior Code=TECH_Warrior_Code> and $LINK<Alphabet=TECH_Alphabet> and build $LINK<legionaries=PRTO_Legionary>
instead of normal $LINK<swordsmen=PRTO_Swordsman>. 
^
^The founding of Rome on the fertile Tibur River is obscured by myth and legend, but it is generally accepted that 
Rome was first settled in 753 BC and that the Republic was founded in 509 BC, following the overthrow of Lucius 
Tarquinius Superbus, the last of Rome's seven kings. Rome was built on a site highly prized by the Etruscans, who 
dominated the Italian peninsula in the 6th century BC. The Etruscan king Porsenna defeated the Romans and expelled 
Tarquinius Superbus. Yet before Porsenna could establish himself as monarch over the unruly Romans, he was forced 
to withdraw. Rather than restoring their inept king, the citizens replaced the monarchy with two elected consuls, 
generals whose primary task it was to lead Rome's armies, and a Senate to serve as an advisory body. Where the 
Etruscans had failed, the people of Rome succeeded in the task of unifying the various Italian peoples into a 
political whole.
^    Toward the end of the 5th century BC, the Romans, propelled by the pressures of unchecked population growth, 
began to expand at the expense of nearby city-states. Rome's first two wars were fought with Fidenae, an independent 
city near Rome, and against Veii, an important Etruscan city. In the process, the expanding Roman Republic found the 
Greek phalanx formation too unwieldy for fragmented fighting in the hills and valleys of central Italy; accordingly, 
Rome evolved a new tactical system based on flexible ranks of cohorts, organized into self-contained {Legions}, the 
means by which Imperial Rome conquered and ruled the ancient world.
^    When Rome became increasingly powerful, the remaining city-states took up arms; the ensuing Latin War (340-338 BC) 
was quickly decided in Rome's favor. By 264 BC all Italy south of the Alps was united under the leadership of Rome, 
its members either incorporated in or allied with the Republic. Rome's growing influence led it into conflict with 
Carthage, an established commercial power in northern Africa. The defeat and destruction of Carthage in the three 
Punic Wars (264-146 BC) sustained Rome's acquisitive momentum, and the Republic set its sights on dominating the 
entire Mediterranean area. In short order, the
#DESC_RACE_ROMANS
^
^
^Romans overran Syria, Macedonia, Greece and Egypt, all of which had 
until then been part of the decaying Hellenistic empire created by Alexander the Great.
^    But such expansion was not without costs; tensions grew and civil war erupted. The ensuing period of unrest and 
revolution marked the transition of Rome from a republic to an empire. The later stages of these civil wars encompassed 
the careers of the brilliant Pompey, the orator Cicero, and the consul {Julius Caesar}, the conqueror of Gaul (58-50 BC), 
who eventually was given power over Rome as its dictator. After his assassination in 44 BC, it was not long before civil 
war again erupted; but following his victory at Actium (31 BC), Octavian, Julius' nephew, was crowned Rome's first 
emperor, Augustus 27 BC-14 AD). Although there were exceptions such as Caligula (37-41) and Nero (54-68), Rome was 
blessed with a series of able and brilliant leaders who expanded the frontiers until Rome's empire reached from Britain 
to Egypt and from Spain to Persia.
^    Imperial Rome was distinguished not only for its military - the foundation upon which the empire rested - but 
also for its accomplishments in engineering and statecraft. The Romans were gifted in the applied arts of law, 
record-keeping and city planning, yet they also acknowledged and adopted the contributions of earlier peoples - 
most notably, those of the Greeks, much of whose culture was thereby preserved. Roman law was a complex body of 
precedents and opinions, which were finally codified in the 6th century as the Justinian Code. The empire's road 
network was without match in the ancient world, designed for rapid movement of commerce, agriculture, mail delivery 
as well as the army. Roman city planners achieved unprecedented standards of hygiene with their plumbing, sewage 
disposal, dams and aqueducts. Roman art and architecture, though often imitative of Greek styles, was boldly planned 
and lavishly executed. Roman science and culture, in short, became the foundations of the European world.



#RACE_EGYPTIANS
^The Egyptians are $LINK<religious and industrious=GCON_Strengths>. They start the game with
$LINK<Masonry=TECH_Masonry> and $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build
$LINK<war chariots=PRTO_War_Chariot> instead of normal $LINK<chariots=PRTO_Chariot>. 
^
^Few civilizations have left such an indelible mark on history as that of ancient Egypt. Though the first settlers 
of the Nile valley are thought to have arrived as early as 7000 BC, it wasn't until the legendary king Menes unified 
Upper and Lower Egypt that the region began to develop a cohesive sense of culture and identity. This First Dynasty 
(2925-2775 BC), with its capital at Memphis, was followed by 26 more over the next 2700 years. Writing was the major 
instrument in the centralization and self-preservation of Egypt. The two basic forms of writing, hieroglyphs and the 
cursive form known as hieratic (used on papyrus), were invented at much the same time in late pre-dynastic Egypt 
(about 3000 BC). Writing was used chiefly for administration and until about 2650 BC no continuous texts were recorded; 
the only literary texts written down before the early Middle Kingdom (1950 BC) seem to have been lists of religious 
practices and medical treatises. Another strength was the Egyptian religion, which was one of the most enduring of 
the ancient world, through which Egypt became a highly stratified, highly efficient society. Egypt’s economic strength 
allowed for the support of a priestly class, who were tasked with the spiritual well being of the people yet able to 
devote their time to the study of religion, astronomy, philosophy and mathematics. The priesthood also served the 
functions of a state bureaucracy, carrying out the edicts of the Pharaoh and managing his financial and diplomatic 
affairs. The great organizational and economic power of Egypt allowed the rulers to accomplish unmatched works of 
construction. The Great Pyramids of Giza, completed in the Fourth Dynasty (2575-2465 BC), still stand as one of mankind’s 
most impressive feats of engineering and logistics.
^    Previous to 1700 BC, no outsiders had ever held dominion over Egypt. That changed when the Hyksos, a Semitic 
people, overran Lower Egypt. Thereafter, Egypt’s borders were defended by capable Libyan warriors and the elite often 
rode into battle in {War Chariots}, which were able to use speed to outflank opponents and break up organized formations 
of troops. Egypt’s greatest military strength,
#DESC_RACE_EGYPTIANS
^
^
however, lay in the employment of mercenaries from Macedonia, Greece, 
Nubia and many other neighboring peoples - Egyptian gold was always their most valuable military asset. However, 
this was not enough to guarantee the isolation of the richest land in the Mediterranean world. Egypt fell to the 
Assyrians, and then to the Persians yet even during the plunder of Xerxes’ governors, Egyptian culture and religion 
survived. Alexander the Great liberated the Egyptians from Persian rule in 332 BC and established the city of 
Alexandria, which was to become the new capital of Hellenic Egypt under the rule of the Macedonian Ptolemaic dynasty 
(332-30 BC), the last Egyptian kingdom. The kingdom was one of several that emerged in the aftermath of Alexander's 
death and the struggles of his successors. It was the wealthiest, however, and for much of the next 300 years, 
the most powerful politically and militarily.
^    The able Ptolemies ruled in an unbroken line until the death of 
{Cleopatra} VII in 30 BC. Cleopatra’s infamous liaisons with Julius Caesar and Mark Antony proved the eventual 
downfall of independent Egypt. Her ambition rivaled theirs, and sadly it served her no better. Her suicide marked 
the end of Pharaohic rule and the beginning of Egypt's centuries as a Roman and Byzantine province. Although swept 
by the Islamic tide in 642 AD, Egypt was to remain under foreign occupation - Arabic, Ottoman, French and British - 
until after World War I, when she finally gained her independence from a British administration weary of overseas 
conflict. From 1922 through 1952, Egypt appeared to be one of the world’s most successful constitutional monarchies. 
But it was ripe for revolution; the military coup of July 1952 led by Gamal Nasser, ironically, finally made Egypt 
an island of stability in a turbulent Middle East.


