[ADVANCE_ADVANCED_COMPOSITES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_JET_PROPULSION>Jet Propulsion<e>
<L:DATABASE_ADVANCES,ADVANCE_INTERNET>Internet<e>
[END]

[ADVANCE_ADVANCED_COMPOSITES_STATISTICS]
Gives:
Access to new <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>
[END]

[ADVANCE_ADVANCED_COMPOSITES_GAMEPLAY]
The discovery of Advanced Composites enables the manufacture of highly evolved plastics, ceramics and carbon fiber materials.  They are stronger, lighter and more resilient than even the finest metal materials, and are used to replace steel, titanium and aluminum as the building materials of choice in aircraft and other specialty construction.
[END]

[ADVANCE_ADVANCED_COMPOSITES_HISTORICAL]
Advanced Composites, the most powerful of all plastics, were one of the most important discoveries of the late 20th century. Although the invention of plastics revolutionized manufacturing in the 20th century, advanced aeronautics and space flight demanded materials that were lighter, and at the same time stronger, than conventional metals.  Ceramics, carbon fiber, resin and injected-foam molding comprise many of the composites that make space travel and stealth technology possible.
[END]

[ADVANCE_ADV_INFANTRY_TACTICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_VERTICAL_FLIGHT_AIRCRAFT>Vertical-Flight Aircraft<e>
<L:DATABASE_ADVANCES,ADVANCE_TANK_WARFARE>Tank Warfare<e>
[END]

[ADVANCE_ADV_INFANTRY_TACTICS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_MARINE>Marine<e>
<L:DATABASE_UNITS,UNIT_PARATROOPER>Paratrooper<e>
[END]

[ADVANCE_ADV_INFANTRY_TACTICS_GAMEPLAY]
The discovery of Advanced Infantry Tactics gives rise to alternative methods of employing foot soldiers in combat.  <L:DATABASE_UNITS,UNIT_MARINE>Marines<e> can strike land targets in the same turn that they come out of a transport ship.  <L:DATABASE_UNITS,UNIT_PARATROOPER>Paratroopers<e> can paradrop from air units, enabling strikes behind enemy lines.

NOTE: <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Unit<e> upgrade opportunity. Discovery of this advance will allow the player to spend Gold in order to upgrade qualifying Elite Units (for example, from "Elite Spearman" to "Elite Hoplite". Upgradeable units must be located in a City, Fort, or Airbase.
[END]

[ADVANCE_ADV_INFANTRY_TACTICS_HISTORICAL]
Infantry have always been the backbone of any military operation.  However, traditional infantrymen only had their own feet as a means of transportation.  In the early-to-mid 20th century, advanced infantry tactics took advantage of new technological developments to extend the range and flexibility of the modern infantryman.

Aircraft allowed infantry to deploy by air, as paratroopers, to penetrate deep behind enemy lines.  They could be used to interrupt supply lines, strike command centers, conduct reconnaissance and, perhaps most important, capture and hold crucial objectives like bridges and key terrain.  Aircraft also enabled infantry to deploy quickly over a larger area.  Paratroopers and airmobile forces became vital to peacekeeping and humanitarian missions beyond the reach of conventional, land-based transportation.

World War II saw a rise in the use of amphibious landing craft, allowing "marines" to deploy by sea to assault coastal targets.  One of the most famous and successful military operations to rely heavily on amphibious assault was the allied invasion of Normandy, which led to the liberation of Europe and the end of the war.

These advances served to enhance the versatility of infantry, making them better able to serve their most vital function: to engage and destroy the enemy at close range, over any terrain, in any weather, by day or night.
[END]

[ADVANCE_ADV_NAVAL_TACTICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RADIO_NAVIGATION>Radio Navigation<e>
[END]

[ADVANCE_ADV_NAVAL_TACTICS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_BATTLESHIP>Battleship<e>
[END]

[ADVANCE_ADV_NAVAL_TACTICS_GAMEPLAY]
The discovery of Advanced Naval Tactics introduces the <L:DATABASE_UNITS,UNIT_BATTLESHIP>Battleship<e>, a powerhouse naval unit that dominates the open seas throughout the <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e>.
[END]

[ADVANCE_ADV_NAVAL_TACTICS_HISTORICAL]
The high seas of the late 19th and early 20th centuries were the setting for the swift advance of Naval Tactics and warfare.  Navies abandoned the wooden-hulls and sails of ships-of-the-line in favor of engine powered, metal-hulled battleships and cruisers. Combining large size, powerful guns, and heavy armor with speed, strength and range, battleships were the unrivaled capital ships of the world's navies for nearly a century after they were first introduced in 1860.  

World War II was the battleship's heyday, when the Washington Treaty of 1922, which limited battleship sizes to 35,000 tons of displacement, was abandoned.  The United States, Germany and Japan built 45,000-ton Iowa class, 52,600-ton Bismarck class and 72,000-ton Yamato class battleships, respectively.  They employed antiaircraft weapons, 5-inch caliber rapid-fire guns and a multitude of 20 to 40 mm automatic weapons.  They could travel great distances at the relatively high speed of over 30 knots.  This period of dominance came to a swift end, however, with the rapid development of the aircraft carrier, the range and striking power of which relegated the battleship to coastal bombardment and carrier escort duties.  The United States continued to employ World War II-era battleships in the latter 20th century, finally retiring the Wisconsin and the Missouri, the two remaining Iowa-class ships, after service in the Persian Gulf War in the early 1990s.
[END]

[ADVANCE_ADV_URBAN_PLANNING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMPUTER>Computer<e>
<L:DATABASE_ADVANCES,ADVANCE_MASS_TRANSIT>Mass Transit<e>
[END]

[ADVANCE_ADV_URBAN_PLANNING_STATISTICS]
Gives:
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_URBAN>Urban Area<e>
<L:DATABASE_UNITS,UNIT_URBAN_PLANNER>Urban Planner<e>
[END]

[ADVANCE_ADV_URBAN_PLANNING_GAMEPLAY]
Advanced Urban Planning takes the science and engineering of city building into the <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e>.  The <L:DATABASE_UNITS,UNIT_URBAN_PLANNER>Urban Planner<e> unit creates a larger, more functional city with buildings and improvements already in place.  This enables the player to expand their empire faster.
[END]

[ADVANCE_ADV_URBAN_PLANNING_HISTORICAL]
It was the disorder and squalor of 19th century Industrial Revolution-era cities, with their festering, overcrowded slums, which prompted the first modern urban planning and development efforts.  Early city planners imposed laws for the standardization of housing, sewage, sanitation, public health and, perhaps most important, water supply conditions.  Urban planners also introduced parks and playgrounds into congested city neighborhoods, providing places for recreation, as well as visual relief.

20th century urban planning saw the rise of the concept of zoning -- setting limits for building height, neighborhood density and construction activity.  Most cities had grown organically, and as the Industrial Revolution shifted the role and dominance of cities to the fore, they became sprawling, disorganized eyesores, with commercial, industrial and residential areas intertwined and seemingly built on top of each other.

Public transportation was the answer to many issues -- overcrowding, complex street systems, traffic, congested commercial districts, and shortages of housing -- that plagued the sprawling metropolis.  Urban planning was also important to the revitalization of Europe after World War II, where planners shifted their focus to the reconstruction of areas destroyed by war.

By the middle of the 20th century, urban planners experimented with new concepts for towns and cities, and endeavored to create the ideal urban area.  "Planned communities" sprang up, with transportation, recreation, industrial and residential systems in place.  Rather than focusing on fixing problems, planners sought to develop urban areas that would evolve with the changing needs of their citizenry.  Though there have been spectacular failures, many planned cities are a testament to the wisdom of long-term, scalable urban plans that focus on the total living experience.
[END]

[ADVANCE_AERODYNAMICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RADIO_NAVIGATION>Radio Navigation<e>
[END]

[ADVANCE_AERODYNAMICS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_FIGHTER>Fighter<e>
<L:DATABASE_BUILDINGS,IMPROVE_AIRPORT>Airport<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_AIR_BASES>Airbase<e>
[END]

[ADVANCE_AERODYNAMICS_GAMEPLAY]
The discovery of Aerodynamics ushers in a bold new realm of combat.  The <L:DATABASE_UNITS,UNIT_FIGHTER>Fighter<e> unit enables players to explore and fight unencumbered by the terrain around them.  However, one must be sure to place <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_AIR_BASES>Airbases<e> at strategic locations, so that <L:DATABASE_UNITS,UNIT_FIGHTER>Fighters<e> and other aerial units may land for refueling.

The <L:DATABASE_BUILDINGS,IMPROVE_AIRPORT>Airport<e> boosts <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> in its host city by making tourism and business easier.
[END]

[ADVANCE_AERODYNAMICS_HISTORICAL]
In the early 1900's, two brothers, Orville and Wilbur Wright, launched the first airplane at Kitty Hawk field in North Carolina.  This craft combined an internal combustion engine with the latest understandings of aerodynamics to make the first successful flight.  Although it was only in the air for 12 seconds, a modern revolution in transportation and aviation was born.  Human understanding about the nature of fixed-wing flight began to dramatically increase.  By World War I, the first military aircraft took to the skies and added a new dimension to warfare.  The modern reliance on aircraft and its applications in the realms of transportation, commerce, industry, recreation and war cannot be understated.

After WW1, aircraft development continued at a hectic rate. Wood and fabric gave way to Aluminum frames with much more powerful engines and armaments. Fighter aircraft of WW2 included such icons as the Spitfire, Mustang, Lightning, FW 190, Messerschmitt 109 and even early jet fighters towards the end of the war. 
[END]

[ADVANCE_AGE_OF_DISCOVERY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ASTROLABE>Astrolabe<e>
<L:DATABASE_ADVANCES,ADVANCE_CANNON_MAKING>Cannon Making<e>
[END]

[ADVANCE_AGE_OF_DISCOVERY_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_GALLEON>Galleon<e>
<L:DATABASE_WONDERS,WONDER_MAGELLANS_VOYAGE>Magellan's Voyage<e>
[END]

[ADVANCE_AGE_OF_DISCOVERY_GAMEPLAY]
The development of better sailing ships and navigational equipment led to the first great voyages of discovery. Naval battles took place in far corners of the world as exploring powers vied for dominance.
[END]

[ADVANCE_AGE_OF_DISCOVERY_HISTORICAL]
The Age of Discovery, part of the early modern period and largely overlapping with the Age of Sail, was a period from approximately the 15th century to the 17th century, during which seafarers from a number of European countries explored, colonized, and conquered regions across the globe. The extensive overseas exploration, particularly the European colonization of the Americas, with the Spanish and Portuguese at the forefront, later joined by the Dutch, English, and French, marked an increased adoption of colonialism as a government policy in several European states. As such, it is sometimes synonymous with the first wave of European colonization.
[END]

[ADVANCE_AGE_OF_REASON_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_VERNACULAR_PROSE>Vernacular Prose<e>
<L:DATABASE_ADVANCES,ADVANCE_NATIONALISM>Nationalism<e>
[END]

[ADVANCE_AGE_OF_REASON_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_EMANCIPATION_PROCLAMATION>Emancipation Act<e>
[END]

[ADVANCE_AGE_OF_REASON_GAMEPLAY]
The Age of Reason marks a distinct shift in the intellectual nature of Humankind.  People took the opportunity to challenge and, in some cases, replace many of the institutions and conventions that prevailed in previous centuries with bold new ideas and practices.  The <L:DATABASE_WONDERS,WONDER_EMANCIPATION_PROCLAMATION>Emancipation Act<e> represents the genesis of a new regard for all humanity, by ending the pernicious institution of <L:DATABASE_ADVANCES,ADVANCE_SLAVE_LABOR>slavery<e>.
[END]

[ADVANCE_AGE_OF_REASON_HISTORICAL]
Although many people have called the 18th century the Age of Reason, the phrase is misleading.  Reason, and the exploration of rational thought, played a prominent role in many previous ages.  What granted the 18th century, particularly in England and France, the title was the prevalence of two main impulses:  reason and passion.  The celebration of reason is evident in the pursuit of order, symmetry, decorum and scientific knowledge that permeated the times.  The cultivation of passion gave rise to such things as philanthropy, religious fervor, intensification of personal relationships and an increase in interest in sentiment or sensibility.  Reason evidences itself in the literature of the times that employed satire, wit, argument and plain prose.  Passion, on the other hand, was expressed in sublime poetry and psychological novels.  

A combination of passion and reason was responsible for the criticism, and eventual vilification, of the institution of slavery.
[END]

[ADVANCE_AGRICULTURAL_REVOLUTION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AQUEDUCTS>Aqueducts<e>
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>
[END]

[ADVANCE_AGRICULTURAL_REVOLUTION_STATISTICS]
Gives:
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ADVANCED_FARMS>Advanced Farms<e>
[END]

[ADVANCE_AGRICULTURAL_REVOLUTION_GAMEPLAY]
The Agricultural Revolution is the culmination of breakthroughs in farming, animal husbandry and trade.  It allows one to build <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ADVANCED_FARMS>Advanced Farms<e>, which increase <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>.

These new land management techniques also allow <L:DATABASE_TERRAIN,TERRAIN_DESERT>Deserts<e> and <L:DATABASE_TERRAIN,TERRAIN_JUNGLE>Jungles<e> to be <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraformed<e> into productive land.
[END]

[ADVANCE_AGRICULTURAL_REVOLUTION_HISTORICAL]
New crop rotation techniques, better breeding methods and new mechanized devices for cultivation marked the period in the 18th century known as the agricultural revolution.  Simultaneous advances in hygiene and diets led to a rise in population, and provided both workers and consumers for these new manufacturing methods.  The Norfolk four-course system was one of the most important developments during this time.  Wheat was grown in the first year, followed by turnips in the second, then barley, with clover and ryegrass undersown, in the third.  The clover and ryegrass were grazed or cut for feed in the fourth year.  Turnips went to feed cows and sheep.  This system had enormous benefits, including the elimination of the fallow year, and richer, more abundant animal manure for fertilization.  This increased crop yields considerably.
[END]

[ADVANCE_AGRICULTURE_PREREQ]
Requires:
Nothing
[END]

[ADVANCE_AGRICULTURE_STATISTICS]
Gives:
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_EARLY_FARMS>Early Farms<e>
<L:DATABASE_UNITS,UNIT_SWORDSMAN>Swordsman<e>
<L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>Farmer<e> Specialist
[END]

[ADVANCE_AGRICULTURE_GAMEPLAY]
The discovery of reliable methods for agriculture marked a major turning point in human evolution, and opened branches of advancement previously unimagined.

This advance activates the <L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>"Farmer" Specialist<e> on the City Manager screen, allowing Workers to be assigned directly to Food Production. It also allows for construction of the first  <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_EARLY_FARMS>Early Farms<e> on <L:DATABASE_TERRAIN,TERRAIN_GRASSLAND>Grassland<e> terrain.
[END]

[ADVANCE_AGRICULTURE_HISTORICAL]
The discovery of reliable methods for agriculture marked a major turning point in human evolution.  Animal husbandry and breeding increased the strength, supply and utility of livestock.  Early farming methods were subject to the whims of nature, as deviations in seasons and weather patterns could decrease the yield of, or simply wipe out, crops.  Early farmers would farm single pieces of land until fallow, which contributed to long periods of scarcity.  Although starvation was a constant threat, granaries enabled communities to store food through winters, droughts and fallow periods.  Regardless of the risks, farming prompted many cultures to abandon nomadic life and settle in one place.  Grassy lands near major water sources proved ideal.
[END]

[ADVANCE_AI_SURVEILLANCE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ARCOLOGIES>Arcologies<e>
<L:DATABASE_ADVANCES,ADVANCE_ROBOTICS>Robotics<e>
[END]

[ADVANCE_AI_SURVEILLANCE_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_SPY_PLANE>Spy Plane<e>
<L:DATABASE_BUILDINGS,IMPROVE_SECURITY_MONITOR>Security Monitor<e>
[END]

[ADVANCE_AI_SURVEILLANCE_GAMEPLAY]
The discovery of AI Surveillance is a double-edged sword.  It enables players to employ the <L:DATABASE_UNITS,UNIT_SPY_PLANE>Spy Plane<e> for unprecedented levels of surveillance.  It also introduces the <L:DATABASE_BUILDINGS,IMPROVE_SECURITY_MONITOR>Security Monitor<e>, a device that constantly monitors every aspect of citizens' lives.  Although this gives a ruler far-reaching power over the lives of his or her people, citizens may not welcome the invasion of privacy and civil liberties.
[END]

[ADVANCE_AI_SURVEILLANCE_HISTORICAL]
Advancements in video technology, computer systems and artificial intelligence proliferated in the late 20th and early 21st centuries.  The prevalence of private security systems in homes, businesses and institutions was not a new phenomenon.  However, in response to an increasingly strident public outcry at rising crime rates, many cities began to install security systems in public places.  These new systems employed sophisticated AI protocols to monitor activity and process any abnormalities.  At first, law enforcement efforts found the new AI surveillance systems a boon to their operations.  Crime rates dropped, due to enhanced criminal identification and apprehension efforts.

Some law enforcement advocates began to speculate on the potential uses for AI surveillance in private areas as well.  They pointed to their successes on the streets as proof of the system's worth and pressed lawmakers to relax privacy laws in order to enable building owners to install surveillance systems in their buildings to monitor tenants.  What had become a positive solution to the problem of public-area crime became a nightmarish violation of privacy, as government and law enforcement now had the power to monitor people in their own homes.  The same public that demanded surveillance systems on the streets now found cameras in their homes.  Crime continued to drop, as people no longer had a place to hide their illicit activities.  However, the constant invasion of privacy, once a right guaranteed by many civilized nations, had created an embittered and outraged public.
[END]

[ADVANCE_APPLIED_MATH_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ASTRONOMY>Astronomy<e>
<L:DATABASE_ADVANCES,ADVANCE_BRICK_MAKING>Brick Making<e>
[END]

[ADVANCE_APPLIED_MATH_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_HANGING_GARDENS>Hanging Gardens<e>
[END]

[ADVANCE_APPLIED_MATH_GAMEPLAY]
Applied math is the practical application of numbers, and was useful as a means to measure and to take an accounting of resources.
[END]

[ADVANCE_APPLIED_MATH_HISTORICAL]
Applied math is the practical application of numbers, and was useful as a means to measure and to take an accounting of resources.
[END]

[ADVANCE_AQUEDUCTS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_WATER_LIFTS>Water Lifts<e>
<L:DATABASE_ADVANCES,ADVANCE_MASONRY>Masonry<e>
[END]

[ADVANCE_AQUEDUCTS_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_AQUEDUCT>Aqueduct<e>
[END]

[ADVANCE_AQUEDUCTS_GAMEPLAY]
Aqueducts transport water over great distances, enabling the distribution of this precious resource over a much wider area.
[END]

[ADVANCE_AQUEDUCTS_HISTORICAL]
As cities grew in the middle to late ancient classical period, new methods of delivering water to the cities were developed. This was essential for continued growth, to prevent disease and improve production. The Romans in particular excelled at this type of public infrastructure.
[END]

[ADVANCE_ARCHERY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PROJECTILE_WEAPONS>Projectile Weapons<e>
<L:DATABASE_ADVANCES,ADVANCE_BRONZE_WORKING>Bronze Working<e>
[END]

[ADVANCE_ARCHERY_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_ARCHER>Archer<e>
[END]

[ADVANCE_ARCHERY_GAMEPLAY]
Archery allowed for the development of units with increased range, over and above spears and slings.
[END]

[ADVANCE_ARCHERY_HISTORICAL]
The invention of the bow brought missile troops out of skirmishing and into formal battle, the extra power meaning they could play an important part in a battle rather than just harass enemy formations.
[END]

[ADVANCE_ARCHITECTURE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BRICK_MAKING>Brick Making<e>
<L:DATABASE_ADVANCES,ADVANCE_APPLIED_MATH>Applied Math<e>
[END]

[ADVANCE_ARCHITECTURE_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_WORK_CAMP>Work Camp<e>
<L:DATABASE_BUILDINGS,IMPROVE_CAPITOL>Capitol<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_WATCH_TOWER>Watch Tower<e>
<L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>Laborer<e> Specialist
[END]

[ADVANCE_ARCHITECTURE_GAMEPLAY]
Architecture is the practice of building design and its resulting products; customary usage refers only to those designs and structures that are culturally significant. Large amounts of wood are used in many of these new architectural designs, and this is reflected in the new ability to <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> <L:DATABASE_TERRAIN,TERRAIN_FOREST>Forests<e> into open terrain.

This advance activates the <L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>"Laborers" Specialist<e> on the City Manager screen, allowing Workers to be assigned directly to Industry Production.
[END]

[ADVANCE_ARCHITECTURE_HISTORICAL]
The study of new building methods and building materials continued through the classical period, leading to better buildings and greater monuments.
[END]

[ADVANCE_ARCOLOGIES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADV_URBAN_PLANNING>Advanced Urban Planning<e>
<L:DATABASE_ADVANCES,ADVANCE_ADVANCED_COMPOSITES>Advanced Composites<e>
[END]

[ADVANCE_ARCOLOGIES_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_ARCOLOGIES>Arcologies<e>
[END]

[ADVANCE_ARCOLOGIES_GAMEPLAY]
Capable of housing large amounts of people, <L:DATABASE_BUILDINGS,IMPROVE_ARCOLOGIES>Arcologies<e> are huge, sky scraping structures that enable an increase in a city's maximum size.  They are self-contained multi-function housing structures, with services, shopping, security and entertainment.  The denizens of these behemoths have little reason to venture out of their <L:DATABASE_BUILDINGS,IMPROVE_ARCOLOGIES>Arcologies<e>, which alleviates <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> elsewhere in the city.
[END]

[ADVANCE_ARCOLOGIES_HISTORICAL]
In 1969, one of the most well-known utopian city planners of the 20th century, Italian-born American architect Paolo Soleri introduced the concept of arcologies as a potential alternative to the sprawling cities of late-20th century America.  Coined from the words "architecture" and "ecology," arcologies were megastructures designed to conserve natural surroundings and spatially condense the human activities of working and living.  In his book Arcology:  The City in the Image of Man, he envisioned giant urban centers that extended vertically into the sky, rather than horizontally along the ground.

It was not until the middle of the 21st century that the overcrowding of cities reached such heights that arcologies became necessary.  Many beleaguered metropolises erected these towering structures within city limits, and, although Soleri's original vision of conserved nature was often sacrificed, arcologies enabled cities to house and serve increasing numbers of people.  Many arcology dwellers spent much of their lives within their own complex, for they wanted for little that the arcology could not provide.
[END]

[ADVANCE_ASTROLABE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMPASS>Compass<e>
<L:DATABASE_ADVANCES,ADVANCE_GREEK_FIRE>Greek Fire<e>
[END]

[ADVANCE_ASTROLABE_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_DROMON>Dromon<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_TRAWLERS>Trawlers<e>
[END]

[ADVANCE_ASTROLABE_GAMEPLAY]
Astrolabes are a type of early scientific instrument used for reckoning time and for observational purposes. It was adopted by mariners and used in celestial navigation.
[END]

[ADVANCE_ASTROLABE_HISTORICAL]
With improved navigation and hundreds of years of experience, better seacraft became available in the late classical period. The dromon was the link between early oar-powered ships and the sailing vessels of later periods that could voyage around the world.
[END]

[ADVANCE_ASTRONOMY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RELIGION>Religion<e>
[END]

[ADVANCE_ASTRONOMY_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_ZIGGURAT>Ziggurat<e>
[END]

[ADVANCE_ASTRONOMY_GAMEPLAY]
As men looked to the heavens, they saw a means to measure the day-to-day aspects of their lives, including the passing of seasons.
[END]

[ADVANCE_ASTRONOMY_HISTORICAL]
Once men began to think and measure, the road to progress began. Small improvements and changes led to the start of a flood which we now refer to as technology.
[END]

[ADVANCE_BALLISTA_TOWERS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASONRY>Masonry<e>
<L:DATABASE_ADVANCES,ADVANCE_BALLISTICS>Ballistics<e>
[END]

[ADVANCE_BALLISTA_TOWERS_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_BALLISTA_TOWERS>Ballista Towers<e>
[END]

[ADVANCE_BALLISTA_TOWERS_GAMEPLAY]
With the advent of ballistics, men developed the means to reinforce defensive structures with the construction of towers that could fire large projectiles at assaulting forces.
[END]

[ADVANCE_BALLISTA_TOWERS_HISTORICAL]
The battle between the offense and defence began with the first shields and leather armour and has continued through the ages. Engineers followed closely behind the armourers in incorporating new weapons into defences and the ballista and catapult tower became an important part of every major cities defences in the late classical period.
[END]

[ADVANCE_BALLISTICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_WHEEL>Wheel<e>
<L:DATABASE_ADVANCES,ADVANCE_COMPOSITE_BOW>Composite Bow<e>
[END]

[ADVANCE_BALLISTICS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_BALLISTA>Ballista<e>
[END]

[ADVANCE_BALLISTICS_GAMEPLAY]
Ballistics led to the development of siege engines that could launch large projectiles at city walls and armies.
[END]

[ADVANCE_BALLISTICS_HISTORICAL]
Ballistics is the development of mechanical devices that hurl projectiles several times faster than could be attained by throwing.  The most famous of these, the bow and arrow, traces back to prehistoric times, where it was a primary weapon of war and the hunt.  The earliest bows consisted of a thin length of wood fastened with string or sinew at each end.  Later, bows were made of several materials, including wood and horn glued together and reinforced with bands of sinew.  The English longbow, made of wood from the yew tree, was famous in battle, helping win battles over the French at Crecy, Poitiers and Agincourt during the Hundred Years' War.  Other cultures employed the bow in war, hunting and recreational archery, including the Egyptians, Assyrians, Chinese, Goths and Mongols.  Accounts of Renaissance-era European travelers indicate that the bow and arrow was the weapon of choice on virtually every continent.

Ballistae were ancient heavy missile launchers used to hurl large bolts, javelins or heavy balls great distances.  Smaller ballistae, like those in ballista towers, were essentially large crossbows fastened to a mount.  The Roman ballista, by contrast, was an enormous contraption, powered by torsion derived from two thick skeins of twisted cords through which were thrust two separate arms joined at their ends by the cord that propelled the missile.  The largest ballistae could hurl 60-pound weights up to 500 yards, and were devastatingly accurate siege weapons.  The smaller ballistae were better suited to defense against siege weapons and infantry attacks and were often perched high on the towers of towns and castles to rain a variety of projectiles on charging armies.

The introduction of gunpowder gradually made the bow and ballista obsolete, as Western armies rushed to outfit themselves with the more powerful firearms and cannon.  By the late 16th century, firearms had supplanted bows and arrows in all but the Far East, Africa and South America.
[END]

[ADVANCE_BANKING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>
<L:DATABASE_ADVANCES,ADVANCE_MILLS>Mills<e>
[END]

[ADVANCE_BANKING_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_SILK_ROAD>Silk Road<e>
<L:DATABASE_BUILDINGS,IMPROVE_BANK>Bank<e>
[END]

[ADVANCE_BANKING_GAMEPLAY]
Banking enables citizens to explore new ways of making money.  With <L:DATABASE_BUILDINGS,IMPROVE_BANK>Banks<e>, people can borrow, lend, and invest, thus increasing wealth and the economy of the entire city.
[END]

[ADVANCE_BANKING_HISTORICAL]
The first banks developed in response to the great risk of early trading. Bandits, uncertain foreign markets, and a multitude of foreign currencies made caravans and trade ships very vulnerable. Without a way to mitigate the risk of piracy, a merchant could lose his or her livelihood with the destruction of his or her caravan.  Banking helped to change this by splitting risk between bank and merchant.  The Romans developed banking into a robust system of mortgages, loans, and credits. With banking, capital was available to expand trade and spread commerce widely.
[END]

[ADVANCE_BARRACKS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BRONZE_WORKING>Bronze Working<e>
<L:DATABASE_ADVANCES,ADVANCE_PHILOSOPHY>Philosophy
[END]

[ADVANCE_BARRACKS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_HYPASPISTS>Hypaspists<e>
<L:DATABASE_WONDERS,WONDER_SPARTAN_PHILOSOPHY>Spartan Philosophy<e>
[END]

[ADVANCE_BARRACKS_GAMEPLAY]
The Barrack was a means to efficiently train a standing army and to develop new military tactics. As soldiers lived together, they were able to forge a bond of unity, and self-loyalty.

With the discovery of this Advance, Great House units (such as <L:DATABASE_UNITS,UNIT_SARGON>Sargon<e>) now capture Recruits (<L:DATABASE_UNITS,UNIT_HOPLITE>Hoplites<e>) instead of Plunder (<L:DATABASE_UNITS,UNIT_PLUNDER_II>Captives<e>).

NOTE: <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Unit<e> upgrade opportunity. Discovery of this advance will allow the player to spend Gold in order to upgrade qualifying Elite Units (for example, from "Elite Spearman" to "Elite Hoplite". Upgradeable units must be located in a City, Fort, or Airbase.
[END]

[ADVANCE_BARRACKS_HISTORICAL]
After the early confusion of warfare with no organisation, the advantages of trained soldiers with uniform weapons, armour and equipment became apparent. The Greeks were the first to see the advantage of this soldier over the peasant masses that made up the "Asiatic levees" that early middle eastern Kings felt compelled to bring to the battlefield. Smaller units of well trained and equipped professionals became common and during quiet times, their existence led to the development of mercenaries.
[END]

[ADVANCE_BIO_WARFARE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MEDICINE>Modern Medicine<e>
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_ECONOMICS>Global Economics<e>
[END]

[ADVANCE_BIO_WARFARE_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_INFECTOR>Infector<e>
[END]

[ADVANCE_BIO_WARFARE_GAMEPLAY]
The discovery of Biological Warfare enables the building of <L:DATABASE_UNITS,UNIT_INFECTOR>Infector<e> units which can deploy the <L:DATABASE_ORDERS,ORDER_PLAGUE>Plague<e> biological weapon against foreign cities. A successful attack kills 20% of the <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e> in the target city.
[END]

[ADVANCE_BIO_WARFARE_HISTORICAL]
Biological warfare is the use of biological toxins or infectious agents such as bacteria, viruses, insects, and fungi to kill, harm or incapacitate humans, animals or plants as an act of war. Offensive biological warfare is prohibited under customary international humanitarian law and several international treaties. Therefore, the use of biological agents in armed conflict is a war crime.
[END]

[ADVANCE_BRICK_MAKING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_STONE_WORKING>Stone Working<e>
<L:DATABASE_ADVANCES,ADVANCE_SLAVE_LABOR>Slave Labor<e>
[END]

[ADVANCE_BRICK_MAKING_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_WALLS>Walls<e>
[END]

[ADVANCE_BRICK_MAKING_GAMEPLAY]
The creation of bricks of clay as a means to construct buildings of durable construction when stone was in scarce supply.
[END]

[ADVANCE_BRICK_MAKING_HISTORICAL]
The ancient Sumerians and Egyptians demonstrated the advantages of uniform, manufactured building units, especially where timber and stone were in short supply. The early bricks led to better, longer lasting buildings which in turn led to the first of larger settlements that could be called "cities".
[END]

[ADVANCE_BRONZE_WORKING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COPPER_SMELTING>Copper Smelting<e>
<L:DATABASE_ADVANCES,ADVANCE_CHARIOTS>Chariots<e>
[END]

[ADVANCE_BRONZE_WORKING_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_OLYMPICS>Olympics<e>
<L:DATABASE_UNITS,UNIT_HOPLITE>Hoplite<e>
[END]

[ADVANCE_BRONZE_WORKING_GAMEPLAY]
Bronze Working is an <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advance<e> in the realm of armed combat.  The new metal enables the construction of better weapons and armor.  The <L:DATABASE_UNITS,UNIT_HOPLITE>Hoplite<e> is a unit that uses bronze to a defensive advantage.

With the discovery of this Advance, Great House units (such as <L:DATABASE_UNITS,UNIT_SARGON>Sargon<e>) now capture Plunder (<L:DATABASE_UNITS,UNIT_PLUNDER_II>Captives<e>) instead of Recruits (<L:DATABASE_UNITS,UNIT_SPEARMAN>Spearmen<e>).

NOTE: <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Unit<e> upgrade opportunity. Discovery of this advance will allow the player to spend Gold in order to upgrade qualifying Elite Units (for example, from "Elite Spearman" to "Elite Hoplite". Upgradeable units must be located in a City, Fort, or Airbase.
[END]

[ADVANCE_BRONZE_WORKING_HISTORICAL]
Around 3500 BC, Western Europeans discovered that beaten copper repeatedly heated in a fire became less brittle.  Perhaps because tin and copper deposits often occurred together in nature, early metal workers combined the two to form bronze.  This new alloy was strong, light and its raw materials were plentiful.  The Greeks and Spartans found many uses for bronze, most notably for armor and weaponry.  Phalanxes of hoplites, clad in bronze armor and wielding bronze swords and shields, menaced the armies of the Mediterranean and contributed to the dominance of the Spartan state in the 8th century BC.
[END]

[ADVANCE_BUDDHISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PHILOSOPHY>Philosophy<e>
[END]

[ADVANCE_BUDDHISM_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_BUDDHISM>Pali Canon<e>
[END]

[ADVANCE_BUDDHISM_GAMEPLAY]
Buddhism is the search for personal enlightenment and nirvana.

The first civilization to discover Buddhism gets a 1 point increase in <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for the next 250 turns.
[END]

[ADVANCE_BUDDHISM_HISTORICAL]
Buddhism, also known as Buddha Dharma or Dharmavinaya, is an Indian religion or philosophical tradition based on a series of original teachings attributed to Gautama Buddha. Originating in ancient India as a movement professing sramana between the 6th and 4th centuries BC, it gradually spread throughout much of Asia via the Silk Road. Presently, it is the world's fourth-largest religion, with over 520 million followers (Buddhists) who comprise seven percent of the global population. Buddhism encompasses a variety of traditions, beliefs, and spiritual practices that are largely based on the Buddha's teachings and their resulting interpreted philosophies.

As expressed in the "Four Noble Truths" of the Buddha, the goal of Buddhism is to overcome suffering (duhkha) caused by ignorance about the three marks of existence: desire (tanha), impermanence (anitya), and non-self (anatman). The Buddha taught the Middle Way, a path of spiritual development that avoids both extreme asceticism and sensual indulgence. Most Buddhist traditions emphasize transcending the individual self through the attainment of nirvana or by following the path of Buddhahood, ending the cycle of death and rebirth (samsara). Buddhist schools vary in their interpretation of the paths to liberation (marga) as well as the relative importance and canonicity assigned to various Buddhist texts, and their specific teachings and practices. Widely observed practices include: meditation; observance of moral precepts; monasticism; "taking refuge" in the Buddha, the dharma, and the sangha; and the cultivation of perfections (paramita).
[END]

[ADVANCE_BUREAUCRACY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_REPUBLIC>Republic<e>
<L:DATABASE_ADVANCES,ADVANCE_CONCRETE>Concrete<e>
[END]

[ADVANCE_BUREAUCRACY_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_APPIAN_WAY>The Appian Way<e>
<L:DATABASE_BUILDINGS,IMPROVE_MARKETPLACE>Marketplace<e>
<L:DATABASE_BUILDINGS,IMPROVE_POWER_SATELLITE>Magistrates<e>
[END]

[ADVANCE_BUREAUCRACY_GAMEPLAY]
Bureaucratic systems are characterized by rules, regulations and rigid codes of procedure, placing the various functions of government into separate offices, and allowing for the efficient distribution of food and goods to the population.
[END]

[ADVANCE_BUREAUCRACY_HISTORICAL]
Bureaucracy was an important step in establishing the infrastructure necessary for managing large empires. The early Chinese philosopher, Confucius, espoused a bureaucratic system based on a hierarchical authority structure and principles of efficiency and fairness.  This system was designed to effectively communicate the will and ideals of the imperial government over the vast expanses of the Chinese empire. His bureaucratic ideals proved effective in unifying a massive fragmented empire and a disparate people.
[END]

[ADVANCE_CALIPHATE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CLASSICAL_EDUCATION>Classical Education<e>
<L:DATABASE_ADVANCES,ADVANCE_ISLAM>Islam<e>
[END]

[ADVANCE_CALIPHATE_STATISTICS]
Gives: 
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> unit <L:DATABASE_UNITS,UNIT_JANISSARY>Janissary<e>
<L:DATABASE_WONDERS,WONDER_MECCA>Mecca<e>
[END]

[ADVANCE_CALIPHATE_GAMEPLAY]
The term Caliph came into use as a title of the civil and religious head of the Muslim state. They were considered to be the lineal descendants of Muhammad.
[END]

[ADVANCE_CALIPHATE_HISTORICAL]
Religious loyalty led to better stability and with it, larger and more cohesive countries. The organisation of the caliphate which other cultures were slow to copy, led to leaps in science and commerce that led the world. Science rate is better than other governments of the middle ages.
[END]

[ADVANCE_CANNON_MAKING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GUNPOWDER>Gunpowder<e>
<L:DATABASE_ADVANCES,ADVANCE_MACHINE_TOOLS>Machine Tools<e>
[END]

[ADVANCE_CANNON_MAKING_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_CANNON>Cannon<e>
[END]

[ADVANCE_CANNON_MAKING_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land & Sea Units

In the same way that the discovery of <L:DATABASE_ADVANCES,ADVANCE_GUNPOWDER>Gunpowder<e> revolutionized infantry combat, Cannon Making revolutionized siege combat.  The <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> capability of the <L:DATABASE_UNITS,UNIT_CANNON>Cannon<e> unit makes it ideal for attacking <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> from a distance.  
[END]

[ADVANCE_CANNON_MAKING_HISTORICAL]
The invention of cannon is generally credited to a German monk, Berthold Schwarz. The first cannon used gunpowder charges to fire stones or metal balls. Early cannon were smoothbore metal tubes loaded from the muzzle and aimed and elevated manually; recoil was absorbed by allowing the carriage to run backward.  The discovery of gunpowder prompted a renewed interest in metallurgy as nations sought to develop more dependable and more accurate gun barrels. As often is the case, this research borrowed heavily from non-military fields.  Turning to the blast furnace (a coal furnace developed in the 17th century for glassmaking) to cast the iron, nations were able to make stronger, lighter iron cannons. These cannons replaced their bronze barreled predecessors, and artillery gained further prominence on the battlefield. 
[END]

[ADVANCE_CAVALRY_TACTICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHIVALRY>Chivalry<e>
<L:DATABASE_ADVANCES,ADVANCE_FLINTLOCK>Flintlock<e>
[END]

[ADVANCE_CAVALRY_TACTICS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_CAVALRY>Cavalry<e>
[END]

[ADVANCE_CAVALRY_TACTICS_GAMEPLAY]
Cavalry Tactics combine the speed and range of mounted units with the fearsome power of <L:DATABASE_ADVANCES,ADVANCE_GUNPOWDER>Gunpowder<e>.  The <L:DATABASE_UNITS,UNIT_CAVALRY>Cavalry<e> unit is well suited to reconnaissance, attack and defense. 
[END]

[ADVANCE_CAVALRY_TACTICS_HISTORICAL]
After the development of the stirrup, knights reigned over the European battlefield until the introduction of gunpowder.  Armed with wheel-lock pistols, cavalry combined the swift maneuverability of horses with the swift lethality of firearms.  Rows of mounted soldiers, a few men abreast by ten men deep, would fire a row at a time fading back into the rear of the formation to allow the next group to attack.  Lances, pikes, swords and metal armor were quickly made obsolete by firearms and, within a hundred years, cavalry rode with little more than a helmet, armored chest plate, pistol and sword.
[END]

[ADVANCE_CEREMONIAL_BURIAL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RELIGION>Religion<e>
[END]

[ADVANCE_CEREMONIAL_BURIAL_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_PYRAMIDS>Pyramids<e>
[END]

[ADVANCE_CEREMONIAL_BURIAL_GAMEPLAY]
Ceremonial Burials were a means to honor the dead, and to prepare them for the afterlife, and reflected a belief in the supernatural. 
[END]

[ADVANCE_CEREMONIAL_BURIAL_HISTORICAL]
Respect for the dead and ancestor worship helped retain their experience in the human psyche, helping to continue development.
[END]

[ADVANCE_CHAOS_THEORY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMPUTER>Computer<e>
<L:DATABASE_ADVANCES,ADVANCE_TECHNOCRACY>Technocracy<e>
[END]

[ADVANCE_CHAOS_THEORY_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_HOVER_INFANTRY>Hover Infantry<e>
[END]

[ADVANCE_CHAOS_THEORY_GAMEPLAY]
Chaos Theory is a radical new approach to mathematics and the way the universe works.  Scientists who master Chaos Theory and its applications can make that which seems impossible possible.  Able to defy gravity, the <L:DATABASE_UNITS,UNIT_HOVER_INFANTRY>Hover Infantry<e> unit is such an application.

NOTE: <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Unit<e> upgrade opportunity. Discovery of this advance will allow the player to spend Gold in order to upgrade qualifying Elite Units (for example, from "Elite Spearman" to "Elite Hoplite". Upgradeable units must be located in a City, Fort, or Airbase.
[END]

[ADVANCE_CHAOS_THEORY_HISTORICAL]
The dynamic nature of the universe has led to a great deal of scientific research dedicated to analyzing change.  Until the late 20th century, scientists believed that random external influences were the source of system dynamics behaving unpredictably.  If they could eliminate random influences, they, in theory, could predict the behavior of deterministic systems indefinitely.  It is known that, even in the absence of external influences, systems can exhibit long-term unpredictability.  These systems are called chaotic.  What's more, chaotic systems appear to the casual observer to exhibit random, irregular behavior, when in fact they are mathematically deterministic, following precise laws.

Chaos Theory attempts to explain the complex and unpredictable dynamics of chaotic systems that are sensitive to such initial conditions as velocity and position.  Two chaotic systems with identical dynamics but different initial conditions can quickly exhibit markedly different behavior.  The French mathematician Henri Poincare stated what became a central tenet of chaos theory:  "It may happen that small differences in the initial conditions produce very great ones in the final phenomena. A small error in the former will produce an enormous error in the latter. Prediction becomes impossible...."  Chaos is inherent in systems as varied as electric circuits, lasers, heart rhythms, fluids, chemical reactions and animal populations.  Some chaos theorists suspect that complex economic systems, such as stock exchanges, may be chaotic.  

As the field of chaos evolved rapidly from a theoretical to an applied science, scientists were able to harness its power to create applications that defied previously held theories about the limitations of physical space.  With the ability to model chaotic systems, scientist could predict the unpredictable leading to advances in a range of fields, including anti-gravity systems, global weather prediction and plasma physics.
[END]

[ADVANCE_CHARIOTS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HORSE_RIDING>Horse Riding<e>
<L:DATABASE_ADVANCES,ADVANCE_WHEEL>Wheel<e>
[END]

[ADVANCE_CHARIOTS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_CHARIOT>Chariot<e>
[END]

[ADVANCE_CHARIOTS_GAMEPLAY]
The Chariot was a fearful combination of horses and man in battle, allowing for increased mobility, though it was dependent upon favorable terrain.
[END]

[ADVANCE_CHARIOTS_HISTORICAL]
The early aristocracy preferred the chariot because it was a status symbol. The more powerful and influential the owner, the more ornate and impressive the chariot. This carried over into the battlefield.
[END]

[ADVANCE_CHEMISTRY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OPTICS>Optics<e>
<L:DATABASE_ADVANCES,ADVANCE_GUNPOWDER>Gunpowder<e>
[END]

[ADVANCE_CHEMISTRY_STATISTICS]
Gives:
Access to new <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>
[END]

[ADVANCE_CHEMISTRY_GAMEPLAY]
The discovery of Chemistry stripped away the mystery associated with Alchemy and led scientists to formulate more accurate theories about matter and the elements.  It is the foundation for many of the scientific fields that proliferate in the <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern<e> and <L:DATABASE_CONCEPTS,CONCEPT_GENETIC_AGE>Genetic Ages<e>.
[END]

[ADVANCE_CHEMISTRY_HISTORICAL]
From the beginning of recorded history, humans have speculated as to the cause of chemical changes and phenomena that they have witnessed.  Gradually, early thinkers began to conceive of ideas about the composition, structure and properties of material substances and their interactions.  The artisans of Mesopotamia, Egypt and China were the first to use chemical processes, smelting ores to obtain gold and copper, dying cloth, firing pottery and making glass.
[END]

[ADVANCE_CHIVALRY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_STIRRUP>Stirrup<e>
<L:DATABASE_ADVANCES,ADVANCE_FEUDALISM>Feudalism<e>
[END]

[ADVANCE_CHIVALRY_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_KNIGHT>Knight<e>
[END]

[ADVANCE_CHIVALRY_GAMEPLAY]
Chivalry was the knightly class of feudal times. The primary sense of the term in the European Middle Ages is "knights," or "fully armed and mounted fighting men." Thence the term came to mean the gallantry and honour expected of knights.

With the discovery of this Advance, Great House units (such as <L:DATABASE_UNITS,UNIT_SARGON>Sargon<e>) now capture a different type of Plunder (<L:DATABASE_UNITS,UNIT_PLUNDER_III>Cattle<e> instead of <L:DATABASE_UNITS,UNIT_PLUNDER_II>Captives<e>).
[END]

[ADVANCE_CHIVALRY_HISTORICAL]
The breakdown of the Roman style central government at the start of the dark ages led to the resurgence of the aristocracy in the form of feudal lords. To demonstrate their position, using their wealth, they armoured themselves and fought on horses. The wretched state of the peasant levees led to a domination of cavalry (feudal horseman) on the battlefield for nearly a thousand years until first the pike, and then the longbow reappeared.
[END]

[ADVANCE_CHRISTIANITY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ETHICS>Ethics<e>
<L:DATABASE_ADVANCES,ADVANCE_JUDAISM>Judaism<e>
[END]

[ADVANCE_CHRISTIANITY_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_CHRISTIANITY>Holy Scriptures<e>
<L:DATABASE_BUILDINGS,IMPROVE_MONASTERY>Monastery<e>
<L:DATABASE_UNITS,UNIT_CLERIC>Cleric<e>
[END]

[ADVANCE_CHRISTIANITY_GAMEPLAY]
The teachings and resurrection of Jesus Christ became a religious movement that eventually impacted the Roman and Medieval world.

The first civilization to discover Christianity gets a 1 point increase in <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for the next 250 turns.
[END]

[ADVANCE_CHRISTIANITY_HISTORICAL]
Christianity is an Abrahamic monotheistic religion based on the life and teachings of Jesus of Nazareth. It is the world's largest religion with roughly 2.38 billion followers representing one-third of the global population. Its adherents, known as Christians, are estimated to make up a majority of the population in 157 countries and territories and are a minority in all others. Most Christians believe that Jesus is the Son of God, whose coming as the messiah was prophesied in the Hebrew Bible (called the Old Testament in Christianity) and chronicled in the New Testament.

Christianity remains culturally diverse in its Western and Eastern branches, as well as in its doctrines concerning justification of sin and the nature of salvation, Christianity's origins, the election of common people into the clergy, and the study of Christ. The creeds of various Christian denominations, such as the Apostle's creed, generally hold in common Jesus as the Son of God - the Logos incarnated - who ministered, suffered, and died on a cross, but rose from the dead for the salvation of mankind. This is referred to as the gospel, a calque of the Latin bona annuntiatio, itself from Ancient Greek evangelion. Describing Jesus' life and teachings are the four canonical gospels of Matthew, Mark, Luke and John, with the Old Testament as the gospel's respected background.
[END]

[ADVANCE_CHRONOMETER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AGE_OF_DISCOVERY>Age of Discovery<e>
[END]

[ADVANCE_CHRONOMETER_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_EAST_INDIA_COMPANY>East India Company<e>
[END]

[ADVANCE_CHRONOMETER_GAMEPLAY]
Chronometers are timekeeping device of great accuracy, particularly useful for determining longitude at sea.
[END]

[ADVANCE_CHRONOMETER_HISTORICAL]
A marine chronometer is a precision timepiece that is carried on a ship and employed in the determination of the ship's position by celestial navigation. It is used to determine longitude by comparing Greenwich Mean Time (GMT), and the time at the current location found from observations of celestial bodies. When first developed in the 18th century, it was a major technical achievement, as accurate knowledge of the time over a long sea voyage was vital for effective navigation, lacking electronic or communications aids. The first true chronometer was the life work of one man, John Harrison, spanning 31 years of persistent experimentation and testing that revolutionized naval (and later aerial) navigation.
[END]

[ADVANCE_CITY_STATE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_JURISPRUDENCE>Jurisprudence<e>
<L:DATABASE_ADVANCES,ADVANCE_BRONZE_WORKING>Bronze Working<e>
[END]

[ADVANCE_CITY_STATE_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_CITY_STATE>City State<e>
<L:DATABASE_WONDERS,WONDER_TEMPLE_OF_ARTEMIS>Temple of Artemis<e>
<L:DATABASE_WONDERS,WONDER_ALEXANDER>House of Alexander<e>
<L:DATABASE_UNITS,UNIT_HIRED_THUG>Hired Thug<e>
[END]

[ADVANCE_CITY_STATE_GAMEPLAY]
City States were founded as a reaction to the tyranny of kings. It allowed the common man to elect representatives from his tribe to serve as a ruling body. This new structure was based on the principle of equal rights for all citizens and greatly increased popular participation in government.
[END]

[ADVANCE_CITY_STATE_HISTORICAL]
The early City States of Greece and Phoenicia maintained a high degree of independence but could co-operate in time of need. This led to development, stability but also the ability to combine when danger threatened. The culmination of the city state came with the defeat of the Persian invasion of Greece in 480 BC.
[END]

[ADVANCE_CIVIC_ENGINEERING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CONCRETE>Concrete<e>
<L:DATABASE_ADVANCES,ADVANCE_MATHEMATICAL_MODELING>Mathematical Modeling<e>
[END]

[ADVANCE_CIVIC_ENGINEERING_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_CONSCRIPTED_LABOR>Conscripted Labor<e>
<L:DATABASE_WONDERS,WONDER_COLISEUM>Colosseum<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_STONE_ROAD>Stone Roads<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PROCESSING_TOWER>Colony<e>
[END]

[ADVANCE_CIVIC_ENGINEERING_GAMEPLAY]
As an empire grows, there is an effort by the rulers to erect great monuments to themselves and also to benefit the people they rule so they will be viewed favorably by them.

<L:DATABASE_UNITS,UNIT_SETTLER>Nomads and Settlers<e> can now create a <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PROCESSING_TOWER>Colony<e>, by disbanding on any land tile (does not have to be within city limits). The player must have at least 1 Gold and 7000 PW available, or else the Colony will NOT be created. Building the Colony also grants the player 1000 Gold.
[END]

[ADVANCE_CIVIC_ENGINEERING_HISTORICAL]
Some of the greatest monuments and engineering achievements in the classical period followed the marriage of empire control with advances in building techniques. Many of these structures last to this day in one form or another.
[END]

[ADVANCE_CLASSICAL_EDUCATION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MATHEMATICAL_MODELING>Mathematical Modeling<e>
<L:DATABASE_ADVANCES,ADVANCE_THEOLOGY>Theology<e>
[END]

[ADVANCE_CLASSICAL_EDUCATION_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_ABOLITIONIST>Abolitionist<e>
<L:DATABASE_UNITS,UNIT_SLAVE_TRADER>Slave Trader<e>
<L:DATABASE_BUILDINGS,IMPROVE_UNIVERSITY>University<e>
[END]

[ADVANCE_CLASSICAL_EDUCATION_GAMEPLAY]
Classical Education represents a standardization of the institutions of learning.  <L:DATABASE_BUILDINGS,IMPROVE_UNIVERSITY>Universities<e> make higher learning available to a wider group of citizens.  The <L:DATABASE_UNITS,UNIT_ABOLITIONIST>Abolitionist<e> represents the ethical progress that inexorably springs from an enlightened populace while the <L:DATABASE_UNITS,UNIT_SLAVE_TRADER>Slave Trader<e> reminds us that the darker side still exists. 
[END]

[ADVANCE_CLASSICAL_EDUCATION_HISTORICAL]
As ancient societies expanded and became more complex, the need for a more educated populace increased.  Although ancient societies seldom, if ever, made education available to common people, the ruling classes, and some of the upper middle class, sent their children to schools run by the greatest thinkers of the day.

In later times, although initially designed as facilities for training clergymen, universities opened their doors to secular study and emerged as centers of higher learning.  Universities specializing in law and medicine existed in France and Italy as early as 1100 AD.  With a highly educated ruling class, people engaged each other in higher-level pursuits, such as philosophy, theology and law.

The classical Greek and Roman schools, with their emphasis on rhetoric and critical thinking, produced exceptional writers, philosophers and statesmen.  It was the intellectual environment of these times that intrigued thinkers in the 15th and 16th centuries, prompting the Renaissance obsession with classical art and writing.
[END]

[ADVANCE_COMBINED_ARMS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADV_INFANTRY_TACTICS>Advanced Infantry Tactics<e>
<L:DATABASE_ADVANCES,ADVANCE_SUPERSONIC_FLIGHT>Supersonic Flight<e>
[END]

[ADVANCE_COMBINED_ARMS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_HEAVY_TANK>Heavy Tank<e>
<L:DATABASE_UNITS,UNIT_MOBILE_ARTILLERY>Mobile Artillery<e>
[END]

[ADVANCE_COMBINED_ARMS_GAMEPLAY]
Combined Arms is the doctrine which results from combining all aspects of air and land warfare to achieve military objectives. In combination with recent advances in Aviation and Specialized Infantry, this development provides your military with the advanced armor and artillery units that will bring this concept to full fruition.
[END]

[ADVANCE_COMBINED_ARMS_HISTORICAL]
Combined Arms is not a modern concept. Although occasionally a single weapon or fighter can dominate a battle or a war, like the Greek armored phalanx or the nomadic horse archer or the European mounted knight, in most cases battles and wars are won by combining weapons and effects: the phalanx was even more effective with light missile troops in support, the horse archer more fearsome when armored lancers could follow up his shooting, the knight's charge even more deadly when archers 'softened up' the enemy first.
[END]

[ADVANCE_COMMUNISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_INDUSTRIAL_REVOLUTION>Industrial Revolution<e>
<L:DATABASE_ADVANCES,ADVANCE_ECONOMICS>Economics<e>
[END]

[ADVANCE_COMMUNISM_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_COMMUNISM>Communism<e>
<L:DATABASE_UNITS,UNIT_SECRET_AGENT>Secret Agent<e>
<L:DATABASE_UNITS,UNIT_RED_GUARD>Red Guard<e>
[END]

[ADVANCE_COMMUNISM_GAMEPLAY]
Communism is one of the more productive forms of <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e>.  The majority of citizens are workers who contentedly toil in fields and factories.  Although the economy is good, government control of the market squelches profits.

Communism is well suited to medium-sized empires that want to build up their <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  The strong military enjoys the support of the people, making <L:DATABASE_GOVERNMENTS,GOVERNMENT_COMMUNISM>Communist<e> empires excellent at waging war.
[END]

[ADVANCE_COMMUNISM_HISTORICAL]
Although communal living and popular government were concepts that originated in ancient times, the socio-economic injustices of Western Europe's Industrial Revolution-era class structure spawned the first earnest political movement aimed at establishing a communist state.  In 1848, a Prussian sociologist and economist named Karl Marx penned, with Friedrich Engels, The Communist Manifesto, a pamphlet outlining a plan to radically alter the government of labor, markets and the state.  Marx also wrote the communist movement's most important book, Das Kapital.  Although communism has had many versions, the fundamental idea remained that of a society in which property was owned by the community and all citizens shared in the enjoyment of the common wealth according to their need.

Historically, communism had a hard time taking hold.  The Bolshevik Revolution of 1917, lead by Vladimir Lenin, began the transformation of Russia into a communist state.  Although the Union of Soviet Socialist Republics (USSR) lasted into the 1990s, its success as a communist state was mixed.  Plagued by a host of problems both internal and external, the people of the USSR endured a series of dictatorships unrivaled in their oppressiveness.  After more than 70 years of attempts to establish a viable state, the communists lost power to more capitalist-minded leaders.  Smaller nations have experimented with communism throughout the 20th century, but capitalist nations, most notably the United States, succeeded in subverting and dismantling most attempts to establish a communist government. Those which survived soon descended into authoritarianism, the inevitable end-state of all communist regimes.
[END]

[ADVANCE_COMPASS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OCEAN_FARING>Ocean Faring<e>
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>
[END]

[ADVANCE_COMPASS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_CARRACK>Carrack<e>
[END]

[ADVANCE_COMPASS_GAMEPLAY]
The discovery of the properties of a magnet allowed men to navigate according to direction.
[END]

[ADVANCE_COMPASS_HISTORICAL]
The development of ships that could operate outside the calm waters of the Mediterranean and the compass led to the first voyages of discovery.
[END]

[ADVANCE_COMPOSITE_BOW_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ARCHERY>Archery<e>
<L:DATABASE_ADVANCES,ADVANCE_BARRACKS>Barracks<e>
[END]

[ADVANCE_COMPOSITE_BOW_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_COMPOSITE_ARCHER>Composite Archer<e>
[END]

[ADVANCE_COMPOSITE_BOW_GAMEPLAY]
With the development of Composite Bows, Archers had a much greater range of combat, allowing for even greater damage to be inflicted on enemy troops before they could engage in hand-to-hand combat.
[END]

[ADVANCE_COMPOSITE_BOW_HISTORICAL]
By binding layers of wood together instead of using a single piece of wood, armourers were able to achieve better torsion strength in the bow, giving it greater power. This method also helped the bow maintain its flexibility better than the older single piece version. This technique for improving the qualities of wood are still used today in laminated wood.
[END]

[ADVANCE_COMPUTER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RADAR>Radar<e>
<L:DATABASE_ADVANCES,ADVANCE_CORPORATE_REPUBLIC>Corporate Republic<e>
[END]

[ADVANCE_COMPUTER_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_COMPUTER_CENTER>Computer Center<e>
[END]

[ADVANCE_COMPUTER_GAMEPLAY]
The invention of affordable computers revolutionizes society in many ways.  The <L:DATABASE_BUILDINGS,IMPROVE_COMPUTER_CENTER>Computer Center<e> increases <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> by making available high-tech research equipment to scientists.

The first civilization to discover Computers gets a 5% boost in <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> for the next 15 turns.
[END]

[ADVANCE_COMPUTER_HISTORICAL]
Although computational machines, most notably the abacus, have been around for millennia, it was not until World War II that developments in advanced mechanical computational devices arrived.  The first computers were developed to crack encrypted German wartime communications.  Computers improved with advances in vacuum tube, transistor and integrated circuitry technology.  Computers found commercial and educational uses in the 1950s and '60s, fueling a revolution of epic proportions.

With the introduction of the first personal computers in the late 1970s, computers began to enhance peoples' abilities to perform many tasks, including document creation, mathematics and research.  Sales of personal computers skyrocketed in the 1980 and '90s as businesses, schools and institutions found their power and capabilities indispensable.  By the beginning of the 21st century, the use of computers and microprocessors pervaded almost every aspect of human life.
[END]

[ADVANCE_CONCRETE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BALLISTA_TOWERS>Ballista Towers<e>
<L:DATABASE_ADVANCES,ADVANCE_AQUEDUCTS>Aqueducts<e>
[END]

[ADVANCE_CONCRETE_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_ARENA>Arena<e>
<L:DATABASE_BUILDINGS,GAIA_COMPUTER>Arch<e>
[END]

[ADVANCE_CONCRETE_GAMEPLAY]
Although it was first discovered in the <L:DATABASE_CONCEPTS,CONCEPT_ANCIENT_AGE>Ancient Age<e>, Concrete continues to be one of the strongest, cheapest and most abundant building materials well into the <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e>.  Its discovery allows <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> to build <L:DATABASE_BUILDINGS,IMPROVE_ARENA>Arenas<e> to entertain people.

The first civilization to discover Concrete gets a 5% boost in <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> for the next 15 turns.
[END]

[ADVANCE_CONCRETE_HISTORICAL]
Concrete is one of the strongest, cheapest and most durable building materials available.  Its origins date back to the ancient Egyptians, who used lime and gypsum as binders and combined them with clay.  Lime (calcium oxide) continued to be the primary cement-forming agent until the early 19th century, when, in 1824, an English inventor Joseph Aspdin burned and ground together a mixture of limestone and clay.  This mixture, called portland cement, continues to be the dominant cementing agent used in concrete production.  When mixed with water, clay, large and small aggregates and a small amount of air, it is unmatched as building material.

The benefits of concrete are many.  It is castable in almost any form, and is fire resistant, making it ideal for building construction.  Concrete was easier to use than stone or marble because it could be mixed at the building site, and did not require resource-intensive transport operations.  Perhaps the greatest quality of concrete is its superior compression strength ability, supporting 10,000 or more pounds per square inch.  This is far greater than concrete's tensile strength, but with properly designed steel reinforcement, one can build structural elements that are as strong in tension as they are in compression.  Concrete columns built by the Egyptians around 1500 BC still standing in the year 2000 AD are a testament to concretes steadfast durability.
[END]

[ADVANCE_CONFUCIANISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ETHICS>Ethics<e>
[END]

[ADVANCE_CONFUCIANISM_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_CONFUCIANISM>Doctrine of the Mean<e>
[END]

[ADVANCE_CONFUCIANISM_GAMEPLAY]
A code of personal ethics that helps create a more civil society.

The first civilization to discover Confucianism gets a 1 point increase in <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for the next 250 turns.
[END]

[ADVANCE_CONFUCIANISM_HISTORICAL]
Confucianism, also known as Ruism or Ru classicism, is a system of thought and behavior originating in ancient China. Variously described as tradition, a philosophy, a religion, a humanistic or rationalistic religion, a way of governing, or a way of life, Confucianism developed from what was later called the Hundred Schools of Thought from the teachings of the Chinese philosopher Confucius (551-479 BC).

Confucius considered himself a transmitter of cultural values inherited from the Xia (2070-1600 BC), Shang (1600-1046 BC) and Western Zhou dynasties (1046-771 BC). Confucianism was suppressed during the Legalist and autocratic Qin dynasty (221-206 BC), but survived. During the Han dynasty (206 BC-220 AD), Confucian approaches edged out the "proto-Taoist" Huang-Lao as the official ideology, while the emperors mixed both with the realist techniques of Legalism.

The worldly concern of Confucianism rests upon the belief that human beings are fundamentally good, and teachable, improvable, and perfectible through personal and communal endeavor, especially self-cultivation and self-creation. Confucian thought focuses on the cultivation of virtue in a morally organised world. Some of the basic Confucian ethical concepts and practices include ren, yi, li, and zhi. Ren ('benevolence' or 'humaneness') is the essence of the human being which manifests as compassion. It is the virtue-form of Heaven. Yi is the upholding of righteousness and the moral disposition to do good. Li is a system of ritual norms and propriety that determines how a person should properly act in everyday life in harmony with the law of Heaven. Zhi is the ability to see what is right and fair, or the converse, in the behaviors exhibited by others. Confucianism holds one in contempt, either passively or actively, for failure to uphold the cardinal moral values of ren and yi.
[END]

[ADVANCE_CONSERVATION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_ECONOMICS>Global Economics<e>
<L:DATABASE_ADVANCES,ADVANCE_MASS_TRANSIT>Mass Transit<e>
[END]

[ADVANCE_CONSERVATION_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_RECYCLING_PLANT>Recycling Plant<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_NATURE_PRESERVE>Nature Preserve<e>
[END]

[ADVANCE_CONSERVATION_GAMEPLAY]
The Conservation Advance is the first step towards stemming the rising tide of <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e>.  With the <L:DATABASE_BUILDINGS,IMPROVE_RECYCLING_PLANT>Recycling Plant<e>, <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> can dramatically reduce pollution and counteract the pernicious effects of <L:DATABASE_BUILDINGS,IMPROVE_FACTORY>Factories<e> and <L:DATABASE_BUILDINGS,IMPROVE_OIL_REFINERY>Oil Refineries<e>.

On the local level, this Advance allows <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_NATURE_PRESERVE>Nature Preserves<e> to be established in <L:DATABASE_TERRAIN,TERRAIN_JUNGLE>Jungles<e> and <L:DATABASE_TERRAIN,TERRAIN_SWAMP>Swamps<e>. They reduce Production in that tile by -20 (and provide small increases to Commerce and Food), thus providing a small offset to the global rise in <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>pollution<e>.
[END]

[ADVANCE_CONSERVATION_HISTORICAL]
The various industrial revolutions across the world dramatically increased human society's harmful effects on the environment.  The invention of the internal combustion engine and the increase in reliance on fossil fuels took its toll on the world as well.  In the 1970s, Western nations began to expand their cities at rapid paces.  Centuries of relatively unmitigated industrial activity began to manifest in the form of increased waste products, smog and rivers poisoned with chemicals.  A popular movement to combat the rising tide of pollution began to grow.  The conservation movement succeeded in pushing legislation to regulate industry and commerce and introduced new ideas for waste management into the public conversation.  In the 1980s, many cities and municipalities adopted community recycling as a viable solution to one aspect.  Public outcry at the destruction of the planet's ozone layer prompted bans on the use of chlorofluorocarbons in many industrialized nations.  Despite these changes, insufficiently enforced regulations, government corruption and lack of international standards allowed industry to continue its poisonous conduct.  The battle over the environment raged on well into the 21st century, with substantial sums of money on both sides attempting to influence public dialogue on the best solutions for the problem of pollution.
[END]

[ADVANCE_COPPER_SMELTING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MINING>Mining<e>
<L:DATABASE_ADVANCES,ADVANCE_TRADE>Trade<e>
[END]

[ADVANCE_COPPER_SMELTING_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_FORGE>Forge<e>
[END]

[ADVANCE_COPPER_SMELTING_GAMEPLAY]
Copper is a beautiful and malleable metal, and was useful for ornamentation and the development of more durable weapons.

With the discovery of this Advance, Great House units (such as <L:DATABASE_UNITS,UNIT_SARGON>Sargon<e>) now capture Recruits (<L:DATABASE_UNITS,UNIT_SPEARMAN>Spearmen<e>) instead of Plunder (<L:DATABASE_UNITS,UNIT_PLUNDER>Goats<e>).
[END]

[ADVANCE_COPPER_SMELTING_HISTORICAL]
Copper smelting was the first attempt to alter a metals shape and state to make better use of its properties. Copper is still used today for many things including plumbing and electrical work.
[END]

[ADVANCE_CORPORATE_REPUBLIC_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_LEGAL_SYSTEM>Legal System<e>
<L:DATABASE_ADVANCES,ADVANCE_CORPORATION>Corporation<e>
[END]

[ADVANCE_CORPORATE_REPUBLIC_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_CORPORATE_REPUBLIC>Corporate Republic<e>
[END]

[ADVANCE_CORPORATE_REPUBLIC_GAMEPLAY]
Corporate Republics are modern, efficient empires that are good for <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Growth<e>.  A booming economy fuels a vibrant research community.  People tend to be <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happy<e>, the <L:DATABASE_CONCEPTS,CONCEPT_MILITARY_READINESS>Military<e> is healthy and <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> are <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Productive<e>.
[END]

[ADVANCE_CORPORATE_REPUBLIC_HISTORICAL]
The late 20th century bore witness to the rise in power and influence of the private business corporation.  Particularly in the United States and Western Europe, corporations rode a wave of government deregulation and erosion of anti-trust legislation to unprecedented economic power.  Corporate campaign contributions to politicians began to steer legislators in the direction of preserving corporate interests at all costs, even at the expense of individual rights.

Though many international free trade agreements were hailed as bold new measures for the proliferation of trade and the bolstering of commerce, they only served to enable multinational corporations to take their manufacturing operations to third-world countries filled with cheap, exploitable labor.  Corporate control of all major media outlets, including network and cable television, radio, newspapers and magazines helped shield the public from their agenda.  Because modern society relied so much on media sources such as nightly news reports, they often failed to get independent, impartial journalism about corporate conduct in politics.  Despite sporadic outbreaks of civil unrest in early 2000, popular elections continued to be dominated by corporate-sponsored candidates who further advance the agenda of their private benefactors, and the gap between rich and poor continued to widen across the world.
[END]

[ADVANCE_CORPORATION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e>
<L:DATABASE_ADVANCES,ADVANCE_MASS_MEDIA>Mass Media<e>
[END]

[ADVANCE_CORPORATION_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_EMPIRE_STATE_BUILDING>Empire State Building<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MEGA_FARMS>Mega Farm<e>
<L:DATABASE_UNITS,UNIT_CORPORATE_BRANCH>Corporate Branch<e>
[END]

[ADVANCE_CORPORATION_GAMEPLAY]
The development of Corporations gave rise to a fundamental change in the role and power of business entities.  As the power of corporations expands, they begin to have more rights and legal protections than individuals do.  The <L:DATABASE_UNITS,UNIT_CORPORATE_BRANCH>Corporate Branch<e> is the active unit of the corporate world, establishing <L:DATABASE_ORDERS,ORDER_FRANCHISE>Franchises<e> and <L:DATABASE_ORDERS,ORDER_ADVERTISE>Advertising<e> in <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> across the world. This new business structure also provides the funding which enables the consolidation of small family-owned farms into massive new Food-growing enterprises, the <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MEGA_FARMS>Mega Farms<e>.