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



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


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


#RACE_RUSSIAN
^The Russians are $LINK<scientific and expansionist=GCON_Strengths>. They start the game with
$LINK<Bronze Working=TECH_Bronze_Working> and $LINK<Pottery=TECH_Pottery> and build
$LINK<cossacks=PRTO_Cossack> instead of normal $LINK<cavalry=PRTO_Cavalry>. 
^
^Indo-European, Ural-Altaic, and other races have occupied what is now the territory of Russia since 2000 BC, 
but little is known about their institutions and activities. Modern Russia dates from about 770, when Viking 
explorers began an intensive penetration of the Volga region. From bases in estuaries along the eastern Baltic, 
Scandinavian bands, probably in search of new trade routes to the east, began to penetrate territory populated 
by Finnish and Slavic tribes, where they found unlimited natural resources.
^    Within a few decades the Rus, as the Viking settlers were known, together with other Scandinavians operating 
farther west, extended their raiding activities down the main river routes toward Baghdad and Constantinople, 
reaching the Black Sea in 860. In the period from 930 to 1000, the region came under complete control by the Rus 
from their capital at Novgorod.
^    The lifeblood of this sprawling Kievan empire was the commerce organized by these Viking princes. Novgorod's 
burghers even forged an accommodation with the invading Mongols during the 13th century, but its absorption by the 
growing Slavic principality of Muscovy in 1478 ended its political independence.
^    Ivan III (1462-1505) consolidated the gains his father, Vasily II, had won in the saddle. This "gathering of 
the Russian lands" became a conscious and irresistible five-century drive by Moscow to annex all Slavic lands, both 
the Russian territories and the Belorussian and Ukrainian regions. The ascension of Peter I (the Great; 1694-1725) 
ushered in and established the social, political and intellectual trends that were to dominate Russia for the next 
two centuries. The location of his capital, St. Petersburg, on the shores of the Gulf of Finland symbolized this 
shift toward a European involvement. 
^    {Catherine the Great} (1762-1796) would prove to be Peter's true intellectual and political heir. Catherine's 
reign was notable for imperial expansion. Most important were the securing of the northern shore of the Black Sea, 
the annexation of the Crimea, and the expansion into the steppes beyond the Urals. This permitted the protection of 
Russian
#DESC_RACE_RUSSIAN
^
^
^agricultural settlements in the south and the establishment of trade routes through the Black Sea. In the 
process, the military democracies of the {Cossack} hosts along the Dnieper, Don and Volga rivers lost their autonomy 
and special privileges; the wealthier officers became Russian nobles, receiving the right to own and settle serfs on 
their own lands, while the fierce horsemen sank to the level of peasants with special military obligations.
^    Despite the heritage of Peter and Catherine, by the time of Nicholas II (1894-1917) Russia was in disarray, 
fighting an onerous war and plagued by internal misery and oppression. The Kerensky provisional government, a 
moderate attempt to resolve the problems, collapsed in the face of the Bolshevik revolution. Given the Bolshevik 
desire to dominate the whole of Russia and the rest of the former tsarist empire, civil war was inevitable. Stalin 
would complete the consolidation of Communist power begun by Lenin. And he would lead Soviet Russia through the 
greatest threat to its existence, and help it emerge as one of the world's superpowers following the Second World War. 
^    But in the ensuing Cold War, Russia's economy tottered towards collapse. The people turned to Boris Yeltsin, 
a liberal Party functionary. Elections to the Congress of People's Deputies in March 1989 saw him score a stunning 
victory. He used his newfound legitimacy to promote Russian sovereignty, to advocate and adopt radical economic reform, 
to demand Gorbachev's resignation, and to negotiate treaties with the Baltic republics, in which he acknowledged their 
right to secede from the union. An ill-conceived, ill-planned, and poorly executed coup attempt to unseat Yeltsin 
occurred August 1991, bringing an end to the Communist Party and accelerating the movement to disband the Soviet 
Union. Yeltsin dissolved the Union of Soviet Socialist Republics in December 1991, banned the Communist Party in 
Russia and seized all of its property.


#RACE_CHINESE
^The Chinese are $LINK<militaristic and industrious=GCON_Strengths>. They start the game with
$LINK<Warrior Code=TECH_Warrior_Code> and $LINK<Masonry=TECH_Masonry> and build
$LINK<riders=PRTO_Rider> instead of normal $LINK<knights=PRTO_Knight>. 
^
^Despite political and social upheavals that frequently ravaged the country, China is unique for its longevity 
and resilience as a politico-cultural entity. Most of China's cultural progress has been accomplished with relatively 
little outside influence; even when the country was ruled by such "barbarian" peoples as the Chin or Mongols, these 
were soon absorbed into the fabric of Chinese culture. The casting of bronze and the development of an alphabet date 
from the period of the Shang dynasty - China's first, believed to have dominated north China from the mid-16th to 
mid-11th century BC. The overthrow of the Shang dynasty by the Chou (1111-255 BC) spanned three generations; although 
the vibrant Chou culture produced some of history's greatest philosophers and artists, among them Confucius and Lao-zi, 
it was eventually supplanted by a "barbarian" invasion that established the brief Ch'in Empire (221-206 BC). 
The subsequent Han dynasty was founded by Liu Pang, who assumed the title of emperor in 202 BC. The four centuries of 
the Han was one of considerable changes in imperial, political, cultural and social development, as well as massive 
engineering projects (including the Great Wall), and established a Chinese identity that would survive until the 
advent of Communism.
^    By the end of the 2nd century AD the Han Empire had virtually ceased to exist, followed by a lengthy period of
rival kingdoms that did not end until 618 AD, when the T'ang dynasty came to power. The T'ang were followed by the
Sung dynasties (960-1279 AD), which collapsed in the face of the Mongol invasions. By securing the allegiance of
the Hsi Hsia in Tibet (1209), Genghis Khan disposed of a potential enemy and prepared the ground for an invasion
of China. For several years Mongol armies pillaged the country; finally, in 1214 Genghis overwhelmed the capital
of the northern Chin (modern Beijing). During the next decades there was an uneasy truce between the Mongols in the
north and the Sung state in the south. The Mongols resumed their advance in 1250 under Kublai Khan, grandson of Genghis.
>From 1267 onward, the Mongols, this time assisted by the armored horsemen {Riders} and auxiliary troops of north China,
#DESC_RACE_CHINESE
^
^
^attacked on several fronts. When organized resistance ceased soon afterward, foreign invaders controlled the whole of
China for the only time in history.
^    The Mongols occupied China for a century, but ineptitude on the throne, factionalism at court, and rivalries among
generals weakened their rule. Out of this turmoil emerged a new native dynasty, the Ming (1368-1644), known for
patronage of the arts. The Ming were followed by the Manchus (1644-1911), the last imperial dynasty of China, marked
by continuous warfare, Western imperialism, rampant corruption and bureaucratic ineptitude. In the wake of the
disastrous Boxer Rebellion, the imperial court could no longer maintain support among the peasantry and army;
revolution (1911-1912) followed. The first half of the 20th century saw the disintegration of the old order in China
and the foundations of a new society, begun by the short-lived democratic Republic (1912-1920), which quickly
degenerated into the dictatorship of Yuan Shih-k'ai. A new revolution, led by the Nationalist Party (KMT) and the
Chinese Communist Party (CCP), erupted. Although united against the Japanese invasion, by the end of World War II
civil war raged in China. Nationalists and Communists raced to take over Japanese-held territories, built up their
forces, and fought limited engagements while still conducting negotiations; during 1947-1948, after initial Nationalist
victories, the strategic balance shifted in favor of the Communists. Four years after Japan's surrender, a profound
and popularly based revolution had swept China, and, in October 1949 {Mao Tse-tung} proclaimed the People's Republic
of China. In 1966, the Communists launched the disastrous "Cultural Revolution," a ten-year assault on "traditional
values" and "bourgeois thinking" which ultimately left the country in disarray. After Mao's death in 1976, his rival
Deng Xiaopeng assumed power and began social and economic reforms that would see China return to world prominence.


#RACE_AMERICAN
^The Americans are $LINK<expansionist and industrious=GCON_Strengths>. They start the game with
$LINK<Pottery=TECH_Pottery> and $LINK<Masonry=TECH_Masonry> and build $LINK<F-15s=PRTO_F-15> instead of
normal $LINK<jet fighters=PRTO_Jet_Fighter>. 
^
^The United States is relatively young by Civilization standards, being barely more than 200 years old; it achieved 
its current size and influence only in the mid-20th century. America was the first of the European colonies to separate 
successfully from its motherland, and it was the first nation to be established on the premise that sovereignty rests 
with its citizens and not with the government. In its first century and a half, the country was mainly preoccupied with 
its own territorial exploration and expansion and with economic growth. American politics became increasingly democratic 
during the 1820s and '30s. But a matter of freedom would bring the nation to its greatest crisis: the American Civil War. 
On February 4, 1861 - a month before {Abraham Lincoln} (1860-1865) could be inaugurated in Washington - six Southern 
states sent representatives to Montgomery to declare a new independent government. With Jefferson Davis at its head, the 
Confederate States of America came into being, set up its own bureaus and offices, occupied federal buildings, issued its 
own money, raised its own taxes, and flew its own flag.
^    With the Union preserved, the nation entered a period of unprecedented prosperity after the long conflict and 
reconstruction. In the ensuing two decades industrial production, the number of industrial workers, and the number 
of factories all more than doubled. European immigration, westward expansion, urban growth, technological advances 
and a host of American inventions - including the telephone, typewriter, linotype, phonograph, electric light, cash 
register, air brake, refrigerator car, and the automobile - contributed to the American explosion, while widespread 
use of corporate organization offered new opportunities for large-scale financing of business enterprise and attracted 
new capital.
^    Militarily speaking, the Spanish-American War of 1898 was so brief and relatively bloodless as to have been a 
mere passing episode in the history of modern warfare, but it catapulted the United States into the world arena. 
Before the 1890s, roughly speaking, most Americans had stubbornly adhered to the belief, as old as the

#DESC_RACE_AMERICAN
Revolution 
itself, that their country should remain aloof from European affairs and offer an example of democracy and peace to 
the rest of the world. But the United States had become a great power by virtue of its prodigious economic growth 
since the Civil War; now many thought it ought to begin to act like one.
^    In World War I, and again in World War II, 
American industrial might and military technology proved decisive. However, the debacle of Vietnam, set in the morass 
of the Cold War, shook America's belief in its "victory culture" and "manifest destiny," a malaise that would not pass 
for 20 years. Lasting but 40 days, the Gulf War was easily won by the U.S.-led coalition at only slight material and 
human cost, but its sophisticated weapons - spearheaded by the American {F-15} fighters - caused heavy damage to 
Iraq's military and economic infrastructure. With the declining power (and subsequent collapse in 1991) of the 
Soviet Union, the war also emphasized the role of the United States as the world's single superpower at the beginning 
of the 21st century, its culture and technology spreading around the globe.