A symbol of this new power, the <L:DATABASE_WONDERS,WONDER_EMPIRE_STATE_BUILDING>Empire State Building<e> is one of the first corporate monuments to be co-opted as a national symbol.
[END]

[ADVANCE_CORPORATION_HISTORICAL]
The modern, private business corporation gradually formed out of a fusion of the joint-stock company and the medieval form of a corporation in the 19th century. This fusion took place in Great Britain, the United States, France and Germany with laws that made incorporation more or less standard for business entities.  This development took flight particularly in the United States, because its Constitution delegated the powers of incorporation to the individual states.  This prompted a competition in the late 19th century amongst states to liberalize their incorporation laws, since free interstate commerce, guaranteed by the Constitution, allowed would-be incorporators to choose the state in which they wished to incorporate without infringing on their freedom to transact business in any other state.  The 20th century saw the emergence of private corporations as major political, social and economic forces.
[END]

[ADVANCE_COSMOLOGY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_APPLIED_MATH>Applied Math<e>
<L:DATABASE_ADVANCES,ADVANCE_PHILOSOPHY>Philosophy<e>
[END]

[ADVANCE_COSMOLOGY_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_ARISTOTLES_LYCEUM>Aristotle's Lyceum<e>
<L:DATABASE_BUILDINGS,IMPROVE_ACADEMY>Academy<e>
<L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>Scientist<e> Specialist
[END]

[ADVANCE_COSMOLOGY_GAMEPLAY]
Cosmology was the study of the natural world and a desire to explain it through scientific observation.

This advance activates the <L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>"Scientists" Specialist<e> on the City Manager screen, allowing Workers to be assigned directly to Scientific Research.
[END]

[ADVANCE_COSMOLOGY_HISTORICAL]
The introduction of personal freedoms in the city state and commercial and social interaction through colonization, led to a surge in education and philosophical thinking which reached a very high level. The mix of theory and practicality is best exemplified by Alexander the Great, who was tutored by Aristotle as part of his preparation for kingship.
[END]

[ADVANCE_CRIMINAL_CODE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AGE_OF_REASON>Age of Reason<e>
[END]

[ADVANCE_CRIMINAL_CODE_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_LAWYER>Lawyer<e>
[END]

[ADVANCE_CRIMINAL_CODE_GAMEPLAY]
The first systematic Criminal Code introduces the <L:DATABASE_UNITS,UNIT_LAWYER>Lawyer<e> unit, who can rid <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> of <L:DATABASE_UNITS,UNIT_CORPORATE_BRANCH>Corporate Branches<e>, as well as <L:DATABASE_ORDERS,ORDER_INJOIN>Filing Injunctions<e> to halt <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> in foreign cities. 
[END]

[ADVANCE_CRIMINAL_CODE_HISTORICAL]
Crime is an arbitrary concept, in that it is entirely constructed based on the moral and ethical laws of a people.  What is lawful in one country may be criminal in another, and trivial infractions in one cultural context may be capital crimes elsewhere.  As times and social mores change, so do criminal codes.  In addition, as technology grows, a code must expand to cover the new range of potential opportunities that each development makes available for abuse.  The invention of the motor vehicle, for example, led to the development of an entire body of criminal laws designed to regulate its use.

The development of a criminal code is essential for a just society to function.  However, the malleability of law predicates the need for a class of full-time professionals whose avocation is the study, interpretation and enactment of law.  Although professional lawyers had been around since ancient times, the early 20th century saw a dramatic rise in the ranks of lawyers and lawmakers around the world.  As society, particularly the business and technological parts of it, became more complex, and the potential for abuse increased dramatically, the modern criminal code has evolved and expanded to meet the needs of due process.  Moreover, as criminal populations increase, the need for prisons and correctional facilities rises.
[END]

[ADVANCE_CROSSBOW_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SIEGE_WEAPONS>Siege Weapons<e>
<L:DATABASE_ADVANCES,ADVANCE_FEUDALISM>Feudalism<e>
[END]

[ADVANCE_CROSSBOW_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_CROSSBOWMAN>Crossbowman<e>
[END]

[ADVANCE_CROSSBOW_GAMEPLAY]
Although Crossbows were developed in ancient times, the Medieval Age saw the increased use of them as a powerful ranged weapon.
[END]

[ADVANCE_CROSSBOW_HISTORICAL]
The Dark Ages led to the loss of many traditions and developments. The bow languished as a weapon as the advantages of the composite bow were forgotten. The crossbow was an attempt to give infantry back some of the firepower necessary to counter the shock advantage of armoured horsemen.
[END]

[ADVANCE_CURRENCY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TRADE>Trade<e>
<L:DATABASE_ADVANCES,ADVANCE_COPPER_SMELTING>Copper Smelting<e>
[END]

[ADVANCE_CURRENCY_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_AGORA>Agora<e>
[END]

[ADVANCE_CURRENCY_GAMEPLAY]
Currency was useful in the measurement of wealth and allowed for an easier transfer of wealth from one party to another.  The <L:DATABASE_BUILDINGS,IMPROVE_AGORA>Agora<e> is an <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e> that provides a location for merchants and consumers to gather on a regular basis.
[END]

[ADVANCE_CURRENCY_HISTORICAL]
Uniform currency was a major step in commercial development. It replaced barter, allowing governments and people to collect and store wealth and re-use it when needed.
[END]

[ADVANCE_CYBERNETICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NEURAL_INTERFACE>Neural Interface<e>
<L:DATABASE_ADVANCES,ADVANCE_EUGENICS>Gene Therapy<e>
[END]

[ADVANCE_CYBERNETICS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_WAR_WALKER>War Walker<e>
[END]

[ADVANCE_CYBERNETICS_GAMEPLAY]
Cybernetics is the discovery of robotic enhancements and replacements for the human body.  This has far-reaching uses in the realm of combat.  The <L:DATABASE_UNITS,UNIT_WAR_WALKER>War Walker<e> unit takes advantage of cybernetic technology, terrorizing all that cross its path.
[END]

[ADVANCE_CYBERNETICS_HISTORICAL]
The term cybernetics derived from the Greek word kybernetes, meaning "pilot" or "governor."  An interdisciplinary science primarily concerned with the study of communication and control theory in living organisms, machines and organizations, cybernetics investigated the techniques by which information is transformed into desired performance.  It was initially a response to problems encountered in post-World War II military applications of so-called electronic brains and automated control systems.

In cybernetics, the systems of communication and control are considered the same in living organisms as well as machines.  In order to achieve desired performance results consistently, a system must make available data concerning the actual results of the intended action, to act as a guide for future action.  In the human body, the central nervous system coordinates such information, which is used to determine future courses of action.  In machines, self-correction mechanisms serve the same purpose.  This system of information processing is known as feedback, which is the fundamental concept of automation.

The world did not start seeing significant applications of cybernetics until well into the 22nd century AD.  Building on advancements in neural interfaces and gene therapy, cybernetics enabled the construction of vastly complex machines that employed advanced feedback systems to perform a variety of functions.  Limb replacements and body enhancements became available, as well as powerful warfare applications that combined the power of cybernetics and neural interface technology to create vehicles that could learn and respond based on an individual pilot's style.  The War Walker was a prime example of this technology at work.
[END]

[ADVANCE_DARK_AGES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TRIBUNAL_EMPIRE>Tribunal Empire<e>
<L:DATABASE_ADVANCES,ADVANCE_CHRISTIANITY>Christianity<e>
[END]

[ADVANCE_DARK_AGES_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_PIKEMEN>Pikemen<e>
<L:DATABASE_WONDERS,WONDER_FORBIDDEN_CITY>The Forbidden City
<L:DATABASE_WONDERS,WONDER_ATILLA>House of Attila<e>
[END]

[ADVANCE_DARK_AGES_GAMEPLAY]
With the internal collapse of empires, the world falls into a time of slower scientific and economic advancement.

NOTE: <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Unit<e> upgrade opportunity. Discovery of this advance will allow the player to spend Gold in order to upgrade qualifying Elite Units (for example, from "Elite Spearman" to "Elite Hoplite". Upgradeable units must be located in a City, Fort, or Airbase.
[END]

[ADVANCE_DARK_AGES_HISTORICAL]
The Dark Ages were brought on by the phenomenon of migration at a time when traditional empires were weak. Rather than assimilate the new peoples the Romans and other empires fought to keep them out. This led to the fall of those empires and the loss of many improvements and discoveries.
[END]

[ADVANCE_DEMOCRACY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NATIONALISM>Nationalism<e>
<L:DATABASE_ADVANCES,ADVANCE_CRIMINAL_CODE>Criminal Code<e>
[END]

[ADVANCE_DEMOCRACY_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_DEMOCRACY>Democracy<e>
<L:DATABASE_UNITS,UNIT_CONSCRIPT>Conscript<e>
[END]

[ADVANCE_DEMOCRACY_GAMEPLAY]
Democracy is fit for peace-loving, medium-sized empires that wish to <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Grow<e> and <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advance<e>.  People tend to be content, as long as they are free to go about their business.  Although they are loyal to the state, citizens in a Democracy have little tolerance for war or <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> overrun with <L:DATABASE_ORDERS,ORDER_FORTIFY>Garrisoned<e> forces.  Democracies value good <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>, a clean environment and an honest day's <L:DATABASE_CONCEPTS,CONCEPT_WORK_HOURS>Work<e> above all.
[END]

[ADVANCE_DEMOCRACY_HISTORICAL]
Throughout history, democracy (from the Greek words demos, meaning "people," and kratos, meaning "rule") took three basic forms:  a) direct democracy, in which the right to engage in the political process was able to be exercised by citizens as a whole, acting under procedures of majority rule; b) representative democracy, in which citizens exercised the same right through representatives chosen by and accountable to them; c) constitutional democracy, a form of representative democracy in which the powers of the majority were exercised within a structure of constitutional restraints designed to insure all citizens' enjoyment of individual and collective rights.

Democracy was born in ancient Greek city-states where the whole body of citizens acted as a legislature.  This system was possible because populations of these city-states rarely exceeded 10,000 people and women and slaves had no political rights.  Executive and judicial offices were filled by popular election or lottery assignment.  There was no separation of executive, legislative and judicial powers.  Despite these early beginnings, modern democracies did not take their cues from the brief period of Greek democracy.  Age of Enlightenment-era thinkers began to infatuate themselves with the classical concepts of democracy and the republic.  In 1789, the United States Congress enacted one of the most successful constitutional democracies in history with the ratifying of the U.S. Constitution.  Representative democracy continued to garner adherents throughout the 19th and 20th centuries, making it one of the most successful political concepts of the modern age.
[END]

[ADVANCE_DICTATORSHIP_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BUREAUCRACY>Bureaucracy<e>
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>
[END]

[ADVANCE_DICTATORSHIP_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_DICTATORSHIP>Dictatorship<e>
<L:DATABASE_WONDERS,WONDER_CHICHEN_ITZA>Chichen Itza
<L:DATABASE_UNITS,UNIT_PRAETORIAN>Praetorians<e>
<L:DATABASE_WONDERS,WONDER_CAESAR>House of Julius Caesar<e>
[END]

[ADVANCE_DICTATORSHIP_GAMEPLAY]
In times of military threat, people will often surrender their personal freedoms to men who are able to protect them.
[END]

[ADVANCE_DICTATORSHIP_HISTORICAL]
The military dictatorships that signaled the end of Republican Rome, led to a high order of centralized control and professional armies that served an individual general rather than the country. This eventually led to the empire style of government with the emperor in almost total control. Under benevolent and intelligent rulers, this was effective but the days of the empire became numbered when this was not the case.
[END]

[ADVANCE_DIGITAL_ENCRYPTION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ARCOLOGIES>Arcologies<e>
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_COMMUNICATIONS>Global Communications<e>
[END]

[ADVANCE_DIGITAL_ENCRYPTION_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_DATA_HAVEN>Data Haven<e>
<L:DATABASE_UNITS,UNIT_CYBER_ATTORNEY>Cyber Attorney<e>
[END]

[ADVANCE_DIGITAL_ENCRYPTION_GAMEPLAY]
Digital encryption makes the transfer of data from computer to computer safer.  Highly advanced digital encryption make the <L:DATABASE_WONDERS,WONDER_DATA_HAVEN>Data Haven<e> Wonder possible, and gives the host empire the economic benefits of hosting sensitive data outside the bounds of international laws.
[END]

[ADVANCE_DIGITAL_ENCRYPTION_HISTORICAL]
Manual encryption, the process of disguising information or data to render it unintelligible to an unauthorized person, was used as early as Roman times.  With the explosion of computing technology in the mid-20th century, cryptologists began to develop exponentially more sophisticated digital encryption schemes to encode sensitive communications during World War II.  Computers encrypted data by applying an algorithm - a set of procedures or instructions for performing a specified task - to a section of data.  The transmitter of the message and the intended recipient only knows the encryption key.  In this way, any intercepted communications or unauthorized access merely uncovers useless strings of data.

In the late 1970s, there were two encryption types:  symmetric encryption, which required the same key for both encryption and decryption, and asymmetric encryption, also known as public-key cryptography, which required a different key for both encryption and decryption.  Asymmetric encryption enables the transfer of disguised data between allied parties at separate locations without having to transfer the unencrypted key.  The chief advantage of these more complex encryption schemes was their impregnability.  Even with a computer attempting 10,000 keys per second, a 10-character key derived from the 256 standard ASCII characters would take about 40 billion centuries to complete.

However, as the power and speed of microprocessors increased in the late 20th and early 21st centuries, previously impregnable encryption schemes were being cracked with the brute force assistance of raw processor power.  Businesses and government entities sunk millions of dollars into cryptography schemes that could guarantee the security of sensitive information over the Internet, such as financial transactions, medical records and government documents.  With the creation of the first data haven, the world had its first truly secure information facility.  Employing state-of-the-art asymmetric encryption schemes with superior physically secure server facilities, any kind of data or transaction could find a home far from the threat of government snoops, crackers or law enforcement.
[END]

[ADVANCE_DOMESTICATION_PREREQ]
Requires:
Nothing
[END]

[ADVANCE_DOMESTICATION_STATISTICS]
Gives:
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PASTURE>Pasture<e>
[END]

[ADVANCE_DOMESTICATION_GAMEPLAY]
With the domestication of animals, mankind has a supply of dependable food and can move faster and farther than before. To support these herds, some agricultural lands can now be <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraformed<e> into <L:DATABASE_TERRAIN,TERRAIN_PLAINS>Plains<e>.
[END]

[ADVANCE_DOMESTICATION_HISTORICAL]
The domestication of animals and plants was triggered by the climatic and environmental changes that occurred after the peak of the Last Glacial Maximum around 21,000 years ago and which continue to this present day. These changes made obtaining food difficult. The first domesticate was the domestic dog from a wolf ancestor at least 15,000 years ago. The Younger Dryas that occurred 12,900 years ago was a period of intense cold and aridity that put pressure on humans to intensify their foraging strategies. By the beginning of the Holocene from 11,700 years ago, favorable climatic conditions and increasing human populations led to small-scale animal and plant domestication, which allowed humans to augment the food that they were obtaining through hunter-gathering.
[END]

[ADVANCE_DRAMA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MONOTHEISM>Monotheism<e>
<L:DATABASE_ADVANCES,ADVANCE_WRITING>Writing<e>

[END]

[ADVANCE_DRAMA_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_THEATER>Theater<e>
<L:DATABASE_WONDERS,WONDER_RAMAYANA>Ramayana<e>
[END]

[ADVANCE_DRAMA_GAMEPLAY]
Drama brought about a formalization of the oral tradition of storytelling.  History plays told the story of past events and educated people about their heritage.  Tragedies and comedies taught morality and reflected the social values of the culture in their themes.

The Theater <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e> is the central entertainment venue in a city, making citizens happier.
[END]

[ADVANCE_DRAMA_HISTORICAL]
Drama and theater derives from the oral tradition of storytelling, where people told myths, history and instructional stories to younger generations to educate, enlighten and entertain.  The history of drama is as diverse as the myriad cultures of the world.  Greek theater consisted of masked actors speaking their lines on a stage, and was the basis for dramatic productions across the Western world.  Asian theater, by contrast, employed storytelling, dance, music and mime, and incorporated masks, makeup, scenery, costumes, puppets and props.  The focus was generally on the performance itself, whereas in Greek theater it was on the text.

Drama has had many functions:  entertainment, reinforcement of cultural or social order, religious and political education and any combination thereof.  Theaters were often the center of entertainment in a city.  Whether elaborate amphitheaters designed to seat thousands or small, wooden stages set in town squares, theaters, and theatrical performances have been a main source of entertainment in the vast majority of cultures.

The Ramayana was one of the two great classic Sanskrit epic poems of India.  Based on numerous legends, it was probably composed in the third century BC by the great Hindu poet Valmiki.  Although initially a poem, it was also performed as a dramatic work in many Southeast Asian cultures and influenced Asian and Indian culture, art and theater for millennia.
[END]

[ADVANCE_DYNASTY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_WRITING>Writing<e>
<L:DATABASE_ADVANCES,ADVANCE_BRICK_MAKING>Brick Making<e>
[END]

[ADVANCE_DYNASTY_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_DYNASTY>Dynasty<e>
<L:DATABASE_BUILDINGS,IMPROVE_DYNASTY_BLDG>Dynastic House<e>
<L:DATABASE_UNITS,UNIT_DIPLOMAT>Diplomat<e>
<L:DATABASE_WONDERS,WONDER_SARGON>House of Sargon<e>
[END]

[ADVANCE_DYNASTY_GAMEPLAY]
Ambitious men were able to seize power and pass it on to their children by claiming they were gods.
[END]

[ADVANCE_DYNASTY_HISTORICAL]
Nearly all early kingdoms were based on dynastic succession. The Egyptians being the prime example but also the Babylonians, Assyrians, Hittites, and Persians were among many peoples who followed Dynastic rulers.
[END]

[ADVANCE_ECONOMICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TRADE_GUILDS>Trade Guilds<e>
<L:DATABASE_ADVANCES,ADVANCE_DEMOCRACY>Democracy<e>
[END]

[ADVANCE_ECONOMICS_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_BROKERAGE>Brokerage<e>
<L:DATABASE_WONDERS,WONDER_LONDON_EXCHANGE>London Exchange<e>
[END]

[ADVANCE_ECONOMICS_GAMEPLAY]
As societies increase in complexity, so do the systems that support the society.  The modern economics <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advance<e> ushers in a new age of increased commoditization and rapidly expanding <L:DATABASE_CONCEPTS,CONCEPT_CAPITALIZATION>Capitalization<e>.  With the <L:DATABASE_WONDERS,WONDER_LONDON_EXCHANGE>London Exchange<e> comes the era of business-centric civilization.
[END]

[ADVANCE_ECONOMICS_HISTORICAL]
The exploration of economics as a field of study distinct from philosophy and politics sprung out of a single work, Inquiry into the Nature and Causes of the Wealth of Nations (1776), by the Scottish philosopher and economist Adam Smith.  Before then, mercantilism and physiocracy were the competing schools of thought concerning economic policy.  Economists were primarily concerned with the production, distribution, exchange and consumption of goods and services.  They studied the ways in which individuals, institutions and enterprises sought their economic objectives.  A study of economics was augmented by insight into psychology, ethics, history and sociology.  With these other fields, one could explain how objectives were formed, how they changed and how humans behaved in the pursuit of them.

Ancient thinkers considered commerce an inferior pursuit to agriculture.  This prejudice can be found expressed in the writings of the Greeks Plato and Aristotle, as well as the canon law of the Roman Catholic Church, which condemned usury (the taking of interest for money loaned).  Nevertheless, as Western Europe pulled farther away from agrarian economies throughout the Industrial Revolution, commerce, and the study of economics became a vital pursuit.  In modern times, it became difficult to separate the worlds of politics and economics, so intertwined were their objectives, motives and methods.
[END]

[ADVANCE_ECO_RELIGION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AI_SURVEILLANCE>AI Surveillance<e>
<L:DATABASE_ADVANCES,ADVANCE_NEURAL_REPROGRAMMING>Neural Reprogramming<e>
[END]

[ADVANCE_ECO_RELIGION_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_ORGANIZER>Organizer<e>
[END]

[ADVANCE_ECO_RELIGION_GAMEPLAY]
With pollution levels rising worldwide, Radical Environmentalists transformed their movement into a pseudo-religion, and used all the new tools of the <L:DATABASE_CONCEPTS,CONCEPT_DIAMOND_AGE>Diamond Age<e> to alter minds and instill fanatical fervor into their converts. This was the necessary first step in building the support needed to enact an entirely new form of government - the <L:DATABASE_GOVERNMENTS,GOVERNMENT_ECOTOPIA>Ecotopia<e>
[END]

[ADVANCE_ECO_RELIGION_HISTORICAL]
Increasingly concerned about the deteriorating environment and disillusioned with the existing political process, a small core of Radical Environmentalists began to use the new tools of <L:DATABASE_ADVANCES,ADVANCE_NEURAL_REPROGRAMMING>Neural Reprogramming<e> to increases their numbers, and <L:DATABASE_ADVANCES,ADVANCE_AI_SURVEILLANCE>AI Surveillance<e> to identify opponents and potential converts. By eliminating their enemies and growing their numbers, these "Ecoptopians" hope to one day establish a new form of government dedicated entirely to preserving the environment.
[END]

[ADVANCE_ECOTOPIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NANO_MACHINES>Nano-Machines<e>
<L:DATABASE_ADVANCES,ADVANCE_VIRTUAL_DEMOCRACY>Virtual Democracy<e>
[END]

[ADVANCE_ECOTOPIA_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_ECOTOPIA>Ecotopia<e>
<L:DATABASE_UNITS,UNIT_ECO_TERRORIST>Eco-Terrorist<e>
<L:DATABASE_UNITS,UNIT_ECO_RANGER>Eco-Ranger<e>
[END]

[ADVANCE_ECOTOPIA_GAMEPLAY]
Fanatically dedicated to eliminating the detrimental impact of human beings on the environment, Ecotopians are a particularly zealous group.  Their empires inspire <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Growth<e>, promote <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Scientific Research<e> and a strong economy.

Ecotopians are endowed with self-righteousness, and usually seek to wage war against nations that do not meet their strict environmental standards.
[END]

[ADVANCE_ECOTOPIA_HISTORICAL]
The state of the world's environment in the 22nd century was reaching crisis levels.  Beginning with the rise of the factory during the Industrial Revolution of 18th and 19th century Europe, the impact of human existence on other forms of life began to dramatically increase.  Despite conservation movements and the development of nuclear power, fuel cells and fusion power over the next three centuries, the environment was still in danger.  Species populations were in decline around the world, global warming had rendered coastal cities uninhabitable and the toxicity of the soil and water was mutating indigenous plants and animals.  A new philosophy of radical environmentalism, comprised of a way of life that was most in harmony with nature, emerged as a full-fledged political movement in the early 22nd century.  The Ecotopians sought not only to repair the damage wrought by centuries of unchecked progress but also to design a system of living that guaranteed the health of the planet by minimizing human impact on the environment.

Ecotopians advocated the elimination, by any means available, of any systems that generated pollution.  Ecotopian strike forces raided cities, detonating nanite bombs designed to take out antiquated fossil-fuel-burning power plants.  Though their methods were controversial, they won many passionate adherents and eventually began gaining political power in some of the major industrialized nations.  Perhaps the most sublimely ironic aspect of the ecotopian philosophy was their reliance on the most recent technology - nanotechnology - to advance their agenda.  Unabated technological process was the prime contributor to the world ecological crisis, and ecotopians sought to reverse the deleterious effects with technology itself.
[END]

[ADVANCE_ELECTRICITY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PHYSICS>Physics<e>
<L:DATABASE_ADVANCES,ADVANCE_INDUSTRIAL_REVOLUTION>Industrial Revolution<e>
[END]

[ADVANCE_ELECTRICITY_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_EIFFEL_TOWER>Eiffel Tower<e>
<L:DATABASE_BUILDINGS,IMPROVE_MOVIE_PALACE>Movie Palace<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_LISTENING_POSTS>Listening Post<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_SUBURB>Suburbs<e>
[END]

[ADVANCE_ELECTRICITY_GAMEPLAY]
The discovery and harnessing of electricity is one of the principle achievements of the <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e>.  The <L:DATABASE_BUILDINGS,IMPROVE_MOVIE_PALACE>Movie Palace<e> is a marvel of electronic entertainment, giving citizens a place to set their troubles aside.

With this Advance, <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e> Leader units (such as the <L:DATABASE_UNITS,UNIT_GENERAL>General<e>) capture a different type of Plunder (<L:DATABASE_UNITS,UNIT_PLUNDER_IV>Trucks<e> instead of <L:DATABASE_UNITS,UNIT_PLUNDER_III>Cattle<e>).
[END]

[ADVANCE_ELECTRICITY_HISTORICAL]
The ancient Greeks were the first to study an electrical phenomenon in the form of static electricity.  They discovered that, when rubbed with fur, amber stones attracted light objects such as feathers.  The word electric comes from the Greek word "elektron," meaning amber.  At the end of the 16th century, British physician William Gilbert investigated the relationship of static electricity and magnetism.  American inventor and statesman Benjamin Franklin famously proved the electrical nature of lightning in his famous kite experiment of 1752 and he established the convention of using negative and positive to indicate different kinds of charge.  By the mid-18th century, electrical materials were divided into two major categories:  insulators, which, when rubbed, would get and keep a static surface electric charge, and conductors, mostly metals, which were able to carry away the charge from the insulator.  It was also discovered that conductors could store a charge if they were insulated from their surroundings.  These discoveries gave rise to the use of electric generators as a power source.  The harnessing and implementation of electricity was one of the chief advancements of the modern age.
[END]

[ADVANCE_ETHICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DICTATORSHIP>Dictatorship<e>
<L:DATABASE_ADVANCES,ADVANCE_HIPPOCRATIC_SCHOOL>Hippocratic School<e>
[END]

[ADVANCE_ETHICS_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_FORUM>Forum<e>
[END]

[ADVANCE_ETHICS_GAMEPLAY]
Ethics is the development of enlightened conduct among men, and a desire to treat others as one would like to be treated.
[END]

[ADVANCE_ETHICS_HISTORICAL]
Ethics is the development of enlightened conduct among men, and a desire to treat others as one would like to be treated. Beginning with the Code of Hammurabi and other early legal codes, the development of government led to the need for a uniform system of justice. This naturally led to magistrates, courts, early police and eventually lawyers.
[END]

[ADVANCE_EUGENICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GENETICS>Genetics<e>
<L:DATABASE_ADVANCES,ADVANCE_CHAOS_THEORY>Chaos Theory<e>
[END]

[ADVANCE_EUGENICS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_EMPATHIC_DIPLOMAT>Empathic Diplomat<e>
<L:DATABASE_WONDERS,WONDER_GLOBAL_SURVEILLANCE_CENTER>World Peace Center<e>
[END]

[ADVANCE_EUGENICS_GAMEPLAY]
Gene Therapy is the science of eradicating diseases and other human imperfections.  Originally designed to repair damaged or imperfect genetic material for the purpose of eliminating the scourge of disease, gene therapy produced unforeseen side effects - mainly, the development of a more evolved, refined and improved human species.

These improvements in human capability give rise to the <L:DATABASE_UNITS,UNIT_EMPATHIC_DIPLOMAT>Empathic Diplomat<e>, a unit that uses heightened intelligence and emotional sensibility to excel at Diplomacy.
[END]

[ADVANCE_EUGENICS_HISTORICAL]
Gene Therapy was one of the most revolutionary and amazing applications of genetics in the history of mankind.  It involved inserting or sometimes deleting portions of genes in diseased patients, curing their ailments and enabling them to live healthier lives.  Initial forays into gene therapy in the late 20th century focused on eliminating relatively simple genetic disorders, such as sickle-cell anemia, that are caused by a single defective gene.  But soon, scientists learned that, by adding genes to cells gave them new functions and led to the treatment of more serious, genetically complicated disorders like hereditary heart disease and cancer.

In the mid-21st century, geneticists began to experiment with other applications of gene therapy.  Now that they could eradicate hereditary disease and defects, they concentrated their efforts on enhancing human intellectual and emotional capacities.  Their research led to the development of methods to genetically predispose human beings to be brilliant, emotionally responsive geniuses.  Empaths began to find a role in business and government as superbly skilled diplomats.  On October 24, 2095, 150 years to the day after the establishment of the United Nations, an international organization of Empathic Diplomats created the World Peace Center, dedicated to the preservation of peace and the pursuit of global harmony.
[END]

[ADVANCE_EXPLORATION_PREREQ]
Requires:
Nothing
[END]

[ADVANCE_EXPLORATION_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_EMISSARY>Emissary<e>
[END]

[ADVANCE_EXPLORATION_GAMEPLAY]
Early pre-Dynastic polities cannot expand unless they know what the surrounding region looks like. Not only to discover the location of important resources, but most importantly, whether those new lands are already occupied by others.

This Advance allows you to construct the <L:DATABASE_UNITS,UNIT_EMISSARY>Emissary<e>, a <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealthy<e> civilian unit who can explore new regions in relative safety.
[END]

[ADVANCE_EXPLORATION_HISTORICAL]
From the earliest of times, bands of humans found it necessary to explore the surrounding region in order to facilitate hunting and gathering, but also in order to locate potential settlement locations and to seek out the presence of other humans.
[END]

[ADVANCE_EXPLOSIVES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_INDUSTRIAL_REVOLUTION>Industrial Revolution<e>
<L:DATABASE_ADVANCES,ADVANCE_CHEMISTRY>Chemistry<e>
[END]

[ADVANCE_EXPLOSIVES_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_HOWITZER>Howitzer<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ADVANCED_MINES>Advanced Mines<e>
[END]

[ADVANCE_EXPLOSIVES_GAMEPLAY]
Explosives enable <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ADVANCED_MINES>Advanced Mining<e> techniques in which dynamite is used to get deeper into the earth and extract higher yields of ore and minerals.  It also enables weapons that are more destructive.  The <L:DATABASE_UNITS,UNIT_HOWITZER>Howitzer<e> unit uses its <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged Attack<e> to launch explosive charges across the land.
[END]

[ADVANCE_EXPLOSIVES_HISTORICAL]
Although black powder was thought to have originated in China, other evidence indicated that the Arabs were the first to develop it.  By 1304, the Arabs had invented the first firearm, a bamboo tube reinforced with iron that shot an arrow with a charge of black powder.  Although the Europeans adopted black powder for firearms use in the 14th and 15th centuries, it was not until the late 17th century that black powder was employed for use in explosives.  Comprised of the solid ingredients saltpeter (potassium nitrate), charcoal and sulfur, it was first adapted for industrial use to blast out mines.  

In 1846, Ascanio Sobrero, an Italian chemist, discovered nitroglycerin, and soon after, nitroglycerin and dynamite replaced black powder as the primary explosive.  In 1867, the Swedish scientist Alfred Nobel invented dynamite from a mixture of 75 percent nitroglycerin and 25 percent guhr (a porous, absorbent material that improved control and ease of use).  Later, ammonium nitrate was used in dynamite, making it even safer and less expensive to produce. This advance in explosives techniques rapidly led to advances in artillery that could fire at range at unseen targets directed by forward observers.
[END]

[ADVANCE_FASCISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_MEDIA>Mass Media<e>
<L:DATABASE_ADVANCES,ADVANCE_NATIONALISM>Nationalism<e>
[END]

[ADVANCE_FASCISM_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_FASCISM>Fascism<e>
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> unit <L:DATABASE_UNITS,UNIT_FASCIST>Fascist<e> 
[END]

[ADVANCE_FASCISM_GAMEPLAY]
Fascism is a particularly harsh form of <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e>, in which personal freedom and privacy are continuously under attack.  The military runs the government, and is, understandably, very strong.  Although <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> are <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Productive<e>, Fascist states <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Grow<e> slowly and the economy is always poor.

Leaders hell-bent on conquering the world will find Fascism ideally suited to their aims, as the people will unflaggingly support their imperialistic lust.  The Fascist unit is such a zealot, fighting with unwavering determination and no regard for his own life.
[END]

[ADVANCE_FASCISM_HISTORICAL]
Fascism was one of the most controversial and oppressive forms of government ever conceived.  It was borne out of the disillusionment with the ineffectual government, chaotic economy and lack of leadership in post-World War I Italy.  These conditions provided the perfect atmosphere for the glorification of militaristic, authoritarian ideals.  In 1919, Benito Mussolini founded the fascist movement in Milan, Italy.  On October 28, 1922, Mussolini, accompanied by his black-shirted followers, staged a march on Rome, demanding that he be appointed prime minister and threatening to take over the government by force if he was refused.  The king caved to his demands, inviting Mussolini to form a government.  An assault on leftist political forces soon followed as groups of armed fascists stormed the headquarters of leftist parties, assaulting and even murdering their membership.  The following January, Mussolini outlawed all political parties but the Fascist party, rendering Italy a totalitarian state.

The principle fascist regimes of the 20th century, in Italy from 1922-43, Germany from 1933-45 and Spain during 1939-75, were intensely nationalistic, violent, oppressive nations defined by a few distinct characteristics.  The absolute primacy of the state, the submission of the individual will to the unified will of the state and the total obedience to a single leader, who embodies the state.  The virtues of combat, conquest and the military are held in high esteem, while liberal democracy, rationalism and bourgeois values are violently denigrated.  Fascist leaders often infused their rule with an element of mysticism, expressing the sanctity of the state and even invoking folk heroes and popular music to foment a sanctimonious and fanatical dedication from adherents.  The word fascism is derived from the Italian word "fascismo," itself derived from the Latin word "fasces," a bundle of wooden rods wrapped around an axe.  The fasces were symbols of authority in ancient Rome, and Mussolini adopted it as an emblem of his movement in 1919, heralding the rebirth of the Roman Empire.
[END]

[ADVANCE_FEUDALISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>
[END]

[ADVANCE_FEUDALISM_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_CASTLE>Castle<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_TOWN>Town<e>
<L:DATABASE_UNITS,UNIT_MAN_AT_ARMS>Man at Arms<e>
<L:DATABASE_UNITS,UNIT_KINGS_EYE>King's Eye<e>
[END]

[ADVANCE_FEUDALISM_GAMEPLAY]
Feudalism was characterized by the granting of fiefs, chiefly in the form of land and labor, in return for political and military services with a contract sealed by oaths of homage and fealty.

These new elites required large amounts of forested land to support their hunting activities, and in many regions additional <L:DATABASE_TERRAIN,TERRAIN_FOREST>Forests<e> were created by <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraforming<e> open plains and agricultural lands.

NOTE: <L:DATABASE_CONCEPTS,CONCEPT_MILITIA_UNIT>Militia Unit<e> upgrade opportunity. Discovery of this advance will allow the player to spend Gold in order to upgrade qualifying Militia Units (for example, from "Spearman Militia" to "Hoplite Militia". Upgradeable units must be located in a City.
[END]

[ADVANCE_FEUDALISM_HISTORICAL]
Feudalism is a social system based on land ownership, in which vassals held land in fief from lords to whom they were obliged, by personal relationship or service.  What also distinguished feudalism was that those who performed official duties, whether civil or military, did not do it for the state or for public service.  Rather, they fulfilled them in service of personal relationships with landowners in exchange for fiefs, hereditarily held estates from which they could make money.  This decentralized public authority, and the manorial system, in which peasants served landlords with few rights or freedoms, gave lords wide-ranging power over the fiscal, judicial and constabulary systems.

Feudalism flourished in societies with closed agricultural economies, particularly in Western Europe during the High Middle Ages, in Japan from the 12th to the 19th century and in the Latin Kingdom of Jerusalem from 1099 until 1291.  War was common in feudal periods.  The Sengoku period of Japanese history marked a nearly hundred-year-long conflict between rival daimyo (Japanese, "great holders of private land") who continually fought each other for power following the collapse of central authority in the 15th century.  As samurai served daimyo in feudal Japan, knights served lords in feudal Western Europe.  They were the warrior class, many of them vassals who enjoyed tremendous respect and power.
[END]

[ADVANCE_FLINTLOCK_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MACHINE_TOOLS>Machine Tools<e>
<L:DATABASE_ADVANCES,ADVANCE_CANNON_MAKING>Cannon Making<e>
[END]

[ADVANCE_FLINTLOCK_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_INFANTRYMAN>Infantryman<e>
[END]

[ADVANCE_FLINTLOCK_GAMEPLAY]
Flintlocks were the ignition system for early Industrial-era firearms, and were more dependable than the earlier matchlock.

NOTE: <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Unit<e> upgrade opportunity. Discovery of this advance will allow the player to spend Gold in order to upgrade qualifying Elite Units (for example, from "Elite Spearman" to "Elite Hoplite". Upgradeable units must be located in a City, Fort, or Airbase.
[END]

[ADVANCE_FLINTLOCK_HISTORICAL]
Early firearms were very rudimentary and had many disadvantages. The harquebus was cumbersome, and depended on ignition of the powder on a lighted wick that was brought into contact with the flash powder when the trigger was pulled. In rain and windy weather and at night these were major disadvantages. The matchlock also incorporated a cover for the flash pan which opened as the trigger was pulled, further reducing misfires.
[END]

[ADVANCE_FUEL_CELLS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_QUANTUM_MECHANICS>Quantum Physics<e>
<L:DATABASE_ADVANCES,ADVANCE_CONSERVATION>Conservation<e>
[END]

[ADVANCE_FUEL_CELLS_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_ECO_TRANSIT>Eco-Transit<e>
[END]

[ADVANCE_FUEL_CELLS_GAMEPLAY]
The discovery of Fuel Cells relieves automobiles of the burden of the <L:DATABASE_ADVANCES,ADVANCE_INTERNAL_COMBUSTION>Internal Combustion<e> engine.  With the <L:DATABASE_BUILDINGS,IMPROVE_ECO_TRANSIT>Eco-Transit<e> <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e>, Fuel Cells replace gas tanks in vehicles, reducing <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> in <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> considerably.
[END]

[ADVANCE_FUEL_CELLS_HISTORICAL]
Throughout the 19th and 20th centuries, the world depended on petroleum products as its primary source of fuel.  The effect on the environment was measurable, with emissions of harmful gasses contributing to the greenhouse effect, which caused bizarre weather patterns and a general rise in the mean temperature of the earth.  With the development of fuel cells in the early 21st century, ecologically friendly fuel sources enabled manufacturers of power systems to rid themselves of the burden of fossil fuels.  Substantially cleaner than gasoline, coal or oil and more powerful than solar energy, fuel cells finally gave the world a reprieve from air pollution.
[END]

[ADVANCE_FUSION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHAOS_THEORY>Chaos Theory<e>
<L:DATABASE_ADVANCES,ADVANCE_NANO_ASSEMBLY>Nano-Assembly<e>
[END]

[ADVANCE_FUSION_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_FUSION_TANK>Fusion Tank<e>
<L:DATABASE_BUILDINGS,IMPROVE_FUSION_PLANT>Fusion Plant<e>
[END]

[ADVANCE_FUSION_GAMEPLAY]
The discovery of Fusion is a major development in the pursuit of renewable energy sources.  The <L:DATABASE_BUILDINGS,IMPROVE_FUSION_PLANT>Fusion Plant<e> is one of the cleanest power sources available to <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, and increases <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> while actually decreasing <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e>.

<L:DATABASE_UNITS,UNIT_FUSION_TANK>Fusion Tanks<e> are well-crafted assault vehicles that take advantage of Fusion technology for power and weaponry.  They are one of the most formidable and effective land units in the game.
[END]

[ADVANCE_FUSION_HISTORICAL]
Although research into nuclear fusion began in the 1950s, it was not until the end of the 20th century that scientists began to have success with creating fusion reactors.  Whereas nuclear fission reactions occur when particles split atoms, fusion reactions occur when two lighter atomic nuclei combine to form a heavier element.  The nuclei must be moving at high speed in order to overcome their mutual electrical repulsion.  When these nuclei fuse, a small amount of mass is converted into a large amount of energy.  Late 20th century designs of fusion reactors relied on extremely hot, dense plasma, i.e. an ionized gas consisting of free nuclei and free electrons, used to impart the high speeds of the nuclei.  Deuterium and tritium nuclei, the easiest nuclei to fuse, provided the fuel for the reactor.
[END]

[ADVANCE_GAIA_CONTROLLER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SMART_MATERIALS>Smart Materials<e>
<L:DATABASE_ADVANCES,ADVANCE_GAIA_THEORY>Gaia Theory<e>
[END]

[ADVANCE_GAIA_CONTROLLER_STATISTICS]
Gives:

Nothing ("the End is Near!")
[END]

[ADVANCE_GAIA_CONTROLLER_GAMEPLAY]
The Gaia Controller was the original CtP2 End Game Advance, providing all the Science Victory structures that are now part of the <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_SCIENCE>Birth of an Empire<e>, but in Cradle it is simply the end of all Research.
[END]

[ADVANCE_GAIA_CONTROLLER_HISTORICAL]
The Gaia Controller was the greatest scientific achievement of the 23rd century.  Its development was borne out of research into Gaia theory, which employed nanotechnology to dramatically reduce pollution.  However, Gaia-theory-based applications for pollution reduction had a range limited to a few hundred miles.  Scientists began to envision a global pollution reduction system.  One possible solution, proposed by noted scientist David White, was to create a system that converted the actual matter that comprised pollution into energy.  It would simultaneously clean up the environment and provide an energy source.

The Solaris Project was the experiment that proved that safe conversion from matter to energy was possible.  A highly secretive endeavor, its primary research took place on a satellite laboratory.  By sending a probe into the center of the sun, Solaris Project scientists were able to unlock the secrets of converting matter into energy back into matter.  Soon after this discovery, they began construction on the Gaia Controller, a global matter converter that would provide limitless non-polluting energy.

The Gaia Controller was comprised of three distinct groups of components.  A system of small satellites circled the planet, collecting space debris, solar energy and various other sources of matter.  Once collected the satellites converted the matter to energy, periodically beaming it down to obelisks placed at regular intervals on the surface.  The obelisks were the primary matter collecting entities in the system, sending out vast groups of nanites designed to hunt out polluting agents in the air, water and earth.  They also acted as receptacles for energy collected from satellites.  Obelisks distributed energy to the various Gaia controller cores in cities around the world.  The controller cores enabled operators to oversee the system, distribute and control energy and provide cities with a limitless supply of energy for the creation of new matter.
[END]

[ADVANCE_GAIA_THEORY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ECOTOPIA>Ecotopia<e>
[END]

[ADVANCE_GAIA_THEORY_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_THE_EDEN_PROJECT>Eden Project<e>

[END]

[ADVANCE_GAIA_THEORY_GAMEPLAY]
The discovery of Gaia Theory unleashes the potential for destruction on an unprecedented level.  <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e> in nanotechnology allow for the creation of nanites that can seek and destroy any manmade entity.  It also allows for breakthroughs in nanite pollution control systems.

Once players build the <L:DATABASE_WONDERS,WONDER_THE_EDEN_PROJECT>Eden Project<e> Wonder, <L:DATABASE_ADVANCES,ADVANCE_ECOTOPIA>Ecotopian<e> empires may build <L:DATABASE_UNITS,UNIT_ECO_RANGER>Eco-Rangers<e>.  Capable of a <L:DATABASE_ORDERS,ORDER_CREATE_PARK>Nanite Cleansing<e> attack that annihilates any trace of humanity, <L:DATABASE_UNITS,UNIT_ECO_RANGER>Eco-Rangers<e> are the most destructive unit in the game.  
[END]

[ADVANCE_GAIA_THEORY_HISTORICAL]
Gaia theory developed out of the same environmental preservation philosophy that spawned the ecotopian movement.  With the discovery of nano-machines, the world was finally capable of implementing nanotechnology on a grand scale.  Whereas nano-assembly enabled the construction of objects in nanite factories, nano-machines enabled the creation of sub-microscopic machines that could perform nearly any function.  With this new technology, ecotopians conceived of a radical new approach to repairing the ecological damage wrought at the hands of post-modern human existence.  Utilizing nanites designed to seek out any man-industrial by-products such as toxic waste and non-naturally occurring chemicals, they could return an ecologically devastated area to "what nature had intended."  

Although this technology was originally intended for environmental cleanup, it was soon adapted by extreme factions of ecotopian terrorists who sought to condemn any nation that produces more than trace amounts of pollution.  Their ultimate creation, the Eco-Ranger was designed as the ultimate nanite cleansing device.  Armed with nanites designed to destroy any non-natural by-product, building or object, it utterly eradicates any trace of humanity within the range of the blast.  The notion of "what nature had intended" had been taken to a violent, abominable extreme, and the new technology threatened to undo six millennia worth of human progress.
[END]

[ADVANCE_GENETICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MEDICINE>Medicine<e>
<L:DATABASE_ADVANCES,ADVANCE_ROBOTICS>Robotics<e>
[END]

[ADVANCE_GENETICS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_MOREY_STRIKER>Moray Striker<e>
<L:DATABASE_WONDERS,WONDER_GENOME_PROJECT>Genome Project<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_HYDROPONIC_FARMS>Hydroponic Domes<e>
[END]

[ADVANCE_GENETICS_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e> in Genetics provide scientists with the tools to unlock the secrets of life hidden in the DNA of every organism.  By studying the myriad codes embedded in DNA, scientists are able to pinpoint the "blueprint" for the creation of organisms, from the generation of cells to the anomalies that lead to disease and abnormalities.

The <L:DATABASE_WONDERS,WONDER_GENOME_PROJECT>Genome Project<e> Wonder represents the first successful mapping of human genes, and opens the door to <L:DATABASE_ADVANCES,ADVANCE_GENETIC_TAILORING>Genetic Tailoring<e> and <L:DATABASE_ADVANCES,ADVANCE_HUMAN_CLONING>Human Cloning<e>.  The <L:DATABASE_UNITS,UNIT_MOREY_STRIKER>Moray Striker<e> is a <L:DATABASE_CONCEPTS,CONCEPT_GENETIC_AGE>Genetic Age<e> underwater defensive scout craft.  Its wide vision range and speed make it ideal for reconnaissance duties.  <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_HYDROPONIC_FARMS>Hydroponic Domes<e> grow genetically synthesized fruits and vegetables, producing more <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> per tile than any other <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvement<e>.
[END]

[ADVANCE_GENETICS_HISTORICAL]
Since the discovery of deoxyribonucleic acid, or DNA, in the mid 20th century, scientists endeavored to unlock the secrets hidden within the microscopic strands of information.  By the early 1970s, the basic principles of genetics had been well established.  Not until the early 21st century did geneticists working for the Genome Project successfully map human genes.  This proved to be the first step in the unraveling of the secrets of human life.  In the next three decades, geneticists parsed and analyzed the voluminous information contained in the mapped genes and gained tremendous insight into the nature of human systems, cell production and diseases.
[END]

[ADVANCE_GENETIC_TAILORING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_EUGENICS>Gene Therapy<e>
<L:DATABASE_ADVANCES,ADVANCE_HUMAN_CLONING>Human Cloning<e>
[END]

[ADVANCE_GENETIC_TAILORING_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_DINOSAUR_PARK>Dinosaur Park<e>
<L:DATABASE_UNITS,UNIT_KRAKEN>Kraken<e>
[END]

[ADVANCE_GENETIC_TAILORING_GAMEPLAY]
Genetic Tailoring takes <L:DATABASE_ADVANCES,ADVANCE_HUMAN_CLONING>Human Cloning<e> one step further, enabling the total customization of human life.  Children are no longer born as much as they are "grown," with any combination of superior mental and physical attributes.

The <L:DATABASE_UNITS,UNIT_KRAKEN>Kraken<e> is a formidable underwater assault vehicle.
[END]

[ADVANCE_GENETIC_TAILORING_HISTORICAL]
Building on the monumental discoveries in the field of genetics over the first half of the 21st century, geneticists began to explore the world of gene synthesis and customization.  Genetics enabled them to create life by copying existing genes, and gene therapy enabled them to alter existing genes and splice them into existing DNA.  Genetic tailoring, pioneered by the Anthony D. Evans Genetics Research Laboratory, was a process by which geneticists fabricated genes from scratch, imbuing them with the code to produce specific attributes.

The first completely synthesized living organism was a butterfly with luminescent wings and a genetically programmed ability to respond to the human voice.  Later, scientists began to create animals with built-in resistances to pesticides and toxins.  The ultimate expression of genetic tailoring came when commercial ventures enabled people to design and customize their offspring.  They could combine their own genetic material with tailored genes, or leave their DNA out of the process completely.  Human beings now had the power to truly create any kind of life.
[END]

[ADVANCE_GEOMETRY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COSMOLOGY>Cosmology<e>
<L:DATABASE_ADVANCES,ADVANCE_BALLISTICS>Ballistics<e>
[END]

[ADVANCE_GEOMETRY_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_GREAT_LIBRARY>Great Library<e>
[END]

[ADVANCE_GEOMETRY_GAMEPLAY]
Geometry is the branch of mathematics that deals with the properties of space. In its most elementary form geometry is concerned with such metrical problems as determining the areas and diameters of two-dimensional figures and the surface areas and volumes of solids.
[END]

[ADVANCE_GEOMETRY_HISTORICAL]
Beginning in 3500 BC, humanity developed a system of counting to track business deals and to measure land. By the middle of the third millennium BC, the Egyptians could calculate the area and volume of simple geometric shapes using a base-10 numbering system. This laid the foundation for geometry. With geometry, the Greeks revolutionized mathematics. This conceptual approach - with its postulates, proofs, and theorems - provided a foundation for logic and argument for the next two thousand years.
[END]

[ADVANCE_GLOBAL_COMMUNICATIONS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_INTERNET>Internet<e>
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_DEFENSE>Global Defense<e>
[END]

[ADVANCE_GLOBAL_COMMUNICATIONS_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_ANTI_BALLISTIC_MISSILES>Anti-Ballistic Missiles<e>
<L:DATABASE_WONDERS,WONDER_GLOBESAT>GlobeSat<e>
[END]

[ADVANCE_GLOBAL_COMMUNICATIONS_GAMEPLAY]
Global Communications is an Advance in global surveillance that gives rise to two high-tech defense systems.  The Anti-Ballistic Missile improvement allows <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> to counter any nuclear strike with missiles of its own.  The <L:DATABASE_WONDERS,WONDER_GLOBESAT>GlobeSat<e> wonder gives the host empire the ability to monitor every enemy unit and city on the map.  The player who owns the <L:DATABASE_WONDERS,WONDER_GLOBESAT>GlobeSat<e> can track enemy military activity, which affords a considerable strategic and diplomatic advantage.
[END]

[ADVANCE_GLOBAL_COMMUNICATIONS_HISTORICAL]
Completed in 1866, the Atlantic telegraph cable opened trans-oceanic telecommunications.  However, the Atlantic cable was but the first of a growing communication network.  Telephone lines soon followed, with major telecommunications corporations investing billions of dollars over the course of the 20th century upgrading existing lines and laying new ones.  In 1974, the first commercial satellite flew into orbit, and by the early 21st century, a combination of fiber optic land lines and rings of orbital digital satellites had linked the world.  With the rise of satellite telephone service, even the remotest regions of the planet were within reach.  The global satellite network enabled the military to monitor the world through spy satellites equipped with high-powered cameras.  The nation who possessed this technology could watch any activity around the world and monitor their rivals with unprecedented access.
[END]

[ADVANCE_GLOBAL_DEFENSE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RADAR>Radar<e>
<L:DATABASE_ADVANCES,ADVANCE_SUPERSONIC_FLIGHT>Supersonic Flight<e>
[END]

[ADVANCE_GLOBAL_DEFENSE_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_THE_AGENCY>The Agency<e>
[END]

[ADVANCE_GLOBAL_DEFENSE_GAMEPLAY]
The Global Defense Advance represents the development of modern espionage and military intelligence.  It grants players the opportunity to build the <L:DATABASE_WONDERS,WONDER_THE_AGENCY>Agency<e> wonder, the most effective counterespionage system in the game.
[END]

[ADVANCE_GLOBAL_DEFENSE_HISTORICAL]
The second half of the twentieth century saw an escalation of tension between the Soviet Union and the United States.  Although they had been allies in World War II, ideological differences cooled relations between the two nations.  As each raced to mount ever greater military arsenals with which to stare each other down, and as access to each others' countries was difficult to obtain, a silent, covert war of espionage played out over the course of the 4 decades following the end of World War II.

In order to counter the growing threat of losing technology and secrets to each other, both nations bolstered their espionage efforts, expanding agencies whose sole purpose was the gathering of military intelligence.  Although these organizations existed before the cold war, they began to play a crucial role in the politics of the world.
[END]

[ADVANCE_GLOBAL_ECONOMICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_JET_PROPULSION>Jet Propulsion<e>
<L:DATABASE_ADVANCES,ADVANCE_CORPORATE_REPUBLIC>Corporate Republic<e>
[END]

[ADVANCE_GLOBAL_ECONOMICS_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_HOLLYWOOD>Hollywood<e>
<L:DATABASE_UNITS,UNIT_Z_FREIGHT_TRANSPORT>Freight Transport<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MEGA_MINES>Mega Mines<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_OUTLET_MALL>Shopping Mall<e>
[END]

[ADVANCE_GLOBAL_ECONOMICS_GAMEPLAY]
Global Economics represents the spread of corporations across national borders.  Multi-national conglomerates become increasingly frequent, as well as global distribution of goods and services.

<L:DATABASE_UNITS,UNIT_Z_FREIGHT_TRANSPORT>Freight Transports<e> replaces <L:DATABASE_UNITS,UNIT_CARAVAN>Caravans<e> with a more modern trade system.  Freight Transports increase the value of the Goods they carry, making <L:DATABASE_CONCEPTS,CONCEPT_TRADE>Trade<e> more valuable.  <L:DATABASE_WONDERS,WONDER_HOLLYWOOD>Hollywood<e> represents the Global Economy on a grand scale, with its entertainment products reaching nearly every market on the planet. For the same reason, <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MEGA_MINES>Mines<e> can now expand to previously unimaginable sizes, as the market for their raw materials is now truly Global in scope. In addition, consumer goods of every description are now available in the <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_OUTLET_MALL>Shopping Malls<e> springing up outside every city.
[END]

[ADVANCE_GLOBAL_ECONOMICS_HISTORICAL]
The Globalization of the world economy in the late 20th and early 21st century was a mixed blessing.  Corporations in Europe and the United States had an opportunity to tap emerging markets in China, India, Latin America and Eastern Europe.  They also sought to move their production operations to wherever they could find the least expensive labor pool and minimal of environmental regulations.  This usually meant moving production operations to third-world and developing countries while keeping most management, marketing, and finance divisions in their home countries.  Although the developing nations benefited from the availability of jobs, they overwhelmingly demanded unskilled, repetitive work for minimal wages and long hours.  Multinational corporations were able to increase profits, but often at the expense of human rights and the environment.  Moreover, as these Western businesses took their profits home, the disparity between first and third world nations grew.  The economies of Western Europe and the U.S. began to soar as other nations, now indebted to multinationals for job security and economic sustenance, descended even deeper into poverty.

The spread of global capitalism demanded a vast transport system to shuttle goods, from raw materials to consumer products, around the globe.  Worldwide shipping, cargo planes and rail systems comprised a huge freight transport system that fed the world economy.  One of the most popular consumer products was motion pictures.  Although many nations had their own film industries, Hollywood and the greater Los Angeles area was home to the largest and most successful conglomeration of movie studios in the world.  By distributing its products around the world, the motion picture studios create a powerful global enterprise.
[END]

[ADVANCE_GOTHIC_ARCHITECTURE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>
<L:DATABASE_ADVANCES,ADVANCE_CLASSICAL_EDUCATION>Classical Education<e>
[END]

[ADVANCE_GOTHIC_ARCHITECTURE_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_BASCILICA>Basilica<e>
[END]

[ADVANCE_GOTHIC_ARCHITECTURE_GAMEPLAY]
A Medieval style of architecture dominated by barrel vaulting, which allowed for the inclusion of large windows, and gave cathedrals an ethereal quality unseen in earlier buildings.
[END]

[ADVANCE_GOTHIC_ARCHITECTURE_HISTORICAL]
Gothic architecture (or pointed architecture) is an architectural style that was prevalent in Europe from the late 12th to the 16th century, during the High and Late Middle Ages, surviving into the 17th and 18th centuries in some areas. It evolved from Romanesque architecture and was succeeded by Renaissance architecture. It originated in the Ile-de-France and Picardy regions of northern France. The style at the time was sometimes known as opus Francigenum, while the term Gothic was first applied contemptuously during the later Renaissance, by those ambitious to revive the architecture of classical antiquity.

The defining design element of Gothic architecture is the pointed or ogival arch. The use of the pointed arch in turn led to the development of the pointed rib vault and flying buttresses, combined with elaborate tracery and stained glass windows.
[END]

[ADVANCE_GRANARIES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AGRICULTURE>Agriculture<e>
<L:DATABASE_ADVANCES,ADVANCE_BRICK_MAKING>Brick Making<e>
[END]

[ADVANCE_GRANARIES_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_GRANARY>Granary<e>
[END]

[ADVANCE_GRANARIES_GAMEPLAY]
In ancient times the granary provided cities with a means by which they could store their surplus food for shortages.  The protection from the elements that granaries provided helped minimize spoilage and waste.  
[END]

[ADVANCE_GRANARIES_HISTORICAL]
A granary is a storehouse or room in a barn for threshed grain or animal feed. Ancient or primitive granaries are most often made of pottery. Granaries are often built above the ground to keep the stored food away from mice and other animals and from floods.

From ancient times grain has been stored in bulk. The oldest granaries yet found date back to 9500 BC and are located in the Pre-Pottery Neolithic A settlements in the Jordan Valley. The first were located in places between other buildings. However beginning around 8500 BC, they were moved inside houses, and by 7500 BC storage occurred in special rooms. The first granaries measured 3 x 3 m on the outside and had suspended floors that protected the grain from rodents and insects and provided air circulation.
[END]

[ADVANCE_GREEK_FIRE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CROSSBOW>Crossbow<e>
<L:DATABASE_ADVANCES,ADVANCE_CLASSICAL_EDUCATION>Classical Education<e>
[END]

[ADVANCE_GREEK_FIRE_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_TREBUCHET>Trebuchet<e>
[END]

[ADVANCE_GREEK_FIRE_GAMEPLAY]
A flammable composition that was used in warfare in Medieval times. More specifically the term refers to a mixture introduced by the Byzantine Greeks in the 7th century.
[END]

[ADVANCE_GREEK_FIRE_HISTORICAL]
Greek fire was an incendiary weapon used by the Eastern Roman Empire beginning 672 AD. Used to set fire to enemy ships, it consisted of a combustible compound emitted by a flame-throwing weapon. Some historians believe it could be ignited on contact with water, and was probably based on naphtha and quicklime. The Byzantines typically used it in naval battles to great effect, as it could continue burning while floating on water. The technological advantage it provided was responsible for many key Byzantine military victories, most notably the salvation of Constantinople from the first and second Arab sieges, thus securing the empire's survival.

The impression made by Greek fire on the western European Crusaders was such that the name was applied to any sort of incendiary weapon, including those used by Arabs, the Chinese, and the Mongols. However, these mixtures used formulas different from that of Byzantine Greek fire, which was a closely guarded state secret. Byzantines also used pressurized nozzles to project the liquid onto the enemy, in a manner resembling a modern flamethrower.
[END]

[ADVANCE_GUIDED_WEAPON_SYSTEMS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMPUTER>Computer<e>
<L:DATABASE_ADVANCES,ADVANCE_RADAR>Radar<e>
[END]

[ADVANCE_GUIDED_WEAPON_SYSTEMS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_CRUISE_MISSILE>Cruise Missile<e>
[END]

[ADVANCE_GUIDED_WEAPON_SYSTEMS_GAMEPLAY]
The advent of Guided Weapons Systems enables the creation of <L:DATABASE_UNITS,UNIT_CRUISE_MISSILE>Cruise Missiles<e>, which can be targeted from great distances.  Although they lack a nuclear warhead, these intercontinental missiles still manage to pack a punch.
[END]

[ADVANCE_GUIDED_WEAPON_SYSTEMS_HISTORICAL]
Guided weapon systems integrated tactical weapons with electronics for aiming, targeting and fire control.  They ranged from systems for antitank and antiaircraft defense, battlefield support and both aerial and naval combat.  In post-World War II conflicts, navies and air forces began outfitting ships and planes with various guided missiles and bombs, and their use and development continued for decades.
[END]

[ADVANCE_GUNPOWDER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GREEK_FIRE>Greek Fire<e>
<L:DATABASE_ADVANCES,ADVANCE_TRADE_GUILDS>Trade Guilds<e>
[END]

[ADVANCE_GUNPOWDER_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_ARQUEBUSIER>Arquebusier<e>
<L:DATABASE_UNITS,UNIT_HALBERDIER>Halberdier<e>
[END]

[ADVANCE_GUNPOWDER_GAMEPLAY]
The discovery of Gunpowder revolutionizes armed combat by exponentially increasing the deadly force potential of individual soldiers.  The <L:DATABASE_UNITS,UNIT_ARQUEBUSIER>Arquebusier<e> unit is such a soldier, whose attack and defense capabilities eclipse all other units of the time.

The first civilization to discover Gunpowder gains an attack bonus which reduces the effectiveness of other nations' city walls for the next 25 turns.

NOTE: <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Unit<e> upgrade opportunity. Discovery of this advance will allow the player to spend Gold in order to upgrade qualifying Elite Units (for example, from "Elite Spearman" to "Elite Hoplite". Upgradeable units must be located in a City, Fort, or Airbase.
[END]

[ADVANCE_GUNPOWDER_HISTORICAL]
Although black powder, also known as gunpowder, was thought to have originated in China, other evidence indicated that the Arabs were the first to develop it.  By 1304, the Arabs had invented the first firearm, a bamboo tube reinforced with iron that shot an arrow with a charge of gunpowder.  The Europeans adopted black powder for firearms use in the 14th and 15th centuries.  It was not until the late 17th century that gunpowder was employed for use in explosives for peacetime applications, such as mining and road building, as well as war.

Black powder is comprised of the solid ingredients saltpeter (potassium nitrate), charcoal and sulfur.  In the early days, manufacturers simply ground the ingredients together by hand with a mortar and pestle.  In the 15th century, wooden stamps connected to water-driven mills could grind larger quantities faster.  Power-driven metallic devices replaced these in the 19th century.
[END]

[ADVANCE_HERBALISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CEREMONIAL_BURIAL>Ceremonial Burial<e>
<L:DATABASE_ADVANCES,ADVANCE_WATER_LIFTS>Water Lifts<e>
[END]

[ADVANCE_HERBALISM_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_APOTHECARY>Apothecary<e>
<L:DATABASE_WONDERS,WONDER_VALLEY_OF_THE_KINGS>Valley of the Kings<e>
[END]

[ADVANCE_HERBALISM_GAMEPLAY]
Certain plants were discovered to have medicinal properties and were useful for increasing the chances of recovering from injuries and sickness.
[END]

[ADVANCE_HERBALISM_HISTORICAL]
Until the advent of more modern medicine, the use of herbs and other natural substances was the principal way of treating diseases. This practice, dating from earliest times, has developed over the millennia. Apothecaries played an important part in many civilizations including Greek, Egyptian, Macedonian, Roman and Chinese.
[END]

[ADVANCE_HEXTAPUL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GAIA_CONTROLLER>Gaia Controller<e>
[END]

[ADVANCE_HEXTAPUL_STATISTICS]
Gives:
Nothing
[END]

[ADVANCE_HEXTAPUL_GAMEPLAY]
The final Advance in the Tech Tree. Has a huge cost and exists solely to give the player something to Research at the End of the Game.
[END]

[ADVANCE_HEXTAPUL_HISTORICAL]
Not Applicable.
[END]

[ADVANCE_HIPPOCRATIC_SCHOOL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HERBALISM>Herbalism<e>
<L:DATABASE_ADVANCES,ADVANCE_PHILOSOPHY>Philosophy<e>
[END]

[ADVANCE_HIPPOCRATIC_SCHOOL_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_PHYSICIAN>Physician<e>
[END]

[ADVANCE_HIPPOCRATIC_SCHOOL_GAMEPLAY]
Although medicine was very primitive during the Ancient age, Hippocrates did make advances in that field, and helped spur the discovery of better means of healing.
[END]

[ADVANCE_HIPPOCRATIC_SCHOOL_HISTORICAL]
Hippocrates of Kos (460-370 BC), was a Greek physician of the classical period who is considered one of the most outstanding figures in the history of medicine. He is traditionally referred to as the "Father of Medicine" in recognition of his lasting contributions to the field, such as the use of prognosis and clinical observation, the systematic categorization of diseases, or the formulation of humoral theory. The Hippocratic school of medicine revolutionized ancient Greek medicine, establishing it as a discipline distinct from other fields with which it had traditionally been associated (theurgy and philosophy), thus establishing medicine as a profession.

However, the achievements of the writers of the Hippocratic Corpus, the practitioners of Hippocratic medicine, and the actions of Hippocrates himself were often conflated; thus very little is known about what Hippocrates actually thought, wrote, and did. Hippocrates is commonly portrayed as the paragon of the ancient physician and credited with coining the Hippocratic Oath, which is still relevant and in use today. He is also credited with greatly advancing the systematic study of clinical medicine, summing up the medical knowledge of previous schools, and prescribing practices for physicians through the Hippocratic Corpus and other works.
[END]

[ADVANCE_HORSE_ARMOR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MOBILE_TACTICS>Mobile Tactics<e>
<L:DATABASE_ADVANCES,ADVANCE_BARRACKS>Barracks<e>
[END]

[ADVANCE_HORSE_ARMOR_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_HORSEMAN>Horseman<e>
[END]

[ADVANCE_HORSE_ARMOR_GAMEPLAY]
Horse Armor made cavalry better equipped to handle the rigors of new infantry tactics.
[END]

[ADVANCE_HORSE_ARMOR_HISTORICAL]
The infantry hoplite dominated warfare for several centuries. Gradually the limitations of the armoured foot soldier became apparent and cavalry, originally used only for scouting and skirmishing, were armoured and equipped with thrusting spears so they could provide shock value as well as mobility to armies. A good example of armoured horseman tactics were those utilized by the Companions of Alexander the Great, the "Hammer" of his army.
[END]

[ADVANCE_HORSE_RIDING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DOMESTICATION>Domestication<e>
<L:DATABASE_ADVANCES,ADVANCE_PROJECTILE_WEAPONS>Projectile Weapons<e>
[END]

[ADVANCE_HORSE_RIDING_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_JAVELIN_CAVALRY>Javelin Cavalry<e>
[END]

[ADVANCE_HORSE_RIDING_GAMEPLAY]
The domestication of horses and standardization of Horse Riding tactics opened up new opportunities in trade, combat and labor.  People can travel greater distances on horseback, improving the reach of their trade routes.

The <L:DATABASE_UNITS,UNIT_JAVELIN_CAVALRY>Javelin Cavalry<e> unit utilizes the speed and range of a horse, to scout out vast areas of terrain.
[END]

[ADVANCE_HORSE_RIDING_HISTORICAL]
It is unknown when horses were first domesticated, but it is almost certainly after the domestication of dogs or of cattle.  Historians have speculated that a tribe of Indo-European origin living in the steppes of central Asia may have been the first to use horses for more than just food.

Humans used horses for a variety of purposes.  More than any other animal, the horse has had a unique, almost partner-oriented relationship with the humans it serves.  It was used to plow fields and bring in the harvest, transport goods and carry passengers.  It followed game and helped track cattle, and, most importantly, carried humans into battle and brought intrepid adventurers to far-off lands.  Humans used horses for recreation and sport, in the form of jousting, carousels and the sport of riding.
[END]

[ADVANCE_HT_SUPERCONDUCTOR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FUEL_CELLS>Fuel Cells<e>
<L:DATABASE_ADVANCES,ADVANCE_ADVANCED_COMPOSITES>Advanced Composites<e>
[END]

[ADVANCE_HT_SUPERCONDUCTOR_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_FIELD_DYNAMICS_LABORATORY>Field Dynamics Laboratory<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MAGLEV>Maglevs<e>
[END]

[ADVANCE_HT_SUPERCONDUCTOR_GAMEPLAY]
High Temperature Superconductors are a major Advance, enabling a wide range of new technological devices that take advantage of superconductors, but do not need to meet the expensive and cumbersome coolant requirements of regular superconductors.

The <L:DATABASE_WONDERS,WONDER_FIELD_DYNAMICS_LABORATORY>Field Dynamics Laboratory<e> represents the zenith of <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e> scientific achievement.  It becomes the center of breakthrough research and increases <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> throughout the host empire.

Magnetic Levitation Trains, or <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MAGLEV>Maglevs<e>, are transit systems that whiz along the surface of the earth at speeds well in excess of any other form of land transportation.  As a <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvement<e>, they are the fastest way to get around, dramatically reducing the movement costs associated with any terrain they are built on.
[END]

[ADVANCE_HT_SUPERCONDUCTOR_HISTORICAL]
Since the discovery of superconducting materials, scientists have searched for superconductors that could operate at normal, naturally occurring temperatures.  Many early superconductors were sensitive to such things as oxygen content and humidity and, perhaps most limiting, require extremely low temperatures to operate.  Their lack of resistance made superconductors ideal for electromagnets that generated large magnetic fields with no energy loss.  They were used primarily in medical diagnosis, materials science and particle accelerators.

In the mid-21st century, scientists developed highly synthesized ceramic compounds that could maintain superconductivity at room temperature.  Coupled with their tolerance for all but the most severe atmospheric conditions, these new high temperature superconductors had a much greater range of applications than previous superconductors did.  High temperature superconductors revolutionized Magnetic Levitation Train (Maglev) technology and enabled engineers to develop high-speed maglevs capable of speeds in excess of 300 mph.