#RACE_JAPANESE
^The Japanese are $LINK<religious and militaristic=GCON_Strengths>. They start the game with
$LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and $LINK<The Wheel=TECH_The_Wheel> and build
$LINK<samurai=PRTO_Samurai> instead of $LINK<knights=PRTO_Knight>.
^
^It is not known when humans first settled on the Japanese archipelago, but the Jomon people might be called 
proto-Japanese, and they were spread throughout the archipelago by 250 BC. The Yayoi culture that arose in Kyushu, 
while the Jomon culture was still evolving, spread gradually eastward, overwhelming the Jomon. Culturally, the 
Yayoi represents a notable advance and flourished for some five or six centuries, from the 3rd century BC to the 
3rd century AD. The unification of Japan under the Yamato court, with the tenno ("Emperor of Heaven") at its center, 
occurred around the mid-4th century. The 6th century reign of Kentai (507-531 AD) represents a decline of Yamato 
influence both at home and abroad; the period can be characterized by the growing accumulation of power by regional 
leaders and a weakening of royal influence.
^    After the Onin War, the power of independent local leaders increased markedly, and in many instances deputies 
of great shugo houses usurped the domains of their superiors; a new type of feudal lord, the daimyo, took their place. 
This Sengoku ("Warring States") period was marked by constant conflict among many such lords. The Yamato court was 
resuscitated by efforts made within the royal family itself, primarily the reforms of Prince Shotoku, who drafted 
the Seventeen-Article Constitution of 604 AD. The death of Shotoku in 622 prevented his Confucian ideals of government 
from bearing full fruit when the Soga family, regaining its former power, executed Shotoku's son Yamashiro and all 
his family in 643. Two years later, princes Nakano and Nakatomi engineered a coup d'état within the palace, killing 
the Soga family and wiping out all forces opposed to the imperial family. They then set about establishing a system 
of centralized government with the emperor as absolute monarch that would last 1000 years.
^    In the late Heian period, the more powerful of the {Samurai} gathered in or near the capital, where they served 
both the military needs of the emperor and also as bodyguards for the great noble houses. Emerging from provincial 
warrior bands, the aristocratic Samurai caste of the Kamakura period (1192-1333), with their military
#DESC_RACE_JAPANESE
^
^
^skills and deep 
pride in their stoicism, developed a disciplined culture distinct from the earlier, quiet refinement of the imperial 
court.
^    Under the growing influence of Zen Buddhism during the Muromachi period (1338-1573), the samurai culture produced 
many uniquely Japanese arts that continue today. Eventually, from among these warring Samurai clans arose the able 
{Tokugawa} Takechiyo, founder of the Edo shogunate (1603-1867 AD), which ended the incessant conflicts and brought 
reform and peace to the islands. Although Spanish and Portuguese traders and missionaries had been in Japan since 
the mid-1500s, it was the arrival of a squadron of U.S. warships commanded by Commodore Matthew C. Perry in Uraga Bay 
in July 1853 that finally opened the nation to Western influence - and brought pressure for political reforms and a 
national identity. The Meiji government that followed the overthrow of the shogunate set about the task of 
westernization and the creation of a modern state, and moved Japan onto the world stage.
^    Ironically, Japan's new, influential role - marked by the ensuing Russo-Japanese War (1904-1905), 
Japan's involvement in the First World War and in the Allied intervention in Siberia following the Bolshevik 
Revolution of 1918 - led indirectly to the attack on Pearl Harbor and the horrors that followed. The summer of 
1945 brought disaster for the Japanese: the Americans took Okinawa in a bloody invasion, in August the Soviet 
Union declared war and swept over Manchuria, and atomic bombs largely destroyed the cities of Hiroshima and 
Nagasaki on August 6 and 9, respectively. The Pacific War came to an end on August 14, with the formal surrender 
signed on September 2 in Tokyo Bay aboard the battleship USS Missouri. With postwar American aid, from 1952 to 1973 
Japan experienced accelerated economic growth and social change. By the 1990s, Japan was again a first-class power, 
the senior partner in the emerging Asian economic bloc.



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


#RACE_INDIAN
^The Indians are $LINK<commercial and religious=GCON_Strengths>. They start the game with
$LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and $LINK<The Alphabet=TECH_Alphabet> and build
$LINK<war elephants=PRTO_War_Elephant> instead of $LINK<knights=PRTO_Knight>. 
^
^The Indian subcontinent is the home of one of the world's oldest and most influential civilizations. From about 
5000 BC, increasing numbers of settlements of subsistence agriculturalists began to appear throughout the Indus 
Valley; by 2600 BC some of these villages grew into urban centers, forming the basis for the early Harappan 
civilization, the peer of contemporary Egyptian and Babylonian civilizations. However, unlike these regions, 
centralized imperialism, which was attempted in the Mauryan Period (325-185 BC), collapsed. Nonetheless, the 
ascension of Chandra Gupta Maurya (321-297 BC) is significant because it inaugurated the first Indian empire; 
the Mauryan dynasty was to rule almost the entire subcontinent except the southern coasts.
^    Using {War Elephants} to good effect, he defeated Alexander's successor Seleucus, the ruler of the eastern 
Greek holdings in Iran and India. The result was a treaty by which Seleucus ceded the trans-Indus provinces to 
Chandra and the latter presented Seleucus with 500 elephants for his own army. A century later, the disintegration 
of the Mauryan empire gave rise to a number of feuding kingdoms, the Guptas and Pajputs in the north and Chola, 
Hoysalas and Pandyas in the south, unable to stand alone against the coming Islamic tide.
^    The first Arabic raids in the subcontinent were made along the western coast and in Sind during the 7th and 
8th centuries, and there had been Muslim trading communities in India for decades before. The permanent military 
movement of Muslims into northern India, however, dates from the late 12th century and was carried out by the 
Turkish dynasty that arose on the ruins of the Abbasid caliphate. Sultan Mahmud, who conducted more than 20 
campaigns in India from 1001 to 1027 AD and established a large but short-lived empire, laid the road to conquest. 
By 1186 AD, the Mahmud realm had been destroyed by the Ghurids, who proceeded to conquer the Rajput kingdoms and 
establish a Muslim sultanate in Delhi, from which a series of able Turkish overlords ruled the north until 1526 AD.
#DESC_RACE_INDIAN
^
^
^The Muslim states were themselves supplanted by the Mughul Empire (1526-1761 AD), founded by Zahir-ud-Din 
Muhammad Babur (1526-1530 AD). Babur was a Mongol, a fifth-generation descendant of Timur and a 14th-generation 
descendant of Genghis Khan. In a lightning series of campaigns commencing in 1511 AD, he overran the Punjab and 
Hindustan. Akbar the Great (1556-1605 AD), his grandson, continued the conquest of the subcontinent, overrunning 
Gujarat, Bengal and Rajasthan. At its zenith, the Mughal realm commanded resources unprecedented in Indian history 
and covered almost the entire subcontinent.
^    The 16th and 17th centuries also saw the establishment and expansion of European trading organizations in 
the subcontinent, principally for the procurement of rare resources. By 1740, the Portuguese, Dutch, English and 
French had all founded colonial settlements, but with the Seven Years' War the French holdings were surrendered 
to the British East India Company. The quarter-century following the bitter Indian revolt of 1857-59, which transferred 
the company's rule to the crown, ended with the birth of nationalist agitation.
^    The Indian National Congress held its first meeting in December 1885 in Bombay even as Indian troops were 
fighting in upper Burma under the British flag. {Mohandas Gandhi} (1869-1948), later known as Mahatma ("Great-Souled"), 
was recognized throughout India as the spiritual leader of a nationwide movement for independence. The Jallianwala 
Bagh (1919) massacre turned millions of moderate Indians from patient and loyal supporters of the British raj into 
fervent nationalists. The last years of British rule were racked by increasingly violent Hindu-Muslim conflict and 
intensified opposition to foreign rule. In July 1947, Britain's Parliament passed the Indian Independence Act, ordering 
the demarcation of the dominions of India and Pakistan by midnight of August 14, 1947, and dividing within a single 
month the assets of history's largest and richest colony.


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



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

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


#RACE_ZULU
^The Zulus are $LINK<expansionist and militaristic=GCON_Strengths>. They start the game with
$LINK<Warrior Code=TECH_Warrior_Code> and $LINK<Pottery=TECH_Pottery> and build
$LINK<Impi=PRTO_Impi> instead of normal $LINK<spearmen=PRTO_Spearman>. 
^
^The Zulu are a tribe of Nguni-speaking people centered in what is now the Natal province of South Africa. 
They are a branch of the southern Bantu and have close ethnic, linguistic and cultural ties with the Swazi 
and Xhosa. Before they overwhelmed the neighboring tribes under their leader {Shaka} in the early 19th century 
to form an empire, the Zulu were only one of the many patrilineal Nguni clans in the Mtetwa empire. Traditionally 
grain farmers, the Zulu also kept large herds of cattle on the lightly wooded grasslands, replenishing their herds 
by raiding neighboring tribes. Boys in Shaka's militaristic society were initiated at adolescence in groups called 
age sets. Each age set constituted a unit of the Zulu army and was stationed away from home at royal barracks under 
direct control of the King. Formed into regiments ({Impi}), these men could marry and leave service only when the 
king gave permission to the age set as a whole. 
^    On the death of the last Mtetwa emperor in 1817, Shaka (1816-28) established his clan's dominance over their 
neighbors and, using a well-disciplined and efficient fighting force, conquered most of the Natal region. During 
the reign of Shaka's successor, Dingane, Boer settlers, who formed an alliance with Dingane's brother and deposed 
him in 1840, penetrated the Zulu empire. The empires survived, but under King Mpande (1840-72) portions of Zulu 
territory were occupied by the Boers and by the British, who moved into Natal in 1838 and annexed it in 1843. 
War broke out in 1878 when Mpande's successor, Cetshwayo, refused to disband his Impi and to place himself under 
British control. Despite stiff resistance, the British defeated the poorly armed Zulu in July 1879, occupied the 
remainder of their country, and divided Zululand into 13 small kingdoms. Zululand was made a British crown colony 
in 1887 under the Native Law of Natal, and bloody Zulu rebellions were put down in 1888 and 1906. By British edict 
in 1894, two-thirds of the Zulu's remaining land was confiscated, and they were confined to native reserves. 
The incorporation of Zululand into Natal in 1897 ended its separate existence. Under the apartheid system, a Bantu 
Homeland (later called a "black state") named KwaZulu was established for the Zulu in the 1970s and was composed 
#DESC_RACE_ZULU
^
^
^of discrete
areas of historical Zululand. With the abolition of the apartheid system, KwaZulu in 1994 was 
reincorporated into Natal province. The Zulu were the single largest ethnic group in modern South Africa and now 
number about nine million.