Scientific research also benefited from high temperature superconductors.  The Field Dynamics Laboratory employed high temperature superconductors in diagnostic machines and monitoring instruments, enabling scientists to measure the results of experiments with unprecedented sensitivity.
[END]

[ADVANCE_HULL_MAKING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MAP_MAKING>Map Making<e>
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>
[END]

[ADVANCE_HULL_MAKING_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_FOOD_IMPORTS>Food Imports<e>
<L:DATABASE_UNITS,UNIT_QUINQUEREME>Quinquereme<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_FORTIFICATIONS>Shipyard<e>
[END]

[ADVANCE_HULL_MAKING_GAMEPLAY]
Hull Making enables seafaring people to build ships capable of withstanding the more turbulent waters of the deep oceans.  The <L:DATABASE_UNITS,UNIT_QUINQUEREME>Quinquereme<e> is one of the most powerful units, capable of traveling across any kind of ocean. Ships are now large enough to provide <L:DATABASE_BUILDINGS,IMPROVE_FOOD_IMPORTS>Food Imports<e> to Coastal Cities.
[END]

[ADVANCE_HULL_MAKING_HISTORICAL]
Although skin boats like the coracle were widely used in calm and shallow waters around the world, they had little impact on the development of wooden-hulled ships.  The dugout boat, a long, slender boat carved out of the trunk of a massive tree was developed from 300 BC on.  The Viking longship was one of the first seafaring vessels that employed a clinker-built hull with overlapping planks of wood.  A single square sail and oarsmen propelled it, and it performed exceptionally in heavy seas.  Ranging from 45 to 75 feet in length, it was a main component of Viking pirate raids in the 9th century and even brought Leif Eriksson to America in 1000 AD.  Although the Dutch, French, English and Germans also employed the longship in war and in trade, only the Vikings managed to venture across the Atlantic Ocean.
[END]

[ADVANCE_HUMAN_CLONING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DIGITAL_ENCRYPTION>Digital Encryption<e>
<L:DATABASE_ADVANCES,ADVANCE_GENETICS>Genetics<e>
[END]

[ADVANCE_HUMAN_CLONING_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_INCUBATION_CENTER>Incubation Center<e>
[END]

[ADVANCE_HUMAN_CLONING_GAMEPLAY]
Human cloning is the ability to reproduce flawless copies of existing human beings.

The <L:DATABASE_BUILDINGS,IMPROVE_INCUBATION_CENTER>Incubation Center<e> relieves women of the burden of childbirth, producing children through a cloning process, and increasing <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> in <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> as a result.
[END]

[ADVANCE_HUMAN_CLONING_HISTORICAL]
Human Cloning was a radical discovery affecting every aspect of life.  Although early efforts in the 20th century to achieve this goal were met with great controversy, scientists continued to pursue it until they finally achieved their goals.  Although many people had ethical, religious and philosophical concerns about the implications of human cloning, the temptation to crack the genetic code and experiment with the replication of human life was too great to resist.  Long after the success of the Genome Project, geneticists set about exploring ways in which human genetic material could be created.  In the late 21st century, they succeeded in synthesizing a human kidney, which was successfully implanted into a subject.  On February 10, 2098, the first human clone was born in the Center for Genetic Creation in Santa Monica, California.  Using a prototypical incubation machine, geneticists at the CGC were able to provide a perfect environment for cell replication and fetal nurturing.  In the coming years, incubation centers sprang up across the world, making available the opportunity to have a child without in utero gestation.
[END]

[ADVANCE_INDUSTRIAL_REVOLUTION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MODERN_METALLURGY>Modern Metallurgy<e>
<L:DATABASE_ADVANCES,ADVANCE_ECONOMICS>Economics<e>
[END]

[ADVANCE_INDUSTRIAL_REVOLUTION_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_IRONCLAD>Ironclad<e>
<L:DATABASE_BUILDINGS,IMPROVE_FACTORY>Factory<e>
[END]

[ADVANCE_INDUSTRIAL_REVOLUTION_GAMEPLAY]
The Industrial Revolution ushers in the modern era of factory-driven <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>.  It gives <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> <L:DATABASE_BUILDINGS,IMPROVE_FACTORY>Factories<e>, which improve <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> at the expense of the environment.
[END]

[ADVANCE_INDUSTRIAL_REVOLUTION_HISTORICAL]
The English economic historian Arnold Toynbee (1852-83) was the first to popularize the term Industrial Revolution, using it to describe England's economic development from 1760 to 1840.  Since his time, other historians have more broadly applied the term to any society that changed from an agrarian, artisan economy to one in which industry and machine manufacturing prevailed.  The primary changes of the Industrial Revolution were technological, socioeconomic and cultural.

Technological changes included use of new materials, such as iron and steel, and the use of new energy sources, including coal, the steam engine, electricity and the petroleum-based internal combustion engine.  In addition, new machines, such as the spinning jenny and the power loom vastly increased the production of materials with a minimum of human energy.  The factory system further divided labor and increased specialization of function.  The application of science to industry also marked one major change, making possible a vastly increased use of natural resources and the mass production of manufactured goods.  The technological advancements of the Industrial Revolution made important developments in transportation and communication, including steam-powered ships and locomotives, automobiles, airplanes, telegraphs and radio, possible.

Socioeconomic and cultural changes manifest in larger, more populous cities, an explosion in the size of the working class, and a wider redistribution of wealth.  Land as a source of wealth diminished in relevance as rising industrial production and international trade placed greater value in having control over the means of production and distribution of goods.  Although workers were overwhelmingly poor and disenfranchised, a new commerce-fueled middle class emerged as a political and social force.  New state policies reflected the needs of the shifting industrial society.  Perhaps the most important shift in culture came from the redefinition of the role of the worker.  No longer craftsmen working with tools, workers were now machine operators, subject to factory discipline.  Working class political movements began to call into question the devaluation of an individual's worth and skill at the hands of a new production paradigm that sought to minimize human involvement.  Despite sizeable leaps in the efficiency and productive capacity of industry and commerce, the new industrial culture valued prosperity and progress over the needs of common people, a cultural conflict that continued to play out for centuries.
[END]

[ADVANCE_INTERNAL_COMBUSTION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OIL_REFINING>Oil Refining<e>
<L:DATABASE_ADVANCES,ADVANCE_ELECTRICITY>Electricity<e>
[END]

[ADVANCE_INTERNAL_COMBUSTION_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_TROOP_SHIP>Troop Ship<e>
[END]

[ADVANCE_INTERNAL_COMBUSTION_GAMEPLAY]
The Internal Combustion engine is one of the most versatile machines of the <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e>.  It is the most prevalent source of power for commercial and industrial vehicles.  Capable of carting a small army across the world, the <L:DATABASE_UNITS,UNIT_TROOP_SHIP>Troop Ship<e> unit enables ocean-based transport on a large scale.
[END]

[ADVANCE_INTERNAL_COMBUSTION_HISTORICAL]
The internal combustion engine emerged in the 19th century as a substitute for steam power.  Cannon provided inspiration, and early efforts involved igniting gunpowder in a cylinder to power a piston.  Finding a suitable fuel was the greatest problem, as was finding a way to ignite it in a closed space to produce an action that could be easily and quickly repeated.  The addition of gas solved only the first problem, until Etienne Lenoir built the first successful gas engine in Paris in 1859.  It used gas and air ignited by electric sparks to power a single piston.  In 1878, German Inventor Nikolaus Otto refined the internal combustion engine by introducing the four-stroke cycle of induction-compression-ignition-exhaust that has been known by his name ever since.  Small industrial operations opted for the gas engine as a source of power, as it was a cheaper and less maintenance-intensive than boiler rooms.

The internal combustion engine was an ideal power source for vehicles as well.  Small ships, like the troop ship, no longer had to rely on steam power, and used gas engines quite frequently.
[END]

[ADVANCE_INTERNET_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_QUANTUM_MECHANICS>Quantum Physics<e>
<L:DATABASE_ADVANCES,ADVANCE_NUCLEAR_POWER>Nuclear Power<e>
[END]

[ADVANCE_INTERNET_STATISTICS]
Gives:
Access to new <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>
[END]

[ADVANCE_INTERNET_GAMEPLAY]
The Internet represents the single greatest collection of information and services in human history.  People are able to research, communicate, collaborate, and transact business at high speeds, across national borders, with unprecedented freedom.

The first civilization to discover the Internet gets a 5% increase in <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> for the next 30 turns.
[END]

[ADVANCE_INTERNET_HISTORICAL]
In 1973, the United States Defense Advanced Research Project Agency (DARPA) began a project designed to research technologies for interlinking computer networks of various kinds.  Its objective was to develop protocols to allow computers to communicate transparently across multiple linked networks.  The system of networks that emerged from the "Internetting" project was known as the "Internet."  The protocols system that emerged from this research project was known as the TCP/IP (Transmission Control Protocol/Internet Protocol) protocol suite.

In 1986, the U.S. National Science Foundation (NSF) began development on the NSFNET, which, with its 45 megabit per second facilities, became a major "backbone" of the modern-day Internet.  Eventually, the National Aeronautics and Space Administration (NASA) and the U.S. Department of Energy added backbone facilities known as NSINET and ESNET, respectively.  By 1991, the Internet had grown to include over 5,000 networks in almost 40 countries, serving and connecting more than 700,000 host computers used by more than 4,000,000 people.

Although initially, a large percentage of the support for the Internet community came from the U.S. Federal Government, due to its roots as a government-funded research project, private commercial facilities began to take over in the 1980s and, eventually, comprised the bulk of the system.  Several non-governmental organizations, such as the Internet Activities Board, were formed to supervise progress, organize research and development projects and provide a semblance of central direction to what was essentially a cooperative effort on the part of multiple agencies.

In the 1990s, the Internet was expanded beyond government and university research uses to bring millions of individuals together.  Several companies, called Internet Service Providers (ISPs), began to lease access to the Internet for the purposes of electronic mail and access to the World Wide Web.  The gradual explosion of Internet users expanded the potential of the Internet in the realms of communication, business, marketing and entertainment.
[END]

[ADVANCE_IRON_WORKING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BARRACKS>Barracks<e>
<L:DATABASE_ADVANCES,ADVANCE_GEOMETRY>Geometry<e>
[END]

[ADVANCE_IRON_WORKING_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_COLOSSUS>Colossus<e>
<L:DATABASE_UNITS,UNIT_LEGION>Legion<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MINE>Mines<e>
[END]

[ADVANCE_IRON_WORKING_GAMEPLAY]
Iron is a cheaper, more plentiful and durable material than bronze.  The development of tools and methods to manipulate iron contributes to the advance of warfare. The downside of this technology is that man now has the ability to <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> productive lands into <L:DATABASE_TERRAIN,TERRAIN_DESERT>Deserts<e>.

With the discovery of this Advance, Great House units (such as <L:DATABASE_UNITS,UNIT_SARGON>Sargon<e>) now capture Plunder (<L:DATABASE_UNITS,UNIT_PLUNDER_II>Captives<e>) instead of Recruits (<L:DATABASE_UNITS,UNIT_HOPLITE>Hoplites<e>).

NOTE: <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Unit<e> upgrade opportunity. Discovery of this advance will allow the player to spend Gold in order to upgrade qualifying Elite Units (for example, from "Elite Spearman" to "Elite Hoplite". Upgradeable units must be located in a City, Fort, or Airbase.
[END]

[ADVANCE_IRON_WORKING_HISTORICAL]
In Asia Minor during the 2nd millennium BC, wrought iron began to replace bronze in tools and weaponry.  By the 3rd century BC, it was a well-established material in China, India and much of the Mediterranean.  Iron's dominance was due in large part to its availability.  Whereas bronze required both copper and tin, both of which were scarce, iron was an abundant natural resource.  Wrought iron and, later cast iron, was a principle material for both peace and war for many centuries.
[END]

[ADVANCE_ISLAM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_THEOLOGY>Theology<e>
[END]

[ADVANCE_ISLAM_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_ISLAM>The Koran<e>
<L:DATABASE_WONDERS,WONDER_MECCA>Mecca<e>
<L:DATABASE_BUILDINGS,IMPROVE_MOSQUE>Mosque<e>
[END]

[ADVANCE_ISLAM_GAMEPLAY]
The prophet Muhammad created the tenets of Islam, ushering a new and vibrant religion into the world.

The first civilization to discover Islam gets a 1 point increase in <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for the next 250 turns.
[END]

[ADVANCE_ISLAM_HISTORICAL]
Islam is an Abrahamic monotheistic religion centered primarily around the Quran, a religious text considered by Muslims to be the direct word of God (or Allah) as it was revealed to Muhammad, the main and final Islamic prophet. It is the world's second-largest religion behind Christianity, with its followers ranging between 1-1.8 billion globally, or around a quarter of the world's population. Due to the average younger age and higher fertility rate, Islam is the world's fastest growing major religious group, and is projected to be the world's largest religion by the end of the 21st century, surpassing that of Christianity. It teaches that God is merciful, all-powerful, and unique, and has guided humanity through various prophets, revealed scriptures, and natural signs, with the Quran serving as the final and universal revelation and Muhammad serving as the "Seal of the Prophets" (the last prophet of God). The teachings and practices of Muhammad (sunnah) documented in traditional collected accounts (hadith) provide a secondary constitutional model for Muslims to follow after the Quran.

Muslims believe that Islam is the complete and universal version of a primordial faith that was revealed many times through earlier prophets such as Adam, Noah, Abraham, Moses, and Jesus, among others; these earlier revelations are attributed to Judaism and Christianity, which are regarded in Islam as spiritual predecessor faiths. They also consider the Quran, when preserved in Classical Arabic, to be the unaltered and final revelation of God to humanity. Like other Abrahamic religions, Islam also teaches of a "Final Judgement" wherein the righteous will be rewarded in paradise (Jannah) and the unrighteous will be punished in hell (Jahannam). The religious concepts and practices of Islam include the Five Pillars of Islam - considered obligatory acts of worship - and following Islamic law, sharia, which touches on virtually every aspect of life, from banking and finance and welfare to women's roles and the environment. The Five Pillars comprise Shahada, the Islamic oath and creed; Salah, daily prayers; Zakat, forms of almsgiving; Sawm, religious fasting; and Hajj, a mandated once-in-a-lifetime pilgrimage to Mecca during the 12th month of the lunar calendar. Khitan, the religious rite of circumcision, is seen as obligatory or recommendable for male followers. Prominent religious festivals include Ramadan, Eid al-Fitr, and Eid al-Adha. The cities of Mecca, Medina, and Jerusalem are home to the three holiest sites in Islam, in descending order: Masjid al-Haram, Al-Masjid an-Nabawi, and Al-Aqsa Mosque, respectively.
[END]

[ADVANCE_JET_PROPULSION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NAVAL_AVIATION>Naval Aviation<e>
<L:DATABASE_ADVANCES,ADVANCE_AERODYNAMICS>Aerodynamics<e>
[END]

[ADVANCE_JET_PROPULSION_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_BOMBER>Bomber<e>
[END]

[ADVANCE_JET_PROPULSION_GAMEPLAY]
Jet Propulsion revolutionizes the world of <L:DATABASE_ADVANCES,ADVANCE_AERODYNAMICS>Aerodynamics<e>.  By outfitting planes with jet engines, one can increase the range and speed of aircraft.  The <L:DATABASE_UNITS,UNIT_BOMBER>Bomber<e> is such a plane, capable of flying great distances and attacking with devastating power.
[END]

[ADVANCE_JET_PROPULSION_HISTORICAL]
In 1930, British aeronautical engineer Sir Frank Whittle was awarded a patent for a gas turbine engine.  Although others had developed similar engines, his design became the first practical application of modern jet propulsion technology.  In 1935, he applied his design to the development of the W-1 turbojet engine, which made its first flight in 1941.  Over the next five decades, jet propulsion technology continued to advance.  Late in World War II, the first jet-powered fighters entered service.  The first commercial jet airplane, the British Comet, flew in 1952 but stopped service after two serious accidents in 1954.  The Boeing 707 was the first U.S. commercial jet airplane tested and it began commercial service in 1958.

Jet propulsion technology revolutionized aeronautics, rocketry and space flight.  Continued developments resulted in piloted aircraft reaching speeds several times greater than the speed of sound.
[END]

[ADVANCE_JUDAISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MONOTHEISM>Monotheism<e>
[END]

[ADVANCE_JUDAISM_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_JUDAISM>The Torah<e>
[END]

[ADVANCE_JUDAISM_GAMEPLAY]
Judaism is the source from which two major religions arose, Christianity and Islam.

The first civilization to discover Judaism gets a 1 point increase in <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for the next 250 turns.
[END]

[ADVANCE_JUDAISM_HISTORICAL]
Judaism is an Abrahamic, monotheistic, and ethnic religion comprising the collective religious, cultural, and legal tradition and civilization of the Jewish people. It has its roots as an organized religion in the Middle East during the Bronze Age. Modern Judaism evolved from Yahwism, the religion of ancient Israel and Judah, by the late 6th century BC, and is thus considered to be one of the oldest monotheistic religions. Judaism is considered by religious Jews to be the expression of the covenant that God established with the Israelites, their ancestors. It encompasses a wide body of texts, practices, theological positions, and forms of organization.

The Torah, as it is commonly understood by Jews, is part of the larger text known as the Tanakh. The Tanakh is also known to secular scholars of religion as the Hebrew Bible, and to Christians as the "Old Testament". The Torah's supplemental oral tradition is represented by later texts such as the Midrash and the Talmud. The Hebrew word torah can mean "teaching", "law", or "instruction", although "Torah" can also be used as a general term that refers to any Jewish text that expands or elaborates on the original Five Books of Moses. Representing the core of the Jewish spiritual and religious tradition, the Torah is a term and a set of teachings that are explicitly self-positioned as encompassing at least seventy, and potentially infinite, facets and interpretations. Judaism's texts, traditions, and values strongly influenced later Abrahamic religions, including Christianity and Islam. Hebraism, like Hellenism, played a seminal role in the formation of Western civilization through its impact as a core background element of Early Christianity.
[END]

[ADVANCE_JURISPRUDENCE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DYNASTY>Dynasty<e>
<L:DATABASE_ADVANCES,ADVANCE_MONOTHEISM>Monotheism<e>
[END]

[ADVANCE_JURISPRUDENCE_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_COURTHOUSE>Courthouse<e>
[END]

[ADVANCE_JURISPRUDENCE_GAMEPLAY]
The development and standardization of legal procedures brings order to a society.  Rules ranging from the ownership and exploitation of property to the proper conduct between fellow humans are a major step towards a civilized populace.  

A <L:DATABASE_BUILDINGS,IMPROVE_COURTHOUSE>Courthouse<e> in a city reduces crime by providing a forum in which laws can be defined and enforced.
[END]

[ADVANCE_JURISPRUDENCE_HISTORICAL]
Jurisprudence, the study of law, existed since the earliest iterations of society, since the stability of a society often rested on the rules governing conduct.  One of the earliest known sets of laws, Hammurabi's Code covered matters ranging from criminal law to taxation and property laws. The most complex system of laws in the ancient world belonged to the Romans. Under the emperor Justinian, all laws were collected and organized to form the Roman Civil Law that shaped the foundation of many modern legal systems.
[END]

[ADVANCE_LEGAL_SYSTEM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DEMOCRACY>Democracy<e>
<L:DATABASE_ADVANCES,ADVANCE_MASS_MEDIA>Mass Media<e>
[END]

[ADVANCE_LEGAL_SYSTEM_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_CORRECTIONAL_FACILITY>Correctional Facility<e>
<L:DATABASE_WONDERS,WONDER_ZERO_CRIME_BILL>Zero-Crime Bill<e>
<L:DATABASE_UNITS,UNIT_LEGAL_TEAM>Legal Team<e>
[END]

[ADVANCE_LEGAL_SYSTEM_GAMEPLAY]
Developments in legal theory and practice have inserted the modern Legal System into every aspect of society. A single lawyer is no longer enough, and a full <L:DATABASE_UNITS,UNIT_LEGAL_TEAM>Legal Team<e> is almost essential when dealing with large Corporations and Governments. The Legal Team can rid <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> of <L:DATABASE_UNITS,UNIT_CORPORATE_BRANCH>Corporate Branches<e>, as well as <L:DATABASE_ORDERS,ORDER_INJOIN>Filing Injunctions<e> to halt <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> in foreign cities.  The Correctional Facility is a high-tech way of managing <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e> on a large scale, while the <L:DATABASE_WONDERS,WONDER_ZERO_CRIME_BILL>Zero-Crime Bill<e> Wonder decriminalizes many petty crimes, reducing prison populations and crime across the empire.
[END]

[ADVANCE_LEGAL_SYSTEM_HISTORICAL]
The malleability of law predicates the need for a class of full-time professionals whose avocation is the study, interpretation and enactment of law.  Although professional lawyers had been around since ancient times, the early 20th century saw a dramatic rise in the ranks of lawyers and lawmakers around the world.  As society, particularly the business and technological portions, became more complex, and the potential for abuse increased dramatically, the modern legal system has evolved and expanded to meet the needs of due process.
[END]

[ADVANCE_LIFE_EXTENSION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CYBERNETICS>Cybernetics<e>
<L:DATABASE_ADVANCES,ADVANCE_GENETIC_TAILORING>Genetic Tailoring<e>
[END]

[ADVANCE_LIFE_EXTENSION_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_BODY_EXCHANGE>Body Exchange<e>
[END]

[ADVANCE_LIFE_EXTENSION_GAMEPLAY]
Life Extension takes people another step towards immortality.  With the <L:DATABASE_BUILDINGS,IMPROVE_BODY_EXCHANGE>Body Exchange<e> <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e>, people have the opportunity to transfer their consciousness to a new, healthier body, extending their years on the planet considerably.

The first civilization to discover Life Extension gets a 2 point increase in <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for the next 15 turns.
[END]

[ADVANCE_LIFE_EXTENSION_HISTORICAL]
Soon after genetic tailoring enabled people to customize the lives of their offspring, further genetic research enabled people to create new bodies in order to extend their life span.  The Body Exchange Center used a complex neural interface system to transfer their consciousness from their old brains into their new ones.  The system also downloaded neurological data into the new body's nervous system, smoothing the transition to a new physical form.  With life extension, humanity was a significant step closer to immortality.
[END]

[ADVANCE_LIQUID_BREATHING_APPARATUS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GENETICS>Genetics<e>
<L:DATABASE_ADVANCES,ADVANCE_STEALTH_TECHNOLOGY>Stealth Technology<e>
[END]

[ADVANCE_LIQUID_BREATHING_APPARATUS_STATISTICS]
Gives:
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_HARVESTER>Undersea Harvester<e>
<L:DATABASE_UNITS,UNIT_SCOUT_SUB>Scout Sub<e>
[END]

[ADVANCE_LIQUID_BREATHING_APPARATUS_GAMEPLAY]
Fluid Breathing is an Advance that enables humans to explore the farthest depths of the ocean, unencumbered by the need for pressurized cabins in underwater craft.  By filling the lungs with a special fluid, the human body is no longer limited by its ability to withstand the pressure of the deep.

The <L:DATABASE_UNITS,UNIT_SCOUT_SUB>Scout Sub<e> takes advantage of this technology, making it a powerful, fast and deep-running underwater unit.
[END]

[ADVANCE_LIQUID_BREATHING_APPARATUS_HISTORICAL]
The extremely hostile environment of the deepest oceans had prevented manned exploration of the ocean floor for much of the 20th century.  As fluid breathing systems became available, the worst problem, that of human reliance on properly pressurized oxygen to breathe, was finally dealt with.  Research into the differences between human lungs and fish gills revealed structural, but not compositional, differences in the oxygen membrane of each.  In other words, they were fundamentally the same material, although their uses differed slightly.  Filling lungs with an oxygen-infused fluorocarbon emulsion was the answer, enabling the lungs to derive oxygen and sustain the function.  Combined with a deep-water suit to protect the body against cold and pressure, the fluid breathing system opened up the world of submarine canyons, trenches and ocean floors to manned research craft.  Military applications prevailed with the development of the scout submarine.
[END]

[ADVANCE_MACHINE_TOOLS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MECHANICAL_CLOCK>Mechanical Clock<e>
<L:DATABASE_ADVANCES,ADVANCE_PRINTING_PRESS>Printing Press<e>
[END]

[ADVANCE_MACHINE_TOOLS_STATISTICS]
Gives:
Access to new <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>
[END]

[ADVANCE_MACHINE_TOOLS_GAMEPLAY]
Continued advancements in production capabilities increased the pace of technological advance.
[END]

[ADVANCE_MACHINE_TOOLS_HISTORICAL]
The first machine tools were the fore runner of the industrial revolution and mass production. Eli Whitney's cotton gin introduced interchangeable parts and this led to more efficient production, reliability and reduced costs.
[END]

[ADVANCE_MAP_MAKING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SAILS>Sails<e>
<L:DATABASE_ADVANCES,ADVANCE_CURRENCY>Currency<e>
[END]

[ADVANCE_MAP_MAKING_STATISTICS]
Gives:
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PORT>Port<e>
<L:DATABASE_WONDERS,WONDER_LIGHTHOUSE_OF_ALEXANDRIA>Lighthouse of Alexandria<e>
<L:DATABASE_UNITS,UNIT_TRIREME>Trireme<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FISHERIES>Fisheries<e>
[END]

[ADVANCE_MAP_MAKING_GAMEPLAY]
Maps allowed people to make a record of where lands were located in relation to their own lands.
[END]

[ADVANCE_MAP_MAKING_HISTORICAL]
Map making is one of the oldest and most important human activities. The ability to record the landscape was recognised very early and exercised the minds of many philosophers, navigators and explorers. The ability to exchange maps quickened the spread of knowledge and the development of commerce.
[END]

[ADVANCE_MASONRY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ARCHITECTURE>Architecture<e>
[END]

[ADVANCE_MASONRY_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_GREAT_WALL>Great Wall<e>
<L:DATABASE_BUILDINGS,IMPROVE_CITY_WALLS>City Walls<e>
<L:DATABASE_CONCEPTS,CONCEPT_INFRASTRUCTURE>Infrastructure<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FORTIFICATIONS>Fortification<e>
[END]

[ADVANCE_MASONRY_GAMEPLAY]
Better methods of stone carving and architectural advances allowed for the construction of even greater edifices.
[END]

[ADVANCE_MASONRY_HISTORICAL]
Some societies, such as the Egyptians, standardized masonry techniques as early as 4000 BC.  Masonry is divided into two broad categories called rubble and ashlar.  Rubble involves irregular and coarsely jointed quarried and field stones.  Ashlar, by contrast, is made up of cut stones set with fine, close joints.  Some cultures opted to use mortar and other adhesives, but others used "dry masonry."

The limitations of geography and whatever geological conditions prevailed have affected access to masonry materials.  Sandstone, limestone, alabaster, granite and basalt dominate Egyptian architecture as sun-dried and kiln-glazed clay bricks are found in Persian and Assyrian structures.  Masonry became a crucial skill for ancient peoples, and its mastery has enabled civilizations to solve many problems of resource access, national security and city expansion.

The Romans made extensive use of masonry, adapting their methods to the idiosyncrasies of each geographic area they ruled.  Perhaps the most famous Roman masonry achievement was their aqueduct system.  Stretching for hundreds of miles, from Gaul to Asia Minor, aqueducts provided Roman citizens and subjects with fresh water for public baths, toilets, and fountains.

Built in the 3rd century BC, the Great Wall of China is one of the wonders of the world.  Winding along 1,500 miles of Northern China from the Gansu province to the Hebei province, it was designed to protect China from northern nomads and invaders.  Almost all of it is earth and stone faced with brick, an example of the permanency and durability of masonry.
[END]

[ADVANCE_MASS_MEDIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ECONOMICS>Economics<e>
<L:DATABASE_ADVANCES,ADVANCE_ELECTRICITY>Electricity<e>
[END]

[ADVANCE_MASS_MEDIA_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_TELEVANGELIST>Televangelist<e>
<L:DATABASE_BUILDINGS,IMPROVE_TELEVISION>Television<e>
[END]

[ADVANCE_MASS_MEDIA_GAMEPLAY]
With the invention of the <L:DATABASE_BUILDINGS,IMPROVE_TELEVISION>Television<e>, the age of Mass Media begins.  <L:DATABASE_BUILDINGS,IMPROVE_TELEVISION>Television<e> is an economic boon to <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  The <L:DATABASE_UNITS,UNIT_TELEVANGELIST>Televangelist<e> takes advantage of television's reach to bring his message of redemption to the people.
[END]

[ADVANCE_MASS_MEDIA_HISTORICAL]
Although radio was a primary source of news and entertainment for much of the civilized world, the television became the overwhelmingly dominant medium in the late 20th century.  The first two decades of the 20th century saw developments in picture tube technology, methods of amplifying electronic signals and the theoretical formulation of the electronic-scanning principle.  These advancements later became the basis of the modern television.  In 1932, the Radio Corporation of America employed a camera tube called an iconoscope and a cathode-ray tube in the receiver of one of the first all-electronic televisions.  By the 1950s, there were separate color and black-and-white signals broadcast.  Televisions became a standard fixture in the living rooms of America, supplanting radio as the dominant source of entertainment.  By the 1960s, television had reached many other nations and, by the end of the 20th century had influenced virtually every aspect of the societies in which it was used, from politics and culture to art and entertainment.
[END]

[ADVANCE_MASS_PRODUCTION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_EXPLOSIVES>Explosives<e>
<L:DATABASE_ADVANCES,ADVANCE_INTERNAL_COMBUSTION>Internal Combustion<e>
[END]

[ADVANCE_MASS_PRODUCTION_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_FRIGATE>Subchaser<e>
<L:DATABASE_UNITS,UNIT_MACHINE_GUNNER>Machine Gunner<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_SONAR_BUOYS>Sonar Buoy<e>
[END]

[ADVANCE_MASS_PRODUCTION_GAMEPLAY]
Mass Production represents an explosion in the productive power of <L:DATABASE_BUILDINGS,IMPROVE_FACTORY>Factories<e> to generate finished goods.  The Advance makes the <L:DATABASE_UNITS,UNIT_FRIGATE>Subchaser<e> and the <L:DATABASE_UNITS,UNIT_MACHINE_GUNNER>Machine Gunner<e> available.  The <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_SONAR_BUOYS>Sonar Buoy<e> is a strong defensive weapon in naval combat.

The first civilization to discover Mass Production gets a 5% boost in <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> for the next 15 turns.

NOTE: <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Unit<e> upgrade opportunity. Discovery of this advance will allow the player to spend Gold in order to upgrade qualifying Elite Units (for example, from "Elite Spearman" to "Elite Hoplite". Upgradeable units must be located in a City, Fort, or Airbase.
[END]

[ADVANCE_MASS_PRODUCTION_HISTORICAL]
The Industrial Revolution ushered in the age of factory-driven production, with huge machines and increased automation, thus virtually eliminating the need for highly skilled artisans and craftsmen.  Factory systems continued to evolve throughout the 19th and 20th centuries, and, in 1913, a moving conveyor belt installed in an automobile plant in Dearborn, Michigan became the first instance of modern mass production techniques in use.  One of the progenitors of mass production was industrialist and inventor Henry Ford.  He and his colleagues examined the historical benefits of dividing the manufacturing process into sequences of individual tasks, each performed by a specially trained worker.  Ford further refined his conveyor belt operations by employing the time and motion studies pioneered by F.W. Taylor and Lillian B. Gilbreth in the late 19th and early 20th centuries.

Mass production techniques took the manufacturing world by storm.  Specialization, division of labor and standardization of parts lowered the cost, improved the quality and increased the quantity of finished goods.  These changes particularly affected large-scale manufacturing operations, such as automobile, ship and airplane building.
[END]

[ADVANCE_MASS_TRANSIT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_INTERNAL_COMBUSTION>Internal Combustion<e>
<L:DATABASE_ADVANCES,ADVANCE_CORPORATE_REPUBLIC>Corporate Republic<e>
[END]

[ADVANCE_MASS_TRANSIT_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_PUBLIC_TRANSPORTATION>Public Transportation<e>
[END]

[ADVANCE_MASS_TRANSIT_GAMEPLAY]
Mass Transit reduces <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> by providing citizens an alternative to atmosphere-choking automobiles.  <L:DATABASE_BUILDINGS,IMPROVE_PUBLIC_TRANSPORTATION>Public Transportation<e> reduces citywide pollution.
[END]

[ADVANCE_MASS_TRANSIT_HISTORICAL]
Mass Transit is designed to move large numbers of people in and around cities, suburbs and large metropolitan areas.  As modern urban planning efforts began to separate urban areas into industrial, commercial and residential areas, planners developed complex public transit systems to enable people to cheaply and efficiently move between their homes and workplaces.

Originally privately owned and operated, mass transit systems became more complex and expensive to operate, prompting many city and county governments to take over.  There are two basic kinds of mass transit: fixed- and nonfixed-route.  Fixed-route usually involves rail and trolley systems in below surface, surface and above-surface modes.  Nonfixed-route refers to travel on streets and highways.  Some systems utilize ferries, boats, hydroplanes and even hovercrafts where geography and commuter need demands it.
[END]

[ADVANCE_MATHEMATICAL_MODELING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GEOMETRY>Geometry<e>
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>
[END]

[ADVANCE_MATHEMATICAL_MODELING_STATISTICS]
Gives:
Access to new <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>
[END]

[ADVANCE_MATHEMATICAL_MODELING_GAMEPLAY]
The mathematical models laid out in Ptolemy's Almagest canonized a geocentric model of the Universe that was accepted for more than 1,200 years from its origin in Hellenistic Alexandria, in the medieval Byzantine and Islamic worlds, and in Western Europe through the Middle Ages and early Renaissance until Copernicus.
[END]

[ADVANCE_MATHEMATICAL_MODELING_HISTORICAL]
Claudius Ptolemy (c. 100–170 AD), carried out a scientific program centered on the writing of about a dozen books on astronomy, astrology, cartography, harmonics, and optics. Two major themes that run through Ptolemy's works are mathematical modelling of physical phenomena and methods of visual representation of physical reality.

Ptolemy's research program involved a combination of theoretical analysis with empirical considerations seen, for instance, in his systematized study of astronomy. Ptolemy's Mathematika Syntaxis, better known as the Almagest, sought to improve on the work of his predecessors by building astronomy not only upon a secure mathematical basis but also by demonstrating the relationship between astronomical observations and the resulting astronomical theory. In his Planetary Hypotheses, Ptolemy describes in detail physical representations of his mathematical models found in the Almagest, presumably for didactic purposes. Likewise, the Geography was concerned with the drawing of accurate maps using astronomical information
[END]

[ADVANCE_MECHANICAL_CLOCK_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MILLS>Mills<e>
<L:DATABASE_ADVANCES,ADVANCE_BANKING>Banking<e>
[END]

[ADVANCE_MECHANICAL_CLOCK_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_CITY_CLOCK>City Clock<e>
[END]

[ADVANCE_MECHANICAL_CLOCK_GAMEPLAY]
Mechanical Clocks helped men to keep track of time efficiently, and helped in the ordering of the day.
[END]

[ADVANCE_MECHANICAL_CLOCK_HISTORICAL]
The invention of the mechanical clock in the 13th century initiated a change in timekeeping methods from continuous processes, such as the motion of the gnomon's shadow on a sundial or the flow of liquid in a water clock, to periodic oscillatory processes, such as the swing of a pendulum or the vibration of a quartz crystal, which had the potential for more accuracy. All modern clocks use oscillation.

Although the mechanisms they use vary, all oscillating clocks, mechanical, electric, and atomic, work similarly and can be divided into analogous parts. They consist of an object that repeats the same motion over and over again, an oscillator, with a precisely constant time interval between each repetition, or 'beat'. Attached to the oscillator is a controller device, which sustains the oscillator's motion by replacing the energy it loses to friction, and converts its oscillations into a series of pulses. The pulses are then counted by some type of counter, and the number of counts is converted into convenient units, usually seconds, minutes, hours, etc. Finally some kind of indicator displays the result in human readable form.
[END]

[ADVANCE_MEDICINE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PHARMACEUTICALS>Pharmaceuticals<e>
<L:DATABASE_ADVANCES,ADVANCE_CORPORATION>Corporation<e>
[END]

[ADVANCE_MEDICINE_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_HOSPITAL>Hospital<e>
[END]

[ADVANCE_MEDICINE_GAMEPLAY]
The development of modern Medicine enables <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> to build <L:DATABASE_BUILDINGS,IMPROVE_HOSPITAL>Hospitals<e>.  They improve <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Growth<e> by contributing to the overall health of citizens.
[END]

[ADVANCE_MEDICINE_HISTORICAL]
New methods of microscopy enabled doctors to know almost the entire structure of the human body by the beginning of the 19th century.  Doctors, particularly in Germany, began to make considerably headway into the understanding of physiological processes. Under the guidance of Johannes Müller, a professor at Bonn and the University of Berlin, Germany established physiology as a distinct science.  He detailed his discoveries in his famous textbook, Handbuch der Physiologie des Menschen ("Manual of Human Physiology"), published in the 1830s.

Medicine developed further throughout the 1800s, as science and technology augmented medicine's efforts to uncover the mysteries of the human body and its various systems.  Breakthroughs in pharmacology ushered in a new era of modern medicine in the early 1900s.
[END]

[ADVANCE_MEGALITHS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_STONE_WORKING>Stone Working<e>
[END]

[ADVANCE_MEGALITHS_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_STONEHENGE>Stonehenge<e>
[END]

[ADVANCE_MEGALITHS_GAMEPLAY]
Megaliths are the first great structures built by humans, ranging from crude dolmens to spectacular structures like Stonehenge.
[END]

[ADVANCE_MEGALITHS_HISTORICAL]
A megalith is a large stone that has been used to construct a prehistoric structure or monument, either alone or together with other stones. There are over 35,000 in Europe alone, located widely from Sweden to the Mediterranean sea.

The word was first used in reference to Stonehenge and derives from the Ancient Greek words "mega" for great and "lithos" for stone. Most extant megaliths were erected between the Neolithic period (although earlier Mesolithic examples are known) through the Chalcolithic period and into the Bronze Age.
[END]

[ADVANCE_MILLS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CIVIC_ENGINEERING>Civic Engineering<e>
<L:DATABASE_ADVANCES,ADVANCE_AGRICULTURAL_REVOLUTION>Agricultural Revolution<e>
[END]

[ADVANCE_MILLS_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_MILL>Mill<e>
[END]

[ADVANCE_MILLS_GAMEPLAY]
The combination of gears, and wind or water power game man a new way to harness energy, and helped usher in a new way to increase production.
[END]

[ADVANCE_MILLS_HISTORICAL]
Wind and Water mills have been in use for centuries. These early attempts to use the forces of nature may have been crude but they led to increases in food and goods production. Today, the clock has been turned back and hydro power and wind power are looked upon as important replacements for more polluting forms of power.
[END]

[ADVANCE_MINING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TOOL_MAKING>Toolmaking<e>
<L:DATABASE_ADVANCES,ADVANCE_SLAVE_LABOR>Slave Labor<e>
[END]

[ADVANCE_MINING_STATISTICS]
Gives:
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MINE_SHAFT>Early Mines<e>
[END]

[ADVANCE_MINING_GAMEPLAY]
With the discovery of precious metals and gemstones, people developed a means to efficiently extract these materials from the earth.
[END]

[ADVANCE_MINING_HISTORICAL]
Once the more available surface deposits of minerals and precious stones were exhausted, digging to extract the material became essential. Early mines were tunnels and pits where slaves and peasants toiled to extract the materials with rudimentary tools. The continued development of metals and the tools and weapons that were made from them, depended on the ability to mine the raw materials.
[END]

[ADVANCE_MOBILE_TACTICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHARIOTS>Chariots<e>
<L:DATABASE_ADVANCES,ADVANCE_ARCHERY>Archery<e>
[END]

[ADVANCE_MOBILE_TACTICS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_MOUNTED_ARCHER>Mounted Archer<e>
[END]

[ADVANCE_MOBILE_TACTICS_GAMEPLAY]
The development of the use of Horse Tactics made armies more powerful and capable to handle any situation that arose on the battlefield.
[END]

[ADVANCE_MOBILE_TACTICS_HISTORICAL]
Missile cavalry have been used by nomadic and other peoples for many centuries to protect themselves and make quick war on their neighbours. The Scythians required a special plan of attack from Alexander the Great and later the Huns sacked Rome. The Tartars and the Mongols represented the peak of missile cavalry.
[END]

[ADVANCE_MODERN_METALLURGY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PERSPECTIVE>Perspective<e>
<L:DATABASE_ADVANCES,ADVANCE_AGE_OF_REASON>Age of Reason<e>
[END]

[ADVANCE_MODERN_METALLURGY_STATISTICS]
Gives:
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ADVANCED_MINES>Advanced Mines<e>
[END]

[ADVANCE_MODERN_METALLURGY_GAMEPLAY]
Modern Metallurgy represents developments in the process of refining, smelting and casting stronger, lighter and more versatile metals.
[END]

[ADVANCE_MODERN_METALLURGY_HISTORICAL]
Metallurgy is the art and science of extracting metals from their ores and modifying the metals for use.  Although it is primarily a commercial, rather than a scientific, endeavor, metallurgy is also concerned with the chemical, physical and atomic properties and structures of metals, as well as the combination of different metals to form alloys.  Simple metal working dates back to 4500 BC, in which Stone Age peoples fashioned ornamental and utilitarian items out of gold, silver and copper.  Most likely found in riverbeds, gravels and sands, these metals were in a metallic state naturally, and required little more than cleaning and hammering.  What brought humans into the Metal Age, marking the first efforts at metallurgy, was the discovery that metals, such as copper, could be melted and cast into molds.  The next step was the discovery that metals could be extracted from metal-bearing minerals.  This increased the availability of metals, and further refinement of the process signaled the start of the Metal Age.

Modern metallurgy in the early 19th century was primarily focused on iron and steel production.  Although the processes were intense and non-mechanized, the metals were in high demand.  Iron armor-encased wooden ships, called ironclads, revolutionized naval warfare and dominated seas for two decades before the advent of all-metal ships in the second half of the 19th century.  Advances in metallurgy led to the production of cheap steel and lighter, resilient metals such as aluminum.
[END]

[ADVANCE_MONARCHY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FEUDALISM>Feudalism<e>
<L:DATABASE_ADVANCES,ADVANCE_THEOLOGY>Theology<e>
[END]

[ADVANCE_MONARCHY_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_MONARCHY>Monarchy<e>
<L:DATABASE_UNITS,UNIT_ASSASSIN>Assassin<e>
<L:DATABASE_WONDERS,WONDER_GHENGIS>House of Genghis Khan<e>
[END]

[ADVANCE_MONARCHY_GAMEPLAY]
Monarchy is ideal for fledgling empires interested in exploration and conquest. It was the basis for most medieval empires.
[END]

[ADVANCE_MONARCHY_HISTORICAL]
A monarchy is a form of government in which a person, the monarch, is head of state for life or until abdication. The political legitimacy and authority of the monarch may vary from restricted and largely symbolic (constitutional monarchy), to fully autocratic (absolute monarchy), and can expand across the domains of the executive, legislative, and judicial.

The succession of monarchs in many cases is based on heredity, often resulting in dynastic periods. However, elective and self-proclaimed monarchies have also happened. Aristocrats, though not inherent to monarchies, often serve as the pool of persons to draw the monarch from and fill the constituting institutions (e.g. diet and court), giving many monarchies oligarchic elements.
[END]

[ADVANCE_MONOTHEISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SLAVE_LABOR>Slave Labor<e>
<L:DATABASE_ADVANCES,ADVANCE_POLYTHEISM>Polytheism<e>
[END]

[ADVANCE_MONOTHEISM_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_TEMPLE_OF_SOLOMON>Temple of Solomon<e>
[END]

[ADVANCE_MONOTHEISM_GAMEPLAY]
Many ancient nations were polytheistic in nature, but the belief in a single God with a set purpose for mankind has had a profound impact on how man views himself.
[END]

[ADVANCE_MONOTHEISM_HISTORICAL]
Monotheism is the belief that there is only one deity, an all-supreme being that is universally referred to as God. A distinction may be made between exclusive monotheism, in which the one God is a singular existence, and both inclusive and pluriform monotheism, in which multiple gods or godly forms are recognized, but each are postulated as extensions of the same God.

Monotheism is distinguished from henotheism, a religious system in which the believer worships one God without denying that others may worship different gods with equal validity, and monolatrism, the recognition of the existence of many gods but with the consistent worship of only one deity.
[END]

[ADVANCE_NANO_ASSEMBLY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ROBOTICS>Robotics<e>
<L:DATABASE_ADVANCES,ADVANCE_UNDERSEA_CONSTRUCTION>Undersea Construction<e>
[END]

[ADVANCE_NANO_ASSEMBLY_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_SEA_ENGINEER>Sea Engineer<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_TUNNEL>Undersea Tunnels<e>
<L:DATABASE_BUILDINGS,IMPROVE_MATTER_DECOMPILER>Matter Decompiler<e>
[END]

[ADVANCE_NANO_ASSEMBLY_GAMEPLAY]
Breakthroughs in nanotechnology give rise to the advance of Nano-Assembly.  The <L:DATABASE_UNITS,UNIT_SEA_ENGINEER>Sea Engineer<e> utilizes Nano-Assembly to create <L:DATABASE_CONCEPTS,CONCEPT_SEA_COLONIES>Sea Colonies<e>.  <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_TUNNEL>Undersea Tunnels<e> enable land units to travel beneath the water.
[END]

[ADVANCE_NANO_ASSEMBLY_HISTORICAL]
Nanotechnology is the vast field of science dedicated to the study and development of objects whose size is measured in nano-meters (1 billionth of a meter and 10,000 times narrower than a human hair).  As it evolved, nanotechnology revolutionized and affected almost every field of human interest, from electronics, medicine and energy to construction and manufacturing.  The development of nanotechnology began in the late 20th century, with the building of the first nano-machines, tiny gears and motors that signaled a new, sub-microscopic scale world to come.  Although these first machines did no useful work, they laid the groundwork for developers to create practical applications of nanotechnology.

Before scientists were able to build functional nano-machines, they discovered a way to assemble simple items at the molecular level.  Nanite factories sprang up in cities, enabling manufacturers to construct objects out of minerals such as gold, carbon and titanium, as well as organic materials such as wood.  Complex objects, such as electrical appliances, could be constructed as well.  Later applications of nano-assembly allowed for the manufacture of objects of unorthodox construction, such as sheets of flawless diamond.  Nanite construction and nano-assembly revolutionized the manufacturing industry, rendering robotic plants obsolete.
[END]

[ADVANCE_NANO_MACHINES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NANO_ASSEMBLY>Nano-Assembly<e>
<L:DATABASE_ADVANCES,ADVANCE_TECHNOCRACY>Technocracy<e>
[END]

[ADVANCE_NANO_MACHINES_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_NANITE_DEFUSER>Nanite Defuser<e>
[END]

[ADVANCE_NANO_MACHINES_GAMEPLAY]
Nano-Machines are microscopic devices that perform many of the functions of ordinary machines, but on a molecular level.

The <L:DATABASE_WONDERS,WONDER_NANITE_DEFUSER>Nanite Defuser<e> wonder finally eliminates the threat of nuclear war, by defusing every nuclear weapon on the face of the earth.
[END]

[ADVANCE_NANO_MACHINES_HISTORICAL]
Throughout the 21st and 22nd centuries, scientists researched and developed new applications for nanotechnology.  Some of these included a device that used nanites, self-reliant nano-scale "robots" manufactured for a specific purpose, to seek out and defuse every nuclear weapon in the world.  Cities desperate for a way to meet the rising water demands of its citizens built Aqua-Filters, which deployed nanite "scrubbers" to extract pure water from abundant sources such as agricultural runoff and sewage.
[END]

[ADVANCE_NANO_WARFARE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NANO_MACHINES>Nano-Machines<e>
<L:DATABASE_ADVANCES,ADVANCE_PLASMA_WEAPONRY>Plasma Weaponry<e>
[END]

[ADVANCE_NANO_WARFARE_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_MICRO_DEFENSE>Micro Defense<e>
[END]

[ADVANCE_NANO_WARFARE_GAMEPLAY]
Just as nanotechnology brings unprecedented breakthroughs in industry and science, it also leads to nano-warfare.

The <L:DATABASE_UNITS,UNIT_INFECTOR>Infector<e> unit can destroy all the <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e> in a city with its <L:DATABASE_ORDERS,ORDER_NANO_INFECT>Nano-Attack<e>.
[END]

[ADVANCE_NANO_WARFARE_HISTORICAL]
As nanotechnology continued to develop in the commercial and industrial world, the military began to seek ways in which nanites could be used for both the propagation, and the prevention, of warfare.  In the late 22nd century, military-funded scientists developed nanite carriers for biological agents.  Capable of timed-release of viral and bacterial pathogens, these nanite devices could wreak havoc, infecting, disabling or even killing large groups of people.  Even more pernicious, cities without proper defense or ability to detect nanites would be powerless to determine the source of the scourge, let alone who was responsible.

The Micro Defense improvement helped solve this problem.  Using nanites to monitor the air in and around a city, the micro defense could locate and isolate both biological and nanotechnological weapons and neutralize them.  Micro Defense nanites were also specially designed to replicate themselves and evolve to combat new strains of pathogens should they be released.  With the evolution of nano-warfare, the battlefield shifted to the sub-microscopic level, bringing new potential for terrorism and destruction.
[END]

[ADVANCE_NATIONALISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PRINTING_PRESS>Printing Press<e>
<L:DATABASE_ADVANCES,ADVANCE_RENAISSANCE>Renaissance<e>
[END]

[ADVANCE_NATIONALISM_STATISTICS]
Gives:
Access to new <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>
[END]

[ADVANCE_NATIONALISM_GAMEPLAY]
Nationalism is a double-edged sword.  One on hand, it can manifest itself in civic pride and community service, and on the other hand can devolve into jingoism and ethnic conflict.
[END]

[ADVANCE_NATIONALISM_HISTORICAL]
The development of nationalism marked an important shift in the way people viewed their own participation in political affairs around the world.  Since ancient times, people had generally identified themselves with a particular city, region, or ethnic group.  It wasn't until the late Renaissance period that Europeans began to formulate the concept of a "nation," a political domain not necessarily defined by proximity or ethnicity.  It was not long before national loyalty begat a powerful social force, becoming, in some notable instances, more important even than religious or ethnic affiliations.  In large part due to the harmful by-products of nationalism, including jingoism, bigotry, and persecution, it is often considered synonymous with extremism in modern times.
[END]

[ADVANCE_NAVAL_AVIATION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADV_NAVAL_TACTICS>Adv. Naval Tactics<e>
<L:DATABASE_ADVANCES,ADVANCE_AERODYNAMICS>Aerodynamics<e>
[END]

[ADVANCE_NAVAL_AVIATION_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_AIRCRAFT_CARRIER>Aircraft Carrier<e>
[END]

[ADVANCE_NAVAL_AVIATION_GAMEPLAY]
Air support has long been both a blessing and a curse to naval sorties. Though ships that are accompanied by aircraft often have a strategic advantage over less equipped flotillas, the aircraft's limited range hinders their ability to support ships on deep-sea missions.  The <L:DATABASE_UNITS,UNIT_AIRCRAFT_CARRIER>Aircraft Carrier<e> enables aircraft to keep close to ships, providing immediate air support from planes that are not chained to the coastline by refueling needs.
[END]

[ADVANCE_NAVAL_AVIATION_HISTORICAL]
In the first decades of the 20th century, naval combat was overwhelming dominated by the battleship and battle cruiser.  All-metal ships of devastating power and range, battleships could bombard land targets from miles away.  During and after World War I, British, U.S. and Japanese navies experimented with attaching flat platforms to existing ships to provide a mobile takeoff and landing strip for planes.  By the late 1920's, the first aircraft carriers entered naval service and, in World War II, they swiftly and dramatically usurped the battleship's throne and revolutionized naval warfare for decades.

Carrier-based aircraft continued to evolve and see conflict throughout the latter half of the 20th century.  Eventually, many of the world powers decommissioned and retired their battleships from service while augmenting their navies with aircraft carriers.  The U.S. fleet of Nimitz-class carriers became the ironfisted enforcer of American foreign policy well into the 21st century.
[END]

[ADVANCE_NAVAL_TACTICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHRONOMETER>Chronometer<e>
<L:DATABASE_ADVANCES,ADVANCE_ECONOMICS>Economics<e>
[END]

[ADVANCE_NAVAL_TACTICS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_SHIP_OF_THE_LINE>Ship of the line<e>
<L:DATABASE_BUILDINGS,IMPROVE_BATTLEMENTS>Battlements<e>
[END]

[ADVANCE_NAVAL_TACTICS_GAMEPLAY]
Naval combat undergoes a renaissance with the discovery of modern Naval Tactics.  The <L:DATABASE_UNITS,UNIT_SHIP_OF_THE_LINE>Ship of the line<e> is the culmination of a series of Naval Advances that allowed ships to safely carry and utilize multiple <L:DATABASE_UNITS,UNIT_CANNON>Cannons<e> in battle.
[END]

[ADVANCE_NAVAL_TACTICS_HISTORICAL]
Ships were originally conceived as floating fortresses, and conventional military practice involved placing guns as high on the fore and aft castles as possible to maintain height advantage over enemies.  As cannon grew heavier over the years, placing them high rendered ships dangerously unstable.  Bringing cannon down from castles to mid decks and later to lower decks was a revolutionary idea.  The purpose of cannons changed from an anti-personnel weapon used to aid in boarding to one that crippled ships.  By aiming cannon at the masts and rigging, attackers could render a ship "dead in the water" and capture it with ease.

Naval tactics underwent another shift with the development of the line ahead formation for ships.  A fleet of ships, all of similar strength, sailed in the wake of the ships ahead of them, forming a "ribbon of death" miles long but scarcely 300 yards wide.  This enabled each ship to have a clear shot at the enemy as no friendly ships ever risked sailing in front of their powerful broadside-mounted guns.  The term ship of the line originated in the 1700s to describe the only suitable ships "to lie in the line of battle."

As the use of line ahead tactics increased, shipbuilders began rolling out ships with greater capacity.  First-rate ships of the line carried as many as 136 cannon on three separate gun decks.  These huge ships were less common, however, than third-raters, 175-footers with two full gun decks of as much as 74 cannon.  These faster and more maneuverable ships dominated the seas until the late 19th century development of the battleship.
[END]

[ADVANCE_NEURAL_INTERFACE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HT_SUPERCONDUCTOR>Superconductor<e>
<L:DATABASE_ADVANCES,ADVANCE_GENETICS>Genetics<e>
[END]

[ADVANCE_NEURAL_INTERFACE_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja<e>
<L:DATABASE_UNITS,UNIT_SUBNEURAL_AD>Subneural Ad<e>
[END]

[ADVANCE_NEURAL_INTERFACE_GAMEPLAY]
The Neural Interface is a triumph of biotechnology, allowing humans to connect their brains to computers.  This Advance precludes the need for the cumbersome interface devices like keyboards, monitors and mice that are traditionally associated with computers.

The <L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja<e> uses a neural interface to jack into systems, conducting espionage operations at the speed of thought while the <L:DATABASE_UNITS,UNIT_SUBNEURAL_AD>Subneural Ad<e> provides an insidious new form of advertising.
[END]

[ADVANCE_NEURAL_INTERFACE_HISTORICAL]
The genetics research of the early 21st century unconcealed many of the mysteries surrounding the human central nervous system.  Although doctors and scientists were well aware of its electrical nature, they could only speculate on the way in which they could enable the nervous system to intelligently interact with other electrical systems.

In 2016, the genetics research firm, Intrinsic Systems, headed by artificial intelligence expert and geneticist Richard Myers, created the first functional prototype for a neural interface.  The test subjects were able to manipulate a pointer device on a computer screen by thinking of where they wanted it to go.  The neural interface interpreted the electrochemical impulses in their brains and translated them into commands the computer could understand.  

This technological breakthrough garnered Myers widespread acclaim, and enabled him to secure funding for a more ambitious interface device.  Within two years, the first commercial neural interface devices hit the market.  Although these devices were designed to be worn or attached to the head, by 2019 the military had developed a highly classified, internal neural interface that enabled faster and more sophisticated neural manipulation of complex systems.
[END]

[ADVANCE_NEURAL_REPROGRAMMING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DIGITAL_ENCRYPTION>Digital Encryption<e>
<L:DATABASE_ADVANCES,ADVANCE_NEURAL_INTERFACE>Neural Interface<e>
[END]

[ADVANCE_NEURAL_REPROGRAMMING_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_BEHAVIORAL_MOD_CENTER>Behavior Mod Center<e>
[END]

[ADVANCE_NEURAL_REPROGRAMMING_GAMEPLAY]
Neural Reprogramming is the process of altering the neural pathways of the brain in order to hinder any undesirable actions or thought processes.

The <L:DATABASE_BUILDINGS,IMPROVE_BEHAVIORAL_MOD_CENTER>Behavior Modification Center<e> <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e> uses Neural Reprogramming to permanently "reform" criminals, making crime a much more manageable problem in <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.
[END]

[ADVANCE_NEURAL_REPROGRAMMING_HISTORICAL]
In the year 2020, neurologists and genetics experts teamed up to develop a reliable system for replacing damaged brain cells with healthy, normal cells.  The applications of this system were enormously successful, enabling doctors to treat brain disorders, restore aneurysm victims to full functionality and repair damage from hereditary brain defects.

Later in the 21st century, law enforcement organizations capitalized on the behavioral modification potential of neural reprogramming.  With the Behavioral Modification Center, criminals could be reprogrammed to reenter society, the parts of their brain compelling them to commit crimes replaced with socially acceptable impulses.
[END]

[ADVANCE_NUCLEAR_POWER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_QUANTUM_MECHANICS>Quantum Physics<e>
<L:DATABASE_ADVANCES,ADVANCE_GUIDED_WEAPON_SYSTEMS>Guided Weapon Systems<e>
[END]

[ADVANCE_NUCLEAR_POWER_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_NUCLEAR_SUBMARINE>Nuclear Submarine<e>
<L:DATABASE_UNITS,UNIT_NUKE>Nuke<e>
<L:DATABASE_BUILDINGS,IMPROVE_NUCLEAR_PLANT>Nuclear Plant<e>
[END]

[ADVANCE_NUCLEAR_POWER_GAMEPLAY]
Nuclear Power is an Advance both promising and ominous.  <L:DATABASE_BUILDINGS,IMPROVE_NUCLEAR_PLANT>Nuclear Plants<e> offer <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> a relatively safe power source that reduces greenhouse gas pollution.  <L:DATABASE_UNITS,UNIT_NUCLEAR_SUBMARINE>Nuclear Submarines<e> replace the old diesel <L:DATABASE_UNITS,UNIT_SUBMARINE>Submarine<e> with greater range, capacity and firepower.

The <L:DATABASE_UNITS,UNIT_NUKE>Nuclear Missile<e>, however, is a fearsome development in the arena of combat, with its threat of long-term devastation and radioactive pollution should they ever be used in a conflict.
[END]

[ADVANCE_NUCLEAR_POWER_HISTORICAL]
In 1938, the German chemists Otto Hahn and Fritz Strassmann discovered nuclear fission.  By bombarding uranium with neutrons in an attempt to create elements heavier than uranium, they unwittingly induced a fission reaction.  When a particle such as a neuron hits the nucleus of a uranium atom, it causes it to split into two fission fragments of roughly the same atomic composition.  This process releases a large amount of thermal energy, as well as gamma rays and a few free neutrons, which in turn fission other uranium nuclei.  This series of fissions constitutes a chain reaction, which yields a constant supply of nuclear energy.  If these reactions could be controlled, scientists theorized, then one would have a supply of energy much cleaner than conventional oil, gas and coal-burning power plants.  In the late 1950s and early '60s, a few commercial nuclear power plants were built.  The most successful of these used water as a cooling system for reactors.  The demand for nuclear plants skyrocketed in the mid-1960s and early '70s but dropped off in the later part of the decade, due to a decline in need, coupled with public fears about the danger of nuclear meltdown.

In 1954, the first nuclear submarine, the USS Nautilus, was commissioned.  Powered by a small amount of enriched uranium, the small reactor needed no oxygen at all, allowing the Nautilus to travel submerged for extended periods with no need to surface.  Nuclear power made larger, more powerful and more effective submarines available, forever changing the nature of naval combat in the second half of the 20th century.

Nuclear weapons were developed even earlier than power plants.  Conventional cruise missiles could be outfitted with a nuclear warhead that, when detonated would spark a plutonium fission reaction.  The U.S. bombing of Hiroshima and Nagasaki, with two uranium fission bombs, was a horrifying demonstration of the military applications of nuclear fission.
[END]

[ADVANCE_OCEAN_FARING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HULL_MAKING>Hull Making<e>
<L:DATABASE_ADVANCES,ADVANCE_BUREAUCRACY>Bureaucracy<e>
[END]

[ADVANCE_OCEAN_FARING_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_LONGSHIP>Longship<e>
[END]

[ADVANCE_OCEAN_FARING_GAMEPLAY]
Ocean Faring represents advancements in shipbuilding that made large- scale, open-ocean transport and trade possible.  The <L:DATABASE_UNITS,UNIT_LONGSHIP>Longship<e> is a ship ideally suited for exploration.
[END]

[ADVANCE_OCEAN_FARING_HISTORICAL]
For centuries after the introduction of clinker-built, single-mast, square-rigged longship, European shipbuilding deviated little from this solid, seaworthy design. From the Dark Ages until the introduction of the stern rudder about 1200 AD, ship design underwent little change. Seafarers from Scandinavia, driven to exploration and war by climatic changes in their homeland, dominated the open oceans for centuries. They pillaged and raided the coastlines and even penetrated the estuaries in search of loot. They even sacked London in 850 AD and were repulsed from the walls of Paris in 886 AD.
[END]

[ADVANCE_OIL_REFINING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_INDUSTRIAL_REVOLUTION>Industrial Revolution<e>
<L:DATABASE_ADVANCES,ADVANCE_RAILROAD>Railroad<e>
[END]

[ADVANCE_OIL_REFINING_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_SUBMARINE>Submarine<e>
<L:DATABASE_BUILDINGS,IMPROVE_OIL_REFINERY>Oil Refinery<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_DRILLING_PLATFORM>Drilling Platform<e>
[END]

[ADVANCE_OIL_REFINING_GAMEPLAY]
Oil Refining enables the creation of cleaner-burning fuel sources.  It is a costly and toxic process, but the result increases <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> and <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> citywide.

Diesel-powered <L:DATABASE_UNITS,UNIT_SUBMARINE>Submarines<e> represent a stealthy new development in naval combat.  With them in the water, no ship is safe.
[END]

[ADVANCE_OIL_REFINING_HISTORICAL]
One of the most basic methods for refining crude oil was distillation.  Oil heated in kettles began to vaporize at temperatures slightly below the boiling point of water.  Because the different hydrocarbons vaporized at varying temperature levels, the distillation process yielded several useful products in succession as temperatures rose.  Gasoline was the first to be distilled, followed by naphtha and then by kerosene.  Old still refineries would then apply acids to the residues in the kettle and steam distill even more products, including lubricants, distillate fuel oils from the upper regions and waxes and asphalt from the lower regions of the apparatus.

In the late 19th century, there was little need for gasoline or naphtha, and the growing use of electricity and electric lights sent demand for kerosene down.  These parts of the distillation process were considered an annoyance, until the development of the internal combustion engine led to an explosion in demand for gasoline.  The increasing prevalence of the internal combustion engine in the modern age kept the need for crude oil, and its many distillates, growing exponentially throughout the 20th century.
[END]

[ADVANCE_OLIGARCHY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CURRENCY>Currency<e>
<L:DATABASE_ADVANCES,ADVANCE_BARRACKS>Barracks<e>
[END]

[ADVANCE_OLIGARCHY_STATISTICS]
Gives: 
<L:DATABASE_GOVERNMENTS,GOVERNMENT_OLIGARCHY>Oligarchy<e>
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> unit <L:DATABASE_UNITS,UNIT_ELEPHANT_WARRIOR>War Elephant<e>
<L:DATABASE_WONDERS,WONDER_MAUSOLEUM>Mausoleum<e>
<L:DATABASE_WONDERS,WONDER_HANNIBAL>House of Hannibal<e>
<L:DATABASE_CONCEPTS,CONCEPT_CAPITALIZATION>Capitalization<e>
<L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>Merchant<e> Specialist
[END]

[ADVANCE_OLIGARCHY_GAMEPLAY]
As men accumulated wealth, they were able to exert more influence in the realm of government, often banding together in order to concentrate power in the hands of a few.

This advance activates the <L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>"Merchants" Specialist<e> on the City Manager screen, allowing Workers to be assigned directly to increase Gold Revenue.
[END]

[ADVANCE_OLIGARCHY_HISTORICAL]
Oligarchy is a form of power structure in which power rests with a small number of people. These people may or may not be distinguished by one or several characteristics, such as nobility, fame, wealth, education, or corporate, religious, political, or military control.

Throughout history, power structures considered to be oligarchies have often been viewed as tyrannical, relying on public obedience or oppression to exist. Aristotle pioneered the use of the term as meaning rule by the rich, for which another term commonly used today is plutocracy. In the early 20th century Robert Michels developed the theory that democracies, like all large organizations, tend to turn into oligarchies. In his "Iron law of oligarchy" he suggests that the necessary division of labor in large organizations leads to the establishment of a ruling class mostly concerned with protecting their own power.
[END]

[ADVANCE_OPTICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RENAISSANCE>Renaissance<e>
<L:DATABASE_ADVANCES,ADVANCE_ASTROLABE>Astrolabe<e>
[END]

[ADVANCE_OPTICS_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_GALILEOS_TELESCOPE>Galileo's Telescope<e>
[END]

[ADVANCE_OPTICS_GAMEPLAY]
Optical instruments, such as telescopes, expanded the frontiers of scientific research.  <L:DATABASE_WONDERS,WONDER_GALILEOS_TELESCOPE>Galileo's Telescope<e> proved that the solar system was, in fact, heliocentric, overturning centuries of widely held beliefs about the nature of the universe.
[END]

[ADVANCE_OPTICS_HISTORICAL]
Although the ancient Arabs and Greeks possessed some knowledge of the properties of light, the science of optics was not established until the 17th century.  In the first decade of the 17th century, Galileo Galilei, the Italian astronomer and physicist, was the first to construct telescopes for astronomical observation.  By arranging lenses of various sizes and intensities in a tube, Galileo created an instrument that could display distant objects as if they were close by.  His inventions won him acclaim and paved the way to a greater understanding of celestial bodies.  Many later scientists, including Pierre de Fermat, Christiaan Huygens and Isaac Newton continued work in the field of optics, eventually developing complex theories on the nature of light.
[END]

[ADVANCE_PERSPECTIVE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GOTHIC_ARCHITECTURE>Gothic Architecture<e>
[END]

[ADVANCE_PERSPECTIVE_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_TAJ_MAHAL>Taj Mahal<e>
[END]

[ADVANCE_PERSPECTIVE_GAMEPLAY]
Medieval art was very symbolic in style, as the Church was focused on the spiritual aspect of mankind. Artists started painting in a more representational style, which shifted the focus on a more humanistic approach to life.
[END]

[ADVANCE_PERSPECTIVE_HISTORICAL]
In Western art, illusions of perceptual volume and space are generally created by use of the linear perspective system, based on the observations that objects appear to the eye to shrink and parallel lines and planes to converge on infinitely distant vanishing points as they recede in space from the viewer. Parallel lines in spatial recession will appear to converge on a single vanishing point, called one-point perspective. Perceptual space and volume may be simulated on the picture plane by variations on this basic principle, differing according to the number and location of the vanishing points. Instead of one-point (or central) perspective, the artist may use, for instance, angular (or oblique) perspective, which employs two vanishing points.
[END]

[ADVANCE_PHARMACEUTICALS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_INDUSTRIAL_REVOLUTION>Industrial Revolution<e>
<L:DATABASE_ADVANCES,ADVANCE_CHEMISTRY>Chemistry<e>
[END]

[ADVANCE_PHARMACEUTICALS_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_DRUG_STORE>Drug Store<e>
<L:DATABASE_WONDERS,WONDER_PENICILLIN>Penicillin<e>
[END]

[ADVANCE_PHARMACEUTICALS_GAMEPLAY]
Pharmaceuticals bolster the health and wellness of an empire by reducing mortality rates and providing treatment and control measures for various human and animal diseases.
[END]

[ADVANCE_PHARMACEUTICALS_HISTORICAL]
Although medicine and the creation of curatives were a well-established practice throughout ancient and renaissance times, the founding of the Society of Apothecaries, London, in 1617 marked the emergence of pharmacy as a distinct profession.  King James I authorized the separation of apothecaries from grocers, and, from then on, only member of the society could make or sell pharmaceuticals or keep an apothecary's shop.  This event was one of the many improvements in pharmaceutical practice throughout the 16th and 17th centuries.

In 1546, the first pharmacopoeia (a list of drugs and medicinal chemicals with directions for preparing them) appeared in Nuremberg, Germany.  Before this, the preparation of medicines varied in ingredients, concentration and method.  Other pharmacopoeias appeared in Basel (1561), Augsburg (1564) and London (1618), the London pharmacopoeia being the first national pharmacopoeia, adopted by all of England.

In 1841, the Pharmaceutical Society of Great Britain was founded with the intent of rooting pharmacology firmly in the scientific method.  From this point forward, pharmacology was considered a scientific pursuit.  Pharmacists throughout the subsequent modern era became subject to the same government and peer reviews as medical doctors.  The rigidity of scientific processes led to advances in pharmacology that, along with new discoveries of drugs like Penicillin, made better, more consistent and more effective drugs available to the public.
[END]

[ADVANCE_PHILOSOPHY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DRAMA>Drama<e>
<L:DATABASE_ADVANCES,ADVANCE_CITY_STATE>City State<e>
[END]

[ADVANCE_PHILOSOPHY_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_TEMPLE_OF_ZEUS>Temple of Zeus<e>
[END]

[ADVANCE_PHILOSOPHY_GAMEPLAY]
Philosophy is the pursuit of wisdom.  It elevates the consciousness of citizens and gives them an opportunity to speculate on some of the most basic conventions of human being.
[END]

[ADVANCE_PHILOSOPHY_HISTORICAL]
Throughout world history, the term "philosophy" (from the Greek word philosophia, "love of wisdom") has meant many different things.  It encompassed the pursuit of wisdom, the understanding of the universe as a whole, the examination of morals, values and ethics, and the attempt to promote rationality and clear thinking through the codification of rules governing human thought.  At its core, philosophy was an analysis of the basis for fundamental beliefs and an examination of the expression of such beliefs.  Its pursuit was the mark of an intellectually robust civilization.  It was a reflective pursuit, with no explicitly defined subject matter.  Much like science, it was a mental operation that could be exercised on any area or subject.  Because of this flexibility, philosophy, and its subcategories ethics, logic and metaphysics, formed the basis of rational thought processes that spawned many of the scientific and cultural advances in history.
[END]

[ADVANCE_PHYSICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHEMISTRY>Chemistry<e>
<L:DATABASE_ADVANCES,ADVANCE_AGE_OF_REASON>Age of Reason<e>
[END]

[ADVANCE_PHYSICS_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_NEWTONS_THEORIES>Newton's Theories<e>
[END]

[ADVANCE_PHYSICS_GAMEPLAY]
The evolution of theories to explain the nature of physical space and the relationships between objects led to many new ideas about the world and the way things work.  The revelation of Isaac Newton's theories of Physics led to countless breakthroughs in science, and it's discovery in Call To Power II opens the door to myriad new <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>.
[END]

[ADVANCE_PHYSICS_HISTORICAL]
The epochal book Philosophiae Naturalis Principia Mathematica (1687; Mathematical Principles of Natural Philosophy) was the culmination of Sir Isaac Newton's scientific work, and represented a landmark in the scientific revolution of the late 17th century.  It solved the major problems in mechanics and in cosmology that many had grappled with.  It provided a physical basis for Kepler's laws and asserted one set of laws for both celestial and terrestrial physics.  Newton introduced the concept of force, and, through the establishment of his three laws of motion, was able to explain mechanical philosophy and the mathematics of nature.

The problems and methods he established were the focus of astronomy and physics for more than a century.  Newtonian physics explained nearly all phenomena at the macroscopic level, including the origin and nature of gravitational and electromagnetic forces.  It also had a profound effect on the understanding of optics, acoustics, heat and the physical properties of matter.  Newton's work influenced the entirety of mechanics study until well into the 20th century.
[END]

[ADVANCE_PLASMA_WEAPONRY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_UNIFIED_PHYSICS>Unified Physics<e>
<L:DATABASE_ADVANCES,ADVANCE_FUSION>Fusion<e>
[END]

[ADVANCE_PLASMA_WEAPONRY_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_PLASMA_DESTROYER>Plasma Destroyer<e>
[END]

[ADVANCE_PLASMA_WEAPONRY_GAMEPLAY]
Plasma weapons take conventional warfare to a new level.  Capable of delivering extreme amounts of damage, the <L:DATABASE_UNITS,UNIT_PLASMA_DESTROYER>Plasma Destroyer<e> dominates the battlefield with its terror-inspiring weapons.
[END]

[ADVANCE_PLASMA_WEAPONRY_HISTORICAL]
Plasma did not become a viable military technology until the development of fusion.  Prototypical particle accelerators, based on the research of noted plasma physicist David Ray, were implemented in such fearsome assault vehicles as Leviathans and Plasma Destroyers.  By firing particle beams at their target, they were capable of melting through conventional armor, and could cripple a target's electrical systems, rendering it little more than a defenseless mass.  Plasma weaponry undoubtedly increased the intensity of battles, forcing the nations of the world to desperately equip their armies with the means to meet the threat that plasma warfare posed.
[END]

[ADVANCE_PLUMBING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HIPPOCRATIC_SCHOOL>Hippocratic School<e>
<L:DATABASE_ADVANCES,ADVANCE_CIVIC_ENGINEERING>Civic Engineering<e>
[END]

[ADVANCE_PLUMBING_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_BATH_HOUSE>Bath House<e>
[END]

[ADVANCE_PLUMBING_GAMEPLAY]
Plumbing allowed for the development of toilets, which helped reduced disease by removing waste.
[END]

[ADVANCE_PLUMBING_HISTORICAL]
When cities first began to develop, they depended on wells and rivers for water. This limited the size and led to overcrowding because of the need to manually transport water to homes for use. Early plumbing helped the distribution of water. Eventually, first the Greeks then the Romans developed the first true plumbing, allowing fresh water to be distributed in larger cities through drinking fountains, reducing overcrowding and disease and paving the way for further developments in sanitation including communal baths.
[END]

[ADVANCE_POLAR_TERRAFORMING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NANO_ASSEMBLY>Nano-Assembly<e>
<L:DATABASE_ADVANCES,ADVANCE_TECHNOCRACY>Technocracy<e>
[END]

[ADVANCE_POLAR_TERRAFORMING_STATISTICS]
Gives:
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_CARBON_SINK>Carbon Sinks<e>
[END]

[ADVANCE_POLAR_TERRAFORMING_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraforming<e> of Polar regions is not simply a matter of moving vast quantities of earth, but also requires the ability to control climate locally in order to add or remove the extreme cold necessary to complete the process. In the case of <L:DATABASE_TERRAIN,TERRAIN_GLACIER>Glaciers<e> and <L:DATABASE_TERRAIN,TERRAIN_TUNDRA>Tundra<e>, new construction techniques allow for the building of vast <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_CARBON_SINK>Carbon Sinks<e> which theoretically help to offset the rise in <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>greenhouse gases<e>.
[END]

[ADVANCE_POLAR_TERRAFORMING_HISTORICAL]
Late in the 21st century, advances in Nano technology and Chaos Theory led to engineering breakthroughs which allowed mankind to both add and remove all the various types of Polar Terrain, while altering the local climate to support these changes.
[END]

[ADVANCE_POLYTHEISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RELIGION>Religion<e>
[END]

[ADVANCE_POLYTHEISM_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_POLYTHEISM>Epic of Gilgamesh<e>
<L:DATABASE_UNITS,UNIT_PROPHET>Prophet<e>
[END]

[ADVANCE_POLYTHEISM_GAMEPLAY]
The first great religious system in society, Polytheism took many forms throughout the world.

The first civilization to discover Polytheism gets a 1 point increase in <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for the next 250 turns.
[END]

[ADVANCE_POLYTHEISM_HISTORICAL]
Polytheism is the belief in multiple deities, which are usually assembled into a pantheon of gods and goddesses, along with their own religious sects and rituals. Polytheism is a type of theism. Within theism, it contrasts with monotheism, the belief in a singular God who is, in most cases, transcendent. In religions that accept polytheism, the different gods and goddesses may be representations of forces of nature or ancestral principles; they can be viewed either as autonomous or as aspects or emanations of a creator deity or transcendental absolute principle (monistic theologies), which manifests immanently in nature (panentheistic and pantheistic theologies). Polytheists do not always worship all the gods equally; they can be henotheists, specializing in the worship of one particular deity, or kathenotheists, worshiping different deities at different times.

Polytheism was the typical form of religion before the development and spread of the Abrahamic religions of Judaism, Christianity, and Islam, which enforce monotheism. It is well documented throughout history, from prehistory and the earliest records of ancient Egyptian religion and ancient Mesopotamian religion to the religions prevalent during Classical antiquity, such as ancient Greek religion and ancient Roman religion, and in ethnic religions such as Germanic, Slavic, and Baltic paganism and most aboriginal religions.
[END]

[ADVANCE_POTTERY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TOOLMAKING>Toolmaking<e>
<L:DATABASE_ADVANCES,ADVANCE_EXPLORATION>Exploration<e>
[END]

[ADVANCE_POTTERY_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_BAZAAR>Bazaar<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_VILLAGE>Villages<e>
[END]

[ADVANCE_POTTERY_GAMEPLAY]
Pottery was useful for the storage and transport of perishable goods, and helped make the trading of those goods possible.
[END]

[ADVANCE_POTTERY_HISTORICAL]
Pottery dated from the earliest periods of human development, in nearly every civilisation. Clay pottery allowed for the transport and storage of food, water and other important materials, allowing cities to grow, trade to advance and even fine art to develop. Early history was often recorded on clay tablets before the advent of paper.
[END]

[ADVANCE_PRINTING_PRESS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MONARCHY>Monarchy<e>
<L:DATABASE_ADVANCES,ADVANCE_CLASSICAL_EDUCATION>Classical Education<e>
[END]

[ADVANCE_PRINTING_PRESS_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_PUBLISHING_HOUSE>Publishing House<e>
<L:DATABASE_WONDERS,WONDER_GUTTENBERGS_BIBLE>Gutenberg's Bible<e>
[END]

[ADVANCE_PRINTING_PRESS_GAMEPLAY]
The Printing Press drastically minimizes the time and energy needed to produce books on a mass scale.  The <L:DATABASE_BUILDINGS,IMPROVE_PUBLISHING_HOUSE>Publishing House<e> makes the dissemination of literature easier, and increases <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in every city that has one.

<L:DATABASE_WONDERS,WONDER_GUTTENBERGS_BIBLE>Gutenberg's Bible<e> represents the power of the printing press in spreading and solidifying religious faith in an empire.
[END]

[ADVANCE_PRINTING_PRESS_HISTORICAL]
The earliest method for reproducing multiple copies of the same text was probably performed with painstakingly engraved woodblocks.  This technique dates back as early as 8th and 9th century China and Japan.  The Chinese also pioneered the use of movable type, in which individual elements could be arranged and printed, in the 11th century.  The complexity of China's ideographic language discouraged further development of this technique.

The earliest examples of European adoption of xylography (printing from carved woodblocks) appeared in the 14th century.  Various inventors experimented with both moveable wooden type and metallographic printing, which involved impressing metal dies into clay to create a print plate.  In 1450, Johannes Gutenberg combined the use of moveable, reusable type with a press by which sharp impressions could be made many times over, on both sides of a sheet a paper.  Although the next 500 years saw many developments and refinements of the mechanics of this printing technique, the fundamental process remained the same.
[END]

[ADVANCE_PROJECTILE_WEAPONS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TOOLMAKING>Toolmaking<e>
[END]

[ADVANCE_PROJECTILE_WEAPONS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_SLINGER>Slinger<e>
[END]

[ADVANCE_PROJECTILE_WEAPONS_GAMEPLAY]
The development of Projectile Weapons allowed armies to inflict damage upon enemies before engaging in hand-to-hand combat.
[END]

[ADVANCE_PROJECTILE_WEAPONS_HISTORICAL]
When the first violent encounters took place between feuding tribes, man often threw rocks and pieces of wood to intimidate and hurt his foe from a distance. An early improvement on this crude warfare was the sling, a pouch attached to two leather thongs which allowed centrifugal force to be used to hurl a missile more accurately and with more force. Initially used for hunting small game, it soon became a military weapon.
[END]

[ADVANCE_QUANTUM_MECHANICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PHYSICS>Physics<e>
<L:DATABASE_ADVANCES,ADVANCE_COMPUTER>Computer<e>
[END]

[ADVANCE_QUANTUM_MECHANICS_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_MANHATTAN_PROJECT>Manhattan Project<e>
[END]

[ADVANCE_QUANTUM_MECHANICS_GAMEPLAY]
Quantum Physics introduces new theories on the nature of the universe, particularly related to energy and relativity.  It leads the way to many of the <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e> <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>, most notably <L:DATABASE_ADVANCES,ADVANCE_NUCLEAR_POWER>Nuclear Power<e>, by building on the theories of traditional Newtonian <L:DATABASE_ADVANCES,ADVANCE_PHYSICS>Physics<e>.
[END]

[ADVANCE_QUANTUM_MECHANICS_HISTORICAL]
Whereas Isaac Newton's laws of physics primarily dealt with objects, forces and their relationships, quantum physics was concerned with small-scale phenomena that, when analyzed in the context of classical physics, defied explanation.  Throughout the 1800s, most physicists considered Newton's dynamical laws sacred.  By the early 20th century, however, Newtonian physics proved inadequate to explain some newly discovered phenomena, like radiation.  Physicists began to apply the principles of quantum mechanics when dealing with the behavior of electrons and nuclei within atoms and molecules.  Although conventional quantum mechanics did not try to completely explain what occurred inside the atomic nucleus, it helped scientists grasp the fundamentals of many processes, such as photodisintegration and the emission of alpha particles.  The field theory of quantum mechanics also provided insight into the properties of mesons, subatomic particles and nuclear phenomena.
[END]

[ADVANCE_RADAR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ELECTRICITY>Electricity<e>
<L:DATABASE_ADVANCES,ADVANCE_NAVAL_AVIATION>Naval Aviation<e>
[END]

[ADVANCE_RADAR_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_MOBILE_SAM>Mobile SAM<e>
<L:DATABASE_BUILDINGS,IMPROVE_FLAK_TOWERS>Flak Towers<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_RADAR_STATIONS>Radar Station<e>
[END]

[ADVANCE_RADAR_GAMEPLAY]
Radar is a major step forward in military surveillance and preparedness, enabling the instantaneous detection and monitoring of enemy units from considerable distances.

The <L:DATABASE_UNITS,UNIT_MOBILE_SAM>Mobile SAM<e> unit uses Radar to track and target air units, and then fires its surface-to-air missiles with deadly accuracy.  <L:DATABASE_BUILDINGS,IMPROVE_FLAK_TOWERS>Flak Towers<e> use radar to detect enemy aircraft, and increase a city's defense against air attacks.  The <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_RADAR_STATIONS>Radar Station<e> enables detection of enemy units from very far away.  This can give players enough time to meet an invading force with proper defenses.
[END]

[ADVANCE_RADAR_HISTORICAL]
Radar (from "radio detecting and ranging") is an electromagnetic sensor used for detecting, tracking, locating and identifying objects at either close or far ranges.  Its operation involves the transmission of electromagnetic energy towards objects and the observation of the echoes that are returned.  Objects, commonly called targets, may be vehicles, astronomical bodies, wildlife or even weather.  It can determine the presence, location and velocity of objects and gauge their size and shape as well.  It surpasses optical and infrared sensing devices with its ability to precisely detect objects at long ranges, through any weather conditions.

The 1930s and '40s saw a swift development of radar technology, largely to meet the demands of the military.  Although most radar developmental research was subsidized by the military, it found commercial applications in the late 20th century for air traffic control, air and sea navigation, environmental and weather sensing and surveillance.  Military applications include aiding antiaircraft operations, like mobile surface-to-air missile vehicles and flak towers and radar stations, whose specific purpose is the constant monitoring of a specific area.
[END]

[ADVANCE_RADIO_NAVIGATION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NAVAL_TACTICS>Naval Tactics<e>
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e>
[END]

[ADVANCE_RADIO_NAVIGATION_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_DESTROYER>Destroyer<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ADVANCED_TRAWLERS>Advanced Trawlers<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_RADIO_TOWER>Radio Tower<e>
[END]

[ADVANCE_RADIO_NAVIGATION_GAMEPLAY]
Radio navigation is the application of radio waves to determine the position of an object on the Earth, either a vessel or a fixed location. The basic principle involves measurements to and from electric beacons. The discovery of Radio Navigation opens the way for more advanced Naval & Fishing vessels, and leads to the Age of Airpower.

With the discovery of Radio Navigation, a <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_RADIO_TOWER>Radio Tower<e> version of the <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_LISTENING_POSTS>Listening Post<e> can be constructed on all forms of Mountain terrain, providing a vision-level of 7.
[END]

[ADVANCE_RADIO_NAVIGATION_HISTORICAL]
The first system of radio navigation was the Radio Direction Finder, or RDF. By tuning in a radio station and then using a directional antenna, one could determine the direction to the broadcasting antenna. A second measurement using another station was then taken. Using triangulation, the two directions can be plotted on a map where their intersection reveals the location of the navigator. Commercial AM radio stations can be used for this task due to their long range and high power, but strings of low-power radio beacons were also set up specifically for this task, especially near airports and harbours.

Early RDF systems normally used a loop antenna, a small loop of metal wire that is mounted so it can be rotated around a vertical axis. At most angles the loop has a fairly flat reception pattern, but when it is aligned perpendicular to the station the signal received on one side of the loop cancels the signal in the other, producing a sharp drop in reception known as the "null". By rotating the loop and looking for the angle of the null, the relative bearing of the station can be determined. Loop antennas can be seen on most pre-1950s aircraft and ships
[END]

[ADVANCE_RAILROAD_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FLINTLOCK>Flintlock<e>
<L:DATABASE_ADVANCES,ADVANCE_MODERN_METALLURGY>Modern Metallurgy<e>
[END]

[ADVANCE_RAILROAD_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_FOOD_SILO>Food Silo<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_RAILROAD>Railroads<e>
[END]

[ADVANCE_RAILROAD_GAMEPLAY]
The development of rail transit systems significantly increased the speed with which nations grew.  <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_RAILROAD>Railroads<e> made complex food distribution systems, long-range travel and international <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> even more widespread.

NOTE: <L:DATABASE_CONCEPTS,CONCEPT_MILITIA_UNIT>Militia Unit<e> upgrade opportunity. Discovery of this advance will allow the player to spend Gold in order to upgrade qualifying Militia Units (for example, from "Spearman Militia" to "Hoplite Militia". Upgradeable units must be located in a City.
[END]

[ADVANCE_RAILROAD_HISTORICAL]
The first steam locomotive appeared in Wales in 1804.  These early machines were plagued by the Weakness of iron rails and unreliability and inefficiency of their original apparatus.  Advances in track materials and design, as well as technical advances made by such engineers as George Stephenson, made railroads more useful.  The first to carry both freight and passengers, the Stockton and Darlington Railway began operations in September 1825.  The Liverpool and Manchester Railway followed in 1830 with the introduction of the new locomotive "Rocket," built by Stephenson and his son, Robert.  By 1841, there were more than 1,300 miles of track in Britain.
[END]

[ADVANCE_RELIGION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_STONE_WORKING>Stone Working<e>
[END]

[ADVANCE_RELIGION_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_SHRINE>Shrine<e>
<L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>Entertainer<e> Specialist
[END]

[ADVANCE_RELIGION_GAMEPLAY]
Religion provides laws and social structures, a sense of community and belonging, and attempts to answer the most fundamental questions about existence.  Religion generally makes people happy, and the <L:DATABASE_BUILDINGS,IMPROVE_SHRINE>Shrine<e> <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e> have an effect on the <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> of citizens.

This advance activates the <L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>"Entertainers" Specialist<e> on the City Manager screen, allowing Workers to be assigned to increase Happiness in the city.
[END]

[ADVANCE_RELIGION_HISTORICAL]
Besides questioning and explaining man's existence and his relation to earth, early religion educated and socialized, teaching people how to relate to such things as family, work and death.  Rituals often sprung from the major events in life, birth, death, sexual maturity and the changing of seasons.  Cultures established elaborate calendars, marking the cycle of weather and dates of religio-historical relevance.  In ancient Greece, the Oracle at Delphi played a powerful role in the lives of many.  Religious stories and myths became fodder for the creation of educational entertainment.  The desire of humans to understand their place in the world sparked an interest in the universe, leading the way to scientific thought.
[END]

[ADVANCE_RENAISSANCE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ISLAM>Islam<e>
<L:DATABASE_ADVANCES,ADVANCE_PERSPECTIVE>Perspective<e>
[END]

[ADVANCE_RENAISSANCE_STATISTICS]
Gives:
Access to new <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>
[END]

[ADVANCE_RENAISSANCE_GAMEPLAY]
The Renaissance was an outburst of cultural and artistic creativity and helped usher in an awakening of scientific discovery.
[END]

[ADVANCE_RENAISSANCE_HISTORICAL]
The Renaissance marked the true end of the Dark Age which had lingered on in Europe into Medieval times. The cultural and artistic outburst rivaled the earlier Greek and Roman achievements and was the beginning of accelerated development for Europe and eventually, the rest of the world.
[END]

[ADVANCE_REPUBLIC_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BALLISTICS>Ballistics<e>
<L:DATABASE_ADVANCES,ADVANCE_MASONRY>Masonry<e>
[END]

[ADVANCE_REPUBLIC_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_REPUBLIC>Republic<e>
<L:DATABASE_UNITS,UNIT_SPY>Spy<e>
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> unit <L:DATABASE_UNITS,UNIT_PEZHETEROI>Pezheteroi<e>
[END]

[ADVANCE_REPUBLIC_GAMEPLAY]
Another of the early forms of <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e>, the Republic is less conducive to border expansion than it is to <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> and <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Productivity<e>.  The <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Economy<e> is not strong, nor is the <L:DATABASE_CONCEPTS,CONCEPT_MILITARY_READINESS>Military<e>.
[END]

[ADVANCE_REPUBLIC_HISTORICAL]
The concept of the republic (from the Latin res publica, literally "public thing") originated with the two most exceptional thinkers of ancient Greece, Plato and Aristotle.  Plato, in his famous work "Republic," presented the ideal state, in the form of the Greek polis ("city-state"), which was based on what he regarded as the basic characteristics of the human soul:  the appetitive, the spirited and the philosophical.  Accordingly, his republic consisted of three groups:  a commercial class comprised of those dominated by their appetites; a spirited class of administrators and soldiers responsible for the execution of laws; and the guardians or philosopher-kings, who would act as lawmakers.  Because Plato empowered the guardians, a small group, with the responsibility of maintaining harmony, republicanism was traditionally associated with goals or policies established by a carefully selected part of the community who presumably had a special insight into what constituted the common good.
[END]

[ADVANCE_ROBOTICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DIGITAL_ENCRYPTION>Digital Encryption<e>
<L:DATABASE_ADVANCES,ADVANCE_ADVANCED_COMPOSITES>Advanced Composites<e>
[END]

[ADVANCE_ROBOTICS_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_ROBOTIC_PLANT>Robotic Plant<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_AQUACULTURE>Aquaculture<e>
[END]

[ADVANCE_ROBOTICS_GAMEPLAY]
Robotics enables the automation of many of the tasks traditionally handled by human labor.  <L:DATABASE_BUILDINGS,IMPROVE_ROBOTIC_PLANT>Robotic Plants<e> improve <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> in <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> a great deal. <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_AQUACULTURE>Aquaculture<e> takes advantage of Robotics technology to produce considerable amounts of <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> from the tiles on which they are placed.

The first civilization to discover Robotics gets a 5% boost in <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> for the next 15 turns.
[END]

[ADVANCE_ROBOTICS_HISTORICAL]
Although modern factories were reasonably efficient manufacturing entities, their owners were constantly searching for ways to minimize the element of human error inherent in the system.  The occasional worker illness or injury required not only an abundance of employees to keep assembly lines staffed but health and liability insurance to cover the economic costs as well.  Manufacturers also had to contend with worker inefficiency and, sometimes, theft of property, requiring both management staff to monitor worker progress and security systems to monitor worker conduct.  Finally, factories often had to deal with unions, government regulation and labor laws, which all cut into their bottom line.

Modern manufacturers saw a possible solution in robotics.  For many factories, the assembly system had been refined to require little more than unskilled machine operators and moderately skilled workers.  Robotic technology enabled factories to replace human workers with robots.  Although popular culture's notion of a robot was an intelligent, subservient humanoid machine, most robots were little more than machines specifically designed for a single task.  For instance, the automotive industry benefited from robotic technology, replacing human welders and tool users with robotic arms that could perform the same task within exceedingly low levels of error with only occasion maintenance.  Robotic plants and factories began to replace traditional human factories the world over.  The socio-economic and cultural implications of this shift were akin to the devaluation of human effort that occurred with the Industrial Revolution in the 18th and 19th centuries.  Whereas pre-industrial artisans and craftsmen became little more than machine operators at that time, robotics began to cut human machine operators and workers completely out of the manufacturing process.
[END]

[ADVANCE_SAILS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SHIP_BUILDING>Ship Building<e>
<L:DATABASE_ADVANCES,ADVANCE_COPPER_SMELTING>Copper Smelting<e>
[END]

[ADVANCE_SAILS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_BIREME>Bireme<e>
[END]

[ADVANCE_SAILS_GAMEPLAY]
Sails allowed for the development of ships that could ply the coastline for trade and fishing, taking advantage of the power of the wind.
[END]

[ADVANCE_SAILS_HISTORICAL]
The first ships were small barges and large canoes powered by oars. This severely limited the distance such vessels could travel and how far they could move from the shore. The use of sails to catch the wind and provide propulsion allowed ships to travel further and carry larger loads.
[END]

[ADVANCE_SHIP_BUILDING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TOOLMAKING>Toolmaking<e>
[END]

[ADVANCE_SHIP_BUILDING_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_CORACLE>Coracle<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_NETS>Nets<e>
[END]

[ADVANCE_SHIP_BUILDING_GAMEPLAY]
Ships allow people to utilize ocean waterways in new and better ways.  The <L:DATABASE_UNITS,UNIT_CORACLE>Coracle<e> can transport land units over shallow water, making inter-island exploration a possibility.
[END]

[ADVANCE_SHIP_BUILDING_HISTORICAL]
Boats made of animal skin sewn over a skeletal frame of wood or bone were developed and widely used by ancient peoples in Asia, Africa, the British Isles, Europe and the plains of North America from as far back as 16,000 BC.  Well suited to lakes, streams and shallow oceans, these boats were used mainly for fishing and light transport.  Many skin boats were unsuitable for open sea travel, as the violence of the open seas was too much for their frail construction to bear.  They were easy to repair, though, and could be built from a wide range of available materials.  They were preferred by societies who either had limited access to timber to build wooden boats, or lacked the tools necessary to cut and manipulate large timber.
[END]

[ADVANCE_SIEGE_WEAPONS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMPOSITE_BOW>Composite Bow<e>
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>
[END]

[ADVANCE_SIEGE_WEAPONS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_ONAGER>Onager<e>
[END]

[ADVANCE_SIEGE_WEAPONS_GAMEPLAY]
Onagers - a form of torsion catapult - were powerful projectile weapons, and were useful against walled cities.
[END]

[ADVANCE_SIEGE_WEAPONS_HISTORICAL]
The growth of cities led to the development of walls, towers and ditches to defend them. In the ongoing contest between offence and defence, military thinkers soon developed siege engines to batter down the walls of cities to permit entry and conquest. The Mesopotamians were the first to use siege engines but the Macedonians and the Romans turned them into a military science. In 329 BC Alexander the Great used his siege engines in the first "artillery barrage" in history against Scythian horsemen to enable his army to cross a river against opposition.
[END]

[ADVANCE_SLAVE_LABOR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RELIGION>Religion<e>
<L:DATABASE_ADVANCES,ADVANCE_STONE_WORKING>Stone Working<e>
[END]

[ADVANCE_SLAVE_LABOR_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_SLAVER>Slaver<e>
[END]

[ADVANCE_SLAVE_LABOR_GAMEPLAY]
Slavery is a troubling development in human history, violating the moral and ethical sensibilities of most people.  Nevertheless, empires that choose to bolster their ranks of workers with unwilling labor have the <L:DATABASE_UNITS,UNIT_SLAVER>Slaver<e> unit.  <L:DATABASE_UNITS,UNIT_SLAVER>Slavers<e> prey on foreign <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> and capture their <L:DATABASE_CONCEPTS,CONCEPT_CITIZEN>Citizens<e> as slaves.
[END]

[ADVANCE_SLAVE_LABOR_HISTORICAL]
Slavery was an involuntary labor system in which the workers were deprived of a great deal of personal liberties.  It existed in many ancient societies, but was rare among primitive peoples, such as hunter-gatherer societies, because those societies lacked the social stratification that was essential to slavery's existence.  Primitive societies also lacked the economic surplus necessary to support a slave trade, since one of the aspects of slavery is the notion that slaves are assets by which slave owners prosper.

Although the precise origins of slavery are blurred by the fog of time, the earliest known slavery existed during the Shan dynasty (18th-12th century BC) in China.  Korea had a slave population that ranged from a third to a half of the entire population for most of the millennium between the Silla period and the mid-18th century.  Slavery also existed in ancient India and the Middle East for much of recorded history.  The Vikings often raided other civilizations looking for slaves to trade on the international slave market.  It is theorized that slavery was first invented as a system to make better use of criminals, postulating that they were more useful when put to work instead of being killed or eaten.  Regardless of its origins, slavery continued to occupy a place in almost every major culture well into the 20th century.
[END]

[ADVANCE_SMART_MATERIALS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CYBERNETICS>Cybernetics<e>
<L:DATABASE_ADVANCES,ADVANCE_NANO_WARFARE>Nano-Warfare<e>
[END]

[ADVANCE_SMART_MATERIALS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_DREADNAUGHT>Dreadnaught<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MEGA_UNDERSEA_MINES>Mega Undersea Mines<e>
[END]

[ADVANCE_SMART_MATERIALS_GAMEPLAY]
The development of Smart Materials signals an era of highly advanced machines.

The <L:DATABASE_UNITS,UNIT_DREADNAUGHT>Dreadnaught<e> is an underwater military unit that takes advantage of smart materials to devastating effect.

<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MEGA_UNDERSEA_MINES>Mega Undersea Mines<e> use Smart Materials to extract extremely high levels of <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> from deep ocean tiles.
[END]

[ADVANCE_SMART_MATERIALS_HISTORICAL]
Materials that were able to dynamically respond to stimuli, or "smart" materials, first appeared in the 19th century in the form of a piezo-electric crystal that generated electrical fields when exposed to heat or to stress.  In the 22nd century, smart materials development exploded as the need for highly evolved plastics and ceramics rose.  Many were controlled by microprocessors and advanced feedback systems. They could act as muscles, contracting against unusual stresses, or materials that surpassed the strength of any conventional material.  Virtually any kind of function could be embedded in smart materials, from movement and energy response to light filtration.  These materials were indispensable in the efforts to colonized and explore the oceans.
[END]

[ADVANCE_SPACE_FLIGHT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FUEL_CELLS>Fuel Cells<e>
<L:DATABASE_ADVANCES,ADVANCE_ADVANCED_COMPOSITES>Advanced Composites<e>
[END]

[ADVANCE_SPACE_FLIGHT_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_SPACE_STATION>Space Station<e>
<L:DATABASE_UNITS,UNIT_SPACE_PLANE>Space Plane<e>
[END]

[ADVANCE_SPACE_FLIGHT_GAMEPLAY]
The <L:DATABASE_UNITS,UNIT_SPACE_PLANE>Space Plane<e> is a cargo transport that launches into space and can land in any city on the map.

The <L:DATABASE_WONDERS,WONDER_SPACE_STATION>Solarius Space Station<e> enables scientists to conduct experiments beyond the boundaries of Earth's gravity, giving a boost to the host nation's <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in the process.
[END]

[ADVANCE_SPACE_FLIGHT_HISTORICAL]
On October 4, 1957, the Soviet Union launched the satellite Sputnik 1 into orbit.  This action intensified an already heated rivalry between United States and Soviet space programs.  The U.S. launched their first satellite, Explorer 1, on January 31, 1958, a little less than four months after Sputnik 1.  Over the next decades, over 5,000 successful launches of satellites and space probes of various functions:  scientific, communications, meteorological, reconnaissance and navigation satellites as well as manned and unmanned lunar and planetary probes.  The Soviet Union launched the first man into Earth orbit on April 12, 1961.  The United States landed two men on the surface of the Moon on July 20, 1969.

On April 21, 1981, the 20th anniversary of manned space flight, the U.S. launched the Space Shuttle.  This date represented a major milestone in the history of space flight, for the Space Shuttle was the first reusable manned space vehicle.  It could be launched into space via rocket engines and could reenter the atmosphere and land in much the same way as an airplane.  Many Space Shuttles were launched over the next two decades on scientific research missions.

In 2010, corporate entrepreneurs launched the first orbital transport vehicles.  Primarily envisioned as a commercial and industrial cargo and transport craft, they were designed to launch into orbit and touch down within a few days. Eventually the design principles of the space shuttle were revisited, and a next generation Space Plane was desiged which employed advanced composites to shield it against the friction and intense heat of atmospheric breach and fuel cell technology to propel its giant rocket engines.
[END]

[ADVANCE_STEALTH_TECHNOLOGY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADVANCED_COMPOSITES>Advanced Composites<e>
<L:DATABASE_ADVANCES,ADVANCE_SUPERSONIC_FLIGHT>Supersonic Flight<e>
[END]

[ADVANCE_STEALTH_TECHNOLOGY_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_STEALTH_FIGHTER>Stealth Fighter<e>
<L:DATABASE_UNITS,UNIT_STEALTH_BOMBER>Stealth Bomber<e>
[END]

[ADVANCE_STEALTH_TECHNOLOGY_GAMEPLAY]
Stealth technology, is a sub-discipline of military tactics and passive and active electronic countermeasures. The term covers a range of methods used to make personnel, aircraft, ships, submarines, missiles, satellites, and ground vehicles less visible (ideally invisible) to radar, infrared, sonar and other detection methods.  The <L:DATABASE_UNITS,UNIT_STEALTH_FIGHTER>Stealth Fighter<e> and <L:DATABASE_UNITS,UNIT_STEALTH_BOMBER>Stealth Bomber<e> are the first units to employ this technology.
[END]

[ADVANCE_STEALTH_TECHNOLOGY_HISTORICAL]
Development of modern stealth technologies in the United States began in 1958, where earlier attempts to prevent radar tracking of its U-2 spy planes during the Cold War by the Soviet Union had been unsuccessful. Designers turned to developing a specific shape for planes that tended to reduce detection by redirecting electromagnetic radiation waves from radars. Radiation-absorbent material was also tested and made to reduce or block radar signals that reflect off the surfaces of aircraft. Such changes to shape and surface composition comprise stealth technology such as that used on the <L:DATABASE_UNITS,UNIT_STEALTH_BOMBER>Stealth Bomber<e>.
[END]

[ADVANCE_STIRRUP_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HORSE_ARMOR>Horse Armor<e>
<L:DATABASE_ADVANCES,ADVANCE_TRIBUNAL_EMPIRE>Tribunal Empire<e>
[END]

[ADVANCE_STIRRUP_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_CATAPHRACT>Cataphract<e>
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> unit <L:DATABASE_UNITS,UNIT_RAIDER>Raider<e>
[END]

[ADVANCE_STIRRUP_GAMEPLAY]
The Stirrup allowed a rider the ability to brace himself against the impact of battle.
[END]

[ADVANCE_STIRRUP_HISTORICAL]
When man first domesticated the horse, he rode bareback or with just a cloth for protection. Saddles were next invented but curiously, no apparatus to hold the feet to brace the rider was invented for several hundred years. This meant that cavalry were limited in the shock value of their attack because the rider could not brace himself. Cavalry attacks therefore became hand to hand melees on horseback.

Armour for riders had been used since the earliest times but the invention of the stirrup, allowed lance-bearing armoured feudal horseman to dominate the battlefield for hundreds of years.
[END]

[ADVANCE_STONE_WORKING_PREREQ]
Requires:
Nothing
[END]

[ADVANCE_STONE_WORKING_STATISTICS]
Gives:
Access to new <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>
[END]

[ADVANCE_STONE_WORKING_GAMEPLAY]
Stone Working makes available the ability to quarry, transport and manipulate stone for building structures that are more resilient.  Before Stone Working was commonplace, people relied on wood to build walls and buildings, which were susceptible to weather and fire.
[END]

[ADVANCE_STONE_WORKING_HISTORICAL]
The craft of building with stone or clay originated when prehistoric man sought to build more permanent shelters that mimicked the natural caves they used.  These early structures were often constructed without the use of cementing agents or binders, and involved rough or crudely cut stone or bricks.  Stones of various sizes could be erected in rows to provide walls for city defenses as well.  Different stone working techniques developed independent of each other in Sumer and Egypt in 4000 BC.  Ancient Sumerians made up for their lack of access to large stone deposits by building massive ziggurats out of fired clay bricks.  Egyptians hauled huge blocks of limestone over considerable distances to build the Pyramids.
[END]

[ADVANCE_SUPERSONIC_FLIGHT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_JET_PROPULSION>Jet Propulsion<e>
<L:DATABASE_ADVANCES,ADVANCE_CORPORATE_REPUBLIC>Corporate Republic<e>
[END]

[ADVANCE_SUPERSONIC_FLIGHT_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_INTERCEPTOR>Interceptor<e>
[END]

[ADVANCE_SUPERSONIC_FLIGHT_GAMEPLAY]
Supersonic flight enables the development of airplanes that can fly at speeds well in excess of the speed of sound.  The <L:DATABASE_UNITS,UNIT_INTERCEPTOR>Interceptor<e> is such a plane, utilizing its speed to attack with devastating power.
[END]

[ADVANCE_SUPERSONIC_FLIGHT_HISTORICAL]
[END]
On October 14, 1947, U.S. Air Force Major Charles E. Yeager piloted a Bell XS-1 rocket-powered research plane, the first aircraft to fly at supersonic speeds.  This flight marked the beginning of a revolution in flight technology.  Soon after, many supersonic-flight-capable aircraft were built, many of them able to achieve speeds of Mach 2 (2 times the speed of sound) or above.

Although supersonic flight's commercial applications were limited to the Concorde passenger aircraft, it changed the nature of air combat forever.  New weapons, guidance systems, tracking devices and early warning systems were needed to track high-altitude bombers and interceptors that could strike a target and, within seconds, be out of range of anti-aircraft guns.  A new class of fighter and assault planes emerged in the armies of the major world powers.  Planes could fly higher, farther and faster than previously possible.  Some planes were even capable of hypersonic flight - Mach 5 and above - but needed to be constructed of special materials to deal with the frictional heating of the skin of the plane.

[ADVANCE_TANK_WARFARE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_INTERNAL_COMBUSTION>Internal Combustion<e>
<L:DATABASE_ADVANCES,ADVANCE_CORPORATION>Corporation<e>
[END]

[ADVANCE_TANK_WARFARE_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_TANK>Tank<e>
[END]

[ADVANCE_TANK_WARFARE_GAMEPLAY]
The introduction of <L:DATABASE_UNITS,UNIT_TANK>Tanks<e> on the modern battlefield takes ground combat to a new level.  With its combination of speed and firepower, the <L:DATABASE_UNITS,UNIT_TANK>Tank<e> is the most versatile and effective ground unit of the <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e>.
[END]

[ADVANCE_TANK_WARFARE_HISTORICAL]
After World War II, tanks were designed primarily to fight other tanks.  Armies equipped them with larger, increasingly accurate guns, stronger, heavier armor and engines that were more powerful.  Modern battle tanks weigh as much as 50+ tons, but possess turbine engines, making them capable of road speeds of 30-40 mph. Low profiles and sophisticated technology (including depleted uranium armour piercing shells) have made their WW2 predecessors pale into insignificance by comparison.
[END]

[ADVANCE_TECHNOCRACY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ROBOTICS>Robotics<e>
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_COMMUNICATIONS>Global Communications<e>
[END]

[ADVANCE_TECHNOCRACY_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_TECHNOCRACY>Technocracy<e>
[END]

[ADVANCE_TECHNOCRACY_GAMEPLAY]
A Technocracy, as the name implies, values <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> above all other pursuits.  Not surprisingly, Technocratic empires substantially endow <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Scientific Research<e>, enabling rapid <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advancement<e> through the Technology Tree.  Cities are <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Productive<e>, the <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Economy<e> is good, the <L:DATABASE_CONCEPTS,CONCEPT_MILITARY_READINESS>Military<e> is healthy and people are generally <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happy<e>.
[END]

[ADVANCE_TECHNOCRACY_HISTORICAL]
The technocracy form of government evolved out of two particularly distinct sets of political philosophies:  the growing cult of the technology-obsessed who saw in the advancement of science the answers to all of the world's ills, and the scattered remnants of authoritarian, fascist and reactionary thinkers who continued to bear the flag of totalitarianism as a viable political system.  The first technocratic nations were solidly based on a strict social hierarchy system that valued intelligence and aptitude, particularly for science and technology, above all else.  Industry and corporations were given free rein to conduct business in the most laissez faire markets the world had seen.

However, the economic upheavals of a free market system, combined with a rapidly expanding population of poor and disenfranchised people began to place a burden on the state.  Most technocrats had little patience for social issues, regarded education as a waste of resources on anyone but the extremely gifted.  In order to deal with the increasingly embittered throngs of masses cut off from better opportunities, technocracies relied on the military and police to enforce order.  Surveillance systems were ubiquitous, and prison systems expanded to accommodate for an influx of new criminals.  Technocracies were characterized by elitism, violations of personal freedom and an unprecedented zealousness in the pursuit of science.
[END]

[ADVANCE_THEOLOGY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHRISTIANITY>Christianity<e>
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>
[END]

[ADVANCE_THEOLOGY_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_THEOCRACY>Theocracy<e>
<L:DATABASE_WONDERS,WONDER_HAGIA_SOPHIA>Hagia Sophia<e>
<L:DATABASE_WONDERS,WONDER_CHARLEMAGNE>House of Charlemagne<e>
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> unit <L:DATABASE_UNITS,UNIT_TEUTONIC_KNIGHT>Teutonic Knight<e>
[END]

[ADVANCE_THEOLOGY_GAMEPLAY]
Theology is the study of religious faith and practice.

[END]

[ADVANCE_THEOLOGY_HISTORICAL]
Theology was the study of God, man, the world, salvation and eschatology (or the study of "end" times).  It was a discipline almost exclusively limited to Christianity.  Its origins lie with the Greek philosopher Plato (c.428-c.348 BC), who was the first to put for theology as a field of study.  Although Plato's concept of theology dealt with Greek, not Christian, myths, the fundamental nature of the study came from him, namely: theology is the attempt of believers of a faith to represent their statements of belief consistently, to logically analyze them out of the fundamentals of their faith and to properly contextualize such statements within nature, history, reason and logic.

A scientific analysis of something as emotionally and ontologically complex as religious faith seemed incongruous to some people.  Nevertheless, theology has served to explicate and reinforce the central tenets of many faiths, and provided the basis for the Theocracy, a government based on religious law.
[END]

[ADVANCE_TOOLMAKING_PREREQ]
Requires:
Nothing
[END]

[ADVANCE_TOOLMAKING_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_SPEARMAN>Spearman<e>
[END]

[ADVANCE_TOOLMAKING_GAMEPLAY]
The ability to make tools was a major breakthrough for human industry.  Tools enable people to process raw materials, like food or wood, and manufacture useful items, like weapons and clothing.

The Tool Making Advance enables the recruitment of <L:DATABASE_UNITS,UNIT_SPEARMAN>Spearmen<e>, the first armed units in the game.
[END]

[ADVANCE_TOOLMAKING_HISTORICAL]
The origins of tool making can be found in prehistoric times, when early man employed naturally sharp stones to, among other things, dig, hunt and cut animal hides.  The human impulse to fashion useful items out of natural substances, such as stone, wood and bone is what set humans apart from other animals.  Tool making developed over the course of prehistory and was one of the advances that made ancient societies capable of feeding, clothing and defending themselves.  Advances continued, and in 11th millennium BC, Near Eastern natives created reaping knives by setting flint blades into primitive handles.  Simple metal working dates back to 4500 BC, in which people fashioned ornamental and utilitarian items out of gold, silver and copper.  By heating and hammering metal, treating and tanning hides and cutting wood into virtually any shape, early civilizations could create a tool for almost all of their needs, from armaments to farming implements.
[END]

[ADVANCE_TRADE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_POTTERY>Pottery<e>
<L:DATABASE_ADVANCES,ADVANCE_WHEEL>Wheel<e>
[END]

[ADVANCE_TRADE_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_CARAVAN>Caravan<e>
[END]

[ADVANCE_TRADE_GAMEPLAY]
Although humans have bartered and traded within communities since the beginning, the Trade Advance represents the advent of trading between other communities and even other nations.

<L:DATABASE_UNITS,UNIT_CARAVAN>Caravans<e> are central to the Trade system in the game.
[END]

[ADVANCE_TRADE_HISTORICAL]
The proliferation of trade, internal and abroad, was essential to the economic vitality of many of the ancient empires.  Commerce was no longer limited to the goods within a city or a country's individual capacity to harvest and manufacture.  Foreign caravans would deliver exotic new foods, fabrics, luxuries and precious items.  Unfortunately, trade was a dangerous endeavor.  Bandits and other hostile forces threatened the livelihood of many merchants.  Contracts, laws and other fruits of jurisprudence helped mitigate the risk.

Trade had political and social ramifications as well.  Nations generally had to be on good terms in order to keep trade routes open.  As a result, consumer demand for foreign goods could powerfully influence a government's motivations to keep peaceful relations with trade partners.  Trade contributed to the international exchange of music, art, culture and science.  It motivated nations to fund the exploration of the world, to seek alternate trade routes and find new cultures and societies with which to exchange goods.
[END]

[ADVANCE_TRADE_GUILDS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BANKING>Banking<e>
<L:DATABASE_ADVANCES,ADVANCE_ASTROLABE>Astrolabe<e>
[END]

[ADVANCE_TRADE_GUILDS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_MERCHANT_TRADER>Merchant Trader<e>
<L:DATABASE_BUILDINGS,IMPROVE_CRAFT_GUILD>Craft Guild<e>
[END]

[ADVANCE_TRADE_GUILDS_GAMEPLAY]
Trade Guilds were formed by men who wanted to control the creation and dispersion of goods for profit, and even used this as a means to gain political power and influence.

Among these goods are an increasing number of high value specialty items obtained from jungle areas, providing an incentive to seek out similar regions around the globe. In game terms, this is reflected in the new ability to <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> other forms of land into <L:DATABASE_TERRAIN,TERRAIN_JUNGLE>Jungles<e>.
[END]

[ADVANCE_TRADE_GUILDS_HISTORICAL]
The decline in organised, centralised  government during the Dark Ages led to the rise of powerful individuals including those in the merchant class. Feudal kings often needed and courted the favour of merchants as their inefficient governments needed the money and support of the wealthy middle class. At one stage during the late Medieval period, trade guilds such as those in Venice, wielded nearly as much power as governments and had their own fleets and armies.
[END]

[ADVANCE_TRIBUNAL_EMPIRE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ETHICS>Ethics<e>
[END]

[ADVANCE_TRIBUNAL_EMPIRE_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_TRIBUNAL_EMPIRE>Tribunal Empire<e>
<L:DATABASE_WONDERS,WONDER_THE_SOLARIS_PROJECT>Pax Romana<e>
<L:DATABASE_WONDERS,WONDER_HADRIANS_WALL>Hadrian's Wall<e>
<L:DATABASE_UNITS,UNIT_SETTLER>Settler<e>
[END]

[ADVANCE_TRIBUNAL_EMPIRE_GAMEPLAY]
An Empire-style of government allowed a ruler to lead a vast realm, but demands from the citizenry were also high.

A government of this size and sophistication is able to mobilize the resources necessary to <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> <L:DATABASE_TERRAIN,TERRAIN_DEAD>dead tiles<e> into productive land.

<L:DATABASE_WONDERS,WONDER_THE_SOLARIS_PROJECT>Pax Romana<e> is one of the elements required for the Birth of an Empire Victory option.
[END]

[ADVANCE_TRIBUNAL_EMPIRE_HISTORICAL]
When Alexander the Great conquered the Persian empire, he followed the Persian system and maintained control through the appointment of personally chosen provincial governors (satraps). He went a step further by separating the military from the administrative function in order to reduce the chance of rebellions. Imperial Rome re-developed this form of control with governors and army commanders personally selected by the emperor. This worked well for a time but eventually the ambitions of individuals hampered the cohesion of the empire as a whole.
[END]

[ADVANCE_ULTRAPRESSURE_MACHINERY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_LIQUID_BREATHING_APPARATUS>Fluid Breathing<e>
<L:DATABASE_ADVANCES,ADVANCE_NANO_ASSEMBLY>Nano-Assembly<e>
[END]

[ADVANCE_ULTRAPRESSURE_MACHINERY_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_CRAWLER>Crawler<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ADVANCED_UNDERSEA_MINES>Advanced Undersea Mines<e>
[END]

[ADVANCE_ULTRAPRESSURE_MACHINERY_GAMEPLAY]
Ultra-Pressure Machinery is capable of operating under extremely harsh conditions.  The <L:DATABASE_UNITS,UNIT_CRAWLER>Crawler<e> is such a machine, capable of traveling to the absolute depths of the ocean and transporting land units.

<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ADVANCED_UNDERSEA_MINES>Advanced Undersea Mines<e> utilize Ultra-Pressure Machinery to generate high levels of <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> on ocean tiles.
[END]

[ADVANCE_ULTRAPRESSURE_MACHINERY_HISTORICAL]
The 21st century bore witness to the development of cities built on the bottom of the ocean called sea colonies.  The initial colonies could only be constructed in shallow waters, however, because the tremendous pressure of the benthic oceans was too much for even the strongest machines to bear.  Advances in fluid breathing systems and nanotechnology made it possible for industrial watercraft to withstand the pressures of the deep to build undersea colonies and conduct mining operations.
[END]

[ADVANCE_UNDERSEA_CONSTRUCTION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CONSERVATION>Conservation<e>
<L:DATABASE_ADVANCES,ADVANCE_ADVANCED_COMPOSITES>Advanced Composites<e>
[END]

[ADVANCE_UNDERSEA_CONSTRUCTION_STATISTICS]
Gives:
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_MINES>Undersea Mines<e>
[END]

[ADVANCE_UNDERSEA_CONSTRUCTION_GAMEPLAY]
The discovery of Undersea Construction allows the player to build the first <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_MINES>Sea Mines<e>, although these are restricted to <L:DATABASE_TERRAIN,TERRAIN_WATER_SHELF>Continental Shelves<e>.
[END]

[ADVANCE_UNDERSEA_CONSTRUCTION_HISTORICAL]
20th Century Undersea construction is industrial construction in an underwater environment. It can involve the use of a variety of building materials, mainly concrete and steel. There is often, but not necessarily, a significant component of commercial diving involved. Some underwater work can be done by divers, but they are limited by depth and site conditions, and it is hazardous work, with expensive risk reduction and mitigation, and a limited range of suitable equipment. Remotely operated underwater vehicles are an alternative for some classes of work, but are also limited and expensive. When reasonably practicable, the bulk of the work is done out of the water, with underwater work restricted to installation, modification and repair, and inspection.

By the late 21st Century, undersea engineering techniques had improved significantly, allowing the construction of the first <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_MINES>Sea Mines<e>. Although these Mines were restricted to <L:DATABASE_TERRAIN,TERRAIN_WATER_SHELF>Continental Shelves<e>, the new engineering techniques indicated that fully underwater Cities might be possible at some point in the future.
[END]

[ADVANCE_UNIFIED_PHYSICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DIGITAL_ENCRYPTION>Digital Encryption<e>
<L:DATABASE_ADVANCES,ADVANCE_CHAOS_THEORY>Chaos Theory<e>
[END]

[ADVANCE_UNIFIED_PHYSICS_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_FORCEFIELD>Forcefield<e>
<L:DATABASE_UNITS,UNIT_LEVIATHON>Leviathan<e>
[END]

[ADVANCE_UNIFIED_PHYSICS_GAMEPLAY]
Whereas Newtonian <L:DATABASE_ADVANCES,ADVANCE_PHYSICS>Physics<e>, <L:DATABASE_ADVANCES,ADVANCE_QUANTUM_MECHANICS>Quantum Mechanics<e> and <L:DATABASE_ADVANCES,ADVANCE_CHAOS_THEORY>Chaos Theory<e> were, in some ways, each inadequate to explain all aspects of the known universe, Unified Physics explains the nature of everything.  The application of this revolutionary new science makes unimaginable things possible, such as the <L:DATABASE_BUILDINGS,IMPROVE_FORCEFIELD>Forcefield<e> <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e> and the awesome military power of the <L:DATABASE_UNITS,UNIT_LEVIATHON>Leviathan<e>.

The <L:DATABASE_BUILDINGS,IMPROVE_FORCEFIELD>Forcefield<e> gives <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> the ability to build a nearly impenetrable wall of energy, which dramatically increases city defenses. Offensively, the <L:DATABASE_UNITS,UNIT_LEVIATHON>Leviathan<e> dominates the battlefield with its unparalleled destructive power.
[END]

[ADVANCE_UNIFIED_PHYSICS_HISTORICAL]
Unified Field Theory, also known as the "Unified Theory of Everything," was an attempt to describe all fundamental forces and the relationships between elementary particles within a single theoretical framework.  Physicists were able to describe forces by fields that mediate interactions between separate objects.  For instance, in the mid-19th century, James Clerk Maxwell formulated the first field theory in his theory of electromagnetism.  Then, in the early part of the 20th century, Albert Einstein developed a field theory of gravitation, known as general relativity.  Later, Einstein and others attempted to construct a unified field theory in which electromagnetism and gravity would emerge as different aspects of a single fundamental field. They did not succeed, and a unified field theory remained out of reach for the rest of the 20th century.  When 21st-century physicists succeeded in unraveling the mysteries of chaos theory, they were finally able to create the first unified theory of everything.
[END]

[ADVANCE_VERNACULAR_PROSE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RENAISSANCE>Renaissance<e>
<L:DATABASE_ADVANCES,ADVANCE_CHIVALRY>Chivalry<e>
[END]

[ADVANCE_VERNACULAR_PROSE_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_SHAKESPEARES_THEATRE>Shakespeare's Theatre<e>
[END]

[ADVANCE_VERNACULAR_PROSE_GAMEPLAY]
The creation of stories that were dramatized for the masses helped make the population happy.
[END]

[ADVANCE_VERNACULAR_PROSE_HISTORICAL]
A key contributor to the Renaissance was a surge in the arts. Great paintings, sculptures and the work of playwrights such as Shakespeare fueled an optimistic mood at all levels of society.
[END]

[ADVANCE_VERTICAL_FLIGHT_AIRCRAFT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AERODYNAMICS>Aerodynamics<e>
<L:DATABASE_ADVANCES,ADVANCE_CORPORATION>Corporation<e>
[END]

[ADVANCE_VERTICAL_FLIGHT_AIRCRAFT_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_CARGO_HELICOPTER>Cargo Helicopter<e>
[END]

[ADVANCE_VERTICAL_FLIGHT_AIRCRAFT_GAMEPLAY]
Vertical-Flight Aircraft do not need a runway to take off and land, and are well suited to military operations in which the luxury of an airstrip is too much to bear.  The <L:DATABASE_UNITS,UNIT_CARGO_HELICOPTER>Cargo Helicopter<e> is such an aircraft.  It is capable of ferrying several units through the air.
[END]

[ADVANCE_VERTICAL_FLIGHT_AIRCRAFT_HISTORICAL]
Inventors dreamed for centuries of vehicles that could fly vertically, fly horizontally to its destination and then land vertically.  Indeed, this flight system is far more logical and efficient than conventional fixed-wing flight systems with their large landing fields and limited range.  However, vertical flight demands more sophisticated control and power systems than fixed-wing aircraft.  Engineers and inventors overcame these demands and began to produce useful helicopters in the early 1940s.

Helicopters significantly affected military operations in the Korean and Vietnam Wars.  They fielded air-mobile infantry units, evacuated casualties, hauled artillery and ammunition, rescued downed aviators, and served as ground-attack craft.  Manufacturers eventually fitted helicopters with gas-turbine engines, which vastly improved their operational range, effectiveness and capacity.
[END]

[ADVANCE_VIRTUAL_DEMOCRACY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DIGITAL_ENCRYPTION>Digital Encryption<e>
<L:DATABASE_ADVANCES,ADVANCE_NEURAL_INTERFACE>Neural Interface<e>
[END]

[ADVANCE_VIRTUAL_DEMOCRACY_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_VIRTUAL_DEMOCRACY>Virtual Democracy<e>
<L:DATABASE_WONDERS,WONDER_EGALITARIAN_ACT>Egalitarian Act<e>
[END]

[ADVANCE_VIRTUAL_DEMOCRACY_GAMEPLAY]
A Virtual Democracy is a highly advanced form of <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e>, in which citizens use technology to fulfill as many basic needs as they can, freeing people up to pursue higher level activities.  <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> and <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Growth<e> are unsurpassed.  <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> is excellent.  <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> and the <L:DATABASE_CONCEPTS,CONCEPT_MILITARY_READINESS>Military<e> suffer from lack of attention and need.
[END]

[ADVANCE_VIRTUAL_DEMOCRACY_HISTORICAL]
The democratic form of government evolved over the period of several millennia.  Its first iterations manifested in the ancient Greek city-states, where the entire citizen body acted as the legislature.  This form of democracy, called direct democracy, was possible due to the relatively small populations of the city-states.  In modern times, representative and constitutional democracies flourished as nations grew and the sheer numbers of people made direct democracy impractical.  Though these other forms of democracy worked well, some political thinkers lamented the lack a pure "rule of the people" in which one vote per citizen truly had meaning.  Disillusionment with the Electoral College system and increased corruption in the United States government contributed to a growing desire to seek a pure democracy solution.

Technology provided the solution people were looking for.  By combining the vast reach of the Internet with the latest digital encryption technology, governments could set up high-tech voting centers, with powerful computers tallying votes from across the country.  Voters no longer punched holes in a card, they registered their vote through computer terminals.  The citizenry could act as legislature, voting on proposed legislation posted on official government web sites.  Local government, in particular, was revolutionized, as citizens who could hardly keep track of the machinations of their local city council could become the council themselves.  The focus shifted from people voting for candidates to represent them in government to people becoming active members of the government.  Although some virtual democracies suffered from voter apathy and conscientious non-participation, people had more power over the destiny of their country.  Moreover, most importantly, they came as close as ever to true, pure democratic rule.  Corporations lost their power to influence government through campaign contributions, congresspeople no longer misrepresented their constituencies and every human had the power to register their vote in a new and powerful way.  Because the era of the politician ended, people finally took control of their political and economic destinies.

Inevitably of course, this soon led to the same evils the ancient Greeks had experienced due to the "Tyranny of the Majority", as the rights and ultimately the lives of all those in opposition were snuffed out.
[END]

[ADVANCE_WATER_LIFTS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GRANARIES>Granaries<e>
<L:DATABASE_ADVANCES,ADVANCE_ASTRONOMY>Astronomy<e>
[END]

[ADVANCE_WATER_LIFTS_STATISTICS]
Gives:
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FARMS>Farms<e>
[END]

[ADVANCE_WATER_LIFTS_GAMEPLAY]
Water Lifts created a farming boom, as it became possible to transfer large amounts of water from a river or a lake to a nearby field for farming. This technology allows certain terrain types to be <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraformed<e> into <L:DATABASE_TERRAIN,TERRAIN_GRASSLAND>Grassland<e>.
[END]

[ADVANCE_WATER_LIFTS_HISTORICAL]
The main limitation on early agriculture was water. Crops dependant entirely on rain were completely at the mercy of the elements. The first irrigation came from simple methods of lifting water several feet into higher channels to flow to the crops. Using pendulums and counterweights, the effort to move the water was minimized, leading to an expansion of the areas available for the growing of irrigated crops.
[END]

[ADVANCE_WHEEL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_EXPLORATION>Exploration<e>
[END]

[ADVANCE_WHEEL_STATISTICS]
Gives:
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ROAD>Roads<e>
[END]

[ADVANCE_WHEEL_GAMEPLAY]
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ROAD>Roads<e> make travel easier and faster.
[END]

[ADVANCE_WHEEL_HISTORICAL]
The wheel was one of the great inventions of the world. It opened up an entirely new dimension in transport and commerce, and eventually, warfare. Civilizations that did not develop the wheel failed to evolve at the same rate and were at the mercy of their more advanced enemies.
[END]

[ADVANCE_WRITING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AGRICULTURE>Agriculture<e>
[END]

[ADVANCE_WRITING_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_CODE_OF_HAMMURABI>Code of Hammurabi<e>
[END]

[ADVANCE_WRITING_GAMEPLAY]
Before Writing, human beings had only to rely on speech and art to convey their ideas.  Writing makes available the documentation of everything from the inventory of a shop to the history of a culture.

The discovery of Writing gives birth to a new world of cultural advancement.
[END]

[ADVANCE_WRITING_HISTORICAL]
As ancient societies developed, early humans found a need to visibly represent the language they spoke.  Whether it was to document their history, keep records or facilitate communication, writing's origins were almost certainly borne out of need.  Although the world is full of examples of prehistoric communication, most notably in the form of cave paintings, writing systems did not begin to appear until ancient times.  Writing systems developed in many ways.  Some cultures developed a meaning-based system, with characters and symbols that represented words, acts, and concepts, while others developed sound-based systems, with characters representing syllables or phonemes.  Whether pictographic, ideographic, alphabetic or phonetic, the writing system needed to match the demands of the societies' expressions and communications.  Nevertheless, writing was a giant leap forward in the establishment of history and culture for early societies, leading to a strengthening of social order, jurisprudence and historical preservation.
[END]

[CONCEPT_ACTIVE_DEFENSE_GAMEPLAY]
There are two types of Active Defense:  Anti-Air and Anti-Naval.  A unit with Active Defense automatically <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e> any Unit of a specific type that comes within range.  Active Defense is a ranged attack, so the Unit does not put itself in danger when actively defending.
[END]

[CONCEPT_ACTIVE_DEFENSE_HISTORICAL]
[END]

[CONCEPT_ADVANCES_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e> represent the inventions, discoveries, breakthroughs and paradigm shifts that fill the pages of human history.  In order to discover them, an empire must devote some resources to <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>.  How much resources are at the discretion of the player.  The more <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> an empire creates, the quicker it can discover <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>.

<L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e> are the key to progressing through the game.  Without them, players will not be able to build and take advantage of new <L:DATABASE_CONCEPTS,CONCEPT_UNITS>Units<e>, <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e>, <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Wonders<e> and <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e>.
[END]

[CONCEPT_ADVANCES_HISTORICAL]
[END]

[CONCEPT_ALLIANCE_GAMEPLAY]
An Alliance is the supreme achievement of <L:DATABASE_CONCEPTS,CONCEPT_DIPLOMACY>Diplomacy<e> in Call To Power II, representing a strong bond between nations, molded through years of friendship, trust, and mutual <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e> for one another. 

The conditions for an Alliance are simple:  Both nations must share a <L:DATABASE_CONCEPTS,CONCEPT_TREATIES>Peace Treaty<e> and a Military Pact with each other.  They must also have an extremely high <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e> for each other.
The benefits of an Alliance are many:  Both nations may travel in each other's territory, regardless of borders.  Their Units may ignore the <L:DATABASE_CONCEPTS,CONCEPT_ZOC>Zone of Control<e> restrictions normally in place when moving next to allied <L:DATABASE_CONCEPTS,CONCEPT_UNITS>Units<e> and <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  Finally, both nations share map information for the duration of their Alliance, providing each other with updates each turn.

Alliances are the key to the <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_DIPLOMATIC>World Peace Victory<e>, in which the player wins the game by forging an Alliance with every empire on the map.
[END]

[CONCEPT_ALLIANCE_HISTORICAL]
[END]

[CONCEPT_ANCIENT_AGE_GAMEPLAY]
[END]

[CONCEPT_ANCIENT_AGE_HISTORICAL]
The Ancient Age represented the first iterations of human societies.  Across the world peoples began to abandon nomadic life in favor of settling near a river or fertile plain.  The discovery of agriculture, in part, made settlement possible, giving people the power to expand their tribe by feeding greater numbers of people.  Religion was often a major part of ancient societies, unifying people in times of struggle and uncertainty.  Jurisprudence, philosophy, drama and writing enriched ancient civilizations, providing social order, entertainment and intellectual stimulation.  Ancient times were marked by brutal and bloody conflicts, as nations sought to expand their territories and conquer their enemies.  Advancements in bronze and iron working, ship building and siege weapons fueled an almost constant state of war throughout the last four millennia BC.
[END]

[CONCEPT_ATROCITY_GAMEPLAY]
Atrocities are events so abominable and horrifying that they provoke the anger and condemnation of the world community.  In Call To Power II, certain special attacks, such as a <L:DATABASE_UNITS,UNIT_NUKE>Nuclear Attack<e>, <L:DATABASE_ORDERS,ORDER_NANO_INFECT>Nano-Attack<e> or <L:DATABASE_ORDERS,ORDER_CREATE_PARK>Nanite Cleansing<e> constitute atrocities.  Should a nation choose to engage in such nefarious warfare, they will assuredly find themselves having to answer to <L:DATABASE_UNITS,UNIT_DIPLOMAT>Diplomats<e> from foreign countries and may see a dramatic decrease in their <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e> with other nations.  

Players should consider this when building and deploying weapons of mass destruction.  Although such devices can be extraordinarily efficient and destructive means, in the end, the diplomatic consequences of atrocities may far outweigh the tactical benefits.
[END]

[CONCEPT_ATROCITY_HISTORICAL]
[END]

[CONCEPT_BARBARIANS_GAMEPLAY]
Barbarians are units that have no affiliation with any established empire on the map.  They roam the map and are hostile to any other unit or city they encounter.  Players should exercise caution, particularly in the early stages of building his or her empire, when dealing with Barbarians.

If a Barbarian unit manages to enter a <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e>, it seizes control of it.

At the beginning of the game, players may choose between 4 different levels of Barbarian presence in the game - Ruins Only, Bandits, Raiders and Marauders.  Each level has a graduated effect on the difficulty of the game.
[END]

[CONCEPT_BARBARIANS_HISTORICAL]
[END]

[CONCEPT_CAPITALIZATION_SUMMARY]
Convert <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> to <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[CONCEPT_CAPITALIZATION_GAMEPLAY]
Capitalization converts <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> to <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>.  A city that chooses Capitalization in its build queue turns all of its <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> power into <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>.  Capitalization remains in the build queue until the player changes it to something else.
[END]

[CONCEPT_CAPITALIZATION_HISTORICAL]
[END]

[CONCEPT_CITIZEN_GAMEPLAY]
There are two components to the <L:DATABASE_CONCEPTS,CONCEPT_WORKER>Worker<e> <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e> of every <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e>; Citizens and (potentially) <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>Slaves<e>. As cities <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>grow naturally<e> new Citizens appear as part of that process, and they are more valuable than Slaves because they have additional capabilities:
- Only Citizens can be assigned as <L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>Specialists<e>.
- Building a Unit with the <L:DATABASE_ORDERS,ORDER_SETTLE>Settle<e> ability (such as the <L:DATABASE_UNITS,UNIT_NOMAD>Nomad<e>) requires (and expends) one Citizen from the city's <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e>.
- Once a City expands its <L:DATABASE_CONCEPTS,CONCEPT_CITY_INFLUENCE>Area of Influence<e>, a certain number of non-Specialist Citizens are required in order for a city to access Trade Goods located within the expanded area.

The third point is not intuitive (nor explained in the manual), but it works as follows. When a city population reaches size 9, the Area of Influence expands diagonally outward in four directions, allowing access to an additional 8 tiles. If any of those contain <L:DATABASE_CONCEPTS,CONCEPT_GOODS>Goods<e>, they can only be <L:DATABASE_CONCEPTS,CONCEPT_TRADE>Traded<e> if the city has at least 8 citizens who are not assigned as specialists. This remains true until the Area of Influence expands again when the total population reaches 21, but now the city needs at least 20 citizens in order to Trade Goods that are located in the newly available tiles. Similar requirements affect the remaining two expansions: Newly available Trade Goods at Size 33 require 32 citizens while those available at Size 47 require 46.

This rule also applies to Goods which must be available in order to build certain types of units, such as the <L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horse<e> Good which is needed by most cavalry-type units.
[END]

[CONCEPT_CITIZEN_HISTORICAL]
[END]

[CONCEPT_CITY_GAMEPLAY]
Cities, and the management of them, are the prime focus of Call To Power II.  With them, players can build <L:DATABASE_CONCEPTS,CONCEPT_UNITS>Units<e>, <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e> and Wonders.  They draw the three main resources, <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>, <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> and <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>, from the surrounding tiles.  As the population of a city expands, so does its influence.  Larger cities have more tiles from which to extract resources.

Building cities is the only way to expand an empire.  The more cities an empire has, the more terrain it controls, the more units it can build, and the more resources it has at its disposal.

The efficiency of one's cities can mean the difference between victory and defeat.  Players should strive to completely master the particulars of city management, including placement on terrain, use of <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e>, <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Buildings<e>, <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Wonders<e> and controlling <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>.
[END]

[CONCEPT_CITY_HISTORICAL]
[END]

[CONCEPT_CITY_CAPTURE_OPTIONS_GAMEPLAY]
When starting a new game, the player can click the RULES button and on the subsequent screen, change the City Capture Options from "Off" (the default) to "On". When this option is enabled, the player will be given three choices after conquering an enemy <L:DATABASE_CONCEPTS,CONCEPT_CITY>city<e>: Occupy (you now own it), Raze (destroy it), or <L:DATABASE_CONCEPTS,CONCEPT_LIBERATE_CITY>Liberate<e> (give it to the <L:DATABASE_CONCEPTS,CONCEPT_BARBARIANS>Barbarians<e>).