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



#RACE_ENGLISH
^The British are $LINK<seafaring and commercial=GCON_Strengths>. They start the game with
$LINK<the Alphabet=TECH_Alphabet> and $LINK<Pottery=TECH_Pottery> and build
$LINK<men-o-war=PRTO_Man-O-War> instead of $LINK<frigates=PRTO_Frigate>. 
^
^In Roman times Britain lay on the periphery of the civilized world, and it emerged into the light of history 
only after the Saxon settlements in the 5th century AD. Tribal migrations into Britain began about the middle 
of the 5th century. The first arrivals were invited by a British chieftain to defend his kingdom against the Picts 
and Scots. The first mercenaries were from three tribes - the Angles, Saxons, and Jutes - which located on the 
coastlands of northwestern Germany. Eventually, these peoples would themselves topple the native kingdoms. But 
unity was fleeting; the subsequent Norman Conquest (1066) resulted in the subordination of England to a Frankish 
aristocracy, and the introduction of feudalism to the Isles.
^    The English Normans would eventually give rise to a 
purely British line of kings, the Plantagenets. Three centuries later, the Wars of the Roses was the final struggle 
between the Yorkist and Lancastrian descendants of the Plantagenets for control of the throne. When Henry Tudor, earl 
of Richmond, seized the crown in 1485, leaving the Yorkist Richard III dead upon the field of battle, few Englishmen 
would have predicted that 118 years of Tudor rule had begun. {Elizabeth} I (1558-1603) proved to be the most able Tudor 
monarch. No observer in 1558, any more than in 1485, would have predicted 
that despite the social discord, political floundering, and international humiliation of the past decades, the kingdom 
again stood on the threshold of an extraordinary age. Her reign ushered in two centuries of British exploration, 
colonization, artistic and intellectual advances. When Elizabeth, the "Virgin Queen," died childless, Parliament 
offered the crown to the closest blood kin, James VI of Scotland (1603-1625) and the United Kingdom was born, 
defended by the "wooden wall" of the Royal Navy’s {Men-o-War}. 
^    Every major war Britain engaged in during this period increased its colonial power. The Seven Years' War 
was particularly notable in this respect, and so were the Napoleonic Wars. By 1820 the total population  
of the British Empire was 200 million, 26% of the world's total population. However acquired, all these
acquisitions added to the crown’s and the country's power and reputation. For the privileged and the rich, 
the Victorian era was pre-eminently one of confidence 
#DESC_RACE_ENGLISH
^
^
^and arrogance, under the able guidance of Britain’s two 
Prime Ministers, Gladstone and Disraeli. But the "long summer of peace" came to an end in the bloodbath of Flanders. 
Although Britain suffered far less physical damage than France and underwent no political revolution, World War 
I may have affected it more fundamentally than any other European power. The war was a catalyst for social and 
economic change. The mainstays of the Industrial Revolution, such as coal mining, textile production, and 
shipbuilding, upon which British prosperity had been built, were now impoverished or redundant. British 
foreign policy for much of the postwar period aimed at rehabilitating Germany, while domestic policy focused 
on institutionalizing socialism to counter public concerns. In general, these movements were opposed by France 
and resulted in a rupture between Britain and its wartime ally, forcing France into a position of isolation that 
would have prodigious consequences for Europe with the rise of Hitler in the 1930s. Margaret Thatcher (1979-1990) 
set out to end socialism in Britain. Her most dramatic acts consisted of a continuing series of statutes to 
denationalize nearly every industry that Labour had brought into public ownership during the previous 40 years. 
Promising that "we shall govern as New Labour," the Blair government installed in general elections in 1997 accepted 
some of Thatcher's foreign policies but also carried out the economic reforms it promised in its manifesto. 
In retrospect, the 1990s were a period of transition, controversy and continuity in the United Kingdom, and for the 
royal family... Europe’s oldest surviving monarchy.

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


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

#DESC_RACE_Spanish
^
^
^
^    Following Columbus' lead, a Spanish military group known as $LINK<Los Conquistadores=PRTO_Conquistador>, 'The Conquerors', were directed by Hernan 
Cortes to the New World with the sole purpose of seeking out new frontiers and riches in the unknown.  The Conquistadores 
undertook their expeditions in the vast landmasses of the Americas at their own expense, risking their lives without aid from 
the Spanish royalty.  Their conquests included campaigns in Guatemala, Peru, Cuzco, Columbia, Chile, the Bay of Honduras, and 
as far as the Pacific Coastal regions.  The Conquistadors, however, were given to fighting and searching for gold, and were 
swiftly replaced by administrators and settlers from Spain who governed in their place.
^    Once the Spanish Kingdom established its presence in the Americas their operations inevitably became high-profile targets 
of pirates and other raiders who were endorsed by European powers such as England.  The Monarchy of Spain endeavored to 
retaliate by building an armada of warships that was dubbed "The Invincible Armada".  The armada was a collection of over 130 
naval warships and transport-ships, which contained approximately 8,000 seamen and 19,000 soldiers.  King Philip II directed 
this armada to invade England when the various and frequent raids on Spanish commerce in the Caribbean became intolerable.  
England's success in repelling the Spanish fleet saved England and the Netherlands from potential consolidation into the 
Spanish empire, but despite the armadas' defeat, the blow dealt by the Spanish upon England's reputation as the greatest 
European power was palpable.
^    Thereafter, Spain declined in power quickly; and by the 19th century, Spain became somewhat marginal in international 
politics.  Spain's period of imperial power and exploration left a legacy that consisted of 18 Latin American states, Puerto 
Rico, and the ever-growing Spanish-speaking population in the United States today.  In 1975 Spain transitioned into a 
constitutional monarchy by way of a democratic constitution and is now recognized for its eclectic culture as well as for 
the glory and mystique that it once possessed in its youth.

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

#RACE_Celts
^The Celts are $LINK<agricultural and religious=GCON_Strengths>. They start the game with
$LINK<Pottery=TECH_Pottery> and $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build
$LINK<Gallic Swordsman=PRTO_Gallic_Swordsman> instead of $LINK<Swordsmen=PRTO_Swordsman>. 
^
^In the 1st century BC, Strabo wrote of the Celts: 'The whole race... is madly fond of war, high-spirited and 
quick to battle... and on whatever pretext you stir them up, you will have them ready to face danger, even if they 
have nothing on their side but their own strength and courage'.  Much of what we know about Celtic culture today 
has been derived from the insights of the various writers and geographers of the time; coupled with finds from 
Celtic burial sights located in Bavaria, Bohemia, and Upper Austria.  The Celts once formed a loose-knit 
'empire', inhabiting territory that stretched in a chaotic band across central Europe.  The writings and 
findings of modern archeologists place Celtic civilization as ranging from the Atlantic Coast of the British 
Isles and northern Spain, to as far east as Transylvania and the Black Sea.
^    The Celts lived as extended families, or clans, which banded together, in order to form larger tribes that 
would occupy territory together.  A Knight and a High Chieftain typically governed these tribes, while a third 
privileged class known as 'men of art', who are better known today as the Druids and Bards, extolled the feats 
of Celtic warriors in song and craft.  Celtic society was held together by a complex web of family ties and 
other obligations, within which, the warrior nobles would strive to attain wealth and prestige through 
agriculture, trade, and success in war; which they often used to create and fund their own family or tribe.
^    At the age of fourteen, Celtic boys attained manhood and were permitted to bear arms, while girls became 
eligible for marriage.  Young nobles and sons of freemen who reached their fourteenth birthday became clients 
of a famous lord or well-reputed Celtic Knight.  Such warrior retinues were called 'Fianna'.  These junior 
warriors sought out and followed experienced warriors whose success could provide them with greater chances 
at their own wealth and glory.
^    While the bulk of a Celtic army would typically consist of poorly armored spearmen, it was the warrior 
nobles who wielded swords that were the most feared.  These {Gallic Swordsmen} were wealthier than their peers, 
and could afford to equip themselves not only 
#DESC_RACE_Celts
^
^
^with their slashing and stabbing sword, but also with a helmet and shield.  They often charged into battle 
bare-chested or completely naked, occasionally wearing vividly patterned pants or cloaks.  Similar to the 
Viking Berserker, they began their battles by viciously taunting their enemies, and followed it with a mad 
rush against enemy lines.  This was standard behavior for skirmishes between clans, which were frequent in 
Celtic society.  These tribal conflicts provided starting points for young Celts who sought to openly display 
their bravery and skill as a warrior.  Celtic warriors were also known to serve as mercenaries to numerous 
armies of the classical period.  The best known of instance of this, is when Celtic mercenaries joined Hannibal 
in his invasion of Italy during the 2nd Punic War, contributing to victories against Rome.
^    The Celts' previous capture and sack of Rome, headed by {Brennus}, also remained an indelible mark on Roman 
folk memory, and was likely the instigator for Rome's merciless treatment of the Celts in subsequent wars.  
This mutual hostility did not cease until the Gauls and Britons were later formally incorporated into the Roman 
Empire.
^    Despite the writings and other information that paints the Celts as uncultured savages, the relatively 
sophisticated weapons, pottery, jewelry, and other equipment found at burial sites serves to remind us that 
they were very far from being the savages they were once depicted as.  On the contrary, it in fact 
appears that the Celts maintained a rich culture that is survived by the modern Celtic and Gallic speakers of 
Ireland, Highland Scotland, the Isle of Man, Wales and Brittany.