WARNING: There are dangers associated with giving the city to the Barbarians. See <L:DATABASE_CONCEPTS,CONCEPT_LIBERATE_CITY>Liberate City<e> for details.
[END]

[CONCEPT_CITY_CAPTURE_OPTIONS_HISTORICAL]
[END]

[CONCEPT_CITY_INFLUENCE_GAMEPLAY]
When a <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> is founded, it expands the national borders by 4 tiles in every diagonal direction (brown line in the image above). Even though this is a very large area, the new city can only draw sustenance from the 8 tiles which immediately surround it (dotted white line in the image above). However, as the <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e> grows the city's Area of Influence expands to cover more tiles:
- Level 2 (Population 9) : Adds 12 tiles
- Level 3 (Population 21): Adds 24 tiles
- Level 4 (Population 33): Adds 12 tiles
- Level 5 (Population 47): Adds 12 tiles
This should not be confused with the fact that City populations also have limits which cannot be exceeded without the existence of specialized <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>buildings<e> (for example, populations are fixed at 12 until a city can build an <L:DATABASE_BUILDINGS,IMPROVE_APOTHECARY>Apothecary<e>), but these limits are completely separate from those which govern the Area of Influence.
[END]

[CONCEPT_CITY_INFLUENCE_HISTORICAL]
[END]

[CONCEPT_CLASSIC_AGE_GAMEPLAY]
[END]

[CONCEPT_CLASSIC_AGE_HISTORICAL]
The Classical Age ushered in a time of conquest and economic growth, as man developed new and more durable weapons, scientific discovery was encouraged and men became more independent from the gods.
[END]

[CONCEPT_COMMERCE_GAMEPLAY]
Commerce is one of the basic resources of the game.  Commerce represents the activity of buying, selling and trading goods and services in a city.  It produces <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>, which pays for workers' <L:DATABASE_CONCEPTS,CONCEPT_WAGES>Wages<e> and funds <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>.  Players can also use accumulated <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to <L:DATABASE_CONCEPTS,CONCEPT_RUSH_BUY>Rush Buy<e> <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e> and <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Wonders<e>.

Commerce is one of the three basic resources in Call To Power II.  All <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> generate Commerce by working the tiles of land in and around the city.  The City's <L:DATABASE_CONCEPTS,CONCEPT_CITY_INFLUENCE>Area of Influence<e> (represented by a white dotted line drawn on the map) indicates from which tiles a city draws Commerce.  Terrain types have varying levels of Commerce, and certain <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e>, like the <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_VILLAGE>Village<e> and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_TOWN>Town<e>, can help a city increase the amount of Commerce it creates. 

In order to discover <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>, one must fund scientific research.  Leaders may adjust the <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science Setting<e>, which determines what percentage of total Commerce goes to research.

Commerce represents the economic vitality of a city.  Cities draw on their Commerce to pay for maintenance costs on <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e>.  Cities may increase their Commerce by building <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e> like <L:DATABASE_BUILDINGS,IMPROVE_BANK>Banks<e> and <L:DATABASE_BUILDINGS,IMPROVE_BROKERAGE>Brokerage Houses<e>.  They can also assign <L:DATABASE_CONCEPTS,CONCEPT_CITIZEN>Citizens<e> to be <L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>Merchants<e>.

To control the distribution of wealth in an empire, players can set the <L:DATABASE_CONCEPTS,CONCEPT_WAGES>Wages<e> level for each citizen.  <L:DATABASE_CONCEPTS,CONCEPT_WAGES>Wages<e> level has a direct impact on <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>, so it is wise to not underpay one's citizens.
[END]

[CONCEPT_COMMERCE_HISTORICAL]
[END]

[CONCEPT_COMPUTER_AGE_GAMEPLAY]
[END]

[CONCEPT_COMPUTER_AGE_HISTORICAL]
The efficient processing of information through the discovery of computers helped bring about a boom in the economy and contributed to the betterment of society as a whole.
[END]

[CONCEPT_CRIME_GAMEPLAY]
When people feel that their needs are not met, they take matters into their own hands.  If this <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Unhappiness<e> reaches a certain level, the unfortunate by-product is criminal activity. 

In Call To Power II, Crime creates reductions in <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>, <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> and <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>, representing the "loss" of these basic elements to corruption and theft.

Some <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e> and <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Wonders<e> help curb the detrimental effects of crime.
[END]

[CONCEPT_CRIME_HISTORICAL]
[END]

[CONCEPT_DEFENSE_GAMEPLAY]
Every <L:DATABASE_CONCEPTS,CONCEPT_UNITS>Unit<e> has a Defense rating representing its ability to withstand an <L:DATABASE_ORDERS,ORDER_ATTACK>Attack<e>.  City Defenses can be augmented through such <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e> as <L:DATABASE_BUILDINGS,IMPROVE_CITY_WALLS>City Walls<e> and <L:DATABASE_BUILDINGS,IMPROVE_FORCEFIELD>Forcefields<e>.
[END]

[CONCEPT_DEFENSE_HISTORICAL]
[END]

[CONCEPT_DIAMOND_AGE_GAMEPLAY]
[END]

[CONCEPT_DIAMOND_AGE_HISTORICAL]
The Diamond Age was a period of intense scientific breakthroughs.  With the perfecting of nanotechnology and further developments in genetics, human beings possessed power over their lives and their worlds in ways that seemed unfathomable in previous centuries.  Human cloning and life extension enabled people to achieve immortality, as the limitations of the physical body no longer presented an obstacle.   More than any other science, nanotechnology affected the lives of citizens most profoundly.  Sub-microscopic machines called nanites could manipulate molecules, seek out nuclear weapons, eat pollution, release toxins and countless other tasks.  With the aid of nanites, entire cities were constructed underwater.  The power of nanites manifest in two disparate realms, however, and represented both the future and the demise of human life.  The Gaia Controller had the power to grant a new utopia in the world, by providing limitless supplies of resources.  However, Eco-Rangers could just as easily obliterate entire cities in a matter of minutes, leaving behind only pristine wilderness.  Though some saw this as a triumph, others feared the day that human beings sought to undo six millennia of evolution, progress and creation.  For all of its technological breakthroughs, the Diamond Age represented a world at a crossroads.  With the power of eternal life, limitless energy, and an end to material scarcity, people were finally in control of every aspect of their own destinies.  The only question that remained was whether people would live in peace or ultimately destroy themselves in the acts of nanotechnological war.
[END]

[CONCEPT_DIPLOMACY_GAMEPLAY]
Diplomacy is the art of negotiation.  It is also one of the central foci of the game.  Once a player makes contact with a foreign empire, he or she may engage in basic diplomatic relations.  <L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Establishing Embassies<e> in foreign <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> open up more diplomatic options.

In Call To Power II, Diplomacy is conducted by sending proposals to other players.  Players can comprise diplomatic proposals from the following options: <L:DATABASE_CONCEPTS,CONCEPT_OFFER>Offers<e>, <L:DATABASE_CONCEPTS,CONCEPT_REQUEST>Requests<e> and <L:DATABASE_CONCEPTS,CONCEPT_TREATIES>Treaties<e>.  Players comprise a proposal of any two of these elements, in any order, one in exchange for the other (e.g. a player may make an offer and request something in exchange, or propose a treaty in exchange for an offer.) The recipient weighs his or her own interests and agreements and responds either by accepting, rejecting or countering the proposal.

A player also has the option to <L:DATABASE_CONCEPTS,CONCEPT_THREAT>Threaten<e> the recipient should they disagree to the terms of their proposal.

Players can select the tone of voice with which they write the proposal.  A player should select his or her <L:DATABASE_CONCEPTS,CONCEPT_TONE>Tone<e> based on the recipient's <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e> for them, because it can affect whether the recipient receives the proposal favorably, tentatively or rejects it outright.   Since Diplomacy has a considerable impact on <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e>, it can be the key to keeping strong enemies at bay, exchanging <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> for <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>, forging <L:DATABASE_CONCEPTS,CONCEPT_TREATIES>Military Agreements<e>, preserving peace and maintaining worldwide environmental standards.

The <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_DIPLOMATIC>World Peace Victory<e> is only attainable by the player who shrewdly engages his or her rivals in Diplomacy to the benefit of the world.  Once all nations form an <L:DATABASE_CONCEPTS,CONCEPT_ALLIANCE>Alliance<e> with the player, he or she wins the <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_DIPLOMATIC>World Peace Victory<e>.

For a full list of all possible <L:DATABASE_CONCEPTS,CONCEPT_OFFER>Offers<e>, <L:DATABASE_CONCEPTS,CONCEPT_REQUEST>Requests<e>, <L:DATABASE_CONCEPTS,CONCEPT_TREATIES>Treaties<e> and <L:DATABASE_CONCEPTS,CONCEPT_THREAT>Threats<e>, and for a systematic description of the proposal process, please consult the game manual.
[END]

[CONCEPT_DIPLOMACY_HISTORICAL]
[END]

[CONCEPT_DIPLOMACY_RM_GAMEPLAY]
In Cradle 5, the late game BioTerror Special Attack has been reconfigured as the early era <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege<e>. This attack is hard-coded to be an Atrocity, and as such is addressed by the Diplomacy system. Much like the approach taken with Nuclear Weapons, the AI will use the Diplomacy system to seek the elimination of any Wonder Units which have the "Siege" special attack, which makes no sense in the context of the era.

Accordingly, the Diplomacy messaging has been rewritten to remove all references to "Bio Weapons" in the ancient era, instead referring to military units in general. In addition the AI has been coded to reject all such requests, and won't make offers of this kind either. All of which means that "Military Unit Reduction" is not a functional Diplomatic request, but a placeholder that should simply be ignored.
[END]

[CONCEPT_DIPLOMACY_RM_HISTORICAL]
[END]

[CONCEPT_DISBAND_CITY_GAMEPLAY]
If, during the course of the game, a player wishes to remove a <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> from the map, he or she may disband it.  The <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> may be in a poor location, vulnerable to attack or in some way unmanageable or undesirable.  One can only disband a city of size 6 or less.  Once disbanded, the <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> is eradicated and a <L:DATABASE_UNITS,UNIT_SETTLER>Settler<e> unit is created.

There is no <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_PTS_AT_2300>Score<e> penalty for this action.
[END]

[CONCEPT_DISBAND_CITY_HISTORICAL]
[END]

[CONCEPT_ELITE_UNIT_GAMEPLAY]
Elite Units are combat infantry units that receive a battlefield promotion. This gives them an extra 5 points in attack and defense, and another +5 to ranged attack (if applicable). In addition, movement points increase from 1 to 2. These units do not Disband and they cannot be built.

All of the <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Government-Specific "Disbanding Infantry" Units<e> can be promoted to Elite Units, specifically:

<L:DATABASE_UNITS,UNIT_SWORDSMAN>Swordsman<e>
<L:DATABASE_UNITS,UNIT_HOPLITE>Hoplite<e>
<L:DATABASE_UNITS,UNIT_HYPASPISTS>Hypaspist<e>
<L:DATABASE_UNITS,UNIT_LEGION>Legion<e>
<L:DATABASE_UNITS,UNIT_MAN_AT_ARMS>Man at Arms<e>

The other infantry units with Elite Unit promotion capability are:

<L:DATABASE_UNITS,UNIT_SPEARMAN>Spearman<e>
<L:DATABASE_UNITS,UNIT_PIKEMEN>Pikemen<e>
<L:DATABASE_UNITS,UNIT_HALBERDIER>Halberdier<e>
<L:DATABASE_UNITS,UNIT_ARQUEBUSIER>Arquebusier<e>
<L:DATABASE_UNITS,UNIT_INFANTRYMAN>Infantryman<e>
<L:DATABASE_UNITS,UNIT_MACHINE_GUNNER>Machine Gunner<e>
<L:DATABASE_UNITS,UNIT_MARINE>Marine<e>
<L:DATABASE_UNITS,UNIT_HOVER_INFANTRY>Hover Infantry<e>

Elite Units can be upgraded for a price (for example from <L:DATABASE_UNITS,UNIT_SPEARMAN_ELITE>Elite Spearman<e> to <L:DATABASE_UNITS,UNIT_HOPLITE_ELITE>Elite Hoplite<e>), but only if they are located inside a City, Fort, or Airbase AND one of the following Advances has just been discovered:

<L:DATABASE_ADVANCES,ADVANCE_BRONZE_WORKING>Bronze Working<e>
<L:DATABASE_ADVANCES,ADVANCE_BARRACKS>Barracks<e>
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>
<L:DATABASE_ADVANCES,ADVANCE_GUNPOWDER>Gunpowder<e>
<L:DATABASE_ADVANCES,ADVANCE_FLINTLOCK>Flintlock<e>
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e>
<L:DATABASE_ADVANCES,ADVANCE_ADV_INFANTRY_TACTICS>Adv Infantry Tactics<e>
<L:DATABASE_ADVANCES,ADVANCE_CHAOS_THEORY>Chaos Theory<e>

In the years since Cradle introduced the "Elite Unit" concept described above, an element of potential confusion has arisen. From the beginning, successful combat in CtP2 meant that all units had a chance for promotion to <L:DATABASE_CONCEPTS,CONCEPT_VETERANS>Veteran Status<e>. Units so promoted are marked by a small gold medal that hangs beneath the Unit Shield. The source code team has now introduced a second combat promotion opportunity, to <L:DATABASE_CONCEPTS,CONCEPT_ELITES>Elite Status<e>. Veterans can receive this second promotion, which is marked by a pair of small gold medals attached to the Unit Shield.

To clarify the difference, Veterans and Elites are existing units that have received a 1-2 point increase in their attack values, whereas Elite Units are significantly more powerful and have their own unit cards and database entries. And just to toss in a bit more complexity, Elite Units can ALSO be promoted to Veterans and even, yes, Elites.

Lastly, Ancient-Era Elite Units may receive a further promotion to <L:DATABASE_UNITS,UNIT_HERO>Hero<e>.
[END]

[CONCEPT_ELITE_UNIT_HISTORICAL]
There were many examples of elite troops in history. Alexander the Great's army was composed almost entirely of elite units. Caesar had the Legions he trained in Gaul, Napoleon his Old Guard, and the Soviet Union formalized the process by promoting victorious units to "Guard" status.
[END]

[CONCEPT_ELITES_GAMEPLAY]
When a Unit with <L:DATABASE_CONCEPTS,CONCEPT_VETERANS>Veteran Status<e> survives a battle, it has a chance to gain Elite Status. This additional promotion adds a small bonus to the Unit's <L:DATABASE_ORDERS,ORDER_ATTACK>Attack<e> capabilities. Units so promoted are marked by a pair of small gold medals attached to the Unit Shield.

This should not be confused with the similarly named <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Unit<e> promotion opportunity.
[END]

[CONCEPT_ELITES_HISTORICAL]
[END]

[CONCEPT_EMBARGO_GAMEPLAY]
When a player embargoes a nation's <L:DATABASE_CONCEPTS,CONCEPT_TRADE>trade<e>, he or she is cutting off all trade relations with that nation.  The embargoed nation is unable to create <L:DATABASE_CONCEPTS,CONCEPT_TRADE_ROUTE>trade routes<e> with the player's cities, which effectively prevents them from drawing any trade profits from them.  In Call To Power II, players can use the <L:DATABASE_CONCEPTS,CONCEPT_THREAT>threat<e> of embargo as a <L:DATABASE_CONCEPTS,CONCEPT_DIPLOMACY>diplomatic<e> weapon.  Once an embargo is in place, the player can <L:DATABASE_CONCEPTS,CONCEPT_OFFER>offer<e> to end the embargo.  On the other hand, if players find themselves embargoed by another nation, they can <L:DATABASE_CONCEPTS,CONCEPT_REQUEST>request<e> an end to the embargo through diplomatic correspondence.
[END]

[CONCEPT_EMBARGO_HISTORICAL]
[END]

[CONCEPT_EMPIRE_SIZE_GAMEPLAY]
The size of one's empire, measured in the number of <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, is only of concern when it comes to <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e> type.  Not all <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Governments<e> are adequate for large empires.

If a player's empire is too large for the current <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e> type, the citizens will become <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Unhappy<e>.  It is wise to switch <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e> types to one that can accommodate an expanding empire whenever possible.
[END]

[CONCEPT_EMPIRE_SIZE_HISTORICAL]
[END]

[CONCEPT_FEATS_GAMEPLAY]
FEATS are major undertakings that give special rewards to the player who is first to achieve them. Feat Rewards are granted for:
- Circumnavigating the Globe
- Conquering another nation
- Recapturing a conquered city
- Discovering certain Advances (Concrete, Gunpowder, Mass Production, Computers, Internet, Robotics, & Life Extension)
- Being the first civ to found any of the major religions (Polytheism, Judaism, Buddhism, Confucianism, Christianity & Islam)
- Building a certain number of structures (see list below)

15 Basilicas
+10% Commerce / 30 Turns

5 Bazaars
+10% Commerce / 20 Turns

10 Brokerages
+10% Commerce / 20 Turns

10 Monasteries
+10% Science / 20 Turns

5 Shrines
+2 Happiness / 15 Turns

15 Televisions
+5 Happiness / 25 Turns

8 Theatres
+5 Happiness / 15 Turns

5 Ziggurats
+10% Science / 20 Turns

In addition, the Feat System is used to generate a set of unique traits to every Civilization (this occurs on the 5th turn of every new game), so each nation provides a different gameplay experience. 
[END]

[CONCEPT_FEATS_HISTORICAL]
[END]

[CONCEPT_FOOD_GAMEPLAY]
Food is one of the fundamental resources of the game.  All <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> grow and harvest Food by working the tiles of land in and around the city.  The City's <L:DATABASE_CONCEPTS,CONCEPT_CITY_INFLUENCE>Area of Influence<e> (represented by a white dotted line drawn on the map) indicates from which tiles a city draws Food.  Different terrain types grow varying levels of Food, and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FARMS>Farm<e> <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> can help a city increase their Food production.  

If a city produces more Food than it consumes, it will store it.  If a city begins consuming more than it can produce, it will draw from any available food stores.  If it depletes its stores, the city will starve and people will die, reducing population.

To control the distribution of Food at the empire level, the player can set the <L:DATABASE_CONCEPTS,CONCEPT_RATIONS>Rations<e> level for each citizen.  The higher the <L:DATABASE_CONCEPTS,CONCEPT_RATIONS>Rations<e> level, the more Food is distributed and the quicker food stores are depleted.  If an empire's Food production cannot support the rations level, it will be automatically decreased.  <L:DATABASE_CONCEPTS,CONCEPT_RATIONS>Rations<e> level has a direct impact on <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>.
[END]

[CONCEPT_FOOD_HISTORICAL]
[END]

[CONCEPT_FUEL_GAMEPLAY]
All aerial units have a set amount of Fuel.  When they move they consume one unit of Fuel per tile.  If a unit remains in a tile without moving, it consumes one unit of fuel per turn.  Aerial units must land on a <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e>, <L:DATABASE_BUILDINGS,IMPROVE_AIRPORT>Airbase<e> or <L:DATABASE_UNITS,UNIT_AIRCRAFT_CARRIER>Aircraft Carrier<e> before their Fuel runs out or they will crash.
[END]

[CONCEPT_FUEL_HISTORICAL]
[END]

[CONCEPT_FUTURE_AGE_GAMEPLAY]
[END]

[CONCEPT_FUTURE_AGE_HISTORICAL]
Who knows what marvels are in store for mankind...
[END]

[CONCEPT_GENETIC_AGE_GAMEPLAY]
[END]

[CONCEPT_GENETIC_AGE_HISTORICAL]
With the deciphering of the mysteries of human life at the hands of researchers involved in the Human Genome Project, the Genetic Age built on the solid foundation of scientific achievement established in the Modern Age.  What distinguished the Genetic Age from the Modern Age was a collective increase in responsibility towards humanity and the environment.  Whereas technology continued to streamline the process of manufacturing, it also found equally powerful ways to help curb pollution.  Human mastery of the physical world continued at a breakneck pace with the applications of chaos theory and unified physics.  More than anything else, the achievements of the Genetic Age began to blur the lines between human and machine.  Neural interfaces enabled people to control computers with their thoughts.  Medical scientists began to apply their knowledge of genetics towards not only the eradication of disease but the customization of all forms of life.  As the computer revolutionized the lives of people in the 20th century, so did genetics irrevocably alter life in the 21st century.
[END]

[CONCEPT_GOLD_GAMEPLAY]
Gold is the currency of Call to Power II, and one of the key resources in the game.  It is used to speed up <L:DATABASE_CONCEPTS,CONCEPT_UNITS>Unit<e>, <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e> and <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Wonder<e> production times by allowing the player to rush buy an item in the build queue.

The most common way to generate Gold in one's <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> is through Commerce.  Like <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> or <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>, <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> is one of the three basic elements that a city can extract from tiles within its <L:DATABASE_CONCEPTS,CONCEPT_CITY_INFLUENCE>Area of Influence<e>.  <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e>, such as <L:DATABASE_BUILDINGS,IMPROVE_BROKERAGE>Brokerages<e>, can also increase the amount of <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>, and therefore Gold, a city produces.

Trade is the other common way to produce Gold.  A robust and vibrant web of trade routes can bring in substantial profits.  In <L:DATABASE_CONCEPTS,CONCEPT_DIPLOMACY>Diplomacy<e>, empires can offer or request Gold in exchange for advances, actions and diplomatic favor.
[END]

[CONCEPT_GOLD_HISTORICAL]
[END]

[CONCEPT_GOODS_GAMEPLAY]
The game map is speckled with small icons that represent Goods.  Goods are the commodities of the world.  They range from natural resources like <L:DATABASE_RESOURCE,TERRAIN_DESERT_GOOD_TWO>Oil<e> and <L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_TWO>Pearls<e> to processed goods like <L:DATABASE_RESOURCE,TERRAIN_MOUNTAIN_GOOD_ONE>Tea<e> and <L:DATABASE_RESOURCE,TERRAIN_GRASSLAND_GOOD_TWO>Tobacco<e>.  Some terrain types have up to four Goods while others have a common good, which has a higher chance of appearing, and a rare good.  A good on a tile within the range of influence of a <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> enables that city to <L:DATABASE_CONCEPTS,CONCEPT_TRADE>Trade<e> that Good.  <L:DATABASE_CONCEPTS,CONCEPT_TRADE>Trade<e> generates profits for the city, in the form of <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>.

If one <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraforms<e> a tile with a Good on it, that Good is permanently eradicated.  If a tile with a Good on it becomes a dead tile, the Good is lost as well.
[END]

[CONCEPT_GOODS_HISTORICAL]
[END]

[CONCEPT_GOSSIP_GAMEPLAY]
Every turn in which an <L:DATABASE_UNITS,UNIT_EMISSARY>Emissary<e>, <L:DATABASE_UNITS,UNIT_DIPLOMAT>Diplomat<e>, <L:DATABASE_UNITS,UNIT_AMBASSADOR>Ambassador<e>, or <L:DATABASE_UNITS,UNIT_EMPATHIC_DIPLOMAT>Empathic Diplomat<e> is positioned adjacent to a foreign <L:DATABASE_BUILDINGS,IMPROVE_CAPITOL>Capital City<e>, there is a small chance of Hearing Gossip. There are several types of information that could be acquired this way, including that nation's <L:DATABASE_CONCEPTS,CONCEPT_MILITARY_READINESS>Military Readiness<e> posture, a map of an unknown region, or possibly even an undiscovered advance.
[END]

[CONCEPT_GOSSIP_HISTORICAL]
[END]

[CONCEPT_GOVERNMENTS_GAMEPLAY]
Government is the complex of political institutions, laws, and customs through which the function of governing is carried out.  

Eighteen distinct government types vary from each other based on several criteria:  Max Cities, Growth Rating, Production Rank, Science Rank, Economic Rank, Commerce Efficiency, Military Support, <L:DATABASE_CONCEPTS,CONCEPT_MARTIAL_LAW>Martial Law<e>, National Loyalty and Anti-Pollution Measures.
[END]

[CONCEPT_GOVERNMENTS_HISTORICAL]
[END]

[CONCEPT_GOV_SPECIFIC_UNITS_GAMEPLAY]
Many of the Ancient-Era military units in Cradle are "government-specific" and disband whenever the government changes. Cradle 5 has altered the mechanism so that most of these units are now available under several governments (even when they can only be built by one), which gives the player more time to use them before they disband. This makes them a much better "investment", especially in the early game, when the player has to make hard choices about what to build - City Improvements, Wonders, Units that don't disband, or Units that do. The list of five Government Specific "Disbanding Infantry" Units is provided below, all of which have icons featuring a shield symbol in the upper left corner. Click on the unit links to learn further details:

<L:DATABASE_UNITS,UNIT_SWORDSMAN>Swordsman<e>: Anarchy, Tyranny, Dynasty & City State
<L:DATABASE_UNITS,UNIT_HOPLITE>Hoplite<e>: Anarchy, City State, Oligarchy & Republic
<L:DATABASE_UNITS,UNIT_HYPASPISTS>Hypaspist<e>: Anarchy, City State, Oligarchy & Republic
<L:DATABASE_UNITS,UNIT_LEGION>Legion<e>: Anarchy, Republic, Dictatorship & Tribunal Empire
<L:DATABASE_UNITS,UNIT_MAN_AT_ARMS>Man-at-Arms<e>: Anarchy, Tribunal Empire, Monarchy & Theocracy

In addition, there is a separate group of Government Specific "Special Units". These also have a Government link, but there's added complexity in the form of upgrades and specific support for religions and ideologies. All of these units have icons featuring a crossed-sword-and-axe symbol in the upper left corner. The unit links below provide additional information:

<L:DATABASE_UNITS,UNIT_PEZHETEROI>Pezheteroi<e>: Anarchy, Republic, Dictatorship & Tribunal Empire
<L:DATABASE_UNITS,UNIT_PRAETORIAN>Praetorians<e>: Anarchy, Dictatorship & Tribunal Empire
<L:DATABASE_UNITS,UNIT_ELEPHANT_WARRIOR>War Elephant<e>: Anarchy, Oligarchy, Republic, Dictatorship & Tribunal Empire
<L:DATABASE_UNITS,UNIT_RAIDER>Raiders<e>: Anarchy, Dictatorship, Tribunal Empire & Caliphate
<L:DATABASE_UNITS,UNIT_TEUTONIC_KNIGHT>Teutonic Knights<e>: Anarchy, Theocracy & Caliphate
<L:DATABASE_UNITS,UNIT_JANISSARY>Janissaries<e>: Anarchy, Theocracy & Caliphate
<L:DATABASE_UNITS,UNIT_CONSCRIPT>Conscripts<e>: Democracy
<L:DATABASE_UNITS,UNIT_RED_GUARD>Red Guards<e>: Communism
<L:DATABASE_UNITS,UNIT_FASCIST>Fascists<e>: Fascism

Lastly, one of the main differences between the two groups is that battlefield upgrades to the "Elite" version are only available to the "Disbanding Infantry", but NOT the "Special Units".
[END]

[CONCEPT_GOV_SPECIFIC_UNITS_HISTORICAL]
[END]

[CONCEPT_GROWTH_GAMEPLAY]
The Growth Rating indicates how quickly <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> increase their <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e>.  Several factors contribute to the growth rate, including the distribution of labor in <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e> that promote growth and the <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e> type under which a leader rules his or her empire.  Cities that produce an abundance of <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> will grow quicker than <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> that produce merely adequate amounts of <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>.
[END]

[CONCEPT_GROWTH_HISTORICAL]
[END]

[CONCEPT_HAPPINESS_GAMEPLAY]
Each city has an individual Happiness rating that indicates how satisfied citizens are with their lives.  The empire-wide Happiness indicator reflects the general disposition of one's empire as a whole.  Wise leaders will maintain the Happiness of their people by providing them with as much <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>, as short a <L:DATABASE_CONCEPTS,CONCEPT_WORK_HOURS>Workday<e> and as high a <L:DATABASE_CONCEPTS,CONCEPT_WAGES>Wage<e> as possible.  They can increase Happiness with religion- and entertainment-oriented <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e>.  Other factors, such as <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e>, war and <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> of <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> also have an impact on Happiness.

The disposition of one's citizens is an important thing to monitor in Call To Power II.  An effective leader strives to act in the best interests of his or her people, and always has their Happiness in mind.  Leaders who do not meet the needs and desires of their people cultivate an embittered, resentful, and even angry populace.  These citizens begin protesting and rioting to express their discontent.  Eventually, if their cries go unanswered, they rise up in <L:DATABASE_CONCEPTS,CONCEPT_REVOLUTION>Revolution<e> and take control of their own destinies.
[END]

[CONCEPT_HAPPINESS_HISTORICAL]
[END]

[CONCEPT_IMPROVEMENTS_GAMEPLAY]
Improvements are the structures and systems that comprise a <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e>.  In their infancy, <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> are little more than a loose collection of dwellings.  Improvements make the city more efficient and enable citizens to generate more <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>, <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> and <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>.  Improvements can also help reduce <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e>, increase or decrease <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e>, and make citizens <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happy<e>.

Improvements do not come without a price.  A city must build them from the pool of available <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> resources, which determines how long it takes to build.  Once complete, each Improvement has a maintenance cost that is paid in <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> from the empire's treasury.  If the cost of maintaining an Improvement is too great, a player can sell the Improvement to raise a little cash.
[END]

[CONCEPT_IMPROVEMENTS_HISTORICAL]
[END]

[CONCEPT_INDUSTRIAL_AGE_GAMEPLAY]
[END]

[CONCEPT_INDUSTRIAL_AGE_HISTORICAL]
The creation of machines that could do the work of many men helped usher in a period of economic prosperity.
[END]

[CONCEPT_INFRASTRUCTURE_SUMMARY]
Convert <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> to <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>Public Works<e>
[END]

[CONCEPT_INFRASTRUCTURE_GAMEPLAY]
In Call To Power II, a city's industry can be converted to <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>Public Works<e>.  <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>Public Works<e> can be used to build <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FARMS>Farms<e>, <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ROAD>Roads<e>, <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MINES>Mines<e> and other <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e>.  With Infrastructure, the total <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> output of the city is converted and folded into your <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>Public Works<e> pool of resources every turn.  Once Infrastructure is selected in the build queue, it need not be reselected in order to carry over to the next turn.
[END]

[CONCEPT_INFRASTRUCTURE_HISTORICAL]
[END]

[CONCEPT_LIBERATE_CITY_GAMEPLAY]
When the <L:DATABASE_CONCEPTS,CONCEPT_CITY_CAPTURE_OPTIONS>City Capture Options<e> are "On" and the player captures an enemy <L:DATABASE_CONCEPTS,CONCEPT_CITY>city<e>, the "Liberate" option (giving it to the <L:DATABASE_CONCEPTS,CONCEPT_BARBARIANS>Barbarians<e>) will trap your attacking army inside the now Barbarian-owned city. If it is a Coastal City you can escape by loading your units onto ships (located in a coastal tile adjacent to the city), but the only way to remove an army trapped inside an inland Barbarian city is to conquer it with a DIFFERENT army. That will allow you to choose the "Occupy" or "Raze" options instead.

Be very careful when choosing this option!
[END]

[CONCEPT_LIBERATE_CITY_HISTORICAL]
[END]

[CONCEPT_MAINTENANCE_COST_GAMEPLAY]
Each Improvement has a Maintenance Cost, in <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>, which is extracted every turn from the treasury.  The more <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> required to build an Improvement, the more its Maintenance Cost will be when it is built.

If the cost of <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e> maintenance in all <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> exceeds the amount of <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>  in the treasury, <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e> will automatically be sold until the treasury can pay for the total Maintenance Costs.  Once an <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e> is sold, its benefits (or drawbacks) no longer contribute to the city.
[END]

[CONCEPT_MAINTENANCE_COST_HISTORICAL]
[END]

[CONCEPT_MARTIAL_LAW_GAMEPLAY]
Military units inside cities provide a dual function. Not only do they serve as defenders in the event of attack, they also "Exert Martial Law" which increases happiness. However, the effect varies from one <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENT>Government<e> Type to another and is controlled in the following way:
- MaxMartialLawUnits: Maximum number of units that can exert martial law in a city.
- MartialLawEffect: Amount of happiness provided by each martial law unit.
- MartialLawThreshold: Maximum happiness level attainable through martial law.

As with <L:DATABASE_CONCEPTS,CONCEPT_WAR_DISCONTENT>Military Unit Unhappiness<e>, you can view the effects of Martial Law (along with other factors affecting a city's <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>) under the Status tab within the City Manager screen.

***********************************************
MARTIAL LAW Unit Benefits per Gov Type
***********************************************

Gov Type					Units	Effect per Unit
Anarchy							4			1
Caliphate						1			1
City State						2			1
Communism					2			1
Corporate Republic		0			0
Democracy					0			0
Dictatorship					3			1
Dynasty							3			1
Ecotopia							0			0
Fascism							2			1
Monarchy						2			1
Oligarchy						1			2
Republic						1			1
Technocracy					1			1
Theocracy						1			1
Tribunal Empire			2			1
Tyranny							3			1
Virtual Democracy		0			0

[END]

[CONCEPT_MARTIAL_LAW_HISTORICAL]
[END]

[CONCEPT_MEDIEVAL_AGE_GAMEPLAY]
[END]

[CONCEPT_MEDIEVAL_AGE_HISTORICAL]
The collapse of the Roman Empire led to the fragmentation of a hitherto stable society, leaving a void which was filled with the rise and the rule of the Church and a variety of Feudal Monarchies and Autocracies.
[END]

[CONCEPT_MILITARY_READINESS_GAMEPLAY]
The Military Readiness setting determines the support costs of existing units and affects their health ratings.  There are three military readiness states:  At War, On Alert and At Peace.  

When At War, all units are fully trained and ready to fight.  They incur full support costs and have full health (until attacked).
On Alert status has reduced support costs.  Because of this, unit health suffers a decrease, reflecting the lower level of support.
The At Peace setting reduces unit support costs and health even further.  Therefore, although units are cheaper to maintain at lower readiness levels, they are not as equipped for battle.

It takes several turns to change military readiness settings.  Leaders should consider this when planning their military activity.
[END]

[CONCEPT_MILITARY_READINESS_HISTORICAL]
[END]

[CONCEPT_MILITIA_UNIT_GAMEPLAY]
Whenever a city is founded an immobile Militia Unit is created, thus ensuring that all new cities come with a defender. The type of unit depends upon the era in which it appears, as per the table below:

<L:DATABASE_UNITS,UNIT_SPEARMAN_MILITIA>Spearman Militia<e> appear from the beginning of the game until the discovery of <L:DATABASE_ADVANCES,ADVANCE_BRONZE_WORKING>Bronze Working<e>
<L:DATABASE_UNITS,UNIT_HOPLITE_MILITIA>Hoplite Militia<e> are available between <L:DATABASE_ADVANCES,ADVANCE_BRONZE_WORKING>Bronze Working<e> and <L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>
<L:DATABASE_UNITS,UNIT_LEGION_MILITIA>Legion Militia<e> are available between <L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e> and <L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>
<L:DATABASE_UNITS,UNIT_PIKEMEN_MILITIA>Pikemen Militia<e> are available between <L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e> and <L:DATABASE_ADVANCES,ADVANCE_FLINTLOCK>Flintlock<e>
<L:DATABASE_UNITS,UNIT_INFANTRYMAN_MILITIA>Infantryman Militia<e> are available between <L:DATABASE_ADVANCES,ADVANCE_FLINTLOCK>Flintlock<e> and <L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e>
<L:DATABASE_UNITS,UNIT_MACHINE_GUNNER_MILITIA>Machine Gunner Militia<e> are available between <L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e> and <L:DATABASE_ADVANCES,ADVANCE_CHAOS_THEORY>Chaos Theory<e>
<L:DATABASE_UNITS,UNIT_HOVER_INFANTRY_MILITIA>Hover Infantry Militia<e> are available from <L:DATABASE_ADVANCES,ADVANCE_CHAOS_THEORY>Chaos Theory<e> until the end of the game

Militia Units have no movement points but offer improved defensive stats versus comparable "normal" units. For example, the <L:DATABASE_UNITS,UNIT_SPEARMAN_MILITIA>Spearman Militia<e> unit has 40 hitpoints while the <L:DATABASE_UNITS,UNIT_SPEARMAN>Spearman<e> is only 10. Militia Units also can be upgraded (at a cost) in accordance with the following schedule of Advances (similar to <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNITS>Elite Units<e>):

<L:DATABASE_ADVANCES,ADVANCE_BRONZE_WORKING>Bronze Working<e>
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>
<L:DATABASE_ADVANCES,ADVANCE_FEUDALISM>Feudalism<e>
<L:DATABASE_ADVANCES,ADVANCE_RAILROAD>Railroad<e>
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e>
<L:DATABASE_ADVANCES,ADVANCE_CHAOS_THEORY>Chaos Theory<e>
[END]

[CONCEPT_MILITIA_UNIT_HISTORICAL]
A militia is typically an organization of non-professional or part-time soldiers; citizens of a country, or subjects of a state, who may perform military service during a time of need. The word militia dates back to ancient Rome, and comes from the ancient Latin in which it meant "defense service".
[END]

[CONCEPT_MODERN_AGE_GAMEPLAY]
[END]

[CONCEPT_MODERN_AGE_HISTORICAL]
The Modern Age was marked by an explosion of growth in the areas of human industry and ingenuity.  New manufacturing techniques brought on by the Industrial Revolution contributed to an increase in the productive power of cities.  Breakthroughs in science, such as electricity, quantum physics and modern medicine led to the development of televisions, airplanes and hospitals.  Railroads crisscrossed nearly every continent, expanding the speed and efficacy of transport and travel.  The invention of the internal combustion engine led to the rise of the automobile as the dominant form of land transportation in the mid 20th century.  By the end of the modern age, computers had pervaded every aspect of human life.  They facilitated more rapid scientific research, intercontinental communications, and global commerce.  Despite these leaps in human understanding and productivity, the modern age bore witness to a staggering array of new warfare technology.  From machine guns and tanks to nuclear missiles and stealth aircraft, battlefields heated up as science begat newer and better ways to destroy life.  As technology began to exponentially increase, new questions about the role of technology in society, the responsibility of scientists and even the eventual obsolescence of humanity at the hands of future advances plagued the thinkers of the age.
[END]

[CONCEPT_NWONDERS_GAMEPLAY]
Natural wonders provide significant tourism revenue for the city within whose boundaries they are located. There can be up to seven natural wonders on the map: Ayers Rock, Great Barrier Reef, Angel Falls, the Urgup Cones, the Grand Canyon, Lake Baikal and the Guillin Hills. Not all of these natural wonders may be placed on the map in every game, but most of the time they should be.
[END]

[CONCEPT_NWONDERS_HISTORICAL]
[END]

[CONCEPT_OFFER_GAMEPLAY]
Leaders who wish to win favor with rival nations may make an Offer in a diplomatic proposal.  An Offer is the opposite of a <L:DATABASE_CONCEPTS,CONCEPT_REQUEST>Request<e>.

Offers may be gifts, such as a <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e>, a sum of <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> or an Advance.  They may be agreements, like an Offer to give military support or reduce <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e>.  In a proposal, players may combine them with either a <L:DATABASE_CONCEPTS,CONCEPT_REQUEST>Request<e> or a <L:DATABASE_CONCEPTS,CONCEPT_TREATIES>Treaty<e>.  One cannot make a proposal comprised of two Offers.
[END]

[CONCEPT_OFFER_HISTORICAL]
[END]

[CONCEPT_OVERCROWDING_GAMEPLAY]
Overcrowding is a by-product of urban <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Growth<e>.  If the <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e> of a <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> grows faster than the city's ability to meet the needs of the population, citizens become unhappy with things like traffic, lack of open space and the fatigue associated with living in a bustling metropolis.

In Call To Power II, there are <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e> that can alleviate Overcrowding and the attendant reduction in <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> it brings.
[END]

[CONCEPT_OVERCROWDING_HISTORICAL]
[END]

[CONCEPT_POLLUTION_GAMEPLAY]
Pollution represents the contamination of the environment by physically impure and unclean elements.  It is an unfortunate by-product of human society.  In Call To Power II, there are three Pollution indicators to monitor:  Citywide Pollution, Empire-wide Pollution and Global Pollution.  A good leader can effectively manage Pollution on an Empire and City level.  However, one must use <L:DATABASE_CONCEPTS,CONCEPT_DIPLOMACY>Diplomacy<e> if he or she wants to have an effect on Global Pollution.  Nations may propose Pollution Pacts and demand they be adhered to.

Some <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e>, such as <L:DATABASE_BUILDINGS,IMPROVE_FACTORY>Factories<e> and <L:DATABASE_BUILDINGS,IMPROVE_OIL_REFINERY>Oil Refineries<e>, create Pollution, whereas others, like <L:DATABASE_BUILDINGS,IMPROVE_RECYCLING_PLANT>Recycling Plants<e>, reduce it.  Factors such as nuclear warfare can increase Pollution, while some <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Wonders<e> of the World can help reduce it.

An excess of Pollution will surely upset one's citizens.  The specific Pollution level that they are willing to tolerate depends on one's <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e> type.

If cities allow pollution to reach toxic levels, the terrain within their area of influence will be damaged beyond use.  Once the Advance <L:DATABASE_ADVANCES,ADVANCE_TRIBUNAL_EMPIRE>Tribunal Empire<e> is discovered, however, these "dead tiles" can be <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraformed<e> back to useful terrain.
[END]

[CONCEPT_POLLUTION_HISTORICAL]
[END]

[CONCEPT_POPULATION_GAMEPLAY]
Each city has a Population, representing the total number of <L:DATABASE_CONCEPTS,CONCEPT_CITIZEN>Citizens<e> and <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>Slaves<e> who live there.  As a city's Population grows, so does its productivity.  With each increase in Population, another <L:DATABASE_CONCEPTS,CONCEPT_WORKER>Worker<e> adds to the resource-gathering potential of the city.
[END]

[CONCEPT_POPULATION_HISTORICAL]
[END]

[CONCEPT_PRODUCTION_GAMEPLAY]
Production is one of the three basic resources in Call To Power II.  All <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> generate Production by working the tiles of land in and around the city.  The City's <L:DATABASE_CONCEPTS,CONCEPT_CITY_INFLUENCE>Area of Influence<e> (represented by a white dotted line drawn on the map) indicates from which tiles a city draws Production.  Different terrain types have varying levels of Production, and mining <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> can help a city increase the amount of Production it creates. 

Production represents the combination of human labor, natural resources and raw materials that are required for industry.  Cities draw on their Production to build <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e>, <L:DATABASE_CONCEPTS,CONCEPT_UNITS>Units<e> and <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Wonders<e>.  Cities may increase their Production by building <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e> and <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e>.  They can also assign <L:DATABASE_CONCEPTS,CONCEPT_WORKER>Workers<e><L:DATABASE_CONCEPTS,CONCEPT_CITIZEN>Citizens<e> to be <L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>Laborers<e>.

In order to build <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> and <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> tiles, leaders must dedicate a portion of the total Production output of their empire to <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>Public Works<e>.

To control the productivity of an empire, players can set the <L:DATABASE_CONCEPTS,CONCEPT_WORK_HOURS>Workday<e> level for each <L:DATABASE_CONCEPTS,CONCEPT_WORKER>Worker<e>.  The longer the Workday, the more each Worker produces.  Workday length has a direct impact on <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>, so it is wise to not overwork the <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>population<e>.
[END]

[CONCEPT_PRODUCTION_HISTORICAL]
[END]

[CONCEPT_PUBLIC_WORKS_GAMEPLAY]
Players can use Public Works to build <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> and <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> terrain.  Drawn from the total <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> output of the empire, Public Works represents a specialized labor force dedicated to building infrastructure.  Leaders can set the percentage of <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> that goes to Public Works in the Empire Manager.
[END]

[CONCEPT_PUBLIC_WORKS_HISTORICAL]
[END]

[CONCEPT_RAISE_MONEY_GAMEPLAY]
Raising money is one of two special abilities utilized by the late-game <L:DATABASE_UNITS,UNIT_ORGANIZER>Organizer<e>. As with similar attacks such as the <L:DATABASE_ORDERS,ORDER_INDULGENCE>Sale of Indulgences<e>, there is no risk to the unit and the attack is always successful.

GAMEPLAY NOTE: Although the messaging is different, this attack uses the same <L:DATABASE_ORDERS,ORDER_FAITH_HEALING>Faith Heal<e> Button and Cursor as the <L:DATABASE_UNITS,UNIT_TELEVANGELIST>Televangelist<e>.
[END]

[CONCEPT_RAISE_MONEY_HISTORICAL]
[END]

[CONCEPT_RANGED_ATTACK_GAMEPLAY]
Units with ranged attack capability are ideal for supporting offensive and defensive units.  Their ranged attack enables them to attack enemy targets from the rear line in battle.  However, if there are no units to hold the front line, ranged units will be moved to fight at close quarters.  Most ranged units are poorly equipped to fight this way, however, and should, as much as possible, be included with offensive and defensive units.
[END]

[CONCEPT_RANGED_ATTACK_HISTORICAL]
[END]

[CONCEPT_RATIONS_GAMEPLAY]
Rations are the amount of <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> each citizen consumes per turn.  It is extracted from the total <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> produced every turn.  Leaders should be careful setting the Rations level for their empire - how much <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> people have to eat has a direct and measurable impact on their <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>.

If the rations level exceeds the available amount of <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>, it will make up the difference by dipping into food stores.  If these stores are depleted, the Rations level will automatically drop to a more manageable level.
[END]

[CONCEPT_RATIONS_HISTORICAL]
[END]

[CONCEPT_REFUEL_GAMEPLAY]
When an air unit ends its turn on either an <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_AIR_BASES>Airbase<e> or a city with an <L:DATABASE_BUILDINGS,IMPROVE_AIRPORT>Airport<e>, it will Refuel the next turn.  Refueling restores the full movement range of the unit.
[END]

[CONCEPT_REFUEL_HISTORICAL]
[END]

[CONCEPT_REGARD_GAMEPLAY]
Regard is the worth and estimation that other empires hold for the player.  Empires base their Regard on their level of trust, esteem and respect that they have for other nations and their leaders.  Foreign leaders not only consider how the player acts towards them but how he or she acts towards all nations.  That is why it is important to consider one's actions and the effects on one's reputation.

In Call To Power II, Regard is the key to <L:DATABASE_CONCEPTS,CONCEPT_DIPLOMACY>Diplomacy<e>, and should be carefully monitored if one has any hope of success at the negotiations table.
[END]

[CONCEPT_REGARD_HISTORICAL]
[END]

[CONCEPT_RENAISSANCE_AGE_GAMEPLAY]
[END]

[CONCEPT_RENAISSANCE_AGE_HISTORICAL]
After the tumult of the Dark Ages in Europe, nations struggled to come to grips with their historical, cultural and national identities.   Particularly in Italy, the Renaissance sparked a renewed interest in the period of Greek and Roman dominance known as the classical period.  As the thinkers of the age grappled with the wisdom of the ancients, they opened up new frontiers in science, art, philosophy and culture.  Mimicking their ancestors' interest in the physical world, the great minds of the Renaissance began to explore the fields of optics, chemistry, physics and astronomy.  Advancements in shipbuilding made larger, more powerful ships available for exploration and warfare.  More than anything, the discovery of gunpowder changed the nature of war.  As strong nations equipped their soldiers with muskets and cannon, cultures still relying on catapults, archers and swordsmen were easily wiped out and conquered.  International trade proliferated as ships laden with exotic goods traveled the seven seas, bringing spices to Europe, muskets to Asia and horses to the New World.
[END]

[CONCEPT_REQUEST_GAMEPLAY]
A Request is one of the three diplomatic options players have in formulating proposals.

Requests may involve asking for <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> or a <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e>.  They may be calls to honor agreements or reduce unconventional weapons arsenals.  In a proposal, players may combine them with either an <L:DATABASE_CONCEPTS,CONCEPT_OFFER>Offer<e> or a <L:DATABASE_CONCEPTS,CONCEPT_TREATIES>Treaty<e>.  One cannot make a proposal comprised of two Requests.
[END]

[CONCEPT_REQUEST_HISTORICAL]
[END]

[CONCEPT_REVOLUTION_GAMEPLAY]
Revolution causes a city to break free from their empire and form a completely new nation.  Any city near a newly revolted city also has a chance of Revolution.

A city will revolt under several circumstances.  Either <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> drops to a low enough point that people rise up to rule themselves, or a foreign <L:DATABASE_UNITS,UNIT_SPY>Spy<e>, <L:DATABASE_UNITS,UNIT_KINGS_EYE>King's Eye<e>, <L:DATABASE_UNITS,UNIT_SECRET_AGENT>Secret Agent<e> or <L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja<e> incites a Revolution. Lastly, the <L:DATABASE_UNITS,UNIT_ABOLITIONIST>Abolitionist<e> can start a revolt in any city that has slaves, but it will only succeed if there's an extremely high proportion of slaves-to-defenders.
[END]

[CONCEPT_REVOLUTION_HISTORICAL]
[END]

[CONCEPT_RIOTS_GAMEPLAY]
When <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> reach a certain level of unhappiness, outraged citizens take to the streets and riot.  When a city riots, it effectively shuts down, generating no <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>, <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>, <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> or <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> until <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> improves or armed forces <L:DATABASE_ORDERS,ORDER_FORTIFY>Garrison<e> inside the city to enforce <L:DATABASE_CONCEPTS,CONCEPT_MARTIAL_LAW>Martial Law<e>.
[END]

[CONCEPT_RIOTS_HISTORICAL]
[END]

[CONCEPT_RIVER_GAMEPLAY]
Rivers add value to the terrain through which they flow.  They increase the amount of <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>, <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> and <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> on a tile, and makes travel easier by reducing terrain-based movement costs.

Rivers provide their greatest benefit when passing through <L:DATABASE_TERRAIN,TERRAIN_DESERT>Desert<e> terrain, transforming dessicated wilderness into rich agricultural soil.
[END]

[CONCEPT_RIVER_HISTORICAL]
[END]

[CONCEPT_RUSH_BUY_GAMEPLAY]
Although <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> build <L:DATABASE_CONCEPTS,CONCEPT_UNITS>Units<e>, <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e> and <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Wonders<e> with available <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> resources, a player may wish to speed up the build process by throwing money at it.  The Rush Buy function enables players to do just that.  The cost of a Rush Buy varies based on the particular item, its <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> cost and the time remaining to build.
[END]

[CONCEPT_RUSH_BUY_HISTORICAL]
[END]

[CONCEPT_RUINS_GAMEPLAY]
As units explore the map, they may come across a tile with ruins on it.  A unit that enters the Ruins may discover a new Advance, find treasure in the form of <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>, uncover a lost <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e>, or meet wandering nomads or mercenaries.  Players should beware, though - ruins are havens for <L:DATABASE_CONCEPTS,CONCEPT_BARBARIANS>Barbarians<e>, who never hesitate to ambush unsuspecting <L:DATABASE_CONCEPTS,CONCEPT_UNITS>Units<e> who come to investigate.

The ruins have many different appearances, all depending upon the terrain on which they are found. So you will see Megaliths (such as that portrayed above) Stone towers, Obelisks, Oriental temples, Huts, Igloos and many more. 
[END]

[CONCEPT_RUINS_HISTORICAL]
[END]

[CONCEPT_SCIENCE_GAMEPLAY]
In order to research <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>, an empire must generate <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>.  The most common way to do this is to devote a portion of the total <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commercial<e> output of one's empire to scientific research.  Each city also can generate <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science <e>by turning <L:DATABASE_CONCEPTS,CONCEPT_CITIZEN>Citizens<e> into <L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>Scientists<e>, or building <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e> that boost Science.
[END]

[CONCEPT_SCIENCE_HISTORICAL]
[END]

[CONCEPT_SCIENCE_SETTING_GAMEPLAY]
The Science Setting represents the percentage of <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> that is devoted to scientific research.  The higher the setting, the better funded and more capable of discovery one's <L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>Scientists<e> are.  Each government type has a Maximum Science Setting that reflects that regime's dedication to the pursuit of technological and cultural advancement.
[END]

[CONCEPT_SCIENCE_SETTING_HISTORICAL]
[END]

[CONCEPT_SEA_COLONIES_GAMEPLAY]
Built exclusively by <L:DATABASE_UNITS,UNIT_SEA_ENGINEER>Sea Engineer<e> units, Sea Colonies are <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> on the floor of the ocean.  They have all the same aspects of traditional land <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, except they cannot build any pre-<L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e> <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e>.
[END]

[CONCEPT_SEA_COLONIES_HISTORICAL]
[END]

[CONCEPT_SLAVE_GAMEPLAY]
Slaves are <L:DATABASE_CONCEPTS,CONCEPT_WORKER>Workers<e> who do not enjoy the benefit of <L:DATABASE_CONCEPTS,CONCEPT_CITIZEN>citizenship<e>.  They are prisoners, in a sense, forced to work in a foreign city for no pay.  Slaves only eat half of the <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> of standard <L:DATABASE_CONCEPTS,CONCEPT_WORKER>Workers<e>.

An empire can acquire slaves in two ways:
- Sending <L:DATABASE_UNITS,UNIT_SLAVER>Slaver<e> units on slave raids to neighboring empires.
- Some specialized units have the ability to <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_ENSLAVE>capture slaves in battle<e>.

Although beneficial in some ways, it increases the risk of revolts and the act of enslaving others is seen as a grave offense and may enrage other nations.
[END]

[CONCEPT_SLAVE_HISTORICAL]
[END]

[CONCEPT_SPECIAL_FORCES_GAMEPLAY]
Special Forces units are a subset of military units whose military readiness status is always "At War."  In this way, they are always ready for battle, unaffected by global <L:DATABASE_CONCEPTS,CONCEPT_MILITARY_READINESS>Military Readiness<e> settings, incurring full support costs at all times.
[END]

[CONCEPT_SPECIAL_FORCES_HISTORICAL]
[END]

[CONCEPT_SPECIALISTS_GAMEPLAY]
Specialists are <L:DATABASE_CONCEPTS,CONCEPT_CITIZEN>Citizens<e> who are not involved in the collection of resources.  Rather, they can be assigned to boost certain specific resources in order to achieve a particular goal in the <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e>.  Each specialist is enabled by a specific <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advance<e> and will be unavailable until the advance is discovered.

There are five types of specialists:
Entertainers - enabled by <L:DATABASE_ADVANCES,ADVANCE_RELIGION>Religion<e> - Increase <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> in the city
Farmers - enabled by <L:DATABASE_ADVANCES,ADVANCE_AGRICULTURE>Agriculture<e> - Increase <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> in the city
Laborers  - enabled by <L:DATABASE_ADVANCES,ADVANCE_ARCHITECTURE>Architecture<e> - Increase <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> in the city
Merchants - enabled by <L:DATABASE_ADVANCES,ADVANCE_OLIGARCHY>Oligarchy<e> - Increase <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> in the city
Scientists - enabled by <L:DATABASE_ADVANCES,ADVANCE_COSMOLOGY>Cosmology<e> - Increase <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in the city
[END]

[CONCEPT_SPECIALISTS_HISTORICAL]
[END]

[CONCEPT_STARVATION_GAMEPLAY]
The more people there are in a <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e>, the more <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> the city must produce to feed them.  For each turn a city fails to produce enough food, the city starves.  Each city can endure a state of starvation for up to three turns.  After three turns, the <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>city size<e> decreases by one.

Fortunately, there are three <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e> that increase a city's food storage capacity and, therefore, increase a city's starvation "protection."  The <L:DATABASE_BUILDINGS,IMPROVE_GRANARY>Granary<e> increases a city's starvation protection to two turns; the <L:DATABASE_BUILDINGS,IMPROVE_AQUEDUCT>Aqueduct<e> increases it to seven turns; the <L:DATABASE_BUILDINGS,IMPROVE_FOOD_SILO>Food Silo<e> increases it to twelve turns.
[END]

[CONCEPT_STARVATION_HISTORICAL]
[END]

[CONCEPT_STEALTH_UNITS_GAMEPLAY]
Stealth Units are some of the more powerful units in Call To Power II.  With a few exceptions, any entity with normal vision (standard units, cities, listening posts) cannot see stealth units - they are only visible to each other. Just be aware that certain categories of Stealth units do not have Stealth vision themselves (primarily Diplomat types).  In addition, almost all Stealth Units have unconventional attacks.  They can siphon <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>, interrupt <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>, raise and lower <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>, steal <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e> and information or wage war with weapons of mass destruction.

Players are wise to do everything they can to prevent Stealth Unit attacks.
[END]

[CONCEPT_STEALTH_UNITS_HISTORICAL]
[END]

[CONCEPT_SUPPORT_COST_GAMEPLAY]
Waging war is not without its price.  When a city builds a unit, the cost of that unit is measured in the <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> resources it takes to build it.  Once built, however, the unit incurs an additional cost of maintaining its health and training.  This Military Support cost is extracted from the total <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> output of an empire.  The larger the military, the more strain on <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> resources it has. 

Several things can affect Military Support costs, including <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e> type, <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Wonders<e> and the <L:DATABASE_CONCEPTS,CONCEPT_MILITARY_READINESS>Military Readiness<e> Setting.
[END]

[CONCEPT_SUPPORT_COST_HISTORICAL]
[END]

[CONCEPT_SWAP_FILE_GAMEPLAY]
Several of the "Special Attacks" in Cradle 5 appear in two guises, one for the Ancient Era, and another for the Modern. As one example, the <L:DATABASE_UNITS,UNIT_HIRED_THUG>Hired Thug<e> unit can deploy the <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Sabotage Production<e> attack against enemy cities while the <L:DATABASE_UNITS,UNIT_LAWYER>Lawyer<e> can <L:DATABASE_ORDERS,ORDER_INJOIN>File Injunctions<e>. Each attack uses the same code and does exactly the same thing - halts all production in the Enemy City for one turn. However, the graphics and sounds are completely different. In order to provide that level of detail (and to prevent the scary sight of Lawyers burning buildings or Hired Thugs filing Injunctions), Cradle 5 has developed the Special Attack Swap File System. It's a very simple 4-step process:

1) Identify the current era of your game. For this purpose, the "Ancient Era" is the period before the human player discovers the <L:DATABASE_ADVANCES,ADVANCE_AGE_OF_REASON>Age of Reason<e>, while the "Modern Era" comes after.

2) Save your game and then close and re-start CtP2. Look in the upper right corner of the Main Menu and you will see one of two messages: "ANCIENT ERA" in Red Font or "MODERN ERA" in Green Font (see image above). If the message matches the period of your game (i.e. before or after "Age of Reason") then nothing more is needed.

3) If there IS a disconnect, close the game and use Windows Explorer to navigate to the Cradle5 folder in your CtP2 game directory. In that folder you will see two files, one named "Ancient.exe" and the other "Modern.exe". Doubleclick the file you need and it will auto-extract the necessary files.

4) Restart CtP2, and now the text in the upper right corner of the Main Menu will match the era of your game, and all the Special Attack sounds and graphics will be correct.

NOTE #1: The player will receive a message on the 2nd Turn of a new campaign, directing you to this page and also providing a visual clue as to the current Swap File status. If the Message Icon says "AE", then the Ancient Era swap file is active. Conversely, a green "ME" tells you there's a problem since Modern Era files should not be active at the start of a new game.

NOTE #2: The player will also receive a message after discovering the "Age of Reason", notifying you that it's time to perform the Modern Era file swap.

NOTE #3: Lastly, this process is typically performed only once per campaign, can be done in any year, and is not necessary in order to play Cradle 5. Your game will not crash or fail in some fashion, but the "immersion factor" will be reduced if you are using the wrong set of files for your era.
[END]

[CONCEPT_SWAP_FILE_HISTORICAL]
[END]

[CONCEPT_TERRAFORM_GAMEPLAY]
Terraforming is the process of converting one terrain type into another.  As empires expand all over the world, the need for good land becomes dire.  Fortunately, players can use <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>Public Works<e> resources to Terraform undesirable terrain tiles into more useful, more productive land.  As a player progresses through the technology tree, certain key <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e> enable the Terraforming of different terrain types.
[END]

[CONCEPT_TERRAFORM_HISTORICAL]
[END]

[CONCEPT_THREAT_GAMEPLAY]
When a rival empire rejects or counters a <L:DATABASE_CONCEPTS,CONCEPT_DIPLOMACY>Diplomatic<e> proposal, a leader may find it necessary to Threaten them with action in order to force them to agree.  Other leaders never take Threats likely, and for good reason.  To Threaten another with, for instance, <L:DATABASE_ORDERS,ORDER_ATTACK>Attacking<e> a city, or <L:DATABASE_ORDERS,ORDER_INTERCEPT_TRADE>Pirating<e> their trade routes can run the risk of making them angry.  Players may jeopardize their diplomatic <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e> if they find themselves in the habit of using Threats often.
[END]

[CONCEPT_THREAT_HISTORICAL]
[END]

[CONCEPT_TILE_IMPROVEMENTS_GAMEPLAY]
Tile Improvements serve several purposes.  Some Tile Improvements, like Roads and Underwater Tunnels, increase mobility and reduce movement costs associated with terrain.  Others, like Farms, Mines and Drilling Platforms, boost the amount of Food, Commerce and Production that Workers collect.  Still, others increase visibility, radar range and defensive capabilities.

The cost of Tile Improvements is drawn from the pool of available Public Works resources, which is, in turn, extracted from the total Production output of an empire.  Unlike city <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e>, Tile Improvements do not have a maintenance cost, nor can one sell them.  Enemy units can <L:DATABASE_ORDERS,ORDER_PILLAGE>Pillage<e> Tile Improvements and destroy them, negating any effects they have on the tile.
[END]

[CONCEPT_TILE_IMPROVEMENTS_HISTORICAL]
[END]

[CONCEPT_TONE_GAMEPLAY]
Leaders must select a Tone of voice for each diplomatic proposal they send, as it has an impact on how the recipient responds.  Players should check their <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e> with the recipient nation and before selecting Tone.  Misjudging such a thing can prove disastrous to the diplomatic process.  Likewise, players should review the proposals they receive with an ear for Tone.  It may reveal details about the sender's personality, intentions and <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e> that may not be readily apparent in the content of the missive.
[END]

[CONCEPT_TONE_HISTORICAL]
[END]

[CONCEPT_TRADE_GAMEPLAY]
Trade is one of the primary methods for accumulating Gold in the game.  Once one discovers the <L:DATABASE_ADVANCES,ADVANCE_TRADE>Trade<e> Advance, one can build <L:DATABASE_UNITS,UNIT_CARAVAN>Caravans<e>.  If a player has <L:DATABASE_CONCEPTS,CONCEPT_GOODS>Goods<e> within their <L:DATABASE_CONCEPTS,CONCEPT_CITY>City's<e> <L:DATABASE_CONCEPTS,CONCEPT_CITY_INFLUENCE>Area of Influence<e>, they can set up a <L:DATABASE_CONCEPTS,CONCEPT_TRADE_ROUTE>Trade Route<e> either within their empire or with a foreign city. Access to Goods located within an expanded <L:DATABASE_CONCEPTS,CONCEPT_CITY_INFLUENCE>Area of Influence<e> also requires a certain number of non-Specialist Citizens<e> - see the <L:DATABASE_CONCEPTS,CONCEPT_CITIZEN>Citizen Concept<e> for details.

Several factors contribute to the profitability of certain trade routes, including length of route and scarcity of the <L:DATABASE_CONCEPTS,CONCEPT_GOODS>Good<e>.
[END]

[CONCEPT_TRADE_HISTORICAL]
[END]

[CONCEPT_TRADE_ROUTE_GAMEPLAY]
Players may create trade routes, in which Caravans (and later, Freight Transports) carry goods between <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> both foreign and domestic.  A line between two <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> indicates a trade route.  Players can tell at a glance what <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> are trading by a small icon, representing the trade good, which travels along the line.

Empires can pirate the trade routes of their rivals once per turn.  The trade route is not destroyed.  Rather, the pirates abscond with the profits for that turn.  Piracy is considered an act of aggression and usually has diplomatic consequences.
[END]

[CONCEPT_TRADE_ROUTE_HISTORICAL]
[END]

[CONCEPT_TRAINING_GAMEPLAY]
TRAINING AND LEADERSHIP
***************************

TRAINING
You can choose to spend gold per turn on 3 different levels of training for your units. The greater the level of training, the more gold it will cost each turn.

Each level of training increases a unit's primary abilities. A unit's "primary stat" is the one which is larger than the rest. e.g. Archer: ranged. When stats are tied, attack is boosted.

TRAINING EFFECTS
Low: +2 ability
Medium: +4 ability
High: +6 ability

TRAINING COSTS
Support Costs of all Military Units / 3 (x) Training Level. 


LEADERSHIP
Leadership will increase or decrease depending on your actions on the battlefield. Winning a battle will give you leadership points, losing a battle will take them away. The bigger the battle the greater the effect. You can also win (and lose) leadership points by capturing (or losing) cities. The bigger the city, the larger the effect.

In each round of a battle there is a chance your leadership effect will be used, when this happens, each of your units will receive a boost to their primary stat. The size of the boost will depend on your current level of unit training. For example: if your leadership is weak, but your training level is high, you will rarely see a boost in your unit's abilities. But when your leadership IS used, it will have a large effect, due to the high level of training for your units on this turn. If your leadership is strong, but your training level is low, you will only see a very small boost in unit abilities, but it will happen in many rounds of a battle.

Each level of leadership increases the chance of training being used in a round of battle. In one battle there can be many rounds, sometimes 10 or 15, so even weak leadership will have some effect on a battle if combined with some training.

LEADERSHIP CHANCES IN BATTLE
Weak: 10% chance
Average: 20% chance
Good: 33% chance
Strong: 50% chance


HOW TO USE
Open the Unit Manager from the Control Panel at the bottom (not using the keyboard shortcut)
[END]

[CONCEPT_TRAINING_HISTORICAL]
[END]

[CONCEPT_TRAITS_GAMEPLAY]
Each civilization will gain a set of Traits on the 5th turn of the game. In addition, each civilization will also experience a Golden Age that roughly corresponds to the actual historical years of their apex.

TRAITS
***************************************
Arabian Traits are +10% Production, +2 Religious Influence per Turn, Veteran Cataphracts and Janissaries.

Assyrian Traits are +30% Production, -1 Happiness, +15% Walled City Attack, and -50% PW Cost for Mine Shafts. 

Aztec Traits are +15% Production, -1 Happiness, and +5,000 Gold and +10,000 PW every 100 Turns. 

Babylonian Traits are +20% Production, and +1 Happiness. 

Byzantium Traits are +10% Production, +2 Happiness, +15% Walled City Attack, -50% PW Cost for Roads, Stone Roads, and Veteran Legions, Cataphracts. 

Carthaginian Traits are +10% Production, +4 Boat Movement, -50% PW Cost for Villages, Ports, Towns, and Veteran War Elephants, Biremes, Triremes, Quinqueremes and Dromons. 

Celt Traits are +5% Production, Instant Healing after Battles, and Veteran Man At Arms. 

Egyptian Traits are +10% Production, +3 Happiness, Size 2 Cities, -50% PW Costs for Farms, +2 Religious Influence per Turn, and Veteran Chariots. 

Etruscan Traits are +10% Production and Veteran Praetorians. 

Greek Traits are +20% Production, +2 Boat Movement, +.5% Gold Interest per Turn, Instant Healing after Battles, -50% PW Costs for Ports, and Veteran Hoplites, Pezheteroi, Biremes, Triremes. 

Han Traits are +20% Production, +2 Happiness, +15% Walled City Attack, +2 Religious Influence per Turn, and -50% PW Costs for Farms.
 
Harrapan Traits are +10% Production, +2 Happiness, +2 PW Interest per Turn, and +2 Religious Influence per Turn. 

Hebrew Traits are +10% Production, +1% Gold Interest per Turn, +2 Religious Influence per Turn, and +3 Happiness. 

Hexagonian Traits are +5% Production and +1 Happiness. 

Hittite Traits are +25% Production, +15% Walled City Attack and -50% PW Costs for Mines. 

Incan Traits are +10% Production, +3 Happiness, +5000 Gold and 10,000 PW every 100 Turns, and -50% PW Costs for Roads, Stone Roads, Mines and Mine Shafts. 

continued on Historical tab...
[END]

[CONCEPT_TRAITS_HISTORICAL]
TRAITS (continued)
***************************************
Kushan Traits are +2 Happiness and Veteran Chariots. 

Macedonian Traits are +10% Production, +2 Boat Movement, and Veteran Hoplites and Pezheteroi. 

Mayan Traits are +3 Happiness. 

Minoan Traits are +3 Happiness, +4 Boat Movement, +1 Gold Interest per Turn, -50% PW Costs for Villages, and Veteran Biremes and Triremes. 

Mongol Traits are +10 Production, +25% Walled City Attack, -50% PW Costs for Pastures, +5000 Gold every 100 Turns and Veteran Mounted Archers, Horesemen, Raiders and Cataphracts. 

North American Tribal Traits are +3 Happiness, Instant Healing after Battle and Veteran Mounted Archers. 

Nubian Traits are +5% Production, +1% per Turn Gold Interest per Turn and Veteran Chariots. 

Persian Traits are +15% Production, +1 Happiness, +2 Religious Influence per Turn, Size 2 Cities, and Veteran War Elephants. 

Phoenician Traits are +10% Production, +2 Happiness, +4 Boat Movement, +.5% per Turn Gold Interest, -50% PW Costs for Villages and Ports, and Veteran Biremes, Triremes, Quinqueremes, and Dromons. 

Romans Traits are +20% Production, +2% Per Turn PW Interest, -50% PW Cost for Roads, Stone Roads, Towns, and Veteran Legions, Praetorians. 

Shang Traits are +1 Happiness, +15% Walled City Attack, and Starting Size 3 Cities for 150 Turns. 

Sumerian Traits are +2 Happiness, and Starting Size 3 Cities for 150 Turns. 

Turkish Traits are +5% Production, and Veteran Janissaries and Cataphracts. 

Viking Traits are +4 Boat Movement, +.5% Gold Interest per Turn, and Veteran Man At Arms, Raiders. 

Yamato Traits are +20% Production, +1 Happiness, Instant Heal after Battle, and Veteran Swordsmen. 

Zulu Traits are +10% Production, Instant Heal after Battle, and Veteran Swordsmen.

[END]

[CONCEPT_TREATIES_GAMEPLAY]
A leader that wishes to make a standing agreement with another empire can include a Treaty in their diplomatic proposal.  Some Treaties promote peace, some bolster <L:DATABASE_CONCEPTS,CONCEPT_TRADE>Trade<e> and <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> and others propose a reduction in <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e>.  Treaties can be included as the primary part of a proposal or in exchange for an <L:DATABASE_CONCEPTS,CONCEPT_OFFER>Offer<e> or <L:DATABASE_CONCEPTS,CONCEPT_REQUEST>Request<e>.

Once two nations agree to a Treaty, it is in place forever, or until either nation violates its terms.
[END]

[CONCEPT_TREATIES_HISTORICAL]
[END]

[CONCEPT_UNITS_GAMEPLAY]
Units serve a variety of functions in Call To Power II.  They can explore the world, wage war and perform a multitude of actions.  Unlike <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, Units are free to move around the map.  Each Unit has several attributes, like health, attack and defense ratings, movement ratings and terrain restrictions.

Consult the Units section of the Great Library for descriptions on each Unit.
[END]

[CONCEPT_UNITS_HISTORICAL]
[END]

[CONCEPT_UPGRADING_GAMEPLAY]
The Source Code team introduced a new and far more rigorous and flexible system for handling <L:DATABASE_ORDERS,ORDER_UPGRADE>Unit Upgrades<e>, and Cradle has been modified to use it. The Cradle upgrade paths remain unchanged (see below), although the costs are variable (but usually higher) since they are based on the difference in each unit's shield value multiplied by the government-type unit rush modifier. Be aware that upgrades for <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Units<e> and <L:DATABASE_CONCEPTS,CONCEPT_MILITIA_UNIT>Militia Units<e> are handled differently, so please review those links for details.

****************************************
UPGRADE Paths per Unit
****************************************

SAILS
Coracle > Bireme

ARCHERY
Slinger > Archer

HORSE ARMOR
Javelin Cavalry > Horseman

BARRACKS
Chariot > Mounted Archer

DICTATORSHIP
Pezheteroi > Praetorians

STIRRUP
War Elephant > Raider
Horseman > Cataphract

OCEAN FARING
Bireme > Longship

DARK AGES
Spearman > Pikemen

ASTROLABE
Trireme > Dromon
Quinquereme > Dromon

SIEGE WEAPONS
Ballista > Onager

CROSSBOW
Archer > Crossbowman

CHIVALRY
Mounted Archer > Knight

GREEK FIRE
Onager > Trebuchet

NAVAL TACTICS
Dromon > Ship-of-the-Line

continued in Historical tab...
[END]

[CONCEPT_UPGRADING_HISTORICAL]
UPGRADE Paths (cont)
***************************************
GUNPOWDER
Composite Archer > Arquebusier

CANNON MAKING
Trebuchet > Cannon

AGE OF DISCOVERY
Longship > Galleon
Carrack > Galleon

CAVALRY TACTICS
Cataphract > Cavalry
Knight > Cavalry

FLINTLOCK
Halberdier > Infantryman
Crossbowman > Infantryman
Arquebusier > Infantryman

EXPLOSIVES
Cannon > Howitzer

INTERNAL COMBUSTION
Galleon > Troop Ship

OIL REFINING
Ironclad > Submarine

MASS PRODUCTION
Infantryman > Machine Gunner
Fascist > Machine Gunner
Red Guard > Machine Gunner
Conscript > Machine Gunner

RADIO NAVIGATION
Ship-of-the-Line > Destroyer

TANK WARFARE
Cavalry > Tank

COMBINED ARMS
Howitzer > Mobile Artillery
Tank > Heavy Tank

NUCLEAR POWER
Submarine > Nuclear Submarine

SUPERSONIC FLIGHT
Fighter > Interceptor

ADVANCED COMPOSITES
Interceptor > Stealth Fighter
Bomber > Stealth Bomber

LIQUID BREATHING APPARATUS
Subchaser > Scout Sub

ULTRAPRESSURE MACHINERY
Troop Ship > Crawler

FUSION
Heavy Tank > Fusion Tank

CYBERNETICS
Mobile Artillery > War Walker

GENETIC TAILORING
Nuclear Submarine > Kraken

PLASMA WEAPONRY
Destroyer > Plasma Destroyer

SMART MATERIALS
Battleship > Dreadnaught

CHAOS THEORY
Machine Gunner > Hover Infantry
[END]

[CONCEPT_VETERANS_GAMEPLAY]
When a military Unit survives a battle, it has a chance to become a Veteran Unit.  This status bestows a small bonus to the Unit's <L:DATABASE_ORDERS,ORDER_ATTACK>Attack<e> capabilities. Units so promoted are marked by a small gold medal that hangs beneath their Unit Shield.

Additional successful combat provides Veterans with yet another promotion opportunity, to <L:DATABASE_CONCEPTS,CONCEPT_ELITES>Elite Status<e>.
[END]

[CONCEPT_VETERANS_HISTORICAL]
[END]

[CONCEPT_VICTORY_PTS_AT_2300_GAMEPLAY]
As you progress through the game, you will accumulate a score based on your performance as a leader.  You will be judged on the <L:DATABASE_CONCEPTS,CONCEPT_EMPIRE_SIZE>size<e> and extent of your empire, how <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>happy<e> you make your people, how well you deal with other nations, how <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>advanced<e> your empire is, how much you promote peace, and many other factors.  AD 2500 is the chronological end of the game.  The player with the highest score at the end of the game wins.
[END]

[CONCEPT_VICTORY_PTS_AT_2300_HISTORICAL]
[END]

[CONCEPT_VICTORY_ENSLAVE_GAMEPLAY]
In addition to those taken by the <L:DATABASE_UNITS,UNIT_SLAVER>Slaver<e>, there is another method by which empires can acquire <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>Slaves<e>. Some of the early Wonder Units and a few of the <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Government-specific "Special" Units<e> have the ability to capture enemy troops in battle.

If these units are part of a victorious army, they have a chance to take some of the defeated army as slaves. Depending on the capturing unit, this chance ranges from 20% to 100%.
[END]

[CONCEPT_VICTORY_ENSLAVE_HISTORICAL]
Throughout the ancient world, conquering empires often enslaved opposing troops that were captured in battle, along with the populations of cities they conquered. These captives were distributed as booty to reward members of the victorious army, while others were sent to perform chattel labor in the home country.
[END]

[CONCEPT_VICTORY_CONQUEST_GAMEPLAY]
In order to achieve the conquest victory, you must conquer the world.  No empire but yours must appear on the map.  You will be required to raise an army of epic proportions, rule the seas, explore the world and form strategic alliances.  Although other nations may dislike you, they will come to fear the day your bloodthirsty soldiers land on their shores.  Once you have either destroyed or taken over every enemy city on the map, you will have achieved world domination.
[END]

[CONCEPT_VICTORY_CONQUEST_HISTORICAL]
[END]

[CONCEPT_VICTORY_DIPLOMATIC_GAMEPLAY]
You may not wish to destroy all of your rivals in bloody combat.  You may instead long for a world without war and suffering.  By engaging your neighbors in diplomacy, you can help win their regard and trust.  When you forge a permanent <L:DATABASE_CONCEPTS,CONCEPT_ALLIANCE>alliance<e> with every nation in the world and maintain it for a set amount of time, you win the World Peace diplomatic victory.
[END]

[CONCEPT_VICTORY_DIPLOMATIC_HISTORICAL]
[END]

[CONCEPT_CULTURE_GAMEPLAY]
RELIGIOUS VICTORY
****************************
For most early civilizations, religion defined and permeated all aspects of culture and society. A player can focus on establishing a diversity of religions to win the game.
Religious Influence is acquired by being the first civilization to found specific religions and then construct certain buildings, wonders and write holy texts.
After you collect a certain amount of Religious Influence Points, you can build a Wonder which allows you to construct the final Religious Victory and win the game.


TO INCREASE YOUR INFLUENCE
****************************
Own 5 Shrines for +1 per turn
Own 8 Ziggurats for +2 per turn
Own 10 Theatres for +3 per turn
Own 10 Monasteries for +4 per turn
Own 15 Mosques for +5 per turn
Own 15 Basilicas for +6 per turn

These are cumulative, so owning all types gives you a maximum +21 per turn.
NOTE: You only need to own these buildings, so you can capture them to increase your count.

...CREATE AND ESTABLISH...
Found Polytheism for +750
Found Judaism for +500
Found Buddhism for +500
Found Confucianism for +500
Found Christianity for +500
Found Islam for +500

...CONSTRUCT BUILDINGS...
Build a Shrine for +5
Build a Ziggurat for +10
Build a Theatre for +15
Build a Monastery for +20
Build a Mosque for +25
Build a Basilica for +30

...CONSTRUCT WONDERS...
Build Stonehenge for +500
Build Temple of Solomon for +250
Build Temple of Zeus for +250
Build Temple of Artemis for +250
Build Chichen Itza for +250
Build Mecca for +250

...WRITE...
Write the Epic of Gilgamesh for +250
Write the Torah for +250
Write the Ramayana for +250
Write the Pali Canon for +250
Write the Doctrine of the Mean for +250
Write the Holy Scriptures for +250
Write the Koran for +250


TO WIN A RELIGIOUS VICTORY
****************************
Gain 5,000 Influence points and build Hagia Sophia and then the Religious Victory.


TO CHECK RELIGIOUS INFLUENCE
****************************
Left-click the happiness bar in the top right of the screen, which will open the Religion Influence screen.

NOTE: The screen displays a maximum of 16 civs, so you will not be able to track status of those numbered 17 and above.
[END]

[CONCEPT_CULTURE_HISTORICAL]
[END]

[CONCEPT_VICTORY_SCIENCE_GAMEPLAY]
BIRTH OF AN EMPIRE
****************************

Once any civ builds the Pax Romana Wonder, it allows all players to pursue the Birth of an Empire Victory.

Requires:
-- <L:DATABASE_WONDERS,WONDER_THE_SOLARIS_PROJECT>Pax Romana<e> Wonder

-- 25 <L:DATABASE_BUILDINGS,IMPROVE_GAIA_COMPUTER>Arches<e> in 25 Cities: In order to build an Arch, each city must contain a Shrine, a Granary, a Bazaar, a Ziggurat and a Work Camp.

-- 25 <L:DATABASE_BUILDINGS,IMPROVE_POWER_SATELLITE>Magistrates<e>: In order to "appoint" (i.e. build) a Magistrate, a city must contain an Arena, a Conscripted Labor Camp, a Forum and a Physician. There is no limit to the number of Magistrates that can be constructed by a single city (they do not appear in the City Inventory list).

-- At least 10 <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PROCESSING_TOWER>Colonies<e> AND 50% World Coverage with Colonies

-- The player can track the progress of this Victory by clicking the "Empire" button on the top left of the screen and then clicking the "Birth of an Empire" selection (or use the ctrl+g hotkeys)

When all elements of the Victory have been achieved, you must click the "Declare Empire" button on the tracking screen and maintain your Empire for 5 turns.
[END]

[CONCEPT_VICTORY_SCIENCE_HISTORICAL]
The many requirements for the "Birth of an Empire" Victory (which replaces the CtP2 "Science Victory") essentially mean the player has been able to replicate the Roman Empire at its height.

The Roman Empire included territory around the Mediterranean in Europe, North Africa, and Western Asia, and was ruled by emperors. Due to the Empire's extent and endurance, its institutions and culture had a lasting influence on the development of language, religion, art, architecture, literature, philosophy, law, and forms of government in its territories. Latin evolved into the Romance languages, while Medieval Greek became the language of the East. The Empire's adoption of Christianity led to the formation of medieval Christendom. Roman and Greek art had a profound impact on the Italian Renaissance. Rome's architectural tradition served as the basis for Romanesque, Renaissance and Neoclassical architecture, and influenced Islamic architecture. The rediscovery of classical science and technology (which formed the basis for Islamic science) in medieval Europe led to the Scientific Renaissance and Scientific Revolution. Many modern legal systems, such as the Napoleonic Code, descend from Roman law, while Rome's republican institutions have influenced the Italian city-state republics of the medieval period, the early United States, and modern democratic republics.
[END]

[CONCEPT_VISION_GAMEPLAY]
Vision is the range of sight that each unit possesses.  Most <L:DATABASE_CONCEPTS,CONCEPT_UNITS>Units<e> have a vision range of one tile in each direction.  <L:DATABASE_CONCEPTS,CONCEPT_UNITS>Units<e> outside of vision range remain hidden.  <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> have a vision range equal to their area of influence.

The <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_LISTENING_POSTS>Listening Post<e> <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvement<e> can increase vision in and around one's empire dramatically.
[END]

[CONCEPT_VISION_HISTORICAL]
[END]

[CONCEPT_WAGES_GAMEPLAY]
Wages are the rate at which workers in <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> are paid.  They are deducted from the total <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> produced every turn.  If Wages exceed the <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> produced per turn, the balance will be deducted from the empire's treasury.  If the treasury is depleted, the Wage rate will automatically decrease to a manageable level.

Keep an eye on Wages - they directly affect the <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> of citizens.
[END]

[CONCEPT_WAGES_HISTORICAL]
[END]

[CONCEPT_WAR_DISCONTENT_GAMEPLAY]
Military Unit Unhappiness (called "War Discontent" in the base game) occurs when there are too many Military Units deployed outside of cities or fortifications. This happens even when a nation is at peace with all its neighbors. Military Unit Unhappiness does not apply to Civilian units and is affected by several factors, all of which can vary from one <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENT>Government<e> to another. These include:

- WarDiscontentMaxUnits: The maximum number of military units which can be located outside a city or fort before before Military Unit Unhappiness begins to take effect.

- WarDiscontentPerUnit: The amount of Military Unit Unhappiness generated by each "over-the-limit" unit.

Your choice of <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENT>Government<e> has an effect on the degree to which Military Unit Unhappiness impacts your empire. As with <L:DATABASE_CONCEPTS,CONCEPT_MARTIAL_LAW>Martial Law<e>, you can view the effects of Military Unit Unhappiness (along with other factors affecting a city's <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>) under the Status tab within the City Manager screen.

Military Unit Unhappiness can be mitigated through the construction of improvements such as <L:DATABASE_BUILDINGS,IMPROVE_CITY_WALLS>City Walls<e> and <L:DATABASE_BUILDINGS,IMPROVE_MONASTERY>Monasteries<e>.

***********************************************
MILITARY UNIT UNHAPPINESS Effects per Gov Type
***********************************************

Gov Type					Unit Limit	Effect per Unit
Anarchy							0				0.1
Caliphate						30			0.5
City State						20			0.5
Communism					35			1
Corporate Republic		35			1
Democracy					25			0.5
Dictatorship					25			1
Dynasty							20			0.5
Ecotopia							35			1
Fascism							35			1
Monarchy						25			1
Oligarchy						25			1
Republic						25			0.5
Technocracy					35			1
Theocracy						25			1
Tribunal Empire			25			0.5
Tyranny							15			0.5
Virtual Democracy		30			0.5
[END]

[CONCEPT_WAR_DISCONTENT_HISTORICAL]
[END]

[CONCEPT_WONDERS_GAMEPLAY]
Wonders represent the pinnacle of human achievements.  Be they feats of architecture, science, art or industry, Wonders have enormous benefits for the empires that build them.  Wonders are available for building with the discovery of specific <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>.  Once a Wonder is built, no other empire may build it.  If a <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> containing a Wonder is destroyed, the Wonder is destroyed as well.

Wonders grant significant bonuses to their host empires.  The building of a Wonder can sometimes provide a strategic advantage that turns the tide of the game.

Some of the Wonders appear on the map, in a tile adjacent to the city which builds them. These "Visible Wonders" have an on-map presence, providing significant tile-based food, production, and commerce bonuses.
[END]

[CONCEPT_WONDERS_HISTORICAL]
[END]

[CONCEPT_WORK_HOURS_GAMEPLAY]
Work hours represent the length of the workday for each worker.  The longer the workday, the more <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> each <L:DATABASE_CONCEPTS,CONCEPT_WORKER>Worker<e> generates.

Work hours have an effect on overall <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> - the more people work, the less happy they generally are.
[END]

[CONCEPT_WORK_HOURS_HISTORICAL]
[END]

[CONCEPT_WORKER_GAMEPLAY]
Workers represent the total labor potential of a <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e>, in which there is one Worker unit for each level of <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e>.  The bigger the <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e>, the more Workers there are, the more resources they produce. There are two categories of Worker, <L:DATABASE_CONCEPTS,CONCEPT_CITIZEN>Citizens<e> and (potentially) <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>Slaves<e>. Although Workers cannot be assigned to labor on specific tiles (as they were in CtP1), Citizens can be reassigned to work as <L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>Specialists<e>.
[END]

[CONCEPT_WORKER_HISTORICAL]
[END]

[CONCEPT_ZOC_GAMEPLAY]
Zone of Control (ZOC) is the "diamond" of 8 hexes which surround all <L:DATABASE_CONCEPTS,CONCEPT_UNITS>units<e> and <L:DATABASE_CONCEPTS,CONCEPT_CITY>cities<e> (the latter are considered to be "units" by the CtP2 code). The default coding assumes that all units have an active ZOC, which means that units belonging to a different civ cannot move from one ZOC hex directly into another. However, this default behaviour can be altered by two attributes in units.txt:

- Units with the "IgnoreZOC" attribute do exactly that - they can march from one ZOC hex into another with no restrictions. Most of the civilian units in Cradle have this attribute.

- Units with the "NoZoc" attribute do NOT project a ZOC and units from any other civ can move through their 8 hex "diamond" without any restrictions. Most of the military units in Cradle have this attribute, since it improves AI pathfinding ability. The exceptions are <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> (all of which project an active ZOC), two of the largest naval units (<L:DATABASE_UNITS,UNIT_BATTLESHIP>Battleship<e> and <L:DATABASE_UNITS,UNIT_KRAKEN>Kraken<e>) and 11 of the 30 Wonder Units.

- ZOC restrictions also do not apply between units of civs bound by an <L:DATABASE_CONCEPTS,CONCEPT_ALLIANCE>Alliance<e>.
[END]

[CONCEPT_ZOC_HISTORICAL]
[END]


[GOVERNMENT_ANARCHY_PREREQ]
Requires:
Nothing

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_ANARCHY_STATISTICS]
[END]

[GOVERNMENT_ANARCHY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   0.1
[END]

[GOVERNMENT_ANARCHY_HISTORICAL]
When a player changes from one <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e> to another, there is a brief period of Anarchy.  During the upheaval and lawlessness that ensues, <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Growth<e>, <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>, <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>, <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> and the economy slow to a crawl.  Anarchy only lasts for a few turns, however, and the negative impact is usually temporary.
[END]

[GOVERNMENT_CALIPHATE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CALIPHATE>Caliphate<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_CALIPHATE_STATISTICS]
Employs: <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> unit 
<L:DATABASE_UNITS,UNIT_JANISSARY>Janissary<e>
<L:DATABASE_UNITS,UNIT_RAIDER>Raider<e>
[END]

[GOVERNMENT_CALIPHATE_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   0.5
[END]

[GOVERNMENT_CALIPHATE_HISTORICAL]
Caliphates arose with the spread of Islam. It was a government that tolerated religious diversity (at least for the time) and also encouraged scientific discovery.
[END]

[GOVERNMENT_CITY_STATE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CITY_STATE>City State<e>
Obsoletes:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_CITY_STATE_STATISTICS]
Employs: <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> units 
<L:DATABASE_UNITS,UNIT_SWORDSMAN>Swordsman<e>
<L:DATABASE_UNITS,UNIT_HOPLITE>Hoplite<e>
<L:DATABASE_UNITS,UNIT_HYPASPISTS>Hypaspist<e>
[END]

[GOVERNMENT_CITY_STATE_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   0.5
[END]

[GOVERNMENT_CITY_STATE_HISTORICAL]
City States were a loose confederation of cities united under a ruler and his advisors, who were either of noble birth or men of wealth.
[END]

[GOVERNMENT_COMMUNISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMMUNISM>Communism<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_COMMUNISM_STATISTICS]
Employs: <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> unit
<L:DATABASE_UNITS,UNIT_RED_GUARD>Red Guard<e>
[END]

[GOVERNMENT_COMMUNISM_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   1.0
[END]

[GOVERNMENT_COMMUNISM_HISTORICAL]
Communism is one of the more productive forms of <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e>.  The majority of citizens are workers who contentedly toil in fields and factories.  Although the economy is good, <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e> control of the market squelches profits.

Communism is well suited to medium-sized empires that want to build up their <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  The strong military enjoys the support of the people, making Communist empires excellent at waging war.
[END]

[GOVERNMENT_CORPORATE_REPUBLIC_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CORPORATE_REPUBLIC>Corporate Republic<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_CORPORATE_REPUBLIC_STATISTICS]
[END]

[GOVERNMENT_CORPORATE_REPUBLIC_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   1.0
[END]

[GOVERNMENT_CORPORATE_REPUBLIC_HISTORICAL]
Corporate Republics are modern, efficient empires that are good for <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Growth<e>.  A booming economy fuels a vibrant research community.  People tend to be <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happy<e>, the <L:DATABASE_CONCEPTS,CONCEPT_MILITARY_READINESS>Military<e> is healthy and <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> are <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Productive<e>.
[END]

[GOVERNMENT_DEMOCRACY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DEMOCRACY>Democracy<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_DEMOCRACY_STATISTICS]
Employs: <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> unit
<L:DATABASE_UNITS,UNIT_CONSCRIPT>Conscript<e>
[END]

[GOVERNMENT_DEMOCRACY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   0.5
[END]

[GOVERNMENT_DEMOCRACY_HISTORICAL]
Democracy is fit for peace-loving, medium-sized empires that wish to grow and advance.  People tend to be content, as long as they are free to go about their business.  Although they are loyal to the state, citizens in a Democracy have little tolerance for war or <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> overrun with <L:DATABASE_ORDERS,ORDER_FORTIFY>Garrisoned<e> forces.  Democracies value good <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>, a clean <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Environment<e> and an honest day's <L:DATABASE_CONCEPTS,CONCEPT_WORK_HOURS>Work<e> above all.
[END]

[GOVERNMENT_DICTATORSHIP_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DICTATORSHIP>Dictatorship<e>
Obsoletes:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_DICTATORSHIP_STATISTICS]
Employs: <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> units
<L:DATABASE_UNITS,UNIT_PRAETORIAN>Praetorians<e>
<L:DATABASE_UNITS,UNIT_LEGION>Legion<e>
[END]

[GOVERNMENT_DICTATORSHIP_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   1.0
[END]

[GOVERNMENT_DICTATORSHIP_HISTORICAL]
In times of great distress, people were often willing to give absolute power to men who had expertise in military matters.
[END]

[GOVERNMENT_DYNASTY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DYNASTY>Dynasty<e>
Obsoletes:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_DYNASTY_STATISTICS]
Employs: <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> units 
<L:DATABASE_UNITS,UNIT_SWORDSMAN>Swordsman<e>
[END]

[GOVERNMENT_DYNASTY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   0.5
[END]

[GOVERNMENT_DYNASTY_HISTORICAL]
Dynasties were established very early in history, as ambitious men sought to gain power over their fellow man - often declaring themselves as gods.
[END]

[GOVERNMENT_ECOTOPIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ECOTOPIA>Ecotopia<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_ECOTOPIA_STATISTICS]
Employs: <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> units:
<L:DATABASE_UNITS,UNIT_ECO_RANGER>Eco-Ranger<e>
<L:DATABASE_UNITS,UNIT_ECO_TERRORIST>Eco-Terrorist<e>
<L:DATABASE_UNITS,UNIT_ORGANIZER>Organizer<e>
[END]

[GOVERNMENT_ECOTOPIA_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   1.0
[END]

[GOVERNMENT_ECOTOPIA_HISTORICAL]
Fanatically dedicated to eliminating the detrimental impact of human beings on the environment, Ecotopians are a particularly zealous group. Their empires inspire <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Growth<e>, promote <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Scientific<e> research and a strong <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Economy<e>.

Ecotopians endow themselves with self-righteousness, and usually seek to wage war against nations that do not meet their severe environmental standards.
[END]

[GOVERNMENT_FASCISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FASCISM>Fascism<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_FASCISM_STATISTICS]
Employs: <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> unit 
<L:DATABASE_UNITS,UNIT_FASCIST>Fascist<e>
[END]

[GOVERNMENT_FASCISM_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   1.0
[END]

[GOVERNMENT_FASCISM_HISTORICAL]
Fascism is a particularly harsh form of <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e>, in which personal freedom and privacy are continuously under attack.  The military runs the <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e>, and is, understandably, very strong.  Although <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> are <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Productive<e>, Fascist states <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Grow<e> slowly and the <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Economy<e> is always poor.

Leaders hell-bent on conquering the world will find Fascism ideally suited to their aims, as the people will unflaggingly support their imperialistic lust.
[END]

[GOVERNMENT_MONARCHY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MONARCHY>Monarchy<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_MONARCHY_STATISTICS]
Employs: <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> unit
<L:DATABASE_UNITS,UNIT_MAN_AT_ARMS>Man-at-Arms<e>
[END]

[GOVERNMENT_MONARCHY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   1.0
[END]

[GOVERNMENT_MONARCHY_HISTORICAL]
Monarchies were established as a means to protect the interests of a country, and were passed on from father to son or nearest male relative.  It is ideal for empires interested in exploration and conquest.
[END]

[GOVERNMENT_OLIGARCHY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OLIGARCHY>Oligarchy<e>
Obsoletes:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_OLIGARCHY_STATISTICS]
Employs: <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> units
<L:DATABASE_UNITS,UNIT_HOPLITE>Hoplite<e>
<L:DATABASE_UNITS,UNIT_HYPASPISTS>Hypaspist<e>
<L:DATABASE_UNITS,UNIT_ELEPHANT_WARRIOR>War Elephant<e>
[END]

[GOVERNMENT_OLIGARCHY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   1.0
[END]

[GOVERNMENT_OLIGARCHY_HISTORICAL]
As trade flourished, the common man was able to become wealthy, and was able to exert more and more influence in government affairs. Wise rulers often utilized these men in their decision-making, as a means to increase their own wealth, and to reduce discontent among the powerful.
[END]

[GOVERNMENT_REPUBLIC_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_REPUBLIC>Republic<e>
Obsoletes:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_REPUBLIC_STATISTICS]
Employs: <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> units
<L:DATABASE_UNITS,UNIT_PEZHETEROI>Pezheteroi<e>
<L:DATABASE_UNITS,UNIT_HOPLITE>Hoplite<e>
<L:DATABASE_UNITS,UNIT_HYPASPISTS>Hypaspist<e>
<L:DATABASE_UNITS,UNIT_LEGION>Legion<e>
[END]

[GOVERNMENT_REPUBLIC_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   0.5

Another of the early forms of <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e>, the Republic is less conducive to border expansion than it is to <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> and <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Productivity<e>.  The <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Economy<e> is not strong, nor is the <L:DATABASE_CONCEPTS,CONCEPT_MILITARY_READINESS>Military<e>.
[END]

[GOVERNMENT_REPUBLIC_HISTORICAL]
The concept of the republic (from the Latin res publica, literally "public thing") originated with the two most exceptional thinkers of ancient Greece, Plato and Aristotle.  Plato, in his famous work "Republic," presented the ideal state, in the form of the Greek polis ("city-state"), which was based on what he regarded as the basic characteristics of the human soul:  the appetitive, the spirited and the philosophical.  Accordingly, his republic consisted of three groups:  a commercial class comprised of those dominated by their appetites; a spirited class of administrators and soldiers responsible for the execution of laws; and the guardians or philosopher-kings, who would act as lawmakers.  Because Plato empowered the guardians, a small group, with the responsibility of maintaining harmony, republicanism was traditionally associated with goals or policies established by a carefully selected part of the community who presumably had a special insight into what constituted the common good.
[END]

[GOVERNMENT_TECHNOCRACY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TECHNOCRACY>Technocracy<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_TECHNOCRACY_STATISTICS]
Employs: <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> units
<L:DATABASE_UNITS,UNIT_ORGANIZER>Organizer<e>
[END]

[GOVERNMENT_TECHNOCRACY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   1.0
[END]

[GOVERNMENT_TECHNOCRACY_HISTORICAL]
A Technocracy, as the name implies, values <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> above all other pursuits.  Not surprisingly, Technocratic empires substantially endow scientific research, enabling rapid advancement through the Technology Tree.  <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> are <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Productive<e>, the <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Economy<e> is good, the <L:DATABASE_CONCEPTS,CONCEPT_MILITARY_READINESS>Military<e> is healthy and people are generally <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happy<e>.
[END]

[GOVERNMENT_THEOCRACY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_THEOLOGY>Theology<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_THEOCRACY_STATISTICS]
Employs: <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> units
<L:DATABASE_UNITS,UNIT_TEUTONIC_KNIGHT>Teutonic Knights<e>
<L:DATABASE_UNITS,UNIT_MAN_AT_ARMS>Man-at-Arms<e>
[END]

[GOVERNMENT_THEOCRACY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   1.0
[END]

[GOVERNMENT_THEOCRACY_HISTORICAL]
In a Theocracy, the church and state are virtually the same institution.   Citizens adore their leaders, believing them endowed to rule by divine right.  Theocrats have little regard for <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>, despite a decent <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Economy<e>.  Cities tend to be only moderately <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Productive<e>, but <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Grow<e> at a healthy pace.

Theocracies were nations whose religious and state laws were based on the same doctrines.  The separation of the state from the church did not exist.  One of the earliest theocracies rose amidst the chaos after the fall of the Roman Empire, as social institutions, such as education, fell under the aegis of the Roman Catholic church.  Monasteries became the bureaucratic backbone of Europe, handing such things as mail, trade and taxation.  The various "barbarian" states that contributed to the fall of Rome turned to the church for guidance in establishing governments.  Many of them established monarchies loyal to the central theocracy, expanding the power of the church even further.  In the modern era, some Muslim nations established theocracies, ruled by supreme religious figures, and where Islamic law governed every aspect of life.
[END]

[GOVERNMENT_TRIBUNAL_EMPIRE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TRIBUNAL_EMPIRE>Tribunal Empire<e>
Obsoletes:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_TRIBUNAL_EMPIRE_STATISTICS]
Employs: <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> units
<L:DATABASE_UNITS,UNIT_LEGION>Legion<e>
<L:DATABASE_UNITS,UNIT_PRAETORIAN>Praetorians<e>
<L:DATABASE_UNITS,UNIT_RAIDER>Raider<e>
<L:DATABASE_UNITS,UNIT_MAN_AT_ARMS>Man-at-Arms<e>
[END]

[GOVERNMENT_TRIBUNAL_EMPIRE_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   0.5
[END]

[GOVERNMENT_TRIBUNAL_EMPIRE_HISTORICAL]
As empires grew in size, the means to govern effectively became more important, to quell unrest. People wanted a voice in their daily affairs, so tribunes were elected as a representative voice, though they were often in conflict with the Emperor.
[END]

[GOVERNMENT_TYRANNY_PREREQ]
Requires:
Nothing

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max Cities: 25 (Dark Ages)
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_TYRANNY_STATISTICS]
Employs: <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> units 
<L:DATABASE_UNITS,UNIT_SWORDSMAN>Swordsman<e>
[END]

[GOVERNMENT_TYRANNY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   0.5
[END]

[GOVERNMENT_TYRANNY_HISTORICAL]
Tyranny is the first form of <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e> available in Call To Power II.  All players begin the game as Tyrants.  It is a uniformly awful form of <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e>, in which <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>, <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Productivity<e> and the <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Economy<e> languish in favor of <L:DATABASE_CONCEPTS,CONCEPT_MILITARY_READINESS>Military<e> support.  It is advised that Tyranny be avoided whenever possible.

Tyranny was, in many ways, the oldest form of government.  Tyrants derived their power from nothing more than their ability to physically enforce it.  The tyrant was obligated to his or her subjects for the protection, stewardship and welfare of the people.  Tyranny was always one of the most tenuous forms of government.  Since its basis of power was so easily shaken, tyrants generally did not last long.  They could rarely extract any fealty from their subjects, as they often stayed in charge merely for the lack of sufficient forces to overthrow them.  Furthermore, because tyranny relied on the size and power of the military or police force, larger empires became unmanageable and were subject to revolution.
[END]

[GOVERNMENT_VIRTUAL_DEMOCRACY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_VIRTUAL_DEMOCRACY>Virtual Democracy<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_VIRTUAL_DEMOCRACY_STATISTICS]
Employs: <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Gov-specific<e> units
<L:DATABASE_UNITS,UNIT_ORGANIZER>Organizer<e>
[END]

[GOVERNMENT_VIRTUAL_DEMOCRACY_GAMEPLAY]
Food Coefficient:  {GovernmentDB(Government[0]).FoodCoef}%
Production Coefficient:  {GovernmentDB(Government[0]).ProductionCoef}%
Gold Coefficient:  {GovernmentDB(Government[0]).GoldCoef}%
Science Coefficient:  {GovernmentDB(Government[0]).KnowledgeCoef}%
Pollution Coefficient:  {GovernmentDB(Government[0]).PollutionCoef}%
Infrastructure Coefficient:  {GovernmentDB(Government[0]).InfrastructureCoefficient}%
Capitalization Coefficient:  {GovernmentDB(Government[0]).CapitalizationCoefficient}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

Military Unit Unhappiness Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
Military Unit Unhappiness Per Unit:   0.5
[END]

[GOVERNMENT_VIRTUAL_DEMOCRACY_HISTORICAL]
Virtual Democracies are extremely advanced empires, in which citizens use technology to fulfill basic needs, freeing themselves up to pursue higher level activities.  The <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Economy<e> brims with life and the research community enjoys unprecedented support.  Although <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> are <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Productive<e>, citizens demand adherence to strict <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Environmental<e> regulations.
Leaders with militaristic streaks are wise to seek another form of <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e> - the Virtual Democracy is a peace-oriented form of <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e>.
[END]




[IMPROVE_ACADEMY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COSMOLOGY>Cosmology<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_ZIGGURAT>Ziggurat<e>
[END]

[IMPROVE_ACADEMY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).SciencePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>
[END]

[IMPROVE_ACADEMY_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).SciencePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>

The Academy makes higher-level education possible in the host <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e>.  For each city with an Academy, the increased quality of education brings a {BuildingDB(Building[0]).SciencePercent}% increase in <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> output.
[END]

[IMPROVE_ACADEMY_HISTORICAL]
The original ancient Greek Academeia was located on the northwestern periphery of Athens on a piece of property acquired by Plato in 387 BC.  It consisted of an olive grove, park and gymnasium, and was primarily a college of philosophy.  Organized for the worship of the Muses, the Academy instructed young men in mathematics, dialectics and natural science.  Those who attended were of noble birth as the primary intent of these schools was to prepare patrician boys for lives as statesmen.  A scholarch (or headmaster) was elected for life by a majority of the members of the corporate body that organized the school.  Plato himself taught there until the end of his life, and often gave public lectures on diverse subjects.

The Academy went through many changes of philosophy throughout the centuries of its operation.  It was, but for a brief period in which Archesilaus ran the school, a center of Platonism until AD 529, when the emperor Justinian closed it and all other pagan schools.  The moniker academy also applied not only to Plato's famous institution but to schools of philosophy during the time of the Roman orator and statesman, Marcus Tullius Cicero (106-43 BC).
[END]

[IMPROVE_AGORA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CURRENCY>Currency<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_BAZAAR>Bazaar<e>
[END]

[IMPROVE_AGORA_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).CommercePercent}% <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_AGORA_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).CommercePercent}% <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>

The Agora was the public marketplace of the Greek civilization, and also functioned as a place to exchange ideas.
[END]

[IMPROVE_AGORA_HISTORICAL]
The agora was a central public space in ancient Greek city-states. It is the best representation of a city-state's response to accommodate the social and political order of the polis. The literal meaning of the word "agora" is "gathering place" or "assembly". The agora was the center of the athletic, artistic, business, social, spiritual and political life in the city.
[END]

[IMPROVE_AIRPORT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AERODYNAMICS>Aerodynamics<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_BANK>Bank<e>
<L:DATABASE_BUILDINGS,IMPROVE_FACTORY>Factory<e>
[END]

[IMPROVE_AIRPORT_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).CommercePercent}% <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Increases <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e>
[END]

[IMPROVE_AIRPORT_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).CommercePercent}% <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Increases <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e>

The Airport enables travel and business by air.  Companies can ship goods via airfreight, and tourists and businesspeople can visit the <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  Airports are noisy and dramatically affect the ecology in which they exist, increasing <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> in a city measurably.
[END]

[IMPROVE_AIRPORT_HISTORICAL]
Before the introduction of heavy transport monoplanes, such as the Douglas DC-3, in the late 1930s, landing strips did not need to be very long, nor did they have to be paved.  In fact, airports in London (Croydon), Paris (Le Bourget) and Berlin (Tempelhof) used grass strips for both takeoff and landing.  Prewar airfields were situated close to city centers, and were centers of leisure activity, often attracting more visitors than passengers.  In 1939, La Guardia Airport in New York attracted nearly 250,000 visitors per month, reaching a peak of 7,000 in one day, compared with maximum daily number of only 3,000 passengers.  In 1929, Berlin's airport boasted three quarters of a million visitors and prided itself on a restaurant atop the roof of the passenger terminal, capable of seating 3,000 people.  Airports were major centers of social activity, and the requirements of aircraft and passengers were ancillary to the need for top-shelf catering, observational decks and other services.

Modern airports grew in the 50s and 60s with the burgeoning of air travel.  By the end of the 20th century, approximately 50 airports around the world handled more than 10 million passengers per year, half of which were in the United States.  Six airports moved 30 million passengers a year, with O'Hare International Airport in Chicago handling 60 million.  Airfields contained several long, paved runways and taxiways to accommodate large, multiple jet- and turboprop-powered transport aircraft.  Extensive ground facilities, fire fighting and rescue services, passenger- and cargo-handling facilities, parking and public transit access, lighting, navigation aids all supported the operation of the airport.  Other facilities, such as catering, shopping, meteorology and government inspection also became essential.  Airports, for convenience's sake, needed to be within reasonable distance of a major urban area, but adequately distant, so that the environmental problems associated with large aircraft and large numbers of passengers, workers and visitors did not become untenable for the cities themselves.
[END]

[IMPROVE_ANTI_BALLISTIC_MISSILES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_COMMUNICATIONS>Global Communications<e>
[END]

[IMPROVE_ANTI_BALLISTIC_MISSILES_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
Total Defense vs. Nukes
[END]

[IMPROVE_ANTI_BALLISTIC_MISSILES_GAMEPLAY]
Gives:
Total Defense vs. Nukes

Although it cannot protect against a <L:DATABASE_ORDERS,ORDER_PLANT_NUKE>Planted Nuke<e>, the Anti-Ballistic Missile system is a failsafe measure against nuclear missile attacks.
[END]

[IMPROVE_ANTI_BALLISTIC_MISSILES_HISTORICAL]
Although late 20th-century politicians and military theorists envisioned a large-scale satellite-driven early warning and defensive engagement system for the prevention of nuclear ballistic missile attacks, such systems failed to gain widespread support from the public.  In addition, technical problems, cost prohibitions and an increasingly hostile diplomatic climate forced many of these visionaries to shelve their dreams.  Scientists instead opted for a distributed system, devoid of central control, that could enable a nation to concentrate anti-ballistic missile defenses around strategic cities and other sites, such as ICBM silos.  The system employed both satellite- and ground-based beam weapon systems to intercept incoming missiles in combination with sophisticated electronic countermeasures designed to scramble missile targeting systems.  Radar, optical and infrared detection systems formed the front line of defense and remotely coordinated the interception systems.

Public officials and social critics argued vehemently against such defense systems.  However, the decline in control over the distribution of nuclear weapons technology raised the specter nuclear missile attacks not from established nations like the Soviet Union, the United States or India but from extremists and terrorists.  Public opinion in favor of anti-ballistic missile systems eventually prevailed, and many cities began to adopt the defensive technology as protection against an increasingly hostile and unpredictable world.
[END]

[IMPROVE_APOTHECARY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HERBALISM>Herbalism<e>
[END]

[IMPROVE_APOTHECARY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effects
Increases Max Size of City to 20
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
[END]

[IMPROVE_APOTHECARY_GAMEPLAY]
Gives:
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effects
Increases Max Size of City to 20
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)

Apothecaries were a place to obtain healing medicines.
[END]

[IMPROVE_APOTHECARY_HISTORICAL]
Apothecary is a mostly archaic term for a medical professional who formulates and dispenses materia medica (medicine) to physicians, surgeons, and patients. The modern chemist or pharmacist has taken over this role. In some languages and regions, the word "apothecary" is still used to refer to a retail pharmacy or a pharmacist who owns one. Apothecaries' investigation of herbal and chemical ingredients was a precursor to the modern sciences of chemistry and pharmacology.

In addition to dispensing herbs and medicine, apothecaries offered general medical advice and a range of services that are now performed by other specialist practitioners, such as surgeons and obstetricians. Apothecary shops sold ingredients and the medicines they prepared wholesale to other medical practitioners, as well as dispensing them to patients.
[END]

[IMPROVE_AQUA_FILTER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HEXTAPUL>Hextapul<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_AQUEDUCT>Aqueduct<e>
<L:DATABASE_BUILDINGS,IMPROVE_ARCOLOGIES>Arcologies<e>
[END]

[IMPROVE_AQUA_FILTER_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effects
Increases Max Size of City
[END]

[IMPROVE_AQUA_FILTER_GAMEPLAY]
Gives:
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effects
Increases Max Size of City

By reclaiming and purifying water on a massive scale, the Aqua-Filters can offset the considerable levels of waste a large city produces and bring clean water to anyone who needs it.  Aqua-Filters reduce <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> and make city expansion possible.
[END]

[IMPROVE_AQUA_FILTER_HISTORICAL]
The development of nanotechnology introduced several new ways to dramatically reduce pollution.  The Aqua Filter, invented in the late 21st century, utilized two basic nano-machine types in order to meet the demands of increasingly larger cities for clean, fresh water.  It filtered sewage and agricultural runoff with nanite "scrubbers" that extracted pure water from the waste.  In addition, it deployed nanites into parts of the water supply, which searched for impurities, harmful chemicals and waste products and eliminated them.  This made the city's water supply vastly more reusable, making water available to more people without depleting natural sources of water.
[END]

[IMPROVE_AQUEDUCT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AQUEDUCTS>Aqueducts<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_GRANARY>Granary<e>
[END]

[IMPROVE_AQUEDUCT_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).FoodPercent}% <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
Protects against <L:DATABASE_CONCEPTS,CONCEPT_STARVATION>Starvation<e> for 5 turns
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
[END]

[IMPROVE_AQUEDUCT_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).FoodPercent}% <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
Protects against <L:DATABASE_CONCEPTS,CONCEPT_STARVATION>Starvation<e> for 5 turns
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)

Aqueducts transport water over great distances, enabling the distribution of water over a much wider area.  City planners can use Aqueducts to feed plumbing systems and promote the <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Growth<e> of a city by making the most basic of resources available to all.
[END]

[IMPROVE_AQUEDUCT_HISTORICAL]
Perhaps the most famous Roman masonry achievement was their system of water-bearing aqueducts.  The vast system that served the capital of the Roman Empire was a feat of engineering.  From 312 BC to 226 AD, Roman engineers built 11 aqueducts, some of which remained in use until modern times, designed to bring water to Rome from as far away as 57 miles.  Contrary to modern belief, only about 30 miles of about 260 miles of aqueducts crossed over valleys on stone arches; most of the system consisted of underground conduits made of stone and terracotta pipe, wood, leather, lead and bronze.  Water flowed by the force of gravity alone and usually went through a series of distribution tanks in the city.  Excess water was not stored, but rather used to flush out Rome's elaborate sewer system and supply the famous fountains.  The Romans constructed aqueducts throughout their empire, and remnants of stone arches in Greece, Italy, France, Spain, North Africa and Asia Minor survived well into modern times.
[END]

[IMPROVE_ARCOLOGIES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ARCOLOGIES>Arcologies<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_HOSPITAL>Hospital<e>
[END]

[IMPROVE_ARCOLOGIES_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effects
Reduces Population <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> {BuildingDB(Building[0]).PopulationPollutionPercent}%
Increases Max Size of City to 80
[END]

[IMPROVE_ARCOLOGIES_GAMEPLAY]
Gives:
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effects
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
Increases Max Size of City to 76

Capable of housing large amounts of people, Arcologies are huge, sky scraping structures that enable an increase in a city's maximum size.  They are self-contained multi-function housing structures, with services, shopping, security and entertainment.  The denizens of these behemoths have little reason to venture out of their Arcologies, which alleviates <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e>.
[END]

[IMPROVE_ARCOLOGIES_HISTORICAL]
In 1969, one of the most well-known utopian city planners of the 20th century, Italian-born American architect Paolo Soleri introduced the concept of arcologies as a potential alternative to the sprawling cities of late-20th century America.  Coined from the words "architecture" and "ecology," arcologies were megastructures designed to conserve natural surroundings and spatially condense the human activities of working and living.  In his book Arcology:  The City in the Image of Man, he envisioned giant urban centers that extended vertically into the sky, rather than horizontally along the ground.

It was not until the middle of the 21st century that the overcrowding of cities reached such heights that arcologies became necessary.  Many beleaguered metropolises erected these towering structures within city limits, and, although Soleri's original vision of conserved nature was often sacrificed, arcologies enabled cities to house and serve increasing numbers of people.  Many arcology dwellers spent much of their lives within their own complex, for they wanted for little that the arcology could not provide.
[END]

[IMPROVE_ARENA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CONCRETE>Concrete<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_THEATRE>Theatre<e>
[END]

[IMPROVE_ARENA_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
[END]

[IMPROVE_ARENA_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>

Nothing pleases people more than free, live entertainment.  Always the main source of entertainment in any city, the Arena features convicted felons disemboweling each other for the torrid amusement of a depraved populace. 
[END]

[IMPROVE_ARENA_HISTORICAL]
The Roman Empire created some of largest, most sophisticate entertainment venues in the ancient age.  Arenas and amphitheatres were designed to suit the specific forms of entertainment that the Romans loved, namely, gladiatorial conflicts and venationes, "animal hunts" involving men hunting exotic beasts or, occasionally, beasts hunting each other.  Originally, this kind of entertainment took place in a city's forum, with wooden stands erected to seat spectators.  One of the first permanent entertainment arenas was at Pompeii.  Built around 80 BC, it accommodated about 20,000 spectators.  Other large arenas were found at Verona and Capua.  The most famous arena, the Colosseum, was in Rome itself.  Remains of more than 75 Roman arenas have been found scattered about the Mediterranean, including ones at Nimes and Arles in France, Pula in Istria (Croatia), Thysdrus (El Djem) in Africa and at Caerleon in Gwent, Wales.

An average-sized arena was about 200 to 300 feet long and about 115 to 200 feet wide, and rose 50 to 95 feet about the ground.  Most had a labyrinthine network of passages, cages and rooms all ingeniously connected with the arena above by trap doors.  A system of elevators and machines were used to hoist animals and stage sets through the doors into the arenas.  Around the main arena, a metal screen-topped high wall rose to the spectator seats, which were divided into several sections.  In the lowest section, or podium, the emperor and his attendants sat in a special box.  On the opposite side of the arena sat consuls, praetors, ambassadors, priest, vestal virgins and other persons of distinction.  The rest of the podium contained senators and those of equestrian rank.  The second gallery accommodated patricians, the third plebeians and the fourth, women, who were seated in boxes.  A large awning could be manipulated to shield spectators from the sun.
[END]

[IMPROVE_BALLISTA_TOWERS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BALLISTA_TOWERS>Ballista Towers<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_CITY_WALLS>City Walls<e>
[END]

[IMPROVE_BALLISTA_TOWERS_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).OffenseBonusLand / 100} Attack vs. Land Units
[END]

[IMPROVE_BALLISTA_TOWERS_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).OffenseBonusLand / 100} Attack vs. Land Units

Ballistae are massive projectile weapons, fashioned much like a giant crossbow.  They are capable of firing huge bolts of wood, often as large as 5 feet in length, a considerable distance.  Although primarily developed as a siege weapon, ballistae are effective defense weapons, delivering heavy damage to oncoming armies.  Positioned high on the walls of a city, the ballista towers offer offensive bonuses against land-based attackers. 
[END]

[IMPROVE_BALLISTA_TOWERS_HISTORICAL]
Ballistae were ancient heavy missile launchers used to hurl large bolts, javelins or heavy balls great distances.  Smaller ballistae, like those in ballista towers, were essentially large crossbows fastened to a mount.  The smaller ballistae were better suited to defense against siege weapons and infantry attacks and were often perched high on the towers of towns and castles to rain a variety of projectiles on charging armies.
[END]

[IMPROVE_BANK_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BANKING>Banking<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_BAZAAR>Bazaar<e>
<L:DATABASE_BUILDINGS,IMPROVE_AGORA>Agora<e>
[END]

[IMPROVE_BANK_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).CommercePercent}% <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_BANK_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).CommercePercent}% <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>

Banks facilitate <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> in a city, making available loans to businesses and individuals, a place to safely save money, and the opportunity to invest.
[END]

[IMPROVE_BANK_HISTORICAL]
Little was known about banking before the 13th century, but it was certainly of ancient origin.  Since most of their business was the exchange of foreign and domestic coin of the correct weight and fineness, early banks dealt primarily in coin and bullion.  Merchant bankers dealt in goods as well as bills of exchange, providing for the transfer of money and payment of accounts over great distances without the need for sending coin money.  This was made possible by the fact that many merchants traded internationally and held assets at various points along trade routes.

17th century bankers, particularly the English, began to develop a deposit banking business, and their techniques influenced other banking systems.  London goldsmiths kept money and valuables safe for their customers and dealt in bullion and foreign exchange, making a profit off the acquisition, sorting and exchange of foreign coin.  People began to deposit money with goldsmiths and "money scriveners" (notaries specializing in bringing together borrowers and lenders), and, over time, it was discovered that when a number of people did this, deposits and withdrawals tended to even out.  Customers also began to prefer to leave their surplus money with goldsmiths, keeping only enough for everyday needs.  The resultant fund of idle cash became available for loans, with interest, to other parties.

Around the same time, a new practice emerged whereby a customer could transfer part of his credit balance to another party by addressing an order to the banker.  This was the origin of the modern check, a method of payment that proved so convenient that, in Britain, the public began using checks for most monetary transactions, using coin (and, later, notes) for small payments.  Banks then began granting their borrowers the right to draw checks in excess of their cash holdings, "creating" money in the form of credit.  This money consisted of nothing more than figures in the banks' ledgers, but it was publicly accepted due to confidence in the banks' abilities to honor their liabilities.
[END]

[IMPROVE_BASCILICA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GOTHIC_ARCHITECTURE>Gothic Architecture<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_SHRINE>Shrine<e>
<L:DATABASE_BUILDINGS,IMPROVE_MONASTERY>Monastery<e>
[END]

[IMPROVE_BASCILICA_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
[END]

[IMPROVE_BASCILICA_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>

Basilicas enable larger groups of people to gather and worship under one roof.  They enable the wider spread of religion, and increase <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> in the process. This structure also reduces the chance of a successful foreign religious <L:DATABASE_ORDERS,ORDER_CONVERT>conversion<e>.
[END]

[IMPROVE_BASCILICA_HISTORICAL]
Originally, the term "basilica" referred to any of several kinds of large, roofed public buildings in ancient Rome, be they markets, courthouses, promenades or meeting halls.  Eventually, the word began to refer to a specific style of building:  rectangular, with an open hall extending from end to end, usually flanked by side aisles set off by colonnades, with raised platforms at one or both ends.  During the 1st century BC, basilicae were increasingly used for judicial purposes.  The platform was enclosed by a semicircular half-domed protrusion of the end wall called an apse.   The exterior was often simple and unadorned.  The interior, by contrast, often housed elaborate ornamentation on the many wall, ceiling and column surfaces.

The basilica style of building, with its long central hall, aisles and apse, became the blueprint for church buildings in the Western Church.  The Eastern Church, however, embraced a radial style of building, as demonstrated by the Hagia Sophia in Constantinople.  The term basilica evolved once again, and in the Roman Catholic and Greek Orthodox churches, was a canonical title of honor given to churches of particular distinction.   The Church bestows the title of basilica on sites renowned for their antiquity, historical significance or association with a major saint.  These churches enjoyed certain privileges, including the right to reserve its high altar for the pope, a cardinal or a patriarch.
[END]

[IMPROVE_BATH_HOUSE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PLUMBING>Plumbing<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_PHYSICIAN>Physician<e>
[END]

[IMPROVE_BATH_HOUSE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effects
Increases Max Size of City to 40
[END]

[IMPROVE_BATH_HOUSE_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effects
Increases Max Size of City to 40

Bath Houses were a place where people could enjoy the benefits of cleanliness, and as such, improve their health and general well-being.
[END]

[IMPROVE_BATH_HOUSE_HISTORICAL]
Public baths originated when most people in population centers did not have access to private bathing facilities. Though termed "public", they have often been restricted according to gender, religious affiliation, personal membership, and other criteria. In addition to their hygienic function, public baths have also been social meeting places. They have included saunas, massages, and other relaxation therapies, as are found in modern day spas. As the percentage of dwellings containing private bathrooms has increased in some societies, the need for public baths has diminished, and they are now almost exclusively used recreationally.

In Greece by the sixth century BC men and women washed in basins near places of physical and intellectual exercise. Later gymnasia had indoor basins set overhead, the open maws of marble lions offering showers, and circular pools with tiers of steps for lounging.

Bathing was ritualized, and becoming an art, with cleansing sands, hot water, hot air in dark vaulted "vapor baths", a cooling plunge, a rubdown with aromatic oils. Cities all over Ancient Greece honored sites where "young ephebes stood and splashed water over their bodies". Greek public bathing spread to the already rich ancient Egyptian bathing culture during Ptolemaic rule, and eventually to ancient Rome.
[END]

[IMPROVE_BATTLEMENTS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NAVAL_TACTICS>Naval Tactics<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_BALLISTA_TOWERS>Ballista Towers<e>
[END]

[IMPROVE_BATTLEMENTS_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).OffenseBonusWater / 100} Attack vs. Sea Units
[END]

[IMPROVE_BATTLEMENTS_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).OffenseBonusWater / 100} Attack vs. Sea Units

Battlements are heavily fortified gun emplacements placed along coastlines near <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  They give Cities offensive bonuses against attacks by naval units.
[END]

[IMPROVE_BATTLEMENTS_HISTORICAL]
In the 15th century, the Turks became the first military power to employ coastal artillery emplacements, called battlements, when they positioned their guns to defend the Dardanelles.  By the 19th century, most major powers used battlements to protect coastal cities, harbors and strategic waterways.  Although battlement technology reached its peak in the first part of the 20th century, by World War II advancement in aircraft and infantry tactics rendered battlements obsolete, and they were abandoned in favor of surface-to-air missiles and antiaircraft guns.
[END]

[IMPROVE_BAZAAR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_POTTERY>Pottery<e>
[END]

[IMPROVE_BAZAAR_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).CommercePercent}% <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_BAZAAR_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).CommercePercent}% <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>

A bustling market where merchants and consumers converge to transact business, the Bazaar is the center of commercial activity of the city.
[END]

[IMPROVE_BAZAAR_HISTORICAL]
As Trade increased, merchants discovered a need for a meeting place where they could gather and trade on a regular basis.  The Bazaar, which opened on specific days per week or per month so merchants could make as few forays into the city as possible, became the ancient center of commercial activity.
[END]

[IMPROVE_BEHAVIORAL_MOD_CENTER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NEURAL_REPROGRAMMING>Neural Reprogramming<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_CORRECTIONAL_FACILITY>Correctional Facility<e>
<L:DATABASE_BUILDINGS,IMPROVE_COURTHOUSE>Courthouse<e>
[END]

[IMPROVE_BEHAVIORAL_MOD_CENTER_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
{BuildingDB(Building[0]).LowerCrime}% <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e>
[END]

[IMPROVE_BEHAVIORAL_MOD_CENTER_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).LowerCrime}% <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e>

A futuristic solution to an ever-mounting <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e> problem, the Behavioral Modification Facility does not seek to merely house society's criminals.  By rehabilitating criminals through the use of neural reprogramming, it eliminates recidivism and thereby substantially reduces <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e>.
[END]

[IMPROVE_BEHAVIORAL_MOD_CENTER_HISTORICAL]
One of the most troubling aspects of the modern criminal justice system was its inability to properly rehabilitate criminals into productive members of society.  Once prosecuted, criminals would enter correctional facilities, serve their time and return to the streets with little "correction" at all.  Most of them would become recidivists, or habitual criminals, and spend the better part of the lives in and out of the prison system.

When neural reprogramming systems found wide use in medicine in the late 21st and early 22nd centuries, law enforcement organizations urged correctional facilities to develop a system of rehabilitation that uses brain cell replacement as a means of eliminating recidivism.  The Behavioral Modification Facility sought employed neural reprogramming to great effect and dramatically reduced crime and repeat criminal activity.
[END]

[IMPROVE_BODY_EXCHANGE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_LIFE_EXTENSION>Life Extension<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_DRUG_STORE>Drug Store<e>
<L:DATABASE_BUILDINGS,IMPROVE_HOSPITAL>Hospital<e>
<L:DATABASE_BUILDINGS,IMPROVE_INCUBATION_CENTER>Incubation Center<e>
[END]

[IMPROVE_BODY_EXCHANGE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effect
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
[END]

[IMPROVE_BODY_EXCHANGE_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effect
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>

A Body Exchange center enables a sort of immortality to your citizens.  When the limitations of age and infirmity become untenable, people can implant their personalities in a new, younger, stronger body.
[END]

[IMPROVE_BODY_EXCHANGE_HISTORICAL]
Soon after genetic tailoring enabled people to customize the lives of their offspring, further genetic research enabled people to create new bodies in order to extend their life spans.  The Body Exchange Center used a complex neural interface system to transfer their consciousness from their old brains into their new ones.  The system also downloaded neurological data into the new body's nervous system, smoothing the transition to a new physical form.  With life extension, humanity was a significant step closer to immortality.
[END]

[IMPROVE_BROKERAGE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ECONOMICS>Economics<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_BANK>Bank<e>
<L:DATABASE_BUILDINGS,IMPROVE_CRAFT_GUILD>Craft Guild<e>
[END]

[IMPROVE_BROKERAGE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).CommercePercent}% <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_BROKERAGE_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).CommercePercent}% <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>

A Brokerage House is a financial services center offering several different banking services under one roof, including investing, insurance, banking and trading.  Brokerages increase <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> (and therefore Gold) in a city.
[END]

[IMPROVE_BROKERAGE_HISTORICAL]
In the 1700s, securities trading took place mainly in the parks and coffeehouses of London, Philadelphia and New York City.  Traders called out names of companies and numbers of shares available in an open auction, and shares went to the highest bidder.  Trading increased on both sides of the Atlantic considerably in the late 1700s, and, in 1773, several stockbrokers opened the London Exchange in the heart of the financial district.  In the first quarter of the 1800s, the London Exchange found a permanent home in Capel Court, Bartholomew Lane; the Philadelphia Board of Brokers set up central brokerage offices; and brokers in New York established the New York Stock Exchange Board.

Brokerages later evolved to offer several financial services under one roof, including securities trading, commodities trading, bonds trading and general banking.
[END]

[IMPROVE_CAPITOL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ARCHITECTURE>Architecture<e>
[END]

[IMPROVE_CAPITOL_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
[END]

[IMPROVE_CAPITOL_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>

A Capitol is the center of one's government.  The closer <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> are to the seat of power, the happier they tend to be.  As well, the <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> on the fringes of an empire tend to be less concerned with laws passed on from <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> several days' ride away.
[END]

[IMPROVE_CAPITOL_HISTORICAL]
From the beginning of large organized societies, leaders have had a need for a structure in which the government could reside.  Early capitol buildings were fortresses, housing the treasury, providing protection and, often, a home for the ruler.  The great Assyrian king Sargon II established Dur Sharrukin (Akkadian, meaning "Sargon's Fortress"), a city northeast of Nineveh near the modern Iraqi city of Khorsabad.  The city, enclosed by a wall pierced by seven fortified gates, covered one square mile.  The towering palace included a temple to Nabu (a god of vegetation and the patron saint of the art of writing), a royal palace, and several residences for important officials. With capitols such as these, rulers could impress both subjects as well as rivals, protecting themselves from riot, invasion, and starvation.
[END]

[IMPROVE_CASTLE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FEUDALISM>Feudalism<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_CITY_WALLS>City Walls<e>
<L:DATABASE_BUILDINGS,IMPROVE_FORUM>Forum<e>
[END]

[IMPROVE_CASTLE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).DefendersPercent / 100} City <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e>
{BuildingDB(Building[0]).LowerCrime}% <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e>
[END]

[IMPROVE_CASTLE_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).DefendersPercent / 100} City <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e>
{BuildingDB(Building[0]).LowerCrime}% <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e>

Castles provided protection for serfs, and were generally hard for attacking armies to overcome.
[END]

[IMPROVE_CASTLE_HISTORICAL]
A castle is a type of fortified structure built during the Middle Ages predominantly by the nobility or royalty and by military orders. Scholars debate the scope of the word castle, but usually consider it to be the private fortified residence of a lord or noble. This is distinct from a palace, which is not fortified; from a fortress, which was not always a residence for royalty or nobility; from a pleasance which was a walled-in residence for nobility, but not adequately fortified; and from a fortified settlement, which was a public defence - though there are many similarities among these types of construction.

Use of the term has varied over time and has also been applied to structures such as hill forts and 19th-20th century homes built to resemble castles. Over the approximately 900 years when genuine castles were built, they took on a great many forms with many different features, although some, such as curtain walls, arrowslits, and portcullises, were commonplace.
[END]

[IMPROVE_CITY_CLOCK_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MECHANICAL_CLOCK>Mechanical Clock<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_BANK>Bank<e>
<L:DATABASE_BUILDINGS,IMPROVE_MILL>Mill<e>
[END]

[IMPROVE_CITY_CLOCK_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).CommercePercent}% <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_CITY_CLOCK_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).CommercePercent}% <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>

The invention of a weight-driven clock meant that people would no longer live in a world structured primarily by the daily course of the sun. The clock was also an aid to navigation, and the precise measurement of time was essential for the growth of modern science.
[END]

[IMPROVE_CITY_CLOCK_HISTORICAL]
Clock towers are a specific type of structure which house a turret clock and have one or more clock faces on the upper exterior walls. Many clock towers are freestanding structures but they can also adjoin or be located on top of another building.

Although clock towers are today mostly admired for their aesthetics, they once served an important purpose. Before the middle of the twentieth century, most people did not have watches, and prior to the 18th century even home clocks were rare. The first clocks did not have faces, but were solely striking clocks, which sounded bells to call the surrounding community to work or to prayer. They were therefore placed in towers so the bells would be audible for a long distance. Clock towers were placed near the centers of towns and were often the tallest structures there. As clock towers became more common, the designers realized that a dial on the outside of the tower would allow the townspeople to read the time whenever they wanted
[END]

[IMPROVE_CITY_WALLS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASONRY>Masonry<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_WALL>Wall<e>
[END]

[IMPROVE_CITY_WALLS_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).DefendersPercent / 100} City <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e>
{BuildingDB(Building[0]).LowerPeaceMovement}% Military Unit Unhappiness
[END]

[IMPROVE_CITY_WALLS_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).DefendersPercent / 100} City <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e>
{BuildingDB(Building[0]).LowerPeaceMovement}% Military Unit Unhappiness

City Walls provide a strong form of protection for city dwellers, thereby increasing the perception of safety and reducing Military Unit Unhappiness.  Military units <L:DATABASE_ORDERS,ORDER_FORTIFY>Garrisoned<e> within a city with walls get a defensive bonus when attacked.  City Walls also reduce the effectiveness of <L:DATABASE_UNITS,UNIT_SLAVER>Slavers<e>.
[END]

[IMPROVE_CITY_WALLS_HISTORICAL]
From the beginning of human civilization, nations have always needed protection from interlopers, human or otherwise.  Early settlements utilized their environments to provide security for their communities.  The Anasazi Indians built their homes directly into the face of cliffs for protection, whereas, the Aztecs built their capitol in the center of a lake, accessible only by narrow, and easily defensible, causeways.  By the first millennium BC, many cities, most notably Greek and Roman cities, employed walls comprised of thick stones and bricks.  Gates and guard towers could regulate traffic in and out of a city, and the walls compelled hostile forces to employ costly siege weapons in order to overtake a city.
[END]

[IMPROVE_COMPUTER_CENTER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMPUTER>Computer<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_ACADEMY>Academy<e>
<L:DATABASE_BUILDINGS,IMPROVE_PUBLISHING_HOUSE>Publishing House<e>
<L:DATABASE_BUILDINGS,IMPROVE_UNIVERSITY>University<e>
[END]

[IMPROVE_COMPUTER_CENTER_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).SciencePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>
[END]

[IMPROVE_COMPUTER_CENTER_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).SciencePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>

By providing scientists with sophisticated computing equipment, the Computer Center increases a city's <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> production.  Empires with many Computer Centers have an edge on their rivals, and the prevalence of these <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e> could mean the difference between discovering a <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Wonder<e> and merely reading about it in the newspaper.
[END]

[IMPROVE_COMPUTER_CENTER_HISTORICAL]
Throughout the 1940s, 50s and 60s, several public and private organizations endeavored to create computers for the purposes of solving mathematical problems.  Some of the earliest computers, including the ENIAC (Electronic Numerical Integrator and Computer), were designed to deal with very specific problems.  Later models, such as the UNIVAC (Universal Numerical Integrator and Computer) were more programmable, and, hence, more versatile, enabling users to give the computer instructions for solving more than one problem.  Companies like International Business Machines (IBM) developed large "mainframe" systems in which multiple users could share time on a single computer system.  The invention of the transistor in 1948 introduced a more reliable, more efficient semiconductor device that eventually replaced the vacuum tube a decade later.  Soon, major research laboratories employed mainframes in their research.
[END]

[IMPROVE_CONSCRIPTED_LABOR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CIVIC_ENGINEERING>Civic Engineering<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_WORK_CAMP>Work Camp<e>
[END]

[IMPROVE_CONSCRIPTED_LABOR_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[IMPROVE_CONSCRIPTED_LABOR_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>

Conscripted labor pools were essential for construction of the massive structures of the Ancient Age.
[END]

[IMPROVE_CONSCRIPTED_LABOR_HISTORICAL]
Conscripted Labor, or Corvee, is a form of unpaid, forced labour, which is intermittent in nature and lasts only for limited periods of time: typically for only a certain number of days' work each year.

The obligation for tenant farmers to perform corvee work for landlords on private landed estates was widespread throughout history before the Industrial Revolution. The term is most typically used in reference to medieval and early modern Europe, where work was often expected by a feudal landowner (of their vassals), or by a monarch of their subjects. The application of the term is not limited to that time or place; the corvee has existed in modern and ancient Egypt, ancient Sumer, ancient Rome, China, Japan, everywhere in continental Europe & with the Incan civilization
[END]

[IMPROVE_CORNUCOPIC_VATS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HEXTAPUL>Hextapul<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_FOOD_SILO>Food Silo<e>
<L:DATABASE_BUILDINGS,IMPROVE_GRANARY>Granary<e>
[END]

[IMPROVE_CORNUCOPIC_VATS_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
Prevents city <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e> from <L:DATABASE_CONCEPTS,CONCEPT_STARVATION>Starving<e>
[END]

[IMPROVE_CORNUCOPIC_VATS_GAMEPLAY]
Gives:
Prevents city <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e> from <L:DATABASE_CONCEPTS,CONCEPT_STARVATION>Starving<e>

Cornucopic Vats synthesize a cheap, abundant, soy-based food substance that satisfies all nutritional requirements.  Although it may not appease the taste buds of everyone, it is certainly a step towards feeding all citizens.
[END]

[IMPROVE_CORNUCOPIC_VATS_HISTORICAL]
While genetics research enabled scientists to genetically modify foods, advances in genetic tailoring enabled scientists to genetically synthesize foods.  The cornucopic vat, a device that manufactured a soy-based food substance that was cheap, abundant and nutritionally complete.  As the demands for land increased, agriculture became less viable as a means for feeding people.  The cornucopic vat gave cities a way of producing a basic food that could feed and cover the basic nutritional requirements of everyone.  This was the final step in helping cities to avoid the horrors of starvation.
[END]

[IMPROVE_CORRECTIONAL_FACILITY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CRIMINAL_CODE>Criminal Code<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_FORUM>Forum<e>
[END]

[IMPROVE_CORRECTIONAL_FACILITY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
{BuildingDB(Building[0]).LowerCrime}% <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e>
[END]

[IMPROVE_CORRECTIONAL_FACILITY_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).LowerCrime}% <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e>

Correctional Facilities serve as holding pens for convicted criminals, as well as a deterrent against future crimes.  Incarceration is one of the more effective criminal deterrents, as conditions in prison systems are almost always utterly deplorable.
[END]

[IMPROVE_CORRECTIONAL_FACILITY_HISTORICAL]
Before the proliferation of prison systems, the chief means of punishing serious offenders were corporal punishment, execution and banishment.  Until the late 18th century, prisons were mainly for the confinement of debtors, the accused awaiting trial and convicts awaiting sentencing.  Gradually, prisons became a more accepted method of punishment, and an emphasis on rehabilitation, reformation and correction started to emerge.  Various philosophies as to proper methods of rehabilitation abounded throughout the 19th century.  The reformatory system of late 19th century America emphasized vocational training, indeterminate sentences and rewards for good behavior and parole.  This model for the modern correctional facility prevailed in the American criminal justice system of the 20th century.