	
#RACE_Carthaginians
^The Carthaginians are $LINK<seafaring and industrious=GCON_Strengths>. They start the game with
$LINK<Alphabet=TECH_Alphabet> and $LINK<Masonry=TECH_Masonry> and build
$LINK<Numidian Mercenaries=PRTO_Libyan_Mercenary> instead of $LINK<spearmen=PRTO_Spearman>. 
^
^Carthaginians were 8th century BC Phoenician emigrants who fled from the Persian-held city of Tyre and sought to fashion 
their own identity in the fertile peninsula of northern Africa.  The effort of these refugees was realized in the foundation 
of Carthage.  The Romans knew the people of Carthage as "Poeni", a derivation of the word "Phoenicians", from which the 
adjective "Punic" is also derived.  Carthage is located in modern-day Tunisia, bordered by Algeria, Libya, and the 
Mediterranean Sea.  Located roughly center of the triangular Cap Bon peninsula, it is surrounded by low hills and backed 
by the lake of Tunis, allowing for safe anchorage and an abundant supply of fish.  The resulting city site was well 
protected, and easily defensible.  Carthaginian control extended as far southwest as Theveste in northern Algeria; 
throughout which, a thriving agriculture developed.
^    The actual stages of growth in Carthaginian power are unknown, but the process was largely complete by the start of 
the 4th century BC.  Ancient sources indicate that Carthage had perhaps become the richest city in the world via trade in 
perishable goods such as textiles, un-worked metals, food, and slaves.  Tin, silver, gold, and iron were obtained in 
exchange for these manufactured and consumer goods.  Carthage maintained a monopoly of trade from the 6th to 3rd century 
BC by sinking all intruders and exacting recognition of its position from neighboring Mediterranean states.  This wealth 
was attested by the vast mercenary armies it was able to maintain with a mintage of gold coins far exceeding that known 
for any other advanced state of its time. 
^    While frequently led by Carthaginian soldiers, the majority of the Carthaginian armies was comprised of mercenaries.  
Celts and Iberians contributed large numbers of infantry and horsemen, but {Numidian Infantry} dominated their ranks.  These 
Numidian mercenaries were equipped with loot from assorted engagements against Rome, and were generally regarded as capable 
soldiers and spearmen.
^    The First Punic War between Rome and Carthage resulted from attempts to garner control over lands and trade routes 
through Corsica and Sicily.  Carthaginians intervened in a dispute between the

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


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


#RACE_Arabs
^The Arabs are $LINK<expansionist and religious=GCON_Strengths>. They start the game with
$LINK<Pottery=TECH_Pottery> and $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build
$LINK<Ansar Warriors=PRTO_Ansar_Warrior> instead of $LINK<Knights=PRTO_Knight>. 
^
^Before the spread of Islam and the Arabic language, the term "Arab" referred to any of the nomadic residents of 
the Arabian Peninsula. When used in a modern context, "Arab" refers to any of the Arabic-speaking peoples who 
reside on the Atlantic Coast of Africa, Southwestern Iran, Egypt, Sudan, Saudi-Arabia, Syria, and Iraq.  The 
earliest nomadic inhabitants of the Arabian Peninsula herded their sheep, goats, and camels through an unforgiving 
desert environment; while those Arabs who settled in the oases provided date and cereal agriculture as trade staples 
for Arab caravans that transported spices, ivory, and gold from southern Arabia and the Horn of Africa to the 
civilizations farther north.
^    During the 7th century AD, Muhammad emerged as the prophet for the religion of Islam, which was widely adopted 
by the Arab community. Islam unified the Bedouins and the town-dwellers of the oases, and within a century, spread 
throughout most of the present day Arab-speaking world.  The newfound social organization that followed Islam 
offered new possibilities for the Arabs as agricultural production and intercity trading, particularly in luxury 
goods, saw significant increases.  Gradually, the triad of temple, court, and market formed, as well as a 
standardized style of writing for laws and other texts.  New institutions also emerged, including: coinage, 
territorial deities, royal priesthoods, and standing armies, which further enhanced Arab power.  Adherence to the 
religion of Islam has become a global phenomenon.  Muslims predominate in approximately 30 to 40 countries, from the 
Atlantic to the Pacific and along a belt that stretches across northern Africa into Central Asia and the northern 
regions of the Indian subcontinent.  Despite the absence of any large-scale Islamic political entities, the Islamic 
faith continues to expand, by some estimates faster than any other major religion.
^    By proclaiming his message publicly, Muhammad gained followers.  {Abu Bakr} is noted as being the first male 
convert to Islam and also as Muhammad's closest companion and advisor.  At the point of Muhammad's death, on June 
8th, 632 AD Muslims resolved the crisis of succession by accepting Abu Bakr as the first Caliph.  In his rule as 
#DESC_RACE_Arabs
^
^
^Caliph, Abu Bakr suppressed tribal, political, and religious uprisings, known as the Rida Wars, and brought central 
Arabia under Muslim control.  These wars caused high casualties among the Islamic community, but through them, 
Abu Bakr not only ensured the survival of Islam, but also established himself as the undisputed leader of the entire 
Arabian Peninsula. By undertaking direct expansion from Arabia into Iraq and Syria, he began the Muslim conquests 
otherwise known as 'Jihad'.  Aside from Iraq and Syria these conquests penetrated regions including Anatolia, Nubia, 
Libya, and Iran.  While early Muslim forces consisted of very few soldiers, it's understood that they retained higher 
morale and mobility than their enemies, as well as the luxury to retreat into the desert where they alone knew the 
location of water and grazing land.  The one military unit that was present in nearly all of the Arabic expansion of 
the 7th to 9th centuries was the {Ansar Warrior}.  These warriors participated as infantry, but most commonly rode on 
horseback.  The quality of the Arabian horses quickly led to these soldiers dominating the battlefield, making ample 
use of their array of weaponry, which consisted of javelins, a sword, as well as bow and arrows.  Jihad is the only 
type of war legitimized by Islam, yet the word itself is still misunderstood by Westerners.  'Holy War' is the 
often-used misleading translation of Jihad, which in fact is meant to consist of an individual's or a communal 
'struggle' against evil, within one's self, and in order to protect Islam, but never as a tool for conversion.
^    Traditional Arab values have since been modified in the 20th century through the combined pressures of 
urbanization, industrialization, and Western influences.  While urban Arabs still tend to identify themselves 
more by nationality than by tribe, village farmers revere the pastoral nomad's romantic way of life and claim a 
kinship with the great desert tribes of the past.  As heirs to the ancient Egyptians, Babylonians, Persians, 
Hebrews, even to the Greeks and Indians, the societies created by Muslims bridge time and space.  The original 
Arab tribes in less than 20 years after Muhammad's death defeated the Byzantine and Persian empires, occupied a 
vast territory from Libya to Persia, and then developed into the Arab, or Islamic, Empire known today.


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


#RACE_SUMERIA
^The Sumerians are $LINK<scientific and agricultural=GCON_Strengths>. They start the game with
$LINK<Bronze Working=TECH_Bronze_Working> and $LINK<Pottery=TECH_Pottery> and build $LINK<Enkidu Warriors=PRTO_Enkidu_Warrior> instead of $LINK<warriors=PRTO_Warrior>. They also cannot build $LINK<Spearmen=PRTO_Spearman>.
^
^The Sumerians were, by historical consensus, the first human civilization. Originally from Asia Minor, they settled between the 
Tigris and Euphrates (in modern-day Iraq) and began to farm and create simple goods. They relied on a sort of theocratic city-state government, 
where each Sumerian city worshipped a separate god and had a separate governor, although all paid tribute to a single King in the capital, Ur.
^    Sumeria's first and greatest accomplishment was the extent to which its people controlled their environment. They drained swamps, dug canals, 
and generally bent the Euphrates region to their needs. They plowed the land for the first time in history, and took advantage of the rich, fertile 
Mesopotamia soil. However, the area was low on other resources, so the Sumerian city-states were forced to import goods (particularly metals). Thus they 
had to create a barter system of trade, as well as riverboats to more easily traverse the rivers that flanked their home. The invention of the plow led in 
turn to the invention of the wheel, which permitted animals to pull carts as well as plow fields, and also to the creation of better pottery (with potters' 
wheels).
^    Since specialists were now able to create goods, and not every man had to farm, full-time priests could administer community affairs as well as the 
temples in each city. To support them, in turn, people had time to devise picture signs and other very early alphabets, and being a full-time scribe became a 
viable profession. The literature of Sumeria followed thereafter, culminating in the Epic of {Gilgamesh}, a lengthy poem dedicated to the mythic god-king whose 
real and legendary exploits blend together. A companion of Gilgamesh, Enkidu, fought by Gilgamesh's side in many battles, and for him the {Enkidu Warriors} are 
named: fierce fighters who sought to defend Sumerian lands from the other civilizations being born nearby.
#DESC_RACE_Sumeria
^
^
^    The literature of the Sumerians was not limited to stories, though.  In fact, one fact of modern life is still as Sumeria designed it.  The Sumerian priesthood 
developed an early mathematics for commercial and religious purposes, and their number system was based around the number 60.  Thus time itself is divided into units of 
60 seconds in a minute, 60 minutes in an hour, and so forth. The 24-hour day also originates with Sumerian calendars, as does the 360-degree circle.  So the fingerprints 
of the world's most ancient civilization are still visible today.
^    Sumeria's end came gradually, as barbarians saw what they had achieved and strove to emulate it.  About 1,500 years after the first Sumerian cities took form, 
Amorite nomads settled near Ur in a place called Babylon. The resulting civilization grew into a mighty kingdom in its own right, and when Elamite invaders (from modern-day 
Iran) sacked Ur, Babylon (which then still styled itself Akkad) saw its opportunity to eclipse its sire. They went in, dispersed the Elamites, and rebuilt Ur in their 
own image. Sumerian culture and language persisted, but slowly assimilated into the new dominant empire. Sumeria disappeared completely as an autonomous culture by 1900 BC.