Incarceration has always been seen as an effective form of punishment.  The threat of prison acted as a deterrent to potential criminals, and the long-term removal of convicted offenders from society protected people as a whole.  Perhaps most important, the controlled environment of prison offered opportunities for reforming criminals through such things as counseling, education and vocational training.  Unfortunately, the reality of the modern correctional facility system was that often, criminals would engage in criminal activity within the confines of their prisons, and the social and economic costs of incarceration were staggeringly high.
[END]

[IMPROVE_COURTHOUSE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_JURISPRUDENCE>Jurisprudence<e>
[END]

[IMPROVE_COURTHOUSE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
{BuildingDB(Building[0]).LowerCrime}% <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e>
[END]

[IMPROVE_COURTHOUSE_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).LowerCrime}% <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e>

Courthouses provide public access to due process of law, allowing citizens to file grievances and seek justice.  The state uses the courts not only enforce the law but to challenge it.  All of this equates to a judicial system that defines the limits of criminal activity but gives victims an avenue for retribution and recourse.
[END]

[IMPROVE_COURTHOUSE_HISTORICAL]
The evolution of the Roman legal system was indicative of how fledgling nations developed their legal systems to accommodate ever increasing levels of complexity in laws and codes.  The earliest attempts to establish Roman law was attempted with the Twelve Tables in 451-450 BC.  They made available the rules and procedures for many civil, public, criminal and sacred laws, the minutiae of which were previously controlled and executed by a small group of pontiffs (pontifices), members of the patrician ruling class.  Posted in the Roman Forum, it became a public property and, therefore, appealable by any Roman citizen.

Roman law, and the Roman courts, primarily concerned themselves with matters of property and possessions (right over land and slaves), obligations (contracts and loans), succession (inheritance and family law) and persons (citizenship, family and slaves).  However, when Rome was first founded and insignificant too much of the Mediterranean world, laws only applied to Roman citizens.  A foreigner (perigrinus) had no rights whatsoever within Roman land, unless his state had entered into a formal agreement with Rome.  By the middle of the 3rd century BC, Rome began to grow in power.  To extend legal protections to the growing number of peregrini, the Roman Empire developed the jus gentium ("law of the nations") to govern activity between cives (citizens) and peregrini.

The rise of the role of courts in lawmaking and legal enforcement grew as the Roman legal system evolved.  The first stage of development, the legis actiones, took place during the Twelve Tables period from 5th century BC to the last 2nd century BC.  Legal procedure was divided into several steps.  Initially, the plaintiffs approached defendants in public places and requested they come to court.  Those who refused could be taken by force.  The trial consisted of a preliminary hearing, held before a magistrate, who determined whether there was a grievance and, if so, what it was.  After the issues were brought to light, both parties would agree on a iudex (judge), a prominent citizen who was not of a legal profession.  Proceedings before a iudex were less formal:  advocates spoke, presented evidence and called witnesses.  Although the iudex made a decision, he had no power to execute it.  If found to be in the wrong, the defendant was given a specific period in which to redress the grievance.  Failure to comply could result in the defendant being brought before the magistrate by force.  His property could be seized, or he could be made a slave to the plaintiff to work off the debt or claim.

In the later Republic period, as cases became more complex, the issues presented to the iudex had to be written down.  This lead to the formulary system, in which the procedure of defendants brought to court remained, but with a more powerful role for the magistrate in determining whether a case went to the iudex.  After the classical period ended in the late 3rd century AD, the cognitio extraordinaria system saw a further increase of power placed in the hands of magistrates and the courts.  Courts began issuing summons, trial rulings were documented and magistrates eventually supplanted iudices in the role of judge.  After Christianity became the state religion of Rome, the ecclesiastical courts, previously established by Christians who had refused to have recourse to pagan courts, became a part of the Roman legal system. As the Roman Empire disintegrated, the ecclesiastical courts survived and assumed jurisdiction over secular affairs.
[END]

[IMPROVE_CRAFT_GUILD_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TRADE_GUILDS>Trade Guilds<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_BANK>Bank<e>
<L:DATABASE_BUILDINGS,IMPROVE_MILL>Mill<e>
[END]

[IMPROVE_CRAFT_GUILD_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[IMPROVE_CRAFT_GUILD_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>

Craft Guilds allowed for the continual training of new workers, which helped production.
[END]

[IMPROVE_CRAFT_GUILD_HISTORICAL]
A guild is an association of artisans and merchants who oversee the practice of their craft in a particular area. The earliest types of guild formed as organizations of tradesmen belonging to a professional association. They sometimes depended on grants of letters patent from a monarch or other ruler to enforce the flow of trade to their self-employed members, and to retain ownership of tools and the supply of materials, but were mostly regulated by the city government. Lasting legacies of traditional guilds are the guildhalls constructed and used as guild meeting-places. Guild members found guilty of cheating the public would be fined or banned from the guild.

Typically the key "privilege" was that only guild members were allowed to sell their goods or practice their skill within the city. There might be controls on minimum or maximum prices, hours of trading, numbers of apprentices, and many other things. These rules reduced free competition, but sometimes maintained a good quality of work.
[END]

[IMPROVE_DRUG_STORE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PHARMACEUTICALS>Pharmaceuticals<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_DRUG_STORE>Drug Store<e>
[END]

[IMPROVE_DRUG_STORE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effect
Increases Max Size of City to 50
[END]

[IMPROVE_DRUG_STORE_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effect
Increases Max Size of City to 50

Drug Stores make available prescription drugs and over-the-counter remedies for some of the more common ailments city dwellers encounter.  They increase the general health of citizens, and therefore contribute to the <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Growth<e> of a city.
[END]

[IMPROVE_DRUG_STORE_HISTORICAL]
The modern pharmacy, known colloquially as a drug store, became strikingly different from the apothecaries of the 17th and 18th centuries.  Whereas pharmacists of that era dealt in the elixirs, spirits, salves and powders outlined in the Pharmacopoeiae of London (1618) and Paris (1639), modern pharmacists dealt with complex remedies and medicines, selected for their therapeutic value and reviewed by committees of doctors and medical experts.  The Pharmacopoeia of the United States, first published in 1820, reviewed submissions by panel consisting of the U.S. Surgeon General and representatives from colleges of medicine and pharmacology, as well as state medical and pharmaceutical associations.

In 1841, the Pharmaceutical Society of Great Britain was founded, with intent to give pharmacists in a thoroughly scientific basis.  As pharmacology became more of a scientific pursuit, new, more powerful drugs became available.  Although physicians could only administer the most powerful drugs, pharmacists could prepare and dispense treatments both prescribed by a physician and those deemed acceptable for non-prescription use.  These "over-the-counter" drugs usually consisted of the most common treatments for the most common ailments.
[END]

[IMPROVE_DYNASTY_BLDG_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DYNASTY>Dynasty<e>
Obsoletes:
<L:DATABASE_ADVANCES,ADVANCE_CITY_STATE>City State<e>
[END]

[IMPROVE_DYNASTY_BLDG_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).GoldPerCitizen} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> per Citizen
{BuildingDB(Building[0]).LowerPeaceMovement}% Military Unit Unhappiness
Special unit - <L:DATABASE_UNITS,UNIT_SLAVEMASTER>Great King<e>
Unit - <L:DATABASE_UNITS,UNIT_CHARIOT>Chariot<e>
[END]

[IMPROVE_DYNASTY_BLDG_GAMEPLAY]
The creation of this Dynastic House symbolizes that you have been recognized as a "Great King" by the only audience that matters - your peers, few though they are! The people of your empire feel safer (and thus happier) and more tribute flows in to your coffers from other nations - who no longer feel so safe! 
[END]

[IMPROVE_DYNASTY_BLDG_HISTORICAL]
A dynasty is a sequence of rulers from the same family, usually in the context of a feudal, monarchical or imperial system. Alternative terms for "dynasty" may include "house", "family" and "clan", among others. The longest-surviving dynasty in the world is the Imperial House of Japan, otherwise known as the Yamato dynasty, whose reign is traditionally dated to 660 BC. The dynastic family or lineage may be known as a "noble house", which may be styled as "imperial", "royal", "princely", "ducal", "comital", "baronial" etc., depending upon the chief or present title borne by its members.

Historians periodize the histories of many nations and civilizations, such as Ancient Egypt (3100 to 30 BC) and Imperial China (221 BC to 1912 AD), using a framework of successive dynasties. As such, the term "dynasty" may be used to delimit the era during which a family reigned, and also to describe events, trends and artifacts of that period (e.g., "a Ming-dynasty vase").
[END]

[IMPROVE_E_BANK_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HEXTAPUL>Hextapul<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_BANK>Bank<e>
<L:DATABASE_BUILDINGS,IMPROVE_BAZAAR>Bazaar<e>
<L:DATABASE_BUILDINGS,IMPROVE_BROKERAGE>Brokerage<e>
[END]

[IMPROVE_E_BANK_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).CommercePercent}% <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[IMPROVE_E_BANK_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).CommercePercent}% <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>

E-Banks automate almost all financial transactions, making shopping, banking and conducting business fast and safe.  Citizens use a card that is encrypted with their financial information.  This availability of easy-to-use banking increases the efficiency, and therefore the bottom line, of <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>.
[END]

[IMPROVE_E_BANK_HISTORICAL]
As the power and speed of microprocessors increased in the late 20th and early 21st centuries, crackers were finding it easier to crack complex encryption schemes.  The gradual decline of paper and coin currencies required a new level of security for financial data.  In response, businesses and government entities sunk millions of dollars into cryptography schemes that could guarantee the security of sensitive information over the Internet, such as financial transactions, medical records and government documents.  Employing an evolving asymmetric encryption scheme, the major financial institutions began to establish electronic banks in which money could be stored with little to no risk of theft.  Customers used cards encoded with their financial information to transact business both in person and online.  Although the malicious intrusions of crackers kept system administrators busy, the new e-bank system increased the safety and efficiency of commerce.
[END]

[IMPROVE_ECO_TRANSIT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FUEL_CELLS>Fuel Cells<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_PUBLIC_TRANSPORTATION>Public Transportation<e>
[END]

[IMPROVE_ECO_TRANSIT_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Production)
[END]

[IMPROVE_ECO_TRANSIT_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Production)

Eco-Transit is the first transit system to employ <L:DATABASE_ADVANCES,ADVANCE_FUEL_CELLS>Fuel Cells<e>.  No longer burdened with the poisonous inefficiency of conventional internal combustion engines, fuel-cell-enabled vehicles have significantly less environmental impact.  A city that builds an Eco-Transit system soon sees a dramatic reduction in pollution from population.
[END]

[IMPROVE_ECO_TRANSIT_HISTORICAL]
The folly of the 20th century world's reliance on fossil fuels began to manifest itself in even greater problems than people had originally envisioned.  Many nations who had come to rely almost entirely on fossil fuels for their energy requirements were beholden to the whims of a greedy cartel of major oil-producing countries.  In light of this as well as the dwindling supply of fossil fuels worldwide, scientists scurried to develop alternate fuel sources.  Solar energy required vast stretches of uninhabited land in order to produce enough energy to supplant conventional power plants, and solar cells were highly toxic and difficult to dispose of when damaged.  The transportation and automobile industries, both major contributors to global pollution due to their reliance on internal combustion engines, were prime candidates for the development of an alternate power source.  Late 20th century experiments with battery-powered electric cars were hampered by the limited capacity of conventional batteries.  Electric car users had to recharge batteries at a rate considerably higher than conventional car users need to fill their tanks with gasoline.  Some auto manufacturers even employed electric battery-combustion engine hybrids, which reduced, but did not eliminate harmful greenhouse gas emissions.

Fuel cells, many of which derived power from the processing of non-petroleum-based organic sources, were the answer to the inefficiency of standard batteries.  Portable and reasonably inexpensive, fuel cells contained vastly more energy than rechargeable batteries and they produced little more than water as a by-product.  Now that automobiles outfitted with fuel cells could perform as well or better than conventional cars, an increasingly ecology-conscious world considered them superior vehicles.  Since pollution in cities had reached alarming heights, citizens began to clamor for clean, fuel-cell-equipped public transit systems.  As Eco-Transit spread in personal and public transportation, pollution levels the world over grew at a vastly decreased level.
[END]

[IMPROVE_FACTORY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_INDUSTRIAL_REVOLUTION>Industrial Revolution<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_BANK>Bank<e>
<L:DATABASE_BUILDINGS,IMPROVE_MILL>Mill<e>
[END]

[IMPROVE_FACTORY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
{BuildingDB(Building[0]).ProductionPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Production)
[END]

[IMPROVE_FACTORY_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
{BuildingDB(Building[0]).ProductionPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Production)

With factories in <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, production is no longer limited to small shops and ateliers.  Factories bring the power of large-scale manufacturing to <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, increasing a city's <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> output dramatically.
[END]

[IMPROVE_FACTORY_HISTORICAL]
One of the most profound and far reaching developments brought about by the Industrial Revolutions in Western Europe over the course of the 18th and 19th centuries was the factory system.  Whereas manufactured goods were the domain of craftsmen and artisans before the Industrial Revolution, a distributed labor system, coupled with the invention of such devices as the spinning jenny and the power loom enabled a more expansive production of goods, such as textiles, with a minimum of human effort.  The American inventor Eli Whitney invented the cotton gin, a device that mechanically removed cotton fibers from the seed, in 1793.  In 1801, French inventor Joseph Jacquard created a loom that employed cards with punched holes to automate the placement of threads in the weaving process.

Eli Whitney also introduced the concept of interchangeable parts to the factory system in 1798.  Because repairs and assembly could be done with previously manufactured parts rather than custom made ones, interchangeable parts made it possible to produce goods quicker and cheaper.  This idea led to the development of the assembly line and the manufacturing of products in discrete stages.  Developments in steam power and, later, the internal combustion engine freed factories up from the needs for water-sourced based power, such as mills, and led to an explosion of manufacturing power that ushered in the modern age.
[END]

[IMPROVE_FLAK_TOWERS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RADAR>Radar<e>
[END]

[IMPROVE_FLAK_TOWERS_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).OffenseBonusAir / 100} Attack vs. Air Units
[END]

[IMPROVE_FLAK_TOWERS_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).OffenseBonusAir / 100} Attack vs. Air Units

Flak Towers enable <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> to significantly bolster their offensive capability against air units.  By firing explosive shells high into the air, Flak Towers are an effective way to neutralize aircraft threats.
[END]

[IMPROVE_FLAK_TOWERS_HISTORICAL]
The term "flak" was an abbreviated name for Flug(zeug)abwehrkanone, the 88-millimeter German-made antiaircraft cannon that was the bane of Allied bombers in World War II.  While most rapid-firing antiaircraft guns employed much smaller shells, like the 40-millimeter "Bofors guns" preferred by Allied forces against dive-bombers and low-flying aircraft, flak cannons, some up to 120 mm, were particularly effective against high-flying, slow-moving bombers.  The shells, fired up to 2 miles in the air at rates as high as 120 rounds a minute, used radio-waved proximity fuses that would explode within a certain range of the target.  Despite continued developments in the early 1950s, flak cannons and other heavy antiaircraft guns were eventually replaced by surface-to-air missiles in the late 1950s and early '60s.
[END]

[IMPROVE_FOOD_IMPORTS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HULL_MAKING>Hullmaking<e>
[END]

[IMPROVE_FOOD_IMPORTS_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).FoodPercent}% <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
[END]

[IMPROVE_FOOD_IMPORTS_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).FoodPercent}% <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>

As cities grow, it becomes increasingly difficult to supply the citizens with enough food. The solution, albeit expensive, is to rely upon Food Imports shipped in from overseas. This method is only available to Coastal Cities, because ancient transportation systems were unable to economically supply large amounts of food to inland cities.
[END]

[IMPROVE_FOOD_IMPORTS_HISTORICAL]
For the Greek city-states of the Archaic and Hellenistic periods, the ethos of self-sufficiency (autarkeia) dominated the ideology of food supply. However, most Greek states operated in politically and environmentally unstable conditions. Weather and warfare posed constant, but unpredictably timed, hazards. Consequently, some degree of shortfall in food supply could be expected perhaps as often as once in five years.

Though other crops were grown and important in the ancient Greek diet, grain was the preferred staple, especially wheat and barley. Hence shortfalls in these crops proved the most problematic at all levels. Grain was at the heart of the political discourse which evolved around the problem of food supply in most city-states.

Grain was grown not by cities but by individual households, on private land. Therefore shortages had to be met with ad hoc measures on the part of government, city-states virtually never having either central grain production or storage facilities. Generally states behaved as middlemen, aiming to encourage imports, or donations and subsidized sales by the rich.

In Rome the problems were different, but the solutions similar. Although two-tier crop rotation was practiced, farm productivity was low, around 1 ton per hectare. This made it difficult for farmers to make a living and resulted in many families leaving the countryside to look for work in the cities. This exacerbated the food supply problem and led to an increasing reliance on imports.

Most of the grain that Rome imported came from Egypt, with Sicily and northern Africa also being major suppliers. At its peak, Rome had a population of around one million people, so there was a constant need for grain to feed them all.
[END]

[IMPROVE_FOOD_SILO_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RAILROAD>Railroad<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_GRANARY>Granary<e>
[END]

[IMPROVE_FOOD_SILO_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).FoodPercent}% <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
Protects against <L:DATABASE_CONCEPTS,CONCEPT_STARVATION>Starvation<e> for 5 turns
[END]

[IMPROVE_FOOD_SILO_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).FoodPercent}% <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
Protects against <L:DATABASE_CONCEPTS,CONCEPT_STARVATION>Starvation<e> for 5 turns

Food Silos are advanced <L:DATABASE_BUILDINGS,IMPROVE_GRANARY>Granaries<e> that enable more efficient, more plentiful storage of Food.  Usually placed near railways and major roads, they act as temporary storage facilities, minimizing spoilage and contributing to a more efficient food distribution system.
[END]

[IMPROVE_FOOD_SILO_HISTORICAL]
In ancient times the granary provided cities with a means by which they could store their surplus food for shortages.  The protection from the elements that granaries provided helped minimize spoilage and waste.  The Food Silo became the modern equivalent of the granary, updated to reflect the advanced technology of the times.  Food silos took many forms, from towering grain silos to insulated warehouses that housed perishable items such as cheese or fruit.  Some food silos controlled the atmospheric gases contained within, in an attempt to extend the storage life of foods.  Others employed refrigeration and freezing to preserve the freshness, consistency and texture of highly perishable items.  All of these methods helped to minimize waste, prevent food-borne diseases and better equip cities and communities to survive occasional food shortages.
[END]

[IMPROVE_FORCEFIELD_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_UNIFIED_PHYSICS>Unified Physics<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_CITY_WALLS>City Walls<e>
<L:DATABASE_BUILDINGS,IMPROVE_COMPUTER_CENTER>Computer Center<e>
[END]

[IMPROVE_FORCEFIELD_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).DefendersPercent / 100} City <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e>
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
[END]

[IMPROVE_FORCEFIELD_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).DefendersPercent / 100} City <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e>
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>

The Forcefield introduces a level of city defense that is nearly impenetrable.  It is the most effective form of city defense in the game.
[END]

[IMPROVE_FORCEFIELD_HISTORICAL]
The rapid development of weapons and vehicle technology throughout the modern and genetic ages brought conventional warfare to dangerous new levels.  Cities were ill equipped to defend themselves against newer, more advanced assault craft.  Whereas city walls, ballista towers and battlements were suitable for 19th century combat, they often provided little more than an obstacle to a post-modern offensive army.  With the development of chaos theory and the explosion in new understanding about the nature of chaotic systems, scientists began to design theoretical models that mimicked the "forcefields" spoken of in countless science fiction books.  Not until researchers discovered the unified theory of everything did forcefield development moved from theory to reality.  Scientists developed a massive dome-shaped layer of an extremely stable form of carbon called carbon-60 "buckyballs."  When the forcefield detected high mass or energy (akin to a projectile or energy beam weapon) it solidified, linking carbon to carbon in a solid shield with the hardness and resiliency of pure diamond.  The first cities to employ this technology were able to withstand substantial attacks from hover infantry, tanks and cruise missiles.  Finally, city defense technology had risen to the level of offensive warfare technology.
[END]

[IMPROVE_FORGE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COPPER_SMELTING>Copper Smelting<e>
[END]

[IMPROVE_FORGE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[IMPROVE_FORGE_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>

Forges were created to work metals into weapons and jewelry for trading.
[END]

[IMPROVE_FORGE_HISTORICAL]
Forges dated from the earliest times, when metal working first began. Originally using wood then charcoal, air was blasted with bellows into the combustion chamber to generate the heat necessary to soften metal for working or melting it entirely for casting.
[END]

[IMPROVE_FORUM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ETHICS>Ethics<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_COURTHOUSE>Courthouse<e>
[END]

[IMPROVE_FORUM_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
{BuildingDB(Building[0]).LowerCrime}% <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e>
[END]

[IMPROVE_FORUM_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).LowerCrime}% <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e>

Forums were the heart of Iron-age towns, as they served as a center of trade, justice and the exchange of ideas.
[END]

[IMPROVE_FORUM_HISTORICAL]
A forum was a public square in a Roman municipium, or any civitas, reserved primarily for the vending of goods; i.e., a marketplace, along with the buildings used for shops and the stoas used for open stalls. Many fora were constructed at remote locations along a road by the magistrate responsible for the road, in which case the forum was the only settlement at the site and had its own name, such as Forum Popili or Forum Livi.

Every municipium had a forum. Fora were the first of any civitas synoecized whether Latin, Italic, Etruscan, Greek, Celtic or some other. The first forums were sited between independent villages in the period, known only through archaeology. After the rise of the Roman Republic, the most noted forum of the Roman world, the Roman Forum in Rome itself, served as a model of new construction. By the time of the late Republic expansions refurbishing of the forums of the city had inspired Pompey Magnus to create the Theatre of Pompey in 55 BC. The Theatre included a massive forum behind the theatre arcades known as the Porticus Pompei (Colonnades of Pompey). The structure was the forbearer to Julius Caesar's first Imperial forum and the rest to follow.
[END]

[IMPROVE_FUSION_PLANT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FUSION>Fusion<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_OIL_REFINERY>Oil Refinery<e>
[END]

[IMPROVE_FUSION_PLANT_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
{BuildingDB(Building[0]).ProductionPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Production)
[END]

[IMPROVE_FUSION_PLANT_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
{BuildingDB(Building[0]).ProductionPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Production)

Fusion plants replicate the nearly limitless energy capabilities of the Sun to power <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  Production is increased with this safer, more efficient power source, while Pollution is decreased through reduced reliance on fossil-fuel burning plants.
[END]

[IMPROVE_FUSION_PLANT_HISTORICAL]
In 1998, construction on the International Thermonuclear Experimental Reactor, or ITER, began.  It was designed to generate 1.5 billion watts of fusion power continuously.  The $10 billion experiment, a partnership between the European Union, Japan, Russia and the United States, was declared a success in 2009.  Although it provided substantial insight into fusion technology, commercial fusion reactors did not become a reality until late in the 21st century.  Advances in nano-assembly, chaos theory and high temperature superconductors made safe, effective fusion reactors possible.

Fusion became the most environmentally clean power source the world had known.  It generated no pollutants, greenhouse gases and a fraction of the radioactivity that fission-reaction nuclear power plants did.  Fusion reactors were much safer, with no serious threat from control system failures.  Unlike a fission reactor, which could catastrophically meltdown in the case of a systems failure, fusion reactors merely cooled off - the plasma cooled and reactions ceased.  The abundance of deuterium in the world's oceans combined with the ability to breed tritium within the reactor itself meant that fusion reactors were a virtually inexhaustible supply of energy.
[END]

[IMPROVE_GAIA_COMPUTER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CONCRETE>Concrete<e>
[END]

[IMPROVE_GAIA_COMPUTER_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Required element for the <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_SCIENCE>Birth of an Empire<e>
25 needed
[END]

[IMPROVE_GAIA_COMPUTER_GAMEPLAY]
"Arches" provide no benefits, but are a required element for the <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_SCIENCE>Birth of an Empire<e>
25 are needed (can only build one per city)
[END]

[IMPROVE_GAIA_COMPUTER_HISTORICAL]
A triumphal arch is a free-standing monumental structure in the shape of an archway with one or more arched passageways, often designed to span a road. In its simplest form a triumphal arch consists of two massive piers connected by an arch, crowned with a flat entablature or attic on which a statue might be mounted or which bears commemorative inscriptions. The main structure is often decorated with carvings, sculpted reliefs, and dedications. More elaborate triumphal arches may have multiple archways.

Triumphal arches are one of the most influential and distinctive types of architecture associated with ancient Rome. Thought to have been invented by the Romans, the Roman triumphal arch was used to commemorate victorious generals or significant public events such as the founding of new colonies, the construction of a road or bridge, the death of a member of the imperial family or the ascension of a new emperor.
[END]

[IMPROVE_GRANARY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GRANARIES>Granaries<e>
[END]

[IMPROVE_GRANARY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).FoodPercent}% <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
Protects against <L:DATABASE_CONCEPTS,CONCEPT_STARVATION>Starvation<e> for 2 turns
[END]

[IMPROVE_GRANARY_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).FoodPercent}% <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
Protects against <L:DATABASE_CONCEPTS,CONCEPT_STARVATION>Starvation<e> for 2 turns

The Granary is one of the most vital Improvements in Call To Power II.  Agriculture gives empires the ability to markedly increase their Food production.  A Granary ensures that a city can store Food year-round.
[END]

[IMPROVE_GRANARY_HISTORICAL]
Although the earliest agriculturalist civilizations existed in the Indus River valley around the 8th millennium BC, it wasn't until the 6th millennium BC that the developed pottery techniques sufficient to enable the construction of storage devices.  At Merhgarh near the Indo-Iranian border, some of the first granaries were built.  They consisted of holes dug into the ground and covered by stone or clay bricks.  They often contained compartments, as well as pots and urns used to store food surpluses.  They were a crucial step in enabling people to settle land and expand their civilizations.  With proper food storage techniques, societies could cope with the unpredictability of weather, soil and natural forces.  Some archaeological excavations suggest that some cultures employed massive granaries of brick, stone and clay, with enough storage space to house food to feed small groups of people for hundreds of days.
[END]

[IMPROVE_HOSPITAL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MEDICINE>Modern Medicine<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_DRUG_STORE>Drug Store<e>
[END]

[IMPROVE_HOSPITAL_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effect
Increases City Max Size to 64
[END]

[IMPROVE_HOSPITAL_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effect
Increases City Max Size to 64

A Hospital is a great step towards the control and prevention of disease in a city.  Citizens who have regular visits with a medical professional tend to be healthier, and healthy citizens live longer and have better birth rates.
[END]

[IMPROVE_HOSPITAL_HISTORICAL]
In the 1850s and 60s, hospitals were overcrowded, poorly ventilated, inadequately cleaned places.  Hospital care was considerably more dangerous to peoples' health than home care, and as many as 25 percent of patients died after surgery due to poor sanitation.  However, in 1865, British surgeon Joseph Lister introduced sanitation techniques that vastly increased the safety of hospitalization.  The care of the patient improved with the introduction of formal nurses training schools.  The first U.S. nursing schools were founded independently in 1873 by New York's Bellevue Hospital, Boston's General Hospital and the New Haven Hospital in Connecticut.  The development of X rays and the clinical laboratory in the 1890s further improved the quality of care available to patients and prompted the opening of many new hospitals, including religious hospitals and hospitals that specialized in the treatment of women or children. The number of for-profit hospitals owned by doctors also increased between 1890 and 1920.
[END]

[IMPROVE_INCUBATION_CENTER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HUMAN_CLONING>Human Cloning<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_DRUG_STORE>Drug Store<e>
<L:DATABASE_BUILDINGS,IMPROVE_HOSPITAL>Hospital<e>
[END]

[IMPROVE_INCUBATION_CENTER_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effect
[END]

[IMPROVE_INCUBATION_CENTER_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effect

Incubation Centers remove the burden of childbirth from women, minimize birth-related problems and contribute to a healthier and happier city.  They usher in a <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e> explosion that can dramatically increase the size of a city.
[END]

[IMPROVE_INCUBATION_CENTER_HISTORICAL]
On February 10, 2098, the first human clone was born in the Center for Genetic Creation in Santa Monica, California.  Using a prototypical incubation machine, geneticists at the CGC were able to provide a perfect environment for cell replication and fetal nurturing.  In the coming years, incubation centers sprang up across the world, making available the opportunity to have a child without in utero gestation.
[END]

[IMPROVE_MARKETPLACE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BUREAUCRACY>Bureaucracy<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_AGORA>Agora<e>
[END]

[IMPROVE_MARKETPLACE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).GoldPerCitizen} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> per Citizen
[END]

[IMPROVE_MARKETPLACE_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).GoldPerCitizen} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> per Citizen

As civilizations came into contact with one another, the benefits of trading were realized, and the growth of marketplaces became instrumental in the increase of commerce.
[END]

[IMPROVE_MARKETPLACE_HISTORICAL]
As the scale of human activity increased, commercial activity occurred on increasingly larger scales. The simple bazaar evolved through the agora to become the larger marketplace where goods were bought and sold and other commercial transactions took place.
[END]

[IMPROVE_MATTER_DECOMPILER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NANO_ASSEMBLY>Nano Assembly<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_RECYCLING_PLANT>Recycling Plant<e>
[END]

[IMPROVE_MATTER_DECOMPILER_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
{BuildingDB(Building[0]).ProductionPollutionPercent}% <L:DATABASE_BUILDINGS,IMPROVE_MATTER_DECOMPILER>Pollution<e> (from Production)
[END]

[IMPROVE_MATTER_DECOMPILER_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).ProductionPollutionPercent}% <L:DATABASE_BUILDINGS,IMPROVE_MATTER_DECOMPILER>Pollution<e> (from Production)

A Matter Decompiler breaks down waste into molecular building blocks.  Instead of throwing away unwanted items as trash, citizens may process them with a Matter Decompiler and create other things.  The ability to completely recycle virtually any waste product into something useful dramatically reduces pollution from production.
[END]

[IMPROVE_MATTER_DECOMPILER_HISTORICAL]
One of the most amazing applications of nano-machines, the matter decompiler was one of the most advanced waste disposal system in history.  Capable of breaking down any matter, such as garbage and organic waste, into primary elements, the matter decompiler enabled cities to recycle all waste products with unparalleled efficiency.  The product was reusable elements that could be reintegrated into manufactured items.  This dramatically reduced the pollution associated with solid waste disposal.
[END]

[IMPROVE_MICRO_DEFENSE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NANO_WARFARE>Nano Warfare<e>
[END]

[IMPROVE_MICRO_DEFENSE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
Protects against <L:DATABASE_ORDERS,ORDER_NANO_INFECT>Nano-Attack<e> & <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Infect City<e>
[END]

[IMPROVE_MICRO_DEFENSE_GAMEPLAY]
Gives:
Protects against <L:DATABASE_ORDERS,ORDER_NANO_INFECT>Nano-Attack<e> & <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Infect City<e>

The Micro Defense Improvement uses an extremely sophisticated filtration system to protect against <L:DATABASE_ORDERS,ORDER_PLAGUE>Plague<e> and <L:DATABASE_ORDERS,ORDER_NANO_INFECT>Nanite<e> attacks.
[END]

[IMPROVE_MICRO_DEFENSE_HISTORICAL]
The Micro Defense <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e> helped counter the emerging threat of biological and nanotechnological warfare attacks on cities.  To combat the silent, invisible attacks perpetuated by <L:DATABASE_UNITS,UNIT_INFECTOR>Infectors<e>, and to help prevent future applications of nano-warfare, nanotechnology experts hastily modified prototypical nanite air purifiers to handle nano-warfare.  Using nanites to monitor the air in and around a city, the micro defense could locate and isolate both biological and nanotechnological weapons and neutralize them.  Micro Defense nanites were also specially designed to replicate themselves and evolve to combat new strains of pathogens should they be released.
[END]

[IMPROVE_MILL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MILLS>Mills<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_MARKETPLACE>Marketplace<e>
<L:DATABASE_BUILDINGS,IMPROVE_FORGE>Forge<e>
[END]

[IMPROVE_MILL_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[IMPROVE_MILL_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>

A Mill brings an increase to the <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> output of a city.  By harnessing the power of natural running water in streams and rivers, the Mill uses clean energy to power a primitive engine that can be used to weave fabric, process grain into food or make wine.
[END]

[IMPROVE_MILL_HISTORICAL]
From the 5th to the 10th centuries, the use of waterwheel mills dramatically increased in Middle Ages-era Europe.  Often run by the church, they were an integral part of the explosion of new farming techniques and methods that became known as the Agricultural Revolution.  By the 11th and 12th centuries, the waterwheel technology had spread to the textiles industry, powering great looms.  Waterwheels provided a clean source of power, and enabled larger scale production operations for the processing of materials, such as grains in grist mills and wool and cotton in looms.  Mills remained in service well into the 1800s, and were particularly popular in regions of the United States where coal was scarce and wood was considered an unsatisfactory fuel source.  Throughout the Northeast and Midwest, mills contributed to the industrialization of many of the modern era's most productive and prominent cities.
[END]

[IMPROVE_MONASTERY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHRISTIANITY>Christianity<e>
[END]

[IMPROVE_MONASTERY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).SciencePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>
{BuildingDB(Building[0]).LowerPeaceMovement}% Military Unit Unhappiness
[END]

[IMPROVE_MONASTERY_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).SciencePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>
{BuildingDB(Building[0]).LowerPeaceMovement}% Military Unit Unhappiness

Monasteries were the reservoir of Ancient knowledge during the Dark Ages. This structure also reduces the chance of a foreign religious <L:DATABASE_ORDERS,ORDER_CONVERT>conversion<e>.
[END]

[IMPROVE_MONASTERY_HISTORICAL]
A monastery is a building or complex of buildings comprising the domestic quarters and workplaces of monastics, monks or nuns, whether living in communities or alone (hermits). A monastery generally includes a place reserved for prayer which may be a chapel, church, or temple, and may also serve as an oratory, or in the case of communities anything from a single building housing only one senior and two or three junior monks or nuns, to vast complexes and estates housing tens or hundreds. A monastery complex typically comprises a number of buildings which include a church, dormitory, cloister, refectory, library, balneary and infirmary, and outlying granges.

Monasteries were important contributors to the surrounding community. They were centres of intellectual progress and education. They welcomed aspiring priests to come and study and learn, allowing them even to challenge doctrine in dialogue with superiors. The earliest forms of musical notation are attributed to a monk named Notker of St Gall, and was spread to musicians throughout Europe by way of the interconnected monasteries. Since monasteries offered respite for weary pilgrim travellers, monks were obligated also to care for their injuries or emotional needs. Over time, lay people started to make pilgrimages to monasteries instead of just using them as a stopover. By this time, they had sizeable libraries that attracted learned tourists. Families would donate a son in return for blessings. During the plagues, monks helped to till the fields and provide food for the sick.
[END]

[IMPROVE_MOSQUE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ISLAM>Islam<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_SHRINE>Shrine<e>
[END]

[IMPROVE_MOSQUE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
{BuildingDB(Building[0]).LowerPeaceMovement}% Military Unit Unhappiness
[END]

[IMPROVE_MOSQUE_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
{BuildingDB(Building[0]).LowerPeaceMovement}% Military Unit Unhappiness

A mosque served as a place of worship for those of the Islam faith, and boosts their happiness. This structure also reduces the chance of a foreign religious <L:DATABASE_ORDERS,ORDER_CONVERT>conversion<e>.
[END]

[IMPROVE_MOSQUE_HISTORICAL]
A mosque,also called masjid, is a place of prayer for Muslims. Mosques are usually covered buildings, but can be any place where prayers (sujud) are performed, including outdoor courtyards.

The first mosques were simple places of prayer for Muslims, and may have been open spaces rather than buildings. In the first stage of Islamic architecture, 650-750 CE, early mosques comprised open and closed covered spaces enclosed by walls, often with minarets from which calls to prayer were issued. Mosque buildings typically contain an ornamental niche (mihrab) set into the wall that indicates the direction of Mecca (qiblah) and ablution facilities. The pulpit (minbar), from which the Friday (jumu'ah) sermon (khutba) is delivered, was in earlier times characteristic of the central city mosque, but has since become common in smaller mosques. Mosques typically have segregated spaces for men and women. This basic pattern of organization has assumed different forms depending on the region, period and denomination.
[END]

[IMPROVE_MOVIE_PALACE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ELECTRICITY>Electricity<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_ARENA>Arena<e>
[END]

[IMPROVE_MOVIE_PALACE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
{BuildingDB(Building[0]).LowerPeaceMovement}% Military Unit Unhappiness
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
[END]

[IMPROVE_MOVIE_PALACE_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).LowerPeaceMovement}% Military Unit Unhappiness
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>

Entertainment provides much needed distraction from the grind of daily life.  The Movie Palace is an enormously effective attraction, giving citizens a realistic fantasy world in which they can forget their troubles, specifically, the discontent associated with a nation at war.
[END]

[IMPROVE_MOVIE_PALACE_HISTORICAL]
The lavish motion picture palaces of the early 20th century, which later spawned the massive, multi-screen movie theaters of the late 20th century were themselves borne of the live theaters and music halls of fin de siècle urban America.  The earliest films were not originally shown in movie palaces.  Rather, they were shown on Kinetoscope machines that permitted only one viewer at a time.  Existing entertainment venues, such as penny arcades, installed rows of these machines and enticed patrons to view these new technological creations.  Because Kinetoscopes were little more than optical illusions, people tended to regard them as curiosities.  The earliest films were marketed based not on stars, titles or subjects but the projection machinery involved.  Tally's Electric Theater, the first building devoted entirely to movies, was built in Los Angeles in 1902.  Even though the mass relocation of East Coast filmmakers that birthed the Hollywood movie industry had yet to happen until the end of the decade, movies were popular enough to urge businessmen to invest in storefront theaters and "nickelodeons."  These new theaters employed new projection technology that, unlike the Kinetoscopes, enabled multiple patrons to view a film projected on a screen.  Nickelodeons garnered a sordid reputation and rankled upper class citizens, who preferred the "respectable" theaters that showed operas, plays and vaudeville.

Films began to catch the attention of upper class audiences when "big-time" vaudeville operators began including them on the bill.  When Adolph Zukor showed the film Queen Elizabeth at the Lyceum Theater in New York in 1912, audiences enjoyed the dramatic, stage-like presentation of the subject matter, and, particularly, the appearance of Sarah Bernhardt, a noted stage actor, in the title role.  Filmmakers began to produce movies consisting of little more than filmed productions of staged theater in an attempt to improve the industry's image.  The first feature length films, including D.W. Griffith's twelve-reel Birth of a Nation in 1915, transformed movies into narrative vehicles, rather than mere technological curiosities.  

The vaudeville houses of the same period fused highbrow and popular cultural influences in their architecture and decor.  Patrons entered though lavish, often oriental-themed facades festooned with flashing lights and marquees into marble-floored, mirrored-wall foyers, decked out with oil paintings, plush furniture and smartly dressed personal attendants.  They attempted to mimic the grandeur of New York's opera houses, and offered extra amenities.  Proctor's Pleasure Palace, built in 1895, offered a roof garden restaurant, library, barbershop, and a Turkish bath housed in a Romanesque facade.  As films gained prominence and legitimacy, movie palaces sought to provide the same experience as the best vaudeville houses.  The Regent, American's first motion picture palace, opened in New York in 1913.  Although it was located in a working class district, uptown from the legitimate theater district, its opening night audience consisted of many of the same patrons of New York's tiniest opera houses and theaters.  Movie palaces, such as the Strand, the Rialto and the Rivoli, soon took their place along legitimate theaters on Broadway.

Samuel L. Rothapfel, also known as "Roxy," was, more than anyone else, responsible for the increasing opulence of these movie houses.  He presided over the openings of many movie palaces, and instituted practices distinct from traditional theaters, namely, unreserved seating and low admission prices.  What perhaps contributed to the success and allure of movie palaces was that they were designed to make the average citizen feel like royalty.  Movie palaces gave people an opportunity to step into a world of fantasy and, for the pioneers of the movie industry, many of whom were first generation Americans, this was the fulfillment of the American dream.
[END]

[IMPROVE_NANITE_FACTORY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HEXTAPUL>Hextapul<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_FACTORY>Factory<e>
<L:DATABASE_BUILDINGS,IMPROVE_ROBOTIC_PLANT>Robotic Plant<e>
[END]

[IMPROVE_NANITE_FACTORY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[IMPROVE_NANITE_FACTORY_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>

Nanite Factories drastically speed up the manufacturing process.  By employing the latest breakthroughs in nano-assembly, the Nanite Factory can construct almost anything, from anything.
[END]

[IMPROVE_NANITE_FACTORY_HISTORICAL]
Before scientists were able to build functional nano-machines, they discovered a way to assemble simple items at the molecular level.  Nanite factories sprang up in cities, enabling manufacturers to construct objects out of minerals such as gold, carbon and titanium, as well as organic materials such as wood.  Complex objects, such as electrical appliances, could be constructed as well.  Later applications of nano-assembly allowed for the manufacture of objects of unorthodox construction, such as sheets of flawless diamond.  Nanite construction and nano-assembly revolutionized the manufacturing industry, rendering robotic plants obsolete.
[END]

[IMPROVE_NUCLEAR_PLANT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NUCLEAR_POWER>Nuclear Power<e>
<L:DATABASE_RESOURCE,TERRAIN_HILL_GOOD_THREE>Uranium<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_OIL_REFINERY>Oil Refinery<e>
[END]

[IMPROVE_NUCLEAR_PLANT_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
{BuildingDB(Building[0]).ProductionPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Production)
{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
[END]

[IMPROVE_NUCLEAR_PLANT_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
{BuildingDB(Building[0]).ProductionPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Production)
{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>

Nuclear Plants provide enormous amounts of power for <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  Although there are issues associated with the costly disposal of radioactive waste and while the dangers of meltdowns are real, the benefits from a reduction in greenhouse gases (the primary pollution danger in CtP2) are enormous. That said, eco-fanatics still view them as dangerous and act accordingly, while the public remains fearful of the dangers associated with radioactivity.

Nuclear Plants cannot be built without access to <L:DATABASE_RESOURCE,TERRAIN_HILL_GOOD_THREE>Uranium<e>.
[END]

[IMPROVE_NUCLEAR_PLANT_HISTORICAL]
In 1938, the German chemists Otto Hahn and Fritz Strassmann discovered nuclear fission.  By bombarding uranium with neutrons in an attempt to create elements heavier than uranium, they unwittingly induced a fission reaction.  When a particle such as a neuron hit the nucleus of a uranium atom, it caused it to split into two fission fragments of roughly the same atomic composition.  This process released a large amount of thermal energy, as well as gamma rays and a few free neutrons, which in turn split other uranium nuclei.  This series of fissions constituted a chain reaction, which yielded a constant supply of nuclear energy.  If these reactions could be controlled, scientists theorized, then one would have a supply of energy much cleaner than conventional oil, gas and coal-burning power plants.  In the late 1950s and early '60s, a few commercial nuclear power plants were built.  The most successful of these used water as a cooling system for reactors.  The demand for nuclear plants skyrocketed in the mid-1960s and early '70s but dropped off in the later part of the decade, due to public fears about the danger of nuclear meltdown.

In a nuclear reactor, the chain reaction produced a tremendous amount of radiation and thermal energy.  Some of the thermal energy was used to heat water and create steam.  The steam drove a turbine, and the turbine's mechanical energy was converted to energy by means of a generator.  Despite the relative cleanliness of nuclear power, nuclear meltdowns at Three Mile Island near Harrisburg, Pennsylvania, in 1979 and at Chernobyl, Soviet Union in 1986 became iconic reminders of the catastrophic power of uncontrolled fission reactions.  Despite these incidents, nuclear plants continued to operate in Europe, Japan and various other countries for many years.
[END]

[IMPROVE_OIL_REFINERY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OIL_REFINING>Oil Refining<e>
[END]

[IMPROVE_OIL_REFINERY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
{BuildingDB(Building[0]).ProductionPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Production)
[END]

[IMPROVE_OIL_REFINERY_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
{BuildingDB(Building[0]).ProductionPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Production)

Oil Refineries make available refined fossil fuels for consumption by machines.  Their by-products include large amounts of waste, as well as long-term damage from the effects of a climate in which emissions from fossil fuel burning effect air quality, water quality and global climate patterns.
[END]

[IMPROVE_OIL_REFINERY_HISTORICAL]
An oil refinery or petroleum refinery is an industrial process plant where petroleum (crude oil) is transformed and refined into useful products such as gasoline (petrol), diesel fuel, asphalt base, fuel oils, heating oil, kerosene, liquefied petroleum gas and petroleum naphtha. Petrochemicals feedstock like ethylene and propylene can also be produced directly by cracking crude oil without the need of using refined products of crude oil such as naphtha. The crude oil feedstock has typically been processed by an oil production plant. There is usually an oil depot at or near an oil refinery for the storage of incoming crude oil feedstock as well as bulk liquid products. In 2020, the total capacity of global refineries for crude oil was about 101.2 million barrels per day.

Oil refineries are typically large, sprawling industrial complexes with extensive piping running throughout, carrying streams of fluids between large chemical processing units, such as distillation columns. In many ways, oil refineries use much of the technology and can be thought of, as types of chemical plants. Some modern petroleum refineries process as much as 800,000 to 900,000 barrels (120,000 to 143,000 cubic meters) of crude oil per day.
[END]

[IMPROVE_ORBITAL_LABORATORY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SPACE_FLIGHT>Space Flight<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_ACADEMY>Academy<e>
<L:DATABASE_BUILDINGS,IMPROVE_PUBLISHING_HOUSE>Publishing House<e>
<L:DATABASE_BUILDINGS,IMPROVE_UNIVERSITY>University<e>
<L:DATABASE_BUILDINGS,IMPROVE_COMPUTER_CENTER>Computer Center<e>
[END]

[IMPROVE_ORBITAL_LABORATORY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).SciencePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>
[END]

[IMPROVE_ORBITAL_LABORATORY_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).SciencePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>

Orbital Laboratories are large space stations that enable scientists to conduct experiments outside the confines of <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, atmospheres and ecologies.  Scientists engage in cutting-edge experiments that would prove dangerous in conventional, earth-bound laboratories.  For a city with an orbital lab, the boost to <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> is measurable.
[END]

[IMPROVE_ORBITAL_LABORATORY_HISTORICAL]
As the advancement of science in the 21st century continued to gain momentum, researchers began to bump up against the limitations of the world - atmospheric conditions, environmental regulations and the omnipresence of gravity.  Seeking a research facility in which they could conduct experiments with no regard for these considerations, scientists looked to the stars.  In 2037, a privately funded research group headed by the noted physicist Richard Myers launched the first operational orbital laboratory into space.  The small research team aboard the craft was now able to conduct experiments in pursuit of breakthroughs in chaos theory and unified field theory.  The laboratory was expensive to build and maintain.  An advanced composite structure kept it lightweight and free from degradation.  Fuel cells powered the huge reactors and battery of diagnostic equipment at the scientists' disposal.  Soon, several cities began launching their own satellites and prompting a worldwide boost in scientific research.
[END]

[IMPROVE_PHYSICIAN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HIPPOCRATIC_SCHOOL>Hippocratic School<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_APOTHECARY>Apothecary<e>
[END]

[IMPROVE_PHYSICIAN_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effects
Increases Max Size of City to 30
[END]

[IMPROVE_PHYSICIAN_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effects
Increases Max Size of City to 30

Although crude by today's standards, ancient physicians did serve a purpose in helping to increase the health of the general populace.
[END]

[IMPROVE_PHYSICIAN_HISTORICAL]
The first physicians, known as "leeches" were mentioned by Homer in his "Iliad" on the Trojan War. Men specialized in looking after the sick and wounded were an essential part of early developed civilizations, particularly Greece, Macedonia and Rome. Alexander the Great survived many battle wounds as did many of his veterans, thanks to the work of these skilled people, using the natural remedies they had available.
[END]

[IMPROVE_POWER_SATELLITE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BUREAUCRACY>Bureaucracy<e>
[END]

[IMPROVE_POWER_SATELLITE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Required element for the <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_SCIENCE>Birth of an Empire<e>
25 needed
[END]

[IMPROVE_POWER_SATELLITE_GAMEPLAY]
Magistrates provide no benefits, but are a required element for the <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_SCIENCE>Birth of an Empire<e>. At least 25 are needed, but having 50 or more will increase the "cultural radius" surrounding each <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PROCESSING_TOWER>Colony<e> from 10 hexes to 20. Although technically a "building", Magistrates do not appear in the City Inventory and individual cities can build more than one, if desired.
[END]

[IMPROVE_POWER_SATELLITE_HISTORICAL]
The executive magistrates of the Roman Empire held offices that could be attained by election or appointment by the emperor. The powers of an emperor (his imperium) existed, in theory at least, by virtue of his legal standing. The tribunician powers (which were similar to those of the plebeian tribunes under the old republic) gave the emperor authority over Rome's civil government, while the proconsular powers (similar to those of military governors, or Proconsuls, under the old republic) gave him authority over the Roman army.

Under the empire, the citizens were divided into three classes, and for members of each class, a distinct career path was available (known as the cursus honorum). The traditional magistracies were only available to citizens of the senatorial class. The magistracies that survived the fall of the republic were (by their order of rank per the cursus honorum) the consulship, praetorship, plebeian tribunate, aedileship, quaestorship, and military tribunate. If an individual was not of the senatorial class, he could run for one of these offices (if allowed by the emperor), or even be appointed directly by the emperor.
[END]

[IMPROVE_PUBLIC_TRANSPORTATION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_TRANSIT>Mass Transit<e>
[END]

[IMPROVE_PUBLIC_TRANSPORTATION_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
[END]

[IMPROVE_PUBLIC_TRANSPORTATION_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)

Public Transit is designed to encourage citizens to avoid more polluting forms of transportation, such as automobiles, and reduce traffic congestion as well.  It also provides an affordable option for getting around town efficiently.  A city with public transportation experiences a dramatic reduction in <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> from population.
[END]

[IMPROVE_PUBLIC_TRANSPORTATION_HISTORICAL]
The first modern public transportation systems date back to 16th and 17th century Europe, where horse-drawn carriages offered for-hire transportation between major towns.  Carriage systems existed in large cities as well, eventually replaced in the 19th century by stagecoaches and, later, omnibuses.  In 1832, New York City introduced horse-drawn streetcars that ran on iron rails rather than wagon wheels.  Rails reduced friction, making it easier for horses to pull the rail cars.  By the 1860s, most U.S. cities had horse- or mule-powered street franchised by the city.  Andrew Hallidie invented the cable car, of which the first successful system was opened in San Francisco in 1873.  Its propulsion system relied on cables running the length of the tracks rather than waste-producing, disease-prone horses.  More than 30 cities employed similar systems, which were later replaced by electric streetcar systems.

In 1888, electric power revolutionized urban public transportation with the completion of the first electrified streetcar line in Richmond, Virginia.  Subway systems were also popular with London, England, Boston, Massachusetts and New York City all opening electric subways systems around the turn of the century.  Modern cities the world over employed a combination of subways, light rail and bus systems to shuttle large groups of people around quickly and cheaply.  Public transit systems were more prevalent in older cities, because these cities established public transportation well before automobile use was common.  Population density played a role as well.  Higher density cities needed public transportation more, especially one with major business districts.

Well-implemented public transit produced enormous benefits for communities:  improved air-quality, less land consumption, lower energy requirements and lower accident costs.  Because many people are carried in the same vehicle, transportation takes up less space and energy than automobile-based systems.  Busses, which are the backbone of many city transit systems, have lower accident rates than autos, mainly due to their operation by professional drivers.  Subway and light rail systems are safer and more cost-effective by far than autos or buses.
[END]

[IMPROVE_PUBLISHING_HOUSE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PRINTING_PRESS>Printing Press<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_ACADEMY>Academy<e>
<L:DATABASE_BUILDINGS,IMPROVE_UNIVERSITY>University<e>
[END]

[IMPROVE_PUBLISHING_HOUSE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).SciencePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>
[END]

[IMPROVE_PUBLISHING_HOUSE_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).SciencePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>

Publishing Houses bring the gift of inexpensive books to the public.  This increases the general knowledge level of the populace, and increases <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> output in a city.
[END]

[IMPROVE_PUBLISHING_HOUSE_HISTORICAL]
Before the invention of writing, most likely by the Sumerians in the fourth millennium BC, people could only spread information by word of mouth.  Writing was originally considered a way of recording socially and economically vital information, such as genealogical tables, codes of law and religious texts, rather than a vehicle for information dissemination.  Because writing was seen as an act of recording, not distributing, information in ancient times, only non-theocratic societies, such as Rome and China, had any semblance of publishing beyond letters and scripts, that is, a copying industry for the purpose of supplying a non-religious readership.

With the invention of printing in 6th century AD China, and later improvements in moveable type in the 11th century, the written word, and its possibilities, evolved.  Johannes Gutenberg's printing press brought Europe into the fold of modern printing techniques in the mid-15th century.  Although one of the chief uses of printing was rapid and inexpensive publishing of religious materials, publishing found its uses in the academic world as well, and, in fact, was one of the critical developments that brought Europe out of the Dark Ages and into the Renaissance.  It contributed to a steady rise in literacy for the middle class and the expanded intellectual pursuits for the next 500 years.  The publishing industry was slow to grow, but demand for mass-produced, secular texts in philosophy, science and politics increased.  Freedom of the press was, for the most part, established in Europe and North America by the 18th century as most attempts to regulate this mode of communication by forces that deemed it dangerous had been defeated.  More than anything else, the prevalence of both publicly- and privately-owned publishing houses freed the written word from its mostly religious role and contributed to an explosion of education, literacy and intellectual development.
[END]

[IMPROVE_RECYCLING_PLANT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CONSERVATION>Conservation<e>
[END]

[IMPROVE_RECYCLING_PLANT_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
{BuildingDB(Building[0]).ProductionPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Production)
[END]

[IMPROVE_RECYCLING_PLANT_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
{BuildingDB(Building[0]).ProductionPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Production)

The Recycling Plant combats the <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Polluting<e> effects of consumer waste by making the material found in many consumer goods reusable.  Cheap, commonplace, modern age materials such as paper, aluminum and plastics, are reprocessed after initial use in order to provide raw materials.  The result is a reduction in pollution from <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>.
[END]

[IMPROVE_RECYCLING_PLANT_HISTORICAL]
Although waste had always been a problem in human societies, the population growth of the 20th century compounded this problem enormously. To meet this challenge, governments and private organizations began programs to reduce the flow of waste products into landfills and incinerators by paying citizens a nominal amount of money to recycle products such as glass, plastic, or aluminum.  Cities and municipalities opened recycling centers to facilitate collection, the product of which went to recycling plants.  A culture of reusability pervaded many industries, and recyclable materials eventually included iron and steel scrap, aluminum, glass, paper, wood and plastics. 

Contrary to prevailing belief at the time, recycling took hold in modern, affluent societies not because it was an environmentally responsible thing to do, but because it was economically advantageous for large-scale manufacturing operations.  The cost of recycling certain materials was less than the cost of processing new raw materials.  Nevertheless, widespread recycling efforts diminished human impact on the ecology in three distinct ways: it reduced manufacturers' needs for finite natural resources, such as petroleum, trees, mineral ores, and coal, it helped reduce the volume of solid waste in landfills, which had become increasingly expensive, and it reduced the pollution of air, water and land resulting from waste disposal.
[END]

[IMPROVE_RELIGIOUS_VICTORY_PREREQ]
Wonders Required:
<L:DATABASE_WONDERS,WONDER_HAGIA_SOPHIA>Hagia Sophia<e>
[END]

[IMPROVE_RELIGIOUS_VICTORY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
<L:DATABASE_CONCEPTS,CONCEPT_CULTURE>Religious Victory<e>
[END]

[IMPROVE_RELIGIOUS_VICTORY_GAMEPLAY]
Gives:
<L:DATABASE_CONCEPTS,CONCEPT_CULTURE>Religious Victory<e>

This structure can only be built by the owner of the <L:DATABASE_WONDERS,WONDER_HAGIA_SOPHIA>Hagia Sophia<e> Wonder, and grants an immediate Victory as soon as it is completed.
[END]

[IMPROVE_RELIGIOUS_VICTORY_HISTORICAL]
[END]

[IMPROVE_ROBOTIC_PLANT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ROBOTICS>Robotics<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_FACTORY>Factory<e>
[END]

[IMPROVE_ROBOTIC_PLANT_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[IMPROVE_ROBOTIC_PLANT_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>

Factories become more efficient with the introduction of robots specifically designed to carry out some of the more mundane tasks of assembly.  They replace human workers to an extent, bolstering efficiency and safety.
[END]

[IMPROVE_ROBOTIC_PLANT_HISTORICAL]
An industrial robot is a robot system used for manufacturing. Industrial robots are automated, programmable and capable of movement on three or more axes.

Typical applications of robots include welding, painting, assembly, disassembly, pick and place for printed circuit boards, packaging and labeling, palletizing, product inspection, and testing; all accomplished with high endurance, speed, and precision. They can assist in material handling.

In the year 2020, an estimated 1.64 million industrial robots were in operation worldwide according to International Federation of Robotics (IFR).
[END]

[IMPROVE_SECURITY_MONITOR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AI_SURVEILLANCE>AI Surveillance<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_CORRECTIONAL_FACILITY>Correctional Facility<e>
[END]

[IMPROVE_SECURITY_MONITOR_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
{BuildingDB(Building[0]).LowerCrime}% <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e>
{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
[END]

[IMPROVE_SECURITY_MONITOR_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).LowerCrime}% <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e>
{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>

The Security Monitor represents an altogether unpleasant solution to the scourge of city <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e>.  By installing a Security Monitor in a city, one can monitor every citizen's actions.  The pervasiveness of security surveillance brings with it a sharp decline in crime.  However, this may prove a minor victory in the face of what will be an embittered and deeply unhappy public.
[END]

[IMPROVE_SECURITY_MONITOR_HISTORICAL]
Advancements in video technology, computer systems and artificial intelligence proliferated in the late 20th and early 21st centuries.  The prevalence of private security systems in homes, businesses and institutions was not a new phenomenon.  However, in response to an increasingly strident public outcry at rising crime rates, many cities began to install security systems in public places.  These new systems employed sophisticated AI protocols to monitor activity and process any abnormalities.  At first, law enforcement efforts found the new AI surveillance systems a boon to their operations.  Crime rates dropped, due to enhanced criminal identification and apprehension efforts.

Some law enforcement advocates began to speculate on the potential uses for AI surveillance in private areas as well.  They pointed to their successes on the streets as proof of the system's worth and pressed law-makers to relax privacy laws in order to enable building owners to install surveillance systems in their buildings to monitor tenants.  What had become a positive solution to the problem of public-area crime became a nightmarish violation of privacy, as government and law enforcement now had the power to monitor people in their own homes.  The same public that demanded surveillance systems on the streets now found cameras in their homes.  Crime continued to drop, as people no longer had a place to hide their illicit activities.  However, the constant invasion of privacy, once a right guaranteed by many civilized nations, had created an embittered and outraged public.
[END]

[IMPROVE_SHRINE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RELIGION>Religion<e>
[END]

[IMPROVE_SHRINE_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
[END]

[IMPROVE_SHRINE_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>

Shrines are <L:DATABASE_CONCEPTS,CONCEPT_ANCIENT_AGE>Ancient Age<e> religious worship centers.  Citizens can leave offerings, shamans can perform sacrifices and the whole city can benefit from the increased <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> associated with religion. Shrines also reduce the chance of foreign religious <L:DATABASE_ORDERS,ORDER_CONVERT>conversion<e>.
[END]

[IMPROVE_SHRINE_HISTORICAL]
Shrines had as many forms and functions as the religions that employed them.  They also were referred to by many different names:  Church, Synagogue, Temple, and Mosques.  Depending on the faith, shrines functioned as places to worship in groups or alone, house relics or mark a spiritually significant location.  Some shrines were simple structures, little more than a roof over sacred relics and prayer flags.  Others were elaborate monuments, like the pyramids of Egypt, which served primarily to house the tombs of kings.  Often, religious centers were the center of a town or region, and often represented the zenith of a culture's craftsmanship and architectural skill.
[END]

[IMPROVE_SILO_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BUREAUCRACY>Bureaucracy<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_GRANARY>Granary<e>
[END]

[IMPROVE_SILO_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).FoodPercent}% <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
Protects against <L:DATABASE_CONCEPTS,CONCEPT_STARVATION>Starvation<e> for 5 turns
[END]

[IMPROVE_SILO_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).FoodPercent}% <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> and limited starvation protection.

As civilizations grew, the need for larger storehouses for grain became important.
[END]

[IMPROVE_SILO_HISTORICAL]
In earlier times, slowness of transport and reduced levels of agricultural production meant that granaries sufficed for the storage of grains. The agricultural revolution in combination with the railroad, allowed additional food production to be moved over longer distances. Larger silos replaced the granaries, allowing the extra food to be stored for future use.
[END]

[IMPROVE_TELEVISION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_MEDIA>Mass Media<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_BANK>Bank<e>
<L:DATABASE_BUILDINGS,IMPROVE_MOVIE_PALACE>Movie Palace<e>
[END]

[IMPROVE_TELEVISION_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
+{BuildingDB(Building[0]).GoldPerCitizen} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> per Citizen
[END]

[IMPROVE_TELEVISION_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
+{BuildingDB(Building[0]).GoldPerCitizen} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> per Citizen

Television is the most powerful medium of the <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e>.  It is one of the cheapest forms of entertainment around, as well as being a powerful tool for advertising and swaying public opinion.  Any city with the Television <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e> has an increase in <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> and <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>.  However, it make enemy <L:DATABASE_UNITS,UNIT_TELEVANGELIST>Televangelists<e> twice as effective when they attack.
[END]

[IMPROVE_TELEVISION_HISTORICAL]
Although radio was a primary source of news and entertainment for much of the civilized world, the television became the overwhelmingly dominant medium in the late 20th century.  The first two decades of the 20th century saw developments in picture tube technology, methods of amplifying electronic signals and the theoretical formulation of the electronic-scanning principle.  These advancements later became the basis of the modern television.  In 1932, the Radio Corporation of America employed a camera tube called an iconoscope and a cathode-ray tube in the receiver of one of the first all-electronic televisions.  By the 1950s, there were separate color and black-and-white signals broadcast.  Televisions became a standard fixture in the living rooms of America, supplanting radio as the dominant source of entertainment.  By the 1960s, television had reached many other nations and, by the end of the 20th century had affected virtually every aspect of the societies in which it was used, from politics and culture to art and entertainment.
[END]

[IMPROVE_THEATER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DRAMA>Drama<e>
[END]

[IMPROVE_THEATER_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
[END]

[IMPROVE_THEATER_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>

The Theater is one of the first organized entertainment venues available to <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  Dramatic presentations enlighten, entertain and educate people, as well as give them an opportunity to leave behind some of the more mundane aspects of their lives.  <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> increases with each theater that opens in one's empire.
[END]

[IMPROVE_THEATER_HISTORICAL]
The word "theater" derived from the Greek word "theaomai," meaning "to see."  Traditionally, Greek dramas were performed in an outdoor setting comprised of three zones:  the orchestra, a large circular dancing floor on which the action took place, the skene (from whence the word "scene" came from) behind this, where actors dressed and built scenes, and a low architectural facade upon which painted scenery could be attached.  Seating for spectators formed a semi-circle around the orchestra.  It was usually cut into a hillside and featured wooden benches, and, later, stone or marble seats.  The steep layout of some auditoriums enabled as much as 10,000 to 20,000 people to sit reasonably close to the action on stage, as well as enhanced acoustics.  Some theaters employed periaktoi, or revolving panels, to quickly change scenery, as well as a mechane, or crane, which served to fly in the gods (deus ex machina) to provide closure at the end of a tragic play.
[END]

[IMPROVE_UNIVERSITY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CLASSICAL_EDUCATION>Classical Education<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_ACADEMY>Academy<e>
[END]

[IMPROVE_UNIVERSITY_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).SciencePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>
[END]

[IMPROVE_UNIVERSITY_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).SciencePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>

The University formalizes the education and socialization process, bringing with it an increase in the <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Scientific<e> capacity of a city's thinkers.

Modern Universities introduce young men and women to the joys of life away from the suffocating prison of home life, allowing them to explore their sexuality, political sensibility and alcohol tolerance.
[END]

[IMPROVE_UNIVERSITY_HISTORICAL]
Although initially designed as facilities for training clergymen, universities opened their doors to secular study and emerged as centers of higher learning.  Universities specializing in law and medicine existed in France and Italy as early as 1100 AD.  With a highly educated ruling class, people engaged each other in higher-level pursuits, such as philosophy, theology and law.  The classical Greek and Roman schools, with their emphasis on rhetoric and critical thinking, produced exceptional writers, philosophers and statesmen.  It was the intellectual environment of these times that intrigued thinkers of the 15th and 16th centuries, prompting the Renaissance obsession with classical art, education, politics and culture.
[END]

[IMPROVE_VR_AMUSEMENT_PARK_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NEURAL_INTERFACE>Neural Interface<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_COMPUTER_CENTER>Computer Center<e>
<L:DATABASE_BUILDINGS,IMPROVE_MOVIE_PALACE>Movie Palace<e>
[END]

[IMPROVE_VR_AMUSEMENT_PARK_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
[END]

[IMPROVE_VR_AMUSEMENT_PARK_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>

Virtual Reality (VR) Amusement Parks offer citizens an ultra-realistic form of entertainment.  Using the latest technology, it allows them to immerse themselves in a totally realistic environment, enabling them to travel without leaving home, play games and sports with no harm or regard for physical skill or impairment.  Fantasies come to life, dreams are fulfilled and this makes people extremely happy.
[END]

[IMPROVE_VR_AMUSEMENT_PARK_HISTORICAL]
The two main forms of twentieth century entertainment were film and television.  Their impact on human society continued to be analyzed and quantified long after their novelty wore off.  In the 1980s, however, media experts began to speculate on the death of TV and movies at the hands of an emerging technological medium with far-reaching entertainment potential, called "virtual reality."  This technology faded from public consciousness in lieu of any compelling applications, however, and TV and movies continued to claim the majority share of the public's entertainment quotient.  Amusement parks began to incorporate more technology in their attractions, combining the power of moving traditional animatronics and detailed environments with moving pictures, compelling sound, pyrotechnics and dynamic lighting.  However, these attractions could only produce so much verisimilitude.  The limited interactivity of traditional attraction technology mitigated their depth of immersion.  Thrill rides could only follow one path, live action sequences were often scripted and safety considerations limited the possible actions guests could take within environments.

The explosion in computer hardware technology in the late 1990s and early 2000s refocused attention of creating a virtual reality environment, in which patrons could exist and interact in a realistic physical space.  However, developments in neural interfaces shifted the focus of virtual reality and immersion entertainment from highly detailed physical environments to ultra-realistic "mental" environments.  The first neural interface VR machines employed high-resolution liquid crystal display eyepieces, standard headphones and an array of electrodes on the subject's scalp.  The eyepieces broadcast images, synchronized with sounds, and the electrodes monitored brain activity to trigger environmental elements and "read" the subject's impulses, translating them into actions within the environment.  As neural interfaces evolved, virtual reality devices simply tapped into the nervous system itself.  Instead of displaying images to the ocular receptors of the eye, they piped data, translated into neurochemical impulses into the part of the brain that interpreted visual data.  The same theory applied to aural stimuli as well.  To complete the circle of interactivity, the neural interface monitored sectors of the brain, including emotions, motor skills and thought processes, to gauge the user's actions within the synthesized environment.

The first Virtual Reality "Amusement Park" opened in Berlin in 2027.  Guests donned neural interfaces and sat comfortably in anechoic chambers, transporting their consciousness to another reality.  VR Amusement Parks began to supplant more traditional entertainment media, leading motion picture and television studios to switch to producing VR Sims instead of traditional films.  Citizens, once delighted and mesmerized by movie screens soon found the superior experience in being a part of the movie itself.  The worlds of cinema, theme parks and computer games had intersected, revolutionizing entertainment forever.
[END]

[IMPROVE_WALL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BRICK_MAKING>Brick Making<e>
[END]

[IMPROVE_WALL_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).DefendersPercent / 100} City <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e>
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
[END]

[IMPROVE_WALL_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).DefendersPercent / 100} City <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e>
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>

Walls were the earliest form of static city defense, boosting the defense capabilities of defending units and reducing the effectiveness of <L:DATABASE_UNITS,UNIT_SLAVER>Slavers<e>. The increased sense of safety also led to a modest increase in public happiness.
[END]

[IMPROVE_WALL_HISTORICAL]
Wooden stockades proved vulnerable to fire attack so cities and town turned to clay bricks and then stone to defeat aggressors.
[END]

[IMPROVE_WORK_CAMP_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ARCHITECTURE>Architecture<e>
[END]

[IMPROVE_WORK_CAMP_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[IMPROVE_WORK_CAMP_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>

As rulers desired to build large monuments to their own glory, they would often require people to take part in the construction of these monuments when food could not be grown because of the seasons.
[END]

[IMPROVE_WORK_CAMP_HISTORICAL]
Forced labour is any work relation, in which people are employed against their will with the threat of destitution, detention, or violence. Unfree labour includes all forms of slavery, penal labour and the corresponding institutions, such as debt slavery, serfdom, corvee and labour camps.
[END]

[IMPROVE_ZIGGURAT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ASTRONOMY>Astronomy<e>
[END]

[IMPROVE_ZIGGURAT_STATISTICS]
Cost: {BuildingDB(Building[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Upkeep: {BuildingDB(Building[0]).Upkeep} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
Gives:
+{BuildingDB(Building[0]).SciencePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>
[END]

[IMPROVE_ZIGGURAT_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).SciencePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>

Although Ziggurats served as religious temples, they also gave men a greater scientific knowledge of the heavens.
[END]

[IMPROVE_ZIGGURAT_HISTORICAL]
Ziggurats were built by the ancient Sumerians, Akkadians, Elamites, Eblaites and Babylonians for local religions. Each ziggurat was part of a temple complex that included other buildings. The precursors of the ziggurat were raised platforms that date from the Ubaid period during the sixth millennium BC. The ziggurats began as platforms (usually oval, rectangular or square). The ziggurat was a mastaba-like structure with a flat top. The sun-baked bricks made up the core of the ziggurat with facings of fired bricks on the outside. Each step was slightly smaller than the step below it. The facings were often glazed in different colors and may have had astrological significance. Kings sometimes had their names engraved on these glazed bricks. The number of floors ranged from two to seven.