#RACE_HATTI
^The Hittites are $LINK<expansionist and commercial=GCON_Strengths>. They start the game with
$LINK<Pottery=TECH_Pottery> and $LINK<Alphabet=TECH_Alphabet> and build the $LINK<Three-Man Chariot=PRTO_Three_Man_Chariot> instead of the $LINK<chariot=PRTO_Chariot>. 
^
^Compared to other great kingdoms of the Middle East, little is known of Hatti, and what is known is often derived from 
sources in other contemporary kingdoms (such as Egypt). The Hatti, or Hittite, Empire was one of the great powers of Mesopotamia, 
rivaling Babylon and Egypt in military strength and influence. The first Hittites probably came from somewhere in the Caucasus or 
Russia, but settled in central Turkey and later in Syria, areas whose plentiful natural resources, particularly metals, would prove 
crucial to the power of Hatti. Early Hittite kings focused on consolidating their power in their chosen region, but {Mursilis I} 
proved more ambitious, opting to strike out and execute audacious raids against mighty Babylon. He had great success, and indeed 
was able to undermine and destroy the ruling Amorite dynasty in Babylon -- the family from which most great Babylonian kings 
(including Hammurabi) came.
^    When Mursilis was assassinated, a bloody struggle for the kingship followed; the eventual victor, Telipinus, formed his 
own legal code which helped mitigate later power plays. After that, the Hittite Empire fought brief wars with its neighbors, 
until the time for a reckoning with Egypt came. The famed battle of Kadesh, in 1299 BC, is one of the most well-known Bronze Age 
battles. The Pharaoh {Ramses II} moved into Palestine with a large army of chariots and infantry, to be met by a Hittite force 
of equal size (yet also composed partly of {three-man chariots}, a much larger variant of the first wheeled fighting vehicles, which 
permitted the riders to fight hand-to-hand as well as at a distance). The Hittites were able to surprise the Egyptians near dusk, 
and only a dramatic force march by the Pharaoh's reserves prevented the total destruction of the Egyptian army. The Hittites were 
forced to retreat, but given the casualties they suffered, the Egyptians were unable to capitalize on the Hittite retreat and Ramses' 
overall objective, Egyptian control of Palestine and Syria, was not achieved.
^    The Hittites are also suspected by archaeologists to be the first smelters of iron. During Hittite primacy, around 1250 BC, 
the Iron Age began in Turkey, with the Hittites able to remove impurities 
#DESC_RACE_Hatti
^
^
^from iron to finally produce a metal strong enough to use 
for weapons. The technique caught on very quickly, adding to the Hittites' already substantial wealth. They were not able to exploit 
this advantage for long, though, as the other regional kingdoms could not afford to allow Hatti a monopoly on iron weapons.
^	The end of the Hittite Empire came around 1100 BC, when mass migrations from Europe and the Caucasus caused the Empire to 
dissolve into dozens of small, semi-autonomous city-states. These city-states, in turn, were easily absorbed by upstart Assyria, 
which itself would dominate the Middle East for centuries thereafter.


#RACE_AUSTRIA
^The Austrians are $LINK<militaristic and industrious=GCON_Strengths>. They start the game with
$LINK<Warrior Code=TECH_Warrior_Code> and $LINK<Masonry=TECH_Masonry> and build $LINK<Hussars=PRTO_Hussar> instead of $LINK<cavalry=PRTO_Cavalry>. 
^
^Austria, located in lower Central Europe north of the Balkans, first coalesced as a nation in the early Middle Ages by the margrave 
Leopold of Babenberg, a regional noble who in the 10th century C.E. pushed the Magyars from that area and formalized a system of common law.  
But it was not until three hundred years later that Austria would take the first steps towards great power status.  A Hungarian noble, Otakar II, 
took advantage of a succession dispute in 1254 and married into the Babenberg line.  As a response, the German nobility in Bavaria and elsewhere 
felt concerned, and began a long campaign to undermine and eventually depose Otakar.  The German army's commander, a relatively obscure noble from a minor family, was then elected king of Germany to 
reward his successes.  His name was Rudolf of Hapsburg.  The Hapsburgs would become one of Europe's most powerful families; the seat of their power was 
Austria.
^    In 1519 Martin Luther posted his famous 95 Theses, and at the time the Hapsburg emperor was {Charles V}, a devout Catholic and harsh ruler.  Forced to rule 
two essentially foreign countries -- Austria and Spain -- Charles did his best, but made many mistakes and alienated many nobles before he was able to successfully 
ride two of Europe's strongest horses at once.  Moreover, Charles' fervent opposition to Protestantism as well as his well-founded concerns regarding the Hapsburg 
rights in western Europe diverted his attention from the threat of the Ottoman Turks (whose ships already ruled the Mediterranean).  He used severe measures to put down 
rebellions in lower Austria and in the Netherlands, and even allowed an unpaid and hungry army to sack Rome over a grudge against the Pope.  Nonetheless, Charles 
dealt successfully with a huge number of threats, minor and major, to the Austrian empire, and he also managed to keep the Turks at bay.  He even managed to expand the 
empire, by acquiring the Portuguese succession rights.  His greatest ambition, to bring all Protestants back into the Church, was obviously a failure, although he made 
several sincere (and even nonviolent) attempts to bring this about.
^    After Charles' death, the empire steadily grew, adding Bohemia to the northeast.  The new Emperor, Ferdinand, wished to extend his 
#DESC_RACE_Austria
^
^
^influence and rule further into Germany.  The result was the Thirty Years' War, in which the great powers of Europe took advantage of religious strife 
to expand their influence.  Austria did not do well in the end, and lost territory and huge amounts of money in the war and ensuing treaty.
^    Austria continued to play a major role in European and world politics through the nineteenth century, attempting to slow the rise of Prussia in Germany, 
and acting as a key member of the coalition opposing Napoleon.  The Austrian army adopted the style and dress of the Hungarian light cavalry, and these 
fast, deadly horsemen came to be known as {hussars}.  Hussars quickly became part of virtually every European army's order of battle, and some still fight today.
^    Since 1700 Austria has been (and remains) a focal point of European culture and learning.  History's greatest composer, Wolfgang Amadeus Mozart, created his works 
for the Austrian emperor.  The Vienna Circle, an influential group of philosophers and mathematicians, sparked the "logical positivist" movement, which sought to unify philosophy with 
natural science.  At the same time, the economist Carl Menger founded the Austrian school of economics, which emphasized qualitative analysis of human action.
^    The first among many of the twentieth century's tragedies began in Austria, with the assassination of Archduke Franz Ferdinand by Serbian nationalists.  When the Serbian 
government refused Austria's outrageous demands, Austria declared war on Serbia.  This sparked the chain of events leading to World War I, which would consume millions of lives 
and leave Europe's great empires in ruins and revolution.  The Hapsburg empire was no exception, and its final collapse came at this time.
^    After World War I, Central Europe was broken into many different countries.  Austria was ruled by a series of authoritarian regimes until it was annexed by one even 
moreso -- Hitler's Germany.  After a period of military rule, Austria became a full-fledged republic in 1955.  Today Austria is known as a repository of European culture and 
tradition, despite its struggles with its Nazi past; its churches and universities are among Europe's most prestigious, especially in the arts.



#RACE_BYZANTINES
^The Byzantines are $LINK<seafaring and scientific=GCON_Strengths>. They start the game with
$LINK<Bronze Working=TECH_Bronze_Working> and $LINK<Alphabet=TECH_Alphabet> and build the $LINK<Dromon=PRTO_Dromon> instead of the $LINK<galley=PRTO_Galley>. 
^
^The Byzantine Empire was first known as the eastern Roman empire, when Constantine I relocated the Roman capital from Rome
to Constantinople and his successor Valentinian I made the division between Western and Eastern Empire official.  When barbarians 
sacked Rome and defeated the western armies a century later, the Byzantine Empire was the final bulwark of Roman civilization to stand
against the increasing pressure from European barbarians to the north and Persia in the east.  Byzantine government was based largely on 
that of Rome, although unlike Roman emperors a Byzantine emperor was elected by a threefold vote of the senate, the people, and the army.  
To govern the empire, Byzantine emperors relied on a labyrinthine system of advisors, ministries, and offices -- hence the pejorative "Byzantine" today, used to 
describe overly hierarchical and intrigue-prone systems.
^    The golden age of Byzantium began when Justinian I and his brilliant wife {Theodora} became emperor and empress.  Under their rule, the Byzantine 
general Belisarius undertook a series of dramatic and successful campaigns against the barbarian kingdoms that had risen in the ruins of Rome.  
After earning imperial favor by ruthlessly quashing a popular revolt, Belisarius successfully fought the Ostrogoths in Italy, the Persians, and various 
tribes in North Africa.  His enormous popularity eventually caused Justinian to fear him, and he was eventually stripped of his command.
^    Byzantine military reform came mostly during the reign of Heraclius, the son of Africa's imperial governor.  Arriving in Constantinople 
to restore order after a disastrous interregnum (marred by assassination, intrigue, and civil disorder), Heraclius placed tremendous power in the 
hands of the army.  It was also during the reign of Heraclius that Greek fire, the medieval precursor to napalm, was invented, and used extensively by 
Byzantine ships called {dromons} in battle against Persian and barbarian ships.  Heraclius also ordered the army to emulate the 
barbarian horse archers previously employed as mercenaries; the result was the cataphract, a heavily armored cavalryman who could fight with bow, sword, or lance.
#DESC_RACE_Byzantines
^
^
^    After two hundred years of defeats and erosion, during which Byzantium lost virtually all of its possessions south of Asia Minor, the ascension 
of Basil I to the imperial throne in 867 marked a turnaround in Byzantine military fortunes.  Byzantine armies beat back the Arabs in the east and south, and despite 
several humiliating defeats at the hands of the Muslims, reasserted dominance over the eastern Mediterranean.  Syria, along
with the key city of Antioch, also came back to Byzantine control, along with Armenia and large parts of the Balkans.  For 150 years, Byzantium enjoyed civil 
prosperity and military victory.
^    But new adversaries appeared where the old ones had fallen.  In 1071, Byzantium suffered two catastrophic defeats -- they lost their last toehold in Italy to the Normans, who had 
earlier sacked Constantinople during a crusade gone awry.  In the east, the Ottomans broke Byzantine power in Asia Minor forever at Manzikert, and the once dominant 
empire was reduced to a rump state comprising Constantinople, parts of the Balkans, and a few remaining provinces in western Turkey.  The heart of it, though, was 
now ruled by the Turks.  Nonetheless, during this time, art, religion, and philosophy flourished within the walls of Constantinople.  It was as if the learned men
of Byzantium were unaware of the threats lurking outside.  Another fateful event, the Schism of 1054, finalized the separation between the Byzantine (Eastern) and
Catholic (western) churches.  This would lead to deep suspicion between the two churches, and western reluctance to assist Byzantium against the Turks years later.
^    Eventually Byzantium was forced to resort to bribery and compromise with the Turks and the new western powers that coveted its territory and former influence. 
In 1421, after a hundred years of co-existence with the Turks, the new sultan Murad II revoked all of the arrangements that had existed between the two empires.  As a 
last resort, the Byzantine emperor begged Rome for help, but the Christian army sent to fight the Turks was utterly defeated.  In 1453, the Turks assaulted 
Constantinople itself, and the walls that had stood for over a thousand years finally fell, marking the end of the Byzantine Empire.


#RACE_INCANS
^The Inca are $LINK<expansionist and agricultural=GCON_Strengths>. They start the game with
$LINK<Pottery=TECH_Pottery> and $LINK<Masonry=TECH_Masonry>. They start the game with a regular $LINK<scout=PRTO_Scout> and thereafter can build their unique $LINK<Chasqui Scout=PRTO_Chasquis_Scout> unit. 
^
^Hundreds of years ago, a group of people calling themselves the [Inca] settled the Cuzco Valley high in the Andes Mountains of South America. Where they had come from was a mystery. Yet, though their purpose for settling such a rugged and inhospitable landscape was unclear, the end result of their arrival is without doubt. In time, the Inca built an empire that spanned the Pacific coast (as far south as Argentina and as far north as Ecuador), some 2,000 miles of hills, mountains, valleys and coastline. I
n just a short time (roughly 100 years), the Incan empire dominated South America and is, to this day, considered one of the finest empires the world has ever known. Beginning with the ninth ruler, {Pachacuti} Inca Yupanqui, the Inca began their 
expansion. Pachacuti won his first military campaign against the Chanca people, where he refused to retreat despite insurmountable odds. From there, he consolidated his control over his cultural base, Cuzco, then moved north into the Urubamba Valley, which extended beyond the site where the lost city of Mach Picchu was later built. He then turned his army south and conquered the Colla and Lupaca tribes. Though not the first Incan ruler, Pachacuti was by many accounts one of the finest Pre-Columbian persons 
that ever lived. A great military strategist, an architect, a skilled diplomat and a gifted religious philosopher, his teachings are still practiced by many Andeans today. 
^    Like many other groups that preceded the Inca (the Chimu, the Nazca, the Moche), 
Incan society was heavily dipped in the worship of powerful gods. Their pantheon contained such lofty omnipotents as Viracocha (the god of creation), Inti (the sun and father of the Inca Dynasty), Illapa (god of rain, thunder, and lightening), Pacha Mama 
(mother of the earth), and Mama Cocha (mother of the lakes). Grand ceremonies were held frequently to honor these gods, for the Inca believed that if one did not give thanks and obedience to the gods, bad things would happen. The world of the Andes Mountains is full of ecological wonders [and] ecological disasters: Earthquakes, severe storms, and 
volcanic activity. The gods held sway with these events and thus the proper respect had to be paid at all times.

#DESC_RACE_INCANS
^    The Inca called their empire Tahuantinsuyu (“Land of the Four Quarters”), which was divided into four provinces. Each province was controlled by a local governor called the [apu]; below him were the local rulers - the [curacas], and even lower still
the district headsmen - the [camayoc]. Through this governmental structure, the [Sapa-Inca] could rule the empire with impunity. Additional structures were also put in place, such as the Imperial road system, which was built along the steep inclines of mountains, interspersing bridges and stone walkways, stone steps and flat brick highways. To rule such a vast realm, the Sapa-Inca also needed constant information
 about the status of the far-flung reaches of the kingdom. To provide this information, the Inca formed the {Chasqui Scout} system. Chasquis delivered messages across the empire, relaying (by memory) important information from point to point. And in this
 way, a message about a peasant uprising hundreds of miles north of Cuzco could reach the king within a matter of days. Chasquis were also used by the army on campaigns to deliver messages between the moving columns. In addition, way-stations known as
 [tambos] were constructed at strategic points along the roads, giving travelers and important dignitaries a place to rest and prepare for the next leg of their journey. 
^    The Incan army was also well organized. When called upon to fight, each province would muster squadrons of men armed with maces, bows and arrows, slings, darts, and
 spears. During a battle, slingers would let fly a shower of rocks to soften the enemy lines. Then, archers would release their shafts, darts would fly, and then the shock troops would hit, in a torrent of screams and shouts meant to confuse and terrify the wavering opposition. Incan warfare was very successful. But nothing could prepare the
 empire for what was coming. 
^    After the glorious rise of Pachacuti and his son, Topa Inca, the empire began to erode under a series of internal and external disasters. A bitter civil war between half brothers Huascar and Atahuallpa stretched the empire to the breaking point. Atahuallpa won the war, quickly killed his half-brother, and declared himself king.
 But, in 1532 AD, Spanish Conquistadors, under the command of Francisco Pizarro, entered the Cajamarca Valley, brutally attacked Atahuallpa and his subjects, killing many and taking the Sapa-Inca hostage. Eventually, Pizarro killed Atahuallpa, pillaged
 the empire of its riches, and brought an end to the mighty Incan civilization. 
	

#RACE_MAYANS
^The Maya are $LINK<agricultural and industrious=GCON_Strengths>. They start the game with
$LINK<Masonry=TECH_Masonry> and $LINK<Pottery=TECH_Pottery> and build the $LINK<Javelin Thrower=PRTO_Javelin_Thrower> instead of the $LINK<Archer=PRTO_Archer>. 
^
^The Mayan civilization of ancient Mesoamerica is shrouded in mystery. The Maya developed their unique culture in one of the most inhospitable places on earth. The lowlands of northern Guatemala, western Honduras, Belize, and the Yucatan peninsula, are hot and humid, teeming with jungles boasting an annual average rainfall of 120
 inches. And yet, these stalwart peoples toughed it out and forged a civilization that stands, to this day, as a testament to the ingenuity and creativity of ancient man. 
^    Where did the Maya originate? The earliest archeological evidence was discovered
 in and around Belize, and dates as far back as 1200 BC. Primitive tools and pottery, small religious figurines of animals and humans became abundant, and by 900 BC, small
 villages of one-room dwellings made of poles lashed together with henequen rope, began to appear everywhere. By 600 BC, the Maya were the dominant people in the region.
 Between 300 BC and 150 BC, Mayan villages grew into larger and more populous cities, ruled by powerful kings and noble families. It was during this so-called Pre-Classic
 period that Maya society defined its cultural identity. 
^    It was also during this time that the Maya began to worship a pantheon of gods, from the creator of the universe, [Huabku], to [Itzamna] (creator of man); from [Ix
 Chel] (goddess of childbirth), to [Chac] (the rainmaker – an all-important god to the peasant class); from [Yam Kax] (the young corn god), to [Ah Much] (the lord of death). As more and more gods were added to the pantheon, the rituals needed to glorify them
 became quite elaborate, and thus it was necessary to create a priest sect to maintain the ceremonies. 
^    One of the most important cultural traits developed during the [Pre-Classic] period was the act of human sacrifice. Though the Maya never practiced it as prominently as the Aztecs, various acts of blood letting became commonplace and (ultimately) essential to the Mayan way-of-life. Mayan kings ruled through semi-divine right, and they believed that their connection to the gods could only be maintained through ritual sacrifice.
#DESC_RACE_MAYANS
^
^Thus, temples (in the stair-step design) were constructed with sacrificial altars. On these altars were laid human offerings. Stone knives were produced and the bodies cut to let the blood flow. Then, with speed and determination, the chests were cut open and hearts ripped out. It was these ritual offerings that allowed Mayan kings and priests to hold absolute control over their subjects. 
^    By 300 AD, the Mayan Classic period was in full bloom. This was the age of kings.
 Great rulers such as {Smoke-Jaguar} (or Smoke-Imix), Pacal, Eighteen Rabbits, and Blue-Quetzal Macaw, rose to prominence and ruled brilliantly over their lands. Mayan society was divided into city-states, each with its own king and cultural center. During the Classic period, the political influence of various cities rose and fell:
 Chichen Itza, Palenque, Copan, and Tikal, to name a few. It was also during the Classic period that the Mayan military grew in organization and in strength. The Mayan soldier carried knives and spears, clubs, bows and arrows, {javelins}, and even perfected the art of throwing hornets nests (called [hornet bombs]) into enemy troops to create confusion and panic. For defense, they used small shields made of jaguar
 skins. And Mayan generals called upon their priests to [divine] the gods and determine the best place and time to attack the enemy. It was through warfare that the Mayans collected slaves to sacrifice to their gods.
^    By 850-900 AD, Mayan culture began a decline that saw its ultimate dissolution. One city after another began to fade away into the jungle in this Post-Classic period,
 as the populations vanished. Where did the Maya go? There is no consensus on this matter, but there are many theories. Environmental evidence suggests that a massive drought (hastened by volcanic activity), lasting for decades, hit the Yucatan Peninsula
 around this time. Another theory suggests that the peasantry, dissatisfied with their rulers, revolted. Another suggests disease savaged the populations and destabilized the local economies. Whatever the reason, by 1100 AD, the last of the great Mayan cities
 were swallowed by the jungle, and there they lay fallow for centuries until wealth-seeking Conquistadors and archeologists unearthed their wondrous remains and
 reintroduced the Mayan culture to the world. 


#RACE_PORTUGAL
^The Portuguese are $LINK<expansionist and seafaring=GCON_Strengths>. They start the game with
$LINK<Pottery=TECH_Pottery> and $LINK<Alphabet=TECH_Alphabet> and build $LINK<carracks=PRTO_Carrack> instead of $LINK<caravels=PRTO_Caravel>. 
^
^In 1139 CE, Afonse Henriques, appointed count of the province of Portugal by the king of Castile, defeated a
Muslim army at Ourique. Impolitely, he took that opportunity to declare Portugal independent of Castile, with
himself as king of the new country. He was able to get away with it largely due to the recognition by the
Christian kingdoms of Spain that the Muslims were the common enemy, and when assured that Portugal would still play
an active role in the impending Reconquista, Castile-Navarre and Aragon were willing to overlook Henriques’
impudence. Two hundred years later, once the Muslims were confined to their tiny corner of Spain in Granada,
Castile saw fit to repossess the Portuguese kingdom. When the Castilian army was soundly thrashed in battle by
the warrior king John of Aviz, it was clear to all that Portugal was there to stay.
^    After the victory over Castile and the collective reconquest of Iberia from the Muslims, Portugal looked
overseas to continue its expansion. King John led a campaign against Ceuta in North Africa (modern-day Morocco).
The ease of Ceuta’s conquest caught the attention of his third son, {Prince Henry the Navigator}. Henry’s
older brother Duarte succeeded to the throne after John’s death, and the two were often at odds, with Duarte
skeptical and suspicious of Henry’s ambitions to explore new lands and convert the natives to Christianity. For
the next twenty years Henry sponsored expeditions to western Africa, and even led a campaign to invade Tangiers
in 1437 (which ended in defeat). But on the whole Henry’s personal seafaring experience was limited; his
sobriquet comes from his patronage of other adventurers and the resulting age of discovery and colonization that
they inaugurated with his support.
^    Portuguese explorers continued their discoveries after Henry’s death in 1460. The greatest was Bartolomeu
Dias, whose 1488 voyage around the southern coast of Africa made Europe aware of the Indian Ocean and a shorter
route to India than the one Columbus gambled on just four years later. Dias also traveled across the western
Atlantic to Brazil; on that voyage he was lost at sea in 1498. 
^    Closely following Dias was Vasco da Gama, who took Dias’ maps
#DESC_RACE_PORTUGAL
^and went beyond their limits, landing in India in 1497. He made three trips to India over the following thirty
years, the last of which took place in 1524 after his appointment by the King as viceroy of India. He did not
live long after his arrival; some speculate he was poisoned by corrupt administrators who feared punishment at
his hands.
^    In 1543, Portuguese sailors were shipwrecked in Japan. They did not stay long, but left behind the technique
of musket-making –- in that way, a handful of men changed Japanese history forever, as the samurai era was drowned
by the sound of musketfire. By that time Portugal’s overseas holdings were vast, comprising holdings all over
Africa, India, China, Macao, and South America.
^    In 1580 Spain awoke, flexing its muscles as the world’s pre-eminent power. It took the opportunity to
occupy Portugal, and for almost 100 years the two countries were united. The Portuguese royalty did not give
up, though, and through clever diplomacy and alliance with England they were able to restore their monarchy and,
with Spain greatly weakened and demoralized by the Thirty Years’ War, finally forced Spanish recognition of
Portuguese independence. Portugal remained an influential and wealthy European power through the Napoleonic Wars,
when its alliance with Britain gave the British a foothold on the Continent to oppose Napoleon’s armies.
^    Portugal’s prosperity lasted until the 1890s, when a combination of inflation and sluggish
industrialization undermined its industries. Dissatisfaction with the monarchy led to a coup and the establishment
of a republic in 1910; this did not last long, as radical groups pursued extreme agendas and unrest grew. In 1926,
the army bloodlessly overthrew the republic; the junta asked a university professor and occasional member
of parliament named Antonio Oliviera de Salazar to assume control of all economic policy. Six years later,
Salazar became prime minister, a limited office in theory but dictator in practice. Salazar’s new
constitution formalized his powers and he ruled Portugal with absolute authority for nearly 40 years.
^    In 1968 Salazar suffered a stroke; his ministers tried to continue the dictatorship but in 1974 a
democratic revolution re-installed a republican form of government. After narrowly avoiding a Communist coup,
Portugal flourished, although it presently faces structural problems similar to those of its nearest
European neighbors.



#RACE_DUTCH
^The Dutch are $LINK<seafaring and agricultural=GCON_Strengths>. They start the game with
$LINK<Pottery=TECH_Pottery> and $LINK<Alphabet=TECH_Alphabet> and build the $LINK<Swiss Mercenaries=PRTO_Swiss_Mercenary> instead of the $LINK<pikeman=PRTO_Pikeman>. 
^
^Toward the end of the 16th century CE, the independent cities and principalities of Flanders and Belgium sent
representatives to Utrecht to form an alliance. The alliance would coordinate taxation and military operations
against Spain, whose ruling Hapsburgs had dominion over the Low Countries even after they adopted the Protestant
religion. The Netherlands, comparatively small and poor compared to mighty Spain and its empire of gold in
the Americas, often had to rely on {Swiss mercenaries} and other hired guns for its defense. This was not a
long-term solution, hence the need for a much closer alliance. The result of this meeting was the Union of
Utrecht, which formally created the United Provinces of the Netherlands.
^    Spain, which had spent the previous decade alternately fighting and politicking against the armies and
intrigues of {William of Orange}, was not pleased by this development. Orange’s position had always been that
Spain’s sovereignty over the Netherlands was legitimate, but the governors chosen by the King were trampling
the rights of Orange and the other native nobles. William also vehemently opposed the imposition of Catholicism
on his homeland, but still felt the King of Spain could be persuaded to loosen his grip. This proved unrealistic,
and in 1581 Orange publicly renounced his loyalty to the Spanish throne. He was assassinated a few years later;
he did not live to see his country completely free of Spanish domination.
^    However, once the provincial leaders (particularly those of Holland, the largest and most influential of
the United Provinces) and the nobles began to cooperate, putting their disagreements to one side, Spain was
nearly defeated. Under the brilliant political, military, and economic leadership of Johan de Witt, perhaps
the Netherlands’ greatest statesman, the Dutch Republic grew into a world power, its rapidly growing economy and
naval presence allowing it to settle colonies around the world and establish a massive trade empire. This
wealth translated into a cultural golden age lasting over a hundred years.
^    During that time, Dutch thinkers made fundamental contributions to philosophy, law, science, and art.
Hugo Grotius, a lawyer and
#DESC_RACE_DUTCH
^philosopher, wrote “On the Law of War and Peace” in 1625 –- perhaps the first comprehensive analysis of
international law. The philosopher Baruch Spinoza published substantial revisions of his mentor Rene
Descartes’ rationalist works, and also wrote a lengthy defense of freedom of conscience –- which was promptly
denounced as heresy by his contemporaries. In art, an obscure portrait painter named Rembrandt van Rijn rose
to prominence (and disapproval) for his religious paintings and figure studies. Peter Paul Rubens, a great painter
in his own right, also ran an immense school for artists, attracting dozens of talented painters from all over
Europe to the Netherlands. The mathematician Christiaan Huygens developed his wave theory of light, which was a
giant leap in the study of optics pioneered by Isaac Newton. And biology was made incomparably easier by Antonie
van Leeuwenhoek’s invention of the microscope.
^    After the Golden Age, the Netherlands retreated into the background, as the English fleet gradually achieved
its supremacy. By the Napoleonic era, the Netherlands was once again dominated by its neighbors. In 1830,
Belgium broke away from the United Provinces, in reaction to the restoration of the monarchy and the subordination
of the Estates General, the council of stadtholders (provincial rulers). The Industrial Revolution came to
the Netherlands as it did to the rest of continental Europe, and when World War I arrived, the Dutch remained
neutral.
^    The Dutch were not so fortunate during World War II, as Hitler’s armies invaded and imposed their brutish
rule. (The diary of Anne Frank, a Jewish girl living in Amsterdam, is considered a classic portrait of innocence
confronted with great evil.) Despite an unusually active and vigorous resistance to the Nazis –- which was often
met with brutal reprisals –- a great many Dutch Jews died in the Nazi death camps. After the war, the former
Dutch colonies followed the pattern of other European colonies at the time, with independence and nationalist
movements breaking out everywhere. Dutch politics were still characterized by religious divisions even until
the 1970s, appropriately given the nation’s history, but a more conventional parliamentary party system arose.
Today the Netherlands, a thoroughly modern European nation, is best known for its hosting of international
institutions such as the International Criminal Court in The Hague.


#EOF