Access to the shrine would have been by a series of ramps on one side of the ziggurat or by a spiral ramp from base to summit. The Mesopotamian ziggurats were not places for public worship or ceremonies. They were believed to be dwelling places for the gods, and each city had its own patron god. Only priests were permitted on the ziggurat or in the rooms at its base, and it was their responsibility to care for the gods and attend to their needs. The priests were very powerful members of Sumerian and Assyro-Babylonian society.
[END]


[ORDER_ADVERTISE_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_CORPORATE_BRANCH>Corporate Branch<e>
<L:DATABASE_UNITS,UNIT_SUBNEURAL_AD>Subneural Ad<e>

Costs:
200 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_ADVERTISE_STATISTICS]
Effect:
Causes <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Unhappiness<e> For 1 Turn and diverts gold to your civilization.
[END]

[ORDER_ADVERTISE_GAMEPLAY]
Corporate Branches and Subneural Ads can advertise in foreign <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  They create a demand for products that foreigners have no access to, heightening the desire for material goods and causing people to grow unhappy.
[END]

[ORDER_ADVERTISE_HISTORICAL]
[END]

[ORDER_INCITE_UPRISING_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_ABOLITIONIST>Abolitionist<e>

Costs:
Varies
[END]

[ORDER_INCITE_UPRISING_STATISTICS]
Target city must have <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>Slaves<e>

Effect:
If successful, causes a Slave <L:DATABASE_CONCEPTS,CONCEPT_REVOLUTION>Revolt<e>
[END]

[ORDER_INCITE_UPRISING_GAMEPLAY]
The <L:DATABASE_UNITS,UNIT_ABOLITIONIST>Abolitionist<e> can spark a Slave Uprising in a foreign city that contains <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>Slaves<e>.  If the attack is successful, the city will <L:DATABASE_CONCEPTS,CONCEPT_REVOLUTION>Revolt<e> and become a new empire. A failed revolt kills all slaves in the target city and PERMANENTLY removes one unused civilization from the list of those eligible to form new nations in the event of successful revolts.

The cost of each attack depends on the distance from the nation's capitol and the number of <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>Slaves<e> in the city.  The Slaves need not be the same nationality as the Abolitionist in order to Revolt. 

Foreign nations are deeply offended by efforts to promote a Slave Revolt, and will declare War regardless of whether the revolt succeeds or fails.

Gameplay Note: In Cradle, the guard-to-slave ratio is far more generous than that of the base game, and the chances-of-revolt-per-slave are reduced as well. Accordingly this attack is rarely successful, as it requires a VERY large imbalance between the number of slaves and the size of the garrison.
[END]

[ORDER_INCITE_UPRISING_HISTORICAL]
[END]

[ORDER_ATTACK_PREREQ]
Requires:
Unit movement cost into target tile
[END]

[ORDER_ATTACK_STATISTICS]
Effect:
Variable
[END]

[ORDER_ATTACK_GAMEPLAY]
A unit may attack another unit by simply moving on to the tile the target unit occupies.  The success of the attack depends on the relative strength of the attacker versus the defender, taking into account terrain bonuses, attack, defense and armor ratings.
[END]

[ORDER_ATTACK_HISTORICAL]
[END]

[ORDER_BOMBARD_PREREQ]
Requires:
Unit with bombard capability
[END]

[ORDER_BOMBARD_STATISTICS]
Effect:
Variable
[END]

[ORDER_BOMBARD_GAMEPLAY]
The Bombard attack is a type of <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>long distance attack<e>.  Units can Bombard <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> and either destroy improvements, kill fortified units or reduce the city's population.  Units can also bombard other units, damaging the enemy unit without risk.  A unit cannot move after bombarding.

Not all bombarding units have the range or capability to bombard every kind of target.  <L:DATABASE_UNITS,UNIT_BALLISTA>Ballistas<e>, for instance, can bombard any land unit or city, but cannot bombard naval units that are on ocean tiles. By contrast, <L:DATABASE_UNITS,UNIT_SUBMARINE>Submarines<e> lack the capability to bombard land units or cities.  Consult each unit's gameplay entry for information on their specific bombard restrictions.
[END]

[ORDER_BOMBARD_HISTORICAL]
[END]

[ORDER_SLAVE_RAID_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_SLAVER>Slaver<e>
<L:DATABASE_UNITS,UNIT_SLAVE_TRADER>Slave Trader<e>

Costs:
250 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_SLAVE_RAID_STATISTICS]
Effect:
Reduces pop of target city by 1 per successful attack
[END]

[ORDER_SLAVE_RAID_GAMEPLAY]
The <L:DATABASE_UNITS,UNIT_SLAVER>Slaver's<e> primary attack is capturing slaves.  A successful attack reduces the target city's <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e> by 1 and places a <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>Slave<e> in one of the attacker's <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.

Slave Raids on foreign cities cause a loss of Regard from the target civ, and sometimes a declaration of War. They are inherently dangerous with success reduced by the presence of <L:DATABASE_BUILDINGS,IMPROVE_WALLS>Walls<e> and <L:DATABASE_BUILDINGS,IMPROVE_CITY_WALLS>City Walls<e>. Failure can even result in the death of the Slaver.

By contrast, the <L:DATABASE_ORDERS,ORDER_ENSLAVE_SETTLER>capture of Nomads and Settlers<e> is always successful and has no risk to the Slaver unit, but also reduces Regard and could precipitate a declaration of War.
[END]

[ORDER_SLAVE_RAID_HISTORICAL]
[END]

[ORDER_ASSASSINATE_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_HIRED_THUG>Hired Thug<e>
<L:DATABASE_UNITS,UNIT_ASSASSIN>Assassin<e>
<L:DATABASE_UNITS,UNIT_ECO_TERRORIST>Eco-Terrorist<e>

Costs:
500 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_ASSASSINATE_STATISTICS]
Effect:
Forces Target Nation Into <L:DATABASE_GOVERNMENTS,GOVERNMENT_ANARCHY>Anarchy<e>
[END]

[ORDER_ASSASSINATE_GAMEPLAY]
<L:DATABASE_UNITS,UNIT_HIRED_THUG>Hired Thugs<e>, <L:DATABASE_UNITS,UNIT_ASSASSIN>Assassins<e> and <L:DATABASE_UNITS,UNIT_ECO_TERRORIST>Eco-Terrorists<e> can assassinate the ruler of another nation.  If they succeed in the assassination, the target nation descends into <L:DATABASE_GOVERNMENTS,GOVERNMENT_ANARCHY>Anarchy<e>.

The Assassinate Ruler attack is risky for the attacking unit and has a low probability of success, but the effect on the target civilization is profound.

NOTE: Messaging for this attack is hard-coded and can't be changed, so the player will always be notified that an attack has taken place, but will only receive a "result" notification if the attack fails.
[END]

[ORDER_ASSASSINATE_HISTORICAL]
[END]

[ORDER_CONVERT_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_PROPHET>Prophet<e>
<L:DATABASE_UNITS,UNIT_CLERIC>Cleric<e>
<L:DATABASE_UNITS,UNIT_PATRIARCH>Patriarch<e>
<L:DATABASE_UNITS,UNIT_TELEVANGELIST>Televangelist<e>
<L:DATABASE_UNITS,UNIT_ORGANIZER>Organizer<e>
<L:DATABASE_UNITS,UNIT_DAVID>David<e>
<L:DATABASE_UNITS,UNIT_KHALID>Khalid ibn al-Walid<e>
<L:DATABASE_UNITS,UNIT_PACAL>Pacal<e>
<L:DATABASE_UNITS,UNIT_CHARLEMAGNE>Charlemagne<e>
<L:DATABASE_UNITS,UNIT_HERNAN_CORTES>Hernan Cortes<e>

Costs:
250 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_CONVERT_STATISTICS]
Effect:
Extracts Gold from target city.
Televangelists are more effective in <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> with the <L:DATABASE_BUILDINGS,IMPROVE_TELEVISION>Television<e> improvement
[END]

[ORDER_CONVERT_GAMEPLAY]
Clerics and Televangelists swoop into town with their message of faith and redemption, and can convert a foreign city to their religion.  The grateful citizens jubilantly shower the prophets with money.  Televangelists are considerably more effective (and profitable) than Clerics, especially in <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> with <L:DATABASE_BUILDINGS,IMPROVE_TELEVISION>Televisions<e>.
[END]

[ORDER_CONVERT_HISTORICAL]
[END]

[ORDER_DISBAND_ARMY_PREREQ]
Requires:
Any unit
[END]

[ORDER_DISBAND_ARMY_STATISTICS]
Effect:
Permanently deletes the unit
Units disbanded in <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> add to <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[ORDER_DISBAND_ARMY_GAMEPLAY]
A player may want to Disband a unit for a variety of reasons.  Older and obsolete units are often too weak to be much of an asset in combat.  Some units have specific functions and, once successful in their mission, 

If a player disbands a unit in one of his or her <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, half of the unit's original <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>Slave<e> cost will contribute to the current build queue in that city.  Units Disbanded in the field simply disappear.
[END]

[ORDER_DISBAND_ARMY_HISTORICAL]
[END]

[ORDER_ENSLAVE_SETTLER_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_SLAVER>Slaver<e>
<L:DATABASE_UNITS,UNIT_SLAVE_TRADER>Slave Trader<e>

Costs:
100 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_ENSLAVE_SETTLER_STATISTICS]
Effect:
Captures an enemy nomad or settler and increases the slave population of one of your cities by one.
[END]

[ORDER_ENSLAVE_SETTLER_GAMEPLAY]
In addition to <L:DATABASE_ORDERS,ORDER_SLAVE_RAID>Slave Raids<e> on foreign cities, <L:DATABASE_UNITS,UNIT_SLAVER>Slavers<e> and <L:DATABASE_UNITS,UNIT_SLAVE_TRADER>Slave Traders<e> can prey upon foreign <L:DATABASE_UNITS,UNIT_NOMAD>Nomads<e> and <L:DATABASE_UNITS,UNIT_SETTLER>Settlers<e> they encounter alone in the countryside. Slave raids on cities can fail (and even result in the death of the slaver), but the capture of Nomads and Settlers is always successful.

This action will cause a loss of Regard from the target civ, and often results in a declaration of War.

Gameplay Note: Messaging for this attack is flawed, since the "destination city" is usually wrong. Paradoxically, the city "Slave Raid" uses the same message, but that destination city is always correct.
[END]

[ORDER_ENSLAVE_SETTLER_HISTORICAL]
[END]

[ORDER_ESTABLISH_EMBASSY_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_DIPLOMAT>Diplomat<e>
<L:DATABASE_UNITS,UNIT_AMBASSADOR>Ambassador<e>
<L:DATABASE_UNITS,UNIT_EMPATHIC_DIPLOMAT>Empathic Diplomat<e>
[END]

[ORDER_ESTABLISH_EMBASSY_STATISTICS]
Effect:
Enables advanced diplomatic options
[END]

[ORDER_ESTABLISH_EMBASSY_GAMEPLAY]
<L:DATABASE_UNITS,UNIT_DIPLOMAT>Diplomats<e>, <L:DATABASE_UNITS,UNIT_AMBASSADOR>Ambassadors<e> and <L:DATABASE_UNITS,UNIT_EMPATHIC_DIPLOMAT>Empathic Diplomats<e> share the ability to Establish an Embassy in a foreign city.  Without Embassies, only the most basic of diplomatic options are available to the player.  Embassies enable high-level <L:DATABASE_CONCEPTS,CONCEPT_DIPLOMACY>Diplomacy<e> to take place.  They are crucial for cementing good relations with foreign nations.
[END]

[ORDER_ESTABLISH_EMBASSY_HISTORICAL]
[END]

[ORDER_EXPEL_PREREQ]
Requires:
Any Military Unit
[END]

[ORDER_EXPEL_STATISTICS]
Effect:
Removes enemy <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e> without diplomatic penalty
[END]

[ORDER_EXPEL_GAMEPLAY]
Leaders who wish to remove an enemy <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e> (such as a <L:DATABASE_UNITS,UNIT_DIPLOMAT>Diplomat<e>, <L:DATABASE_UNITS,UNIT_SLAVER>Slaver<e> or <L:DATABASE_UNITS,UNIT_LAWYER>Lawyer<e>) or non-military unit (such as a <L:DATABASE_UNITS,UNIT_SETTLER>Settler<e>, <L:DATABASE_UNITS,UNIT_URBAN_PLANNER>Urban Planner<e> or <L:DATABASE_UNITS,UNIT_SEA_ENGINEER>Sea Engineer<e>) from their own territory without attacking it (and thus angering one's rivals) can opt to Expel the unwanted unit.  The Expelled unit takes no damage, and is simply moved to the nearest friendly city.  This action has a small negative effect on diplomatic <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e>.
[END]

[ORDER_EXPEL_HISTORICAL]
[END]

[ORDER_FAITH_HEALING_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_TELEVANGELIST>Televangelist<e>

Costs:
No cost to perform
[END]

[ORDER_FAITH_HEALING_STATISTICS]
Effect:
Extracts <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> from target city
More effective if city has <L:DATABASE_BUILDINGS,IMPROVE_TELEVISION>Television<e> <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e>
[END]

[ORDER_FAITH_HEALING_GAMEPLAY]
<L:DATABASE_UNITS,UNIT_TELEVANGELIST>Televangelists<e> bring the power of prayer to their services with Faith Healing.  If this attack is successful, citizens in the target city will pay for the privilege of having their ailments cured, and the money will go to the <L:DATABASE_UNITS,UNIT_TELEVANGELIST>Televangelist's<e> empire.
[END]

[ORDER_FAITH_HEALING_HISTORICAL]
[END]

[ORDER_INJOIN_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_LAWYER>Lawyer<e>
<L:DATABASE_UNITS,UNIT_LEGAL_TEAM>Legal Team<e>
<L:DATABASE_UNITS,UNIT_CYBER_ATTORNEY>Cyber Attorney<e>

Costs:
300 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_INJOIN_STATISTICS]
Effect:
Stops <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> for 1 turn
[END]

[ORDER_INJOIN_GAMEPLAY]
If a player wishes to stop an enemy city from building a certain item, say, a wonder or a particular unit, they can send in the suits.  <L:DATABASE_UNITS,UNIT_LAWYER>Lawyers<e> can File an Injunction, which stops all <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> in the city for one turn.  This attack is always successful, but it does cost money to perform.
[END]

[ORDER_INJOIN_HISTORICAL]
[END]

[ORDER_FORTIFY_PREREQ]
Requires:
Any unit
[END]

[ORDER_FORTIFY_STATISTICS]
Effect:
Gives a <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e> bonus
[END]

[ORDER_FORTIFY_GAMEPLAY]
Most land-based military units can Fortify on a tile for a <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e> bonus.  The Fortification process takes one turn to complete.  Once a unit is fortified (a small wooden wall appears around the unit) it enjoys an additional <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e> bonus beyond any given by the terrain.
[END]

[ORDER_FORTIFY_HISTORICAL]
[END]

[ORDER_FRANCHISE_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_CORPORATE_BRANCH>Corporate Branch<e>
<L:DATABASE_UNITS,UNIT_SUBNEURAL_AD>Subneural Ad<e>

Costs:
500 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_FRANCHISE_STATISTICS]
Effect:
Transfers <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> from the target city to the owning empire
[END]

[ORDER_FRANCHISE_GAMEPLAY]
If the Franchise attack is successful, 10% of that city's  <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> is extracted and diverted to pay unit upkeep costs.  If there is any left over after upkeep costs are paid, it will go into <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>Public Works<e>.

GAMEPLAY NOTES:
- Once a franchise is established, it CANNOT be removed (the "sue franchise" attack is broken in the Apolyton Edition).
- A franchise established by one civilization can be replaced by that of another.
- There are no messages associated with the Franchise attack. The only indicator is a "Gear" icon that will appear next to the city name if the attack was successful.
[END]

[ORDER_FRANCHISE_HISTORICAL]
In Ancient and Medieval times, rulers often were able to extract wealth and tribute for rival civilizations because of their military strength. As time passed, nations were able to transfer this wealth through more benign means such as the use of corporations.
[END]

[ORDER_UNDERGROUND_RAILWAY_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_PATRIARCH>Patriarch<e>
<L:DATABASE_UNITS,UNIT_ABOLITIONIST>Abolitionist<e>
<L:DATABASE_UNITS,UNIT_SPARTACUS>Spartacus<e>

Costs:
50 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_UNDERGROUND_RAILWAY_STATISTICS]
Effect:
[END]

[ORDER_UNDERGROUND_RAILWAY_GAMEPLAY]
A <L:DATABASE_UNITS,UNIT_PATRIARCH>Patriarch<e>, <L:DATABASE_UNITS,UNIT_ABOLITIONIST>Abolitionist<e>, or <L:DATABASE_UNITS,UNIT_SPARTACUS>Spartacus<e> unit can perform the Free Slaves special attack.  If successful, it frees one <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>Slave<e> from the target <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> and converts it to a citizen in the nearest friendly city. There is a risk of death if caught in the attempt.

A successful attack will infuriate the foreign empire, usually resulting in a Declaration of War.
[END]

[ORDER_UNDERGROUND_RAILWAY_HISTORICAL]
[END]

[ORDER_INCITE_REVOLUTION_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_SPY>Spy<e>
<L:DATABASE_UNITS,UNIT_KINGS_EYE>King's Eye<e>
<L:DATABASE_UNITS,UNIT_SECRET_AGENT>Secret Agent<e>
<L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja<e>

Costs:
Varies
[END]

[ORDER_INCITE_REVOLUTION_STATISTICS]
Effect:
Makes target city revolt and form new empire
[END]

[ORDER_INCITE_REVOLUTION_GAMEPLAY]
The <L:DATABASE_UNITS,UNIT_SPY>Spy<e>, <L:DATABASE_UNITS,UNIT_KINGS_EYE>King's Eye<e>, <L:DATABASE_UNITS,UNIT_SECRET_AGENT>Secret Agent<e> and <L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja<e> can infiltrate an enemy city and incite the citizens to revolt. If the attack is successful, the city forms a new empire, but if it fails, there is a chance your agent will be caught and killed. Unlike the <L:DATABASE_ORDERS,ORDER_INCITE_UPRISING>Slave Revolt<e>, this attack does not automatically result in a Declaration of War.

This attack costs <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform.  The total cost of the attack depends on the size and <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> of the city.
[END]

[ORDER_INCITE_REVOLUTION_HISTORICAL]
[END]

[ORDER_BIO_INFECT_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_ALEXANDER_THE_GREAT>Alexander the Great<e>
<L:DATABASE_UNITS,UNIT_ATILLA>Attila<e>
<L:DATABASE_UNITS,UNIT_CAESAR>Caesar<e>
<L:DATABASE_UNITS,UNIT_GHENGIS>Genghis<e>
<L:DATABASE_UNITS,UNIT_SLAVEMASTER>Great King<e>
<L:DATABASE_UNITS,UNIT_HAMMURABI>Hammurabi<e>
<L:DATABASE_UNITS,UNIT_HANNIBAL>Hannibal<e>
<L:DATABASE_UNITS,UNIT_KHALID>Khalid ibn al-Walid<e>
<L:DATABASE_UNITS,UNIT_KHUFU>Khufu<e>
<L:DATABASE_UNITS,UNIT_MARIUS>Marius<e>
<L:DATABASE_UNITS,UNIT_NEBUCHADNEZZER>Nebuchadnezzer<e>
<L:DATABASE_UNITS,UNIT_RAMSES>Ramesses<e>
<L:DATABASE_UNITS,UNIT_SALADIN>Saladin<e>
<L:DATABASE_UNITS,UNIT_SARGON>Sargon<e>

Costs:
700 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_BIO_INFECT_STATISTICS]
Effect:
Causes <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Unhappiness<e>
Reduces <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Perceived as an <L:DATABASE_CONCEPTS,CONCEPT_ATROCITY>Atrocity<e>
[END]

[ORDER_BIO_INFECT_GAMEPLAY]
The Siege is one of the oldest forms of warfare - an armed force surrounding a community and starving them into submission. The military options in CtP2 do not allow for sieges in the normal sense, but this special attack - which is only available to Wonder Unit Military Leaders - causes the city inhabitants to experience much the same effect.

For 5 consecutive turns, a successful Siege attack causes great despair and reduces productivity in the target city. In combination with other unhappiness-producing measures, it's even possible for the Siege to trigger a revolt.

There is also a 30% chance for a <L:DATABASE_CONCEPTS,CONCEPT_TRADE_ROUTE>trading partner<e> to experience the same symptoms, which represents the fear and panic induced in the citizens of another city who suspect that they are next.

KEY POINT: After a significant amount of testing, it appears that this attack only works when deployed against the Human Player. Human vs AI and AI vs AI attacks appear to be successful (the Sprite plays and the Siege Symbol appears on the City Status bar), but there is no halt to Production or any associated unhappiness. The Human player should beware, however, as you will suffer the full effects when the AI deploys the attack against you! 
[END]

[ORDER_BIO_INFECT_HISTORICAL]
A siege is a military blockade of a city, or fortress, with the intent of conquering by attrition, or a well-prepared assault. This occurs when an attacker encounters a city or fortress that cannot be easily taken by a quick assault, and which refuses to surrender. Sieges involve surrounding the target to block the provision of supplies and the reinforcement or escape of troops. This is typically coupled with attempts to reduce the fortifications by means of siege engines, artillery bombardment, mining (also known as sapping), or the use of deception or treachery to bypass defenses.

Failing a military outcome, sieges can often be decided by starvation, thirst, or disease, which can afflict either the attacker or defender. This form of siege, though, can take many months or even years, depending upon the size of the stores of food the fortified position holds.
[END]

[ORDER_PLAGUE_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_INFECTOR>Infector<e>

Costs:
1000 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_PLAGUE_STATISTICS]
Effect:
Kills 20% of a city's population
Seen as an <L:DATABASE_CONCEPTS,CONCEPT_ATROCITY>Atrocity<e>
[END]

[ORDER_PLAGUE_GAMEPLAY]
The most devastating biological weapons attack in the game, the Plague attack releases a highly contagious, extremely lethal supervirus into the air.

Death comes quickly and painfully.  The city's <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e> is decreased by 20%.
[END]

[ORDER_PLAGUE_HISTORICAL]
[END]

[ORDER_LAUNCH_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_SPACE_PLANE>Space Plane<e>
[END]

[ORDER_LAUNCH_STATISTICS]
Effect:
Can send cargo-laden <L:DATABASE_UNITS,UNIT_SPACE_PLANE>Space Plane<e> to any friendly city on the map within 3 turns
[END]

[ORDER_LAUNCH_GAMEPLAY]
Space Planes can perform sub-orbital launches with the Launch command.  In order to do this, load a <L:DATABASE_UNITS,UNIT_SPACE_PLANE>Space Plane<e> with cargo and Launch.  The unit can touch down in any friendly city on the map within 3 turns.
[END]

[ORDER_LAUNCH_HISTORICAL]
[END]

[ORDER_CREATE_PARK_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_ECO_RANGER>Eco-Ranger<e>
[END]

[ORDER_CREATE_PARK_STATISTICS]
Effect:
Destroys city, all <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> and <L:DATABASE_CONCEPTS,CONCEPT_UNITS>Units<e> in area of effect
[END]

[ORDER_CREATE_PARK_GAMEPLAY]
The most devastating attack in the game, the Nanite Cleansing attack totally annihilates any trace of humanity in the target area.  It destroys the target city and all of its inhabitants, any improvements within the area of effect, as well as any units that happen to be within range. The attack always succeeds and the Eco-Ranger who performed it is always killed in the process. 

This attack constitutes an <L:DATABASE_CONCEPTS,CONCEPT_ATROCITY>Atrocity<e> and automatically results in a Declaration of War.
[END]

[ORDER_CREATE_PARK_HISTORICAL]
[END]

[ORDER_NANO_INFECT_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_ECO_TERRORIST>Eco-Terrorist<e>

Costs:
4000 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_NANO_INFECT_STATISTICS]
Effect:
Destroys improvements in a city
[END]

[ORDER_NANO_INFECT_GAMEPLAY]
The Eco-Terrorist's main weapon, the Nano-Attack has a 30% of destroying each <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e> within the target city.  Any city <L:DATABASE_CONCEPTS,CONCEPT_TRADE>Trading<e> with the target city has a 20% chance of being infected as well.
[END]

[ORDER_NANO_INFECT_HISTORICAL]
[END]

[ORDER_PARADROP_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_PARATROOPER>Paratroopers<e>
[END]

[ORDER_PARADROP_STATISTICS]
Effect:
[END]

[ORDER_PARADROP_GAMEPLAY]
<L:DATABASE_UNITS,UNIT_PARATROOPER>Paratroopers<e> loaded into an air transport unit can use the paradrop attack.  Whereas other offensive units must wait one turn after unloading to attack, the <L:DATABASE_UNITS,UNIT_PARATROOPER>Paratroopers<e> can attack the moment they emerge from their transport.
[END]

[ORDER_PARADROP_HISTORICAL]
[END]

[ORDER_PILLAGE_PREREQ]
Requires:
Any military unit
[END]

[ORDER_PILLAGE_STATISTICS]
Effect:
Destroys <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e>
[END]

[ORDER_PILLAGE_GAMEPLAY]
Any military unit can Pillage most land or ocean tiles.  The act of Pillaging destroys any <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> on the tile.  The success rate is 100%.

This act is an attack like any other, and will be considered an act of aggression by other nations.
[END]

[ORDER_PILLAGE_HISTORICAL]
[END]

[ORDER_INTERCEPT_TRADE_PREREQ]
Requires:
Any military unit
[END]

[ORDER_INTERCEPT_TRADE_STATISTICS]
Effect:
Pirates the profits from a trade route for one turn
[END]

[ORDER_INTERCEPT_TRADE_GAMEPLAY]
Any unit can Pirate a trade route by standing over the route and selecting the Pirate option.  When successful, the attacker does not destroy the route.  Rather, it hijacks the <L:DATABASE_CONCEPTS,CONCEPT_TRADE>Trade<e> profits from that particular route for one turn.  Piracy is considered an act of aggression and most certainly has <L:DATABASE_CONCEPTS,CONCEPT_DIPLOMACY>Diplomatic<e> consequences.
[END]

[ORDER_INTERCEPT_TRADE_HISTORICAL]
[END]

[ORDER_PLANT_NUKE_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_SECRET_AGENT>Secret Agent<e>
<L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja<e>

Costs:
8000 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_PLANT_NUKE_STATISTICS]
Effect:
Has a chance of destroying each improvement and reducing terrain to dead tiles.

[END]

[ORDER_PLANT_NUKE_GAMEPLAY]
The ability to plant nukes in enemy <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> is the most nefarious and powerful act a <L:DATABASE_UNITS,UNIT_SECRET_AGENT>>Secret Agent<e> or <L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja<e> can perform.  There is a 25% chance of success for the Secret Agent and a 35% chance of success for the Cyber Ninja.  The risk of capture is significant: 70% for the Secret Agent and 50% for the Cyber Ninja.

If the attack is successful, the nuke detonates, destroying the target city and all Tile Improvements within three tiles of the city.  As with <L:DATABASE_UNITS,UNIT_NUKE>standard nukes<e>, the affected area is reduced to <L:DATABASE_TERRAIN,TERRAIN_DEAD>dead tiles<e>.

This attack constitutes an <L:DATABASE_CONCEPTS,CONCEPT_ATROCITY>Atrocity<e>.  In addition, if the Secret Agent or Cyber Ninja are caught attempting to plant a nuke, it is also considered an Atrocity.  Use this attack with extreme caution.
[END]

[ORDER_PLANT_NUKE_HISTORICAL]
[END]

[ORDER_RANGED_ATTACK_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_HIRED_THUG>Hired Thug<e>
<L:DATABASE_UNITS,UNIT_ASSASSIN>Assassin<e>

Costs:
300 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_RANGED_ATTACK_STATISTICS]
Effect:
Stops <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> for 1 turn
[END]

[ORDER_RANGED_ATTACK_GAMEPLAY]
If a player wishes to stop an enemy city from building a certain item, say, a wonder or a particular unit, they can send <L:DATABASE_UNITS,UNIT_HIRED_THUG>Hired Thugs<e> or <L:DATABASE_UNITS,UNIT_ASSASSIN>Assassins<e> to perform acts of sabotage which stops all <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> in the city for one turn.  This attack is always successful, but it does cost money to perform.
[END]
[END]

[ORDER_RANGED_ATTACK_HISTORICAL]
[END]

[ORDER_REFORM_PREREQ]
Requires:
Any military unit

Costs:
1000 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_REFORM_STATISTICS]
Effect:
Causes brief <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>unhappiness<e>
Rids friendly city of effects of foreign religious attacks
[END]

[ORDER_REFORM_GAMEPLAY]
The reform city function can only be used on a city in one's own empire.  Should a city fall prey to a religious <L:DATABASE_ORDERS,ORDER_CONVERT>conversion<e>, any military unit can reform the city.  The city is unhappy for one turn because of the reformation.
[END]

[ORDER_REFORM_HISTORICAL]
[END]

[ORDER_INDULGENCE_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_DAVID>David<e>
<L:DATABASE_UNITS,UNIT_PACAL>Pacal<e>
<L:DATABASE_UNITS,UNIT_MUHAMMED>Muhammed<e>
<L:DATABASE_UNITS,UNIT_CHARLEMAGNE>Charlemagne<e>
<L:DATABASE_UNITS,UNIT_PATRIARCH>Patriarch<e>
<L:DATABASE_UNITS,UNIT_PROPHET>Prophet<e>
<L:DATABASE_UNITS,UNIT_CLERIC>Cleric<e>
<L:DATABASE_UNITS,UNIT_TELEVANGELIST>Televangelist<e>
[END]

[ORDER_INDULGENCE_STATISTICS]
Effect:
Raises <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> in target city while extracting Gold
More effective if city is already converted
[END]

[ORDER_INDULGENCE_GAMEPLAY]
<L:DATABASE_UNITS,UNIT_CLERIC>Clerics<e> can sell indulgences in enemy <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  This simultaneously makes people happy, and, like most religious attacks, generates cash.

This attack is always successful and costs nothing to perform.  If the city is already converted to the attacker's religion, the attack generates more money.
[END]

[ORDER_INDULGENCE_HISTORICAL]
[END]

[ORDER_SETTLE_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_NOMAD>Nomad<e>
<L:DATABASE_UNITS,UNIT_SETTLER>Settler<e>
<L:DATABASE_UNITS,UNIT_URBAN_PLANNER>Urban Planner<e>
<L:DATABASE_UNITS,UNIT_SEA_ENGINEER>Sea Engineer<e>

[END]

[ORDER_SETTLE_STATISTICS]
[END]

[ORDER_SETTLE_GAMEPLAY]
The four "settler" units in the game - the <L:DATABASE_UNITS,UNIT_NOMAD>Nomad<e>, <L:DATABASE_UNITS,UNIT_SETTLER>Settler<e>, <L:DATABASE_UNITS,UNIT_URBAN_PLANNER>Urban Planner<e> and <L:DATABASE_UNITS,UNIT_SEA_ENGINEER>Sea Engineer<e> are the only units with the settle function.

<L:DATABASE_UNITS,UNIT_NOMAD>Nomads<e> and <L:DATABASE_UNITS,UNIT_SETTLER>Settlers<e> can build <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> of <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e> size 1 on any land tile.
<L:DATABASE_UNITS,UNIT_URBAN_PLANNER>Urban Planners<e> build <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> of <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e> size 3, with several building <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e> constructed, on land tiles as well.
The <L:DATABASE_UNITS,UNIT_SEA_ENGINEER>Sea Engineer<e> can build an underwater city on any ocean tile.
[END]

[ORDER_SETTLE_HISTORICAL]
[END]

[ORDER_SETTLE_IN_CITY_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_NOMAD>Nomad<e>
<L:DATABASE_UNITS,UNIT_SETTLER>Settler<e>
<L:DATABASE_UNITS,UNIT_URBAN_PLANNER>Urban Planner<e>
<L:DATABASE_UNITS,UNIT_SEA_ENGINEER>Sea Engineer<e>

[END]

[ORDER_SETTLE_IN_CITY_STATISTICS]
[END]

[ORDER_SETTLE_IN_CITY_GAMEPLAY]
The four "settler" units in the game - the <L:DATABASE_UNITS,UNIT_NOMAD>Nomad<e>, <L:DATABASE_UNITS,UNIT_SETTLER>Settler<e>, <L:DATABASE_UNITS,UNIT_URBAN_PLANNER>Urban Planner<e> and <L:DATABASE_UNITS,UNIT_SEA_ENGINEER>Sea Engineer<e> are the only units with the settle function.

When any of these units are located inside an existing <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e>, the "Settle-in-City" order disbands the unit and adds one <L:DATABASE_CONCEPTS,CONCEPT_CITIZEN>Citizen-type<e> <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>population<e> point to that city.
[END]

[ORDER_SETTLE_HISTORICAL]
[END]

[ORDER_SLEEP_PREREQ]
Requires:
Any <L:DATABASE_CONCEPTS,CONCEPT_UNITS>Unit<e>
[END]

[ORDER_SLEEP_STATISTICS]
Effect:
Unit is inactive until attacked or selected
[END]

[ORDER_SLEEP_GAMEPLAY]
The Sentinel (or Sleep) function is available to every <L:DATABASE_CONCEPTS,CONCEPT_UNITS>Unit<e>.  When a unit is in Sentinel Mode, it is removed from the cycle of units selected every turn.  A Sentinel Unit is grayed out and remains so until one of the following occurs:
- The Sentinel Unit is attacked
- An enemy unit comes within visual range of the Sentinel Unit
- The player clicks on the Unit

The Sentinel function is particularly useful when a player does not want to keep cycling through inactive units every turn.

WARNING: "Sleeping" units in a city will automatically board a transport ship which originates from or passes through that city.
[END]

[ORDER_SLEEP_HISTORICAL]
[END]

[ORDER_SOOTHSAY_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_CLERIC>Cleric<e>
<L:DATABASE_UNITS,UNIT_PROPHET>Prophet<e>

Costs:
300 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_SOOTHSAY_STATISTICS]
Effect:
Causes <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>unhappiness<e> for one turn
[END]

[ORDER_SOOTHSAY_GAMEPLAY]
People look to religious Holy Men such as <L:DATABASE_UNITS,UNIT_PROPHET>Prophets<e> and <L:DATABASE_UNITS,UNIT_CLERIC>Clerics<e> for answers about the state of their lives and, more importantly, what the future has in store for them.  Most Religious units can Soothsay, preaching doom and damnation to the citizens of the target city.  This sends people into a panic, and unhappiness takes a sharp dive for a turn.

This attack is always successful. It costs 300 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform.
[END]

[ORDER_SOOTHSAY_HISTORICAL]
[END]

[ORDER_INVESTIGATE_CITY_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_SPY>Spy<e>
<L:DATABASE_UNITS,UNIT_KINGS_EYE>King's Eye<e>
<L:DATABASE_UNITS,UNIT_SECRET_AGENT>Secret Agent<e>
<L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja<e>
<L:DATABASE_UNITS,UNIT_EMISSARY>Emissary<e>
<L:DATABASE_UNITS,UNIT_DIPLOMAT>Diplomat<e>
<L:DATABASE_UNITS,UNIT_AMBASSADOR>Ambassador<e>
<L:DATABASE_UNITS,UNIT_EMPATHIC_DIPLOMAT>Empathic Diplomat<e>
[END]

[ORDER_INVESTIGATE_CITY_STATISTICS]
Effect:
Reveals city's statistics
[END]

[ORDER_INVESTIGATE_CITY_GAMEPLAY]
One of the more powerful attributes of both Diplomats and Spies is the ability to Investigate Cities.  If successful, the attack reveals a full range of information - what is being built, how many people live there, the happiness level, city income, the names of all improvements, and even a full list of all military units in the garrison.

This information can be vital when preparing to attack a city.  However, units performing this stealthy attack have a chance of being captured if they are not successful.
[END]

[ORDER_INVESTIGATE_CITY_HISTORICAL]
[END]

[ORDER_INVESTIGATE_READINESS_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_HIRED_THUG>Hired Thug<e>
<L:DATABASE_UNITS,UNIT_ASSASSIN>Assassin<e>

Costs:
300 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_INVESTIGATE_READINESS_STATISTICS]
Effect:
Assassinate Foreign Civilians
[END]

[ORDER_INVESTIGATE_READINESS_GAMEPLAY]
Using the military to kill foreign civilians has negative diplomatic consequences, so a smart Ruler uses less visible methods. After all, if a foreign troublemaker simply disappears, no one can say for sure who was responsible.
[END]

[ORDER_INVESTIGATE_READINESS_HISTORICAL]
[END]


[ORDER_STEAL_TECHNOLOGY_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_SPY>Spy<e>
<L:DATABASE_UNITS,UNIT_KINGS_EYE>King's Eye<e>
<L:DATABASE_UNITS,UNIT_SECRET_AGENT>Secret Agent<e>
<L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja<e>

Costs:
2000 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_STEAL_TECHNOLOGY_STATISTICS]
Effect:
Attacker discovers secret to Advance
[END]

[ORDER_STEAL_TECHNOLOGY_GAMEPLAY]
Spy-type units can attempt to Steal an <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advance<e> from a rival empire.  The chances of success are low, but if successful, the attacker gains a random <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advance<e> immediately, including any new building options.  There is a chance the unit will be captured and killed, although odds of success are better for the later units.
[END]

[ORDER_STEAL_TECHNOLOGY_HISTORICAL]
[END]

[ORDER_SUE_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_LAWYER>Lawyer<e>
<L:DATABASE_UNITS,UNIT_LEGAL_TEAM>Legal Team<e>
<L:DATABASE_UNITS,UNIT_CYBER_ATTORNEY>Cyber Attorney<e>

Costs:
300 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_SUE_STATISTICS]
Effect:
Eliminates Foreign Civilians
[END]

[ORDER_SUE_GAMEPLAY]
In days of old, only violent means (such as those used by <L:DATABASE_UNITS,UNIT_ASSASSIN>Assassins<e>) could eliminate troublesome foreign civilians. But in the modern era, legal units like the <L:DATABASE_UNITS,UNIT_LAWYER>Lawyer<e> can utilize lawsuits to achieve much the same effect - foreigners of various sorts are tied up permanently in the legal system and effectively disappear. They can trouble you no more.
[END]

[ORDER_SUE_HISTORICAL]
[END]

[ORDER_SUE_FRANCHISE_PREREQ]
[END]

[ORDER_SUE_FRANCHISE_STATISTICS]
[END]

[ORDER_SUE_FRANCHISE_GAMEPLAY]
This legal attack is the only way to remove a <L:DATABASE_ORDERS,ORDER_FRANCHISE>Franchise<e> from a <L:DATABASE_CONCEPTS,CONCEPT_CITY>city<e>.

ISSUE: The code for "SueFranchise" was broken during the development of the Apolyton Edition (it worked in the original CtP2 executable), so the attack cannot be performed.
[END]

[ORDER_SUE_FRANCHISE_HISTORICAL]
[END]

[ORDER_THROW_PARTY_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_DIPLOMAT>Diplomat<e>
<L:DATABASE_UNITS,UNIT_AMBASSADOR>Ambassador<e>
<L:DATABASE_UNITS,UNIT_EMPATHIC_DIPLOMAT>Empathic Diplomat<e>

Costs:
500 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_THROW_PARTY_STATISTICS]
Effect:
Increases regard by target empire
[END]

[ORDER_THROW_PARTY_GAMEPLAY]
Dignitaries visiting foreign <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> often find an occasion to wine and dine the heads of state that host them.  They use this opportunity to curry favor with the host nation and "grease the wheels" of <L:DATABASE_CONCEPTS,CONCEPT_DIPLOMACY>Diplomacy<e>.  The <L:DATABASE_UNITS,UNIT_DIPLOMAT>Diplomat<e>, <L:DATABASE_UNITS,UNIT_AMBASSADOR>Ambassador<e> and <L:DATABASE_UNITS,UNIT_EMPATHIC_DIPLOMAT>Empathic Diplomat<e> can use the Hold Reception action to increase the host nation's diplomatic <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e>.

Each subsequent Reception held has a lesser effect.

Gameplay Note: After a reception is held for a given civ, at least 10-turns must pass before another can occur.
[END]

[ORDER_THROW_PARTY_HISTORICAL]
[END]

[ORDER_BOARD_TRANSPORT_PREREQ]
Requires:
<L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> unit
[END]

[ORDER_BOARD_TRANSPORT_STATISTICS]
Effect:
Moves a unit into a <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e>
[END]

[ORDER_BOARD_TRANSPORT_GAMEPLAY]
A Transport unit is one that can carry and unload other land-based units.  Naval transports, such as carracks and troop ships can Transport land units across the ocean.  Air Transports, such as the <L:DATABASE_UNITS,UNIT_CARGO_HELICOPTER>Cargo Helicopter<e> and <L:DATABASE_UNITS,UNIT_SPACE_PLANE>Space Plane<e>, Transport land units across any terrain.

If a Transport unit is destroyed in an attack, all of the units in its cargo are destroyed as well.
[END]

[ORDER_BOARD_TRANSPORT_HISTORICAL]
[END]

[ORDER_UNLOAD_PREREQ]
Requires:
<L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> unit
[END]

[ORDER_UNLOAD_STATISTICS]
Effect:
Moves a unit out of a <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e>
[END]

[ORDER_UNLOAD_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> units may use the unload command to move their cargo onto an adjacent tile.  Only <L:DATABASE_UNITS,UNIT_MARINE>Marines<e> can be unloaded onto enemy-occupied tiles.  Otherwise, the tile must be unoccupied.
[END]

[ORDER_UNLOAD_HISTORICAL]
[END]

[ORDER_TARGET_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_NUKE>Nuke<e>
[END]

[ORDER_TARGET_STATISTICS]
Effect:
Sets an automatic launch function for a <L:DATABASE_UNITS,UNIT_NUKE>Nuke<e>
[END]

[ORDER_TARGET_GAMEPLAY]
The Target action enables leaders to set up a reciprocal attack system in the event of a surprise nuclear attack.  When a player builds a <L:DATABASE_UNITS,UNIT_NUKE>Nuke<e>, they can target that <L:DATABASE_UNITS,UNIT_NUKE>Nuke<e> on an enemy city.  If that enemy attacks the player with <L:DATABASE_UNITS,UNIT_NUKE>Nukes<e>, all nukes that have pre-designated Targets automatically launch.  The Targeted <L:DATABASE_UNITS,UNIT_NUKE>Nuke<e> must remain in a city and cannot be moved.
[END]

[ORDER_TARGET_HISTORICAL]
[END]

[ORDER_CLEAR_TARGET_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_NUKE>Nuke<e>
[END]

[ORDER_CLEAR_TARGET_STATISTICS]
Effects:
Removes the auto launch function for a <L:DATABASE_UNITS,UNIT_NUKE>Nuke<e>
[END]

[ORDER_CLEAR_TARGET_GAMEPLAY]
With the <L:DATABASE_ORDERS,ORDER_TARGET>Target<e> function, a player can designate enemy <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> as targets for <L:DATABASE_UNITS,UNIT_NUKE>Nukes<e> in the event of a nuclear attack.  The Clear Target action enables the player to remove the <L:DATABASE_ORDERS,ORDER_TARGET>Target<e> designation from a <L:DATABASE_UNITS,UNIT_NUKE>Nuke<e>, freeing it up for use elsewhere.
[END]

[ORDER_CLEAR_TARGET_HISTORICAL]
[END]

[ORDER_UPGRADE_PREREQ]
Requires:
Gold: Amount varies depending on old unit type and new unit type
Location: <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> or <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FORTIFICATIONS>Fortification<e>
[END]

[ORDER_UPGRADE_STATISTICS]
Effect:
Upgrades units of an army
[END]

[ORDER_UPGRADE_GAMEPLAY]
Allows the player to pay Gold in order to Upgrade eligible units, either individually or as a group.

So that units can be upgraded at all, the game rule "Upgrade Units" must be enabled when a new game is created. By default "Upgrade Units" is disabled. Another rule allows the AI to upgrade without gold and independent of the location. By default this rule is enabled.

If "Upgrade Units" is enabled and an army contains a unit that can be upgraded and this army is selected, the order Upgrade is displayed on the unit order button bank. If the mouse cursor hovers over the Upgrade button then three numbers appear in the status bar besides the order name: The first value displays the number of units that can be upgraded with the amount of gold in the treasury. The second number shows the count of obsolete units in the army. And the third value shows the number of units in the army. Additionally, two gold values are shown: The first number shows the costs needed to upgrade the units that can be upgraded with the gold in the treasury. And the second value shows the gold that is needed to upgrade all units in the army.

The <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> cost is based on the difference in unit shield value multiplied by your government's Unit Rush modifier.

A player may want to upgrade a unit for a variety of reasons. Obsolete units are often too weak to be much of an asset in combat. Often the cost in Gold can be quite expensive, preventing a player from upgrading an entire military in a single turn.
[END]

[ORDER_UPGRADE_HISTORICAL]
[END]


#### Reformatted Goods Section - Alphabetical ###

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WHITE_MOUNTAIN>Polar Mountain<e>
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE_GAMEPLAY]
Mined from the harsh locales of the <L:DATABASE_TERRAIN,TERRAIN_WHITE_MOUNTAIN>Polar Mountains<e>, Rubies are one of the most valuable materials in the world.
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE_HISTORICAL]
According to legend, the great serpent Naga created rubies in the third egg she laid. The first egg birthed Pyusawati, the King of Pagan. Rubies are the red variety of the mineral corundum, the second hardest natural mineral. All non-red varieties of corundum are called "sapphire." Because of their hardness and resistance to abrasion, the uses of rubies, aside from their ornamental value, are extensive.
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WHITE_MOUNTAIN>Polar Mountain<e>
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO_STATISTICS]
+20 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO_GAMEPLAY]
One of the most rare and valuable stones, diamonds are mined from <L:DATABASE_TERRAIN,TERRAIN_WHITE_MOUNTAIN>Polar Mountains<e>.
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO_HISTORICAL]
Diamond is the hardest and the most abrasive-resistant material known, making diamonds essential parts of the ceramic, electronic, and carbide valve industries. The beauty and brilliance of diamonds have made them the jewel of choice, ever since the art of cutting facets was developed in the 16th century. The South African diamond rush began in 1867 on the heels of the American gold rush and oil rush, in the appropriately named borough of Hopetown.
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_THREE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WHITE_MOUNTAIN>Polar Mountain<e>
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_THREE_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_THREE_GAMEPLAY]
Bauxite is a hydrated mixture of metal oxides that is found in <L:DATABASE_TERRAIN,TERRAIN_WHITE_MOUNTAIN>Polar Mountain<e> tiles.
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_THREE_HISTORICAL]
Bauxite is a mixture of hydrated aluminum oxides usually containing oxides of iron and silicon. A noncrystalline substance formerly thought to be a mineral, bauxite is claylike, ranging from white to brown or red in color. It is the chief source of aluminum and its compounds. It is widely distributed throughout the world, with important deposits in Africa, South America, France, Russia, the West Indies, and the U.S. 
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WHITE_MOUNTAIN>Arctic Mountain<e>
<L:DATABASE_TERRAIN,TERRAIN_WHITE_HILL>Arctic Hill<e>
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR_GAMEPLAY]
Polar Bears are a valuable resource that can be found in <L:DATABASE_TERRAIN,TERRAIN_WHITE_MOUNTAIN>Arctic Mountains<e> and <L:DATABASE_TERRAIN,TERRAIN_WHITE_HILL>Arctic Hills<e>
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR_HISTORICAL]
Almost all parts of the Polar Bear are utilized by hunters. The fur is used to make trousers and footwear, the meat is edible, the fat is used in food and as a fuel for lighting homes, sinews are used as thread for sewing clothes, the gallbladder and sometimes heart are dried and powdered for medicinal purposes and the large canine teeth are highly valued as talismans.
[END]


[TERRAIN_BROWN_HILL_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_BROWN_HILL>Sand Dunes<e>
[END]

[TERRAIN_BROWN_HILL_GOOD_ONE_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[TERRAIN_BROWN_HILL_GOOD_ONE_GAMEPLAY]
Copper is a metal that is found on <L:DATABASE_TERRAIN,TERRAIN_BROWN_HILL>Sand Dunes<e>.
[END]

[TERRAIN_BROWN_HILL_GOOD_ONE_HISTORICAL]
Copper (Cu) is a metallic element known to humans since before the Bronze Age. This reddish-brown, malleable, ductile metal is a very good conductor of heat and electricity. It has low chemical reactivity. In moist air it forms a patina, which is a protective, greenish surface film. The primary commercial uses of copper are in electrical apparatus and wire, roofing, utensils, coins, metalwork, plumbing, and condensing coils. Copper alloys include brass and bronze. Copper compounds are used as insecticides, fungicides, and paint pigments. They are also used in electroplating. Copper is an essential nutrient for normal human metabolism and hemoglobin synthesis in blood.
[END]

[TERRAIN_BROWN_HILL_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_BROWN_HILL>Sand Dunes<e>
[END]

[TERRAIN_BROWN_HILL_GOOD_TWO_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+15 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_BROWN_HILL_GOOD_TWO_GAMEPLAY]
Gold is found on <L:DATABASE_TERRAIN,TERRAIN_BROWN_HILL>Sand Dunes<e>.
[END]

[TERRAIN_BROWN_HILL_GOOD_TWO_HISTORICAL]
Gold (Au) is a metallic element, known since prehistoric times. Chemically inactive, this very ductile and most malleable metal can be beaten into thin sheets of gold leaf. Only silver and copper conduct electricity better. Gold is usually hardened by alloying with other metals; it also often occurs in nature as an alloy. The gold content of an alloy is stated in carats. By definition, pure gold is 24 carats, and thus a 75 percent gold alloy is 18 carats. Gold is found widely distributed, mostly in metallic form as dust, grains, flakes, or nuggets. It occurs in quartz veins or lodes, usually in association with silver or other metals, and in alluvial placer deposits. Chief producers of gold are South Africa, Russia, Canada, and the U.S. Possibly the first metal used by humans, gold was valued for ornaments, and magical powers were attributed to it. Alchemists of the Middle Ages tried to transmute base metals into gold. The search for gold stimulated European exploration of the Western Hemisphere.
[END]

[TERRAIN_BROWN_HILL_GOOD_THREE_PREREQ]
[END]

[TERRAIN_BROWN_HILL_GOOD_THREE_STATISTICS]
[END]

[TERRAIN_BROWN_HILL_GOOD_THREE_GAMEPLAY]
[END]

[TERRAIN_BROWN_HILL_GOOD_THREE_HISTORICAL]
[END]

[TERRAIN_BROWN_HILL_GOOD_FOUR_PREREQ]
[END]

[TERRAIN_BROWN_HILL_GOOD_FOUR_STATISTICS]
[END]

[TERRAIN_BROWN_HILL_GOOD_FOUR_GAMEPLAY]
[END]

[TERRAIN_BROWN_HILL_GOOD_FOUR_HISTORICAL]
[END]


[TERRAIN_BROWN_MOUNTAIN_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_BROWN_MOUNTAIN>Desert Mountain<e>
[END]

[TERRAIN_BROWN_MOUNTAIN_GOOD_ONE_STATISTICS]
+20 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[TERRAIN_BROWN_MOUNTAIN_GOOD_ONE_GAMEPLAY]
Iron is a metal that is found on <L:DATABASE_TERRAIN,TERRAIN_BROWN_MOUNTAIN>Desert Mountains<e>.
[END]

[TERRAIN_BROWN_MOUNTAIN_GOOD_ONE_HISTORICAL]
Iron (Fe) is a lustrous, ductile, malleable, silver-gray metal. A good conductor of heat and electricity, it is attracted by a magnet and is itself easily magnetized. Iron is abundant throughout the universe. It is found in many stars, including the sun. It is the fourth most common element in the earth's crust, of which it constitutes about 5 percent by weight, and is believed to be the main component of the earth's core. Iron is rarely found uncombined in nature except in meteorites, and it rusts readily in moist air. Limonite and hematite are the chief iron ores; other ores include magnetite, taconite, and siderite. Iron ores are refined in a blast furnace to produce pig iron, which can be remelted and poured into molds to make cast iron, commercially purified to make wrought iron, or alloyed with carbon and other elements to make steel. Iron compounds are used as paint pigments, in dyeing, and in ink manufacture. A component of hemoglobin, the oxygen-carrying pigment of red blood cells in vertebrates, iron is important in nutrition; one cause of anemia is iron deficiency.
[END]

[TERRAIN_BROWN_MOUNTAIN_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_BROWN_MOUNTAIN>Desert Mountain<e>
[END]

[TERRAIN_BROWN_MOUNTAIN_GOOD_TWO_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_BROWN_MOUNTAIN_GOOD_TWO_GAMEPLAY]
Silver is a precious metal that is found on <L:DATABASE_TERRAIN,TERRAIN_BROWN_MOUNTAIN>Desert Mountains<e>.
[END]

[TERRAIN_BROWN_MOUNTAIN_GOOD_TWO_HISTORICAL]
Silver (Ag) is a metallic element, one of the first metals used by humans. Pure silver is nearly white, lustrous, soft, very ductile, malleable, and an excellent conductor of heat and electricity. It is used in mirrors, coins, utensils, antiseptics, jewelry, and for electrolytic plating of tableware. Silver nitrate is its most important compound. Silver reacts with hydrogen sulfide in air to form silver sulfide (tarnish). Photographic emulsions contain silver halides, which are sensitive to light. Silver alloys are used in dentistry and electrical contacts. Sterling silver contains 92.5 percent silver and 7.5 percent copper. Silver is obtained from the ores argentite, cerarygrite, pyrargyrite, stephanite, and proustite.
[END]

[TERRAIN_BROWN_MOUNTAIN_GOOD_THREE_PREREQ]
[END]

[TERRAIN_BROWN_MOUNTAIN_GOOD_THREE_STATISTICS]
[END]

[TERRAIN_BROWN_MOUNTAIN_GOOD_THREE_GAMEPLAY]
[END]

[TERRAIN_BROWN_MOUNTAIN_GOOD_THREE_HISTORICAL]
[END]

[TERRAIN_BROWN_MOUNTAIN_GOOD_FOUR_PREREQ]
[END]

[TERRAIN_BROWN_MOUNTAIN_GOOD_FOUR_STATISTICS]
[END]

[TERRAIN_BROWN_MOUNTAIN_GOOD_FOUR_GAMEPLAY]
[END]

[TERRAIN_BROWN_MOUNTAIN_GOOD_FOUR_HISTORICAL]
[END]


[TERRAIN_DESERT_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_DESERT>Desert<e>
<L:DATABASE_TERRAIN,TERRAIN_BROWN_HILL>Sand Dunes<e>
[END]

[TERRAIN_DESERT_GOOD_ONE_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_DESERT_GOOD_ONE_GAMEPLAY]
The sands of the <L:DATABASE_TERRAIN,TERRAIN_DESERT>Desert<e> and the adjacent <L:DATABASE_TERRAIN,TERRAIN_BROWN_HILL>Dunes<e> provide the raw material from which glass is made.  Glass is valued as a decorative, as well as functional, material.
[END]

[TERRAIN_DESERT_GOOD_ONE_HISTORICAL]
[END]

[TERRAIN_DESERT_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_DESERT>Desert<e>
<L:DATABASE_TERRAIN,TERRAIN_TUNDRA>Tundra<e>
[END]

[TERRAIN_DESERT_GOOD_TWO_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+10 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_DESERT_GOOD_TWO_GAMEPLAY]
A rare find, this "black gold" is sought after as fuel.  It is found in the <L:DATABASE_TERRAIN,TERRAIN_DESERT>Desert<e> and <L:DATABASE_TERRAIN,TERRAIN_TUNDRA>Tundra<e>
[END]

[TERRAIN_DESERT_GOOD_TWO_HISTORICAL]
The most important resource of the 20th century, oil and its by-products have had many uses throughout history. Oil-burning lamps are believed to have been used by the Sumerians as early as 3000 BC. Petroleum, meanwhile, was used almost exclusively as a medicine until the 19th century when its use as a clean and cheap lighting source was revealed. A decade after the 1849 gold rush, an oil boom in Pennsylvania sent prospectors east. Prospecting for oil in the middle-eastern countries began shortly thereafter.
[END]

[TERRAIN_DESERT_GOOD_THREE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_DESERT>Desert<e>
[END]

[TERRAIN_DESERT_GOOD_THREE_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_DESERT_GOOD_THREE_GAMEPLAY]
Date is the name for a palm tree (Phoenix dactylifera) and for its edible fruit. Dates grow in the oasis of the <L:DATABASE_TERRAIN,TERRAIN_DESERT>Deserts<e>.
[END]

[TERRAIN_DESERT_GOOD_THREE_HISTORICAL]
Dates are probably native to Arabia and North Africa and long a major food source in <L:DATABASE_TERRAIN,TERRAIN_DESERT>Desert<e> and tropical regions. The sweet, nutritious fruits grow in heavy clusters; a tree may produce up to 200 pounds (90 kilograms) annually. Sugar and a fermented drink are made from the sap of the tree, and the seeds are sometimes used as a coffee substitute. The wood of the trunk is used in construction, and mats and baskets are woven from the leaves.
[END]

[TERRAIN_DESERT_GOOD_FOUR_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_DESERT>Desert<e>
<L:DATABASE_TERRAIN,TERRAIN_BROWN_HILL>Sand Dunes<e>
[END]

[TERRAIN_DESERT_GOOD_FOUR_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_DESERT_GOOD_FOUR_GAMEPLAY]
Camels can be found in the <L:DATABASE_TERRAIN,TERRAIN_DESERT>Desert<e> and among <L:DATABASE_TERRAIN,TERRAIN_BROWN_HILL>Sand Dunes<e>.
[END]

[TERRAIN_DESERT_GOOD_FOUR_HISTORICAL]
A camel is an even-toed ungulate that bears distinctive fatty deposits known as "humps" on its back. Camels have long been domesticated and, as livestock, they provide food (milk and meat) and textiles (fiber and felt from hair). Camels are working animals especially suited to their desert habitat and are a vital means of transport for passengers and cargo.
[END]


[TERRAIN_FOREST_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_FOREST>Forest<e>
[END]

[TERRAIN_FOREST_GOOD_ONE_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[TERRAIN_FOREST_GOOD_ONE_GAMEPLAY]
Exotic hardwoods grow in the <L:DATABASE_TERRAIN,TERRAIN_FOREST>Forests<e>, making available raw materials for decorative and functional items.
[END]

[TERRAIN_FOREST_GOOD_ONE_HISTORICAL]
[END]

[TERRAIN_FOREST_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_FOREST>Forest<e>
[END]

[TERRAIN_FOREST_GOOD_TWO_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_FOREST_GOOD_TWO_GAMEPLAY]
Found exclusively in <L:DATABASE_TERRAIN,TERRAIN_FOREST>Forest<e> areas, Deer are hunted primarily for their meat, although their skins and antlers are widely used as clothing and tools, and are valued trade items.
[END]

[TERRAIN_FOREST_GOOD_TWO_HISTORICAL]
Deer appear in art from Paleolithic cave paintings onwards, and they have played a role in mythology, religion, and literature throughout history. Their economic importance includes the use of their meat as venison, their skins as soft, strong buckskin, and their antlers as handles for knives. Deer hunting has been a popular activity since humans first developed tools and remains a resource for many families today.
[END]

[TERRAIN_FOREST_GOOD_THREE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_FOREST>Forest<e>
[END]

[TERRAIN_FOREST_GOOD_THREE_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
[END]

[TERRAIN_FOREST_GOOD_THREE_GAMEPLAY]
Apples are the tree (and the fruit) of the genus Malus from the ROSE family. Since the fruit grows on trees, apples can only be found on <L:DATABASE_TERRAIN,TERRAIN_FOREST>Forest<e> tiles.
[END]

[TERRAIN_FOREST_GOOD_THREE_HISTORICAL]
Apples are any tree (and its fruit) of the genus Malus of the rose family. The common apple (M. sylvestris) is the best known and the most important commercial temperate fruit. It is native to Western Asia, but has been widely cultivated since prehistoric times. Thousands of varieties of apples exist, such as Golden Delicious, Winesap, Jonathan, and McIntosh. The fruit is consumed fresh or cooked, or is used for juice. Partial fermentation of apple juice (sweet cider) produces hard cider (from which applejack liquor is made); fully fermented juice yields vinegar. The hardwood is used in cabinetmaking and as fuel. The fruit of crab apple trees (which are cultivated as ornamentals) is used for preserves and jellies.
[END]

[TERRAIN_FOREST_GOOD_FOUR_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_FOREST>Forest<e>
[END]

[TERRAIN_FOREST_GOOD_FOUR_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_FOREST_GOOD_FOUR_GAMEPLAY]
Beavers live in the many waterways found in <L:DATABASE_TERRAIN,TERRAIN_FOREST>Forests<e>. People hunt the beaver for its fur.
[END]

[TERRAIN_FOREST_GOOD_FOUR_HISTORICAL]
Essentially a large rodent, the beaver and its hunt led to fortunes in the United States and Canada and to explorations throughout the Pacific Northwest. The economic power of fur was immense in the 17th, 18th, and 19th centuries. Conconully State Park in Washington derives its name from "konekol'p": a native word meaning "money hole," referring to the abundance of beaver in the area. The wealth, though, was mainly to be had by the large-scale fur traders like John Jacob Astor, America's first millionaire.
[END]


[TERRAIN_GLACIER_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_GLACIER>Glacier<e>
[END]

[TERRAIN_GLACIER_GOOD_ONE_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+10 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_GLACIER_GOOD_ONE_GAMEPLAY]
Seals are marine mammals that are found in <L:DATABASE_TERRAIN,TERRAIN_GLACIER>Glacier<e> tiles.
[END]

[TERRAIN_GLACIER_GOOD_ONE_HISTORICAL]
Seals are fin-footed mammals (pinnipeds) of the family Phocidae, usually marine, with front and hind feet modified as flippers. Seals have streamlined bodies with a thick, subcutaneous layer of fat, and most inhabit cold or temperate regions. All seal species leave the water at least once a year to breed; some species migrate. Seals live on fish and shellfish. Many dive deep to feed, navigating by means of echolocation. True seals lack external ears. They are polygamous and gregarious, and most live in one of four geographical regions: northern, Antarctic, and the warm waters of the Mediterranean, Caribbean, and Hawaiian seas. Seals are extensively hunted for food, fur, hides, and oil.
[END]

[TERRAIN_GLACIER_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_GLACIER>Glacier<e>
[END]

[TERRAIN_GLACIER_GOOD_TWO_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[TERRAIN_GLACIER_GOOD_TWO_GAMEPLAY]
Walrus can be found on <L:DATABASE_TERRAIN,TERRAIN_GLACIER>Glacier<e> tiles. Walrus blubber, hides, and ivory provide its value to these frozen, barren tiles.
[END]

[TERRAIN_GLACIER_GOOD_TWO_HISTORICAL]
The walrus is a marine mammal (Odobenus rosmarus) that is found in arctic seas.  Largest of the fin-footed mammals, it has long tusks, light-brown wrinkled hide, and bristly cheek pads. An adult male may weigh up to 3,000 pounds (1,400 kilograms). Walruses live on beaches near shallow water in herds of about a hundred animals and eat mainly shellfish. Hunted for blubber, hides, and ivory, they are now endangered.
[END]

[TERRAIN_GLACIER_GOOD_THREE_PREREQ]
[END]

[TERRAIN_GLACIER_GOOD_THREE_STATISTICS]
[END]

[TERRAIN_GLACIER_GOOD_THREE_GAMEPLAY]
[END]

[TERRAIN_GLACIER_GOOD_THREE_HISTORICAL]
[END]

[TERRAIN_GLACIER_GOOD_FOUR_PREREQ]
[END]

[TERRAIN_GLACIER_GOOD_FOUR_STATISTICS]
[END]

[TERRAIN_GLACIER_GOOD_FOUR_GAMEPLAY]
[END]

[TERRAIN_GLACIER_GOOD_FOUR_HISTORICAL]
[END]


[TERRAIN_GRASSLAND_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_GRASSLAND>Grassland<e>
[END]

[TERRAIN_GRASSLAND_GOOD_ONE_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[TERRAIN_GRASSLAND_GOOD_ONE_GAMEPLAY]
Cotton is planted in <L:DATABASE_TERRAIN,TERRAIN_GRASSLAND>Grassland<e> areas.  Once picked, it is woven into one of the most common and versatile fabrics available.
[END]

[TERRAIN_GRASSLAND_GOOD_ONE_HISTORICAL]
Cotton is tropical in origin but is now cultivated worldwide. It has been spun, woven, and dyed since prehistoric times. Cotton is planted annually by seed. Diseases and insect pests are numerous. For example, the boll weevil is responsible for enormous crop losses, particularly of the highly susceptible, silky-fibered sea-island cotton, which was the leading type of cotton before the onset of this pest. Cotton is separated from its seeds by a cotton gin. Manufacture of cotton into cloth, textiles, and yard goods involves carding, combing, and spinning. Cotton is a source of cellulose products, fertilizer, fuel, plastic reinforcing, automobile tire cord, pressed paper, cardboard, and cottonseed oil (used in cooking, cosmetics, soaps, candles, detergents, paints, oilcloth, artificial leather, etc.), which is pressed from the seeds. Used in Egypt, China, and India in ancient times, cotton has long played a significant role in world industry. Britain's need for imported cotton dictated much of its sea-domination policy as an imperial nation, and in the U.S., cotton was one of the economic issues behind the Civil War.
[END]

[TERRAIN_GRASSLAND_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_GRASSLAND>Grassland<e>
[END]

[TERRAIN_GRASSLAND_GOOD_TWO_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_GRASSLAND_GOOD_TWO_GAMEPLAY]
<L:DATABASE_TERRAIN,TERRAIN_GRASSLAND>Grasslands<e> are ideal for growing the broad-leafed plant known as tobacco.  This rare plant is dried and rolled into cigars and cigarettes, and even chewed.  It has narcotic effects, and demand is high around the world.
[END]

[TERRAIN_GRASSLAND_GOOD_TWO_HISTORICAL]
The first European smoker of tobacco was Luis de Torres, a Spanish explorer of Cuba. The sight of smoke coming from his mouth was enough for the Spanish Inquisition to jail de Torres for seven years. When he was released, the craze for cigar smoking had taken over. Within a hundred years, tobacco smoking was prescribed as a cure for thirty-six diseases, including toothache, bad breath, and cancer.  As an economic force, tobacco was even more important. Throughout the 17th and 18th centuries tobacco was the monetary standard in the American colonies, lasting twice as long as the gold standard.
[END]

[TERRAIN_GRASSLAND_GOOD_THREE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_GRASSLAND>Grassland<e>
[END]

[TERRAIN_GRASSLAND_GOOD_THREE_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
[END]

[TERRAIN_GRASSLAND_GOOD_THREE_GAMEPLAY]
Potatoes can be found in <L:DATABASE_TERRAIN,TERRAIN_GRASSLAND>Grassland<e>.
[END]

[TERRAIN_GRASSLAND_GOOD_THREE_HISTORICAL]
Potatoes have been an important vegetable throughout history. A good food source that is easy to cultivate, even in marginal crop growing lands.
[END]

[TERRAIN_GRASSLAND_GOOD_FOUR_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_GRASSLAND>Grassland<e>
[END]

[TERRAIN_GRASSLAND_GOOD_FOUR_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_GRASSLAND_GOOD_FOUR_GAMEPLAY]
Poppies grow in the <L:DATABASE_TERRAIN,TERRAIN_GRASSLAND>Grasslands<e>, where people harvest the plant to make medicinal drugs.
[END]

[TERRAIN_GRASSLAND_GOOD_FOUR_HISTORICAL]
There are many kinds of poppies, but one has become most infamous: papaver sominferum, also known as the opium poppy. The Chinese, who developed the unripened seed as a pain reliever in the 15th century, passed the first law against the smoking of opium in 1729. Nonetheless, the poppy fields in British India provided a profitable export to China, prompting the Opium Wars of 1839 to 1842. The wars ended with England in possession of Hong Kong and special trade privileges. By the 1990s, heroin, a drug produced from the opium poppy, was a $10 billion per year business in the U.S. alone.
[END]


[TERRAIN_HILL_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_HILL>Hill<e>
[END]

[TERRAIN_HILL_GOOD_ONE_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_HILL_GOOD_ONE_GAMEPLAY]
Coffee is grown in <L:DATABASE_TERRAIN,TERRAIN_HILL>Hills<e>.  The beans are harvested, roasted and ground to make one of the world's most satisfying and widely enjoyed beverages.
[END]

[TERRAIN_HILL_GOOD_ONE_HISTORICAL]
With over eight billion pounds of coffee produced every year, some consider coffee to be the most important world commodity after oil.  The coffee tree, technically a bush, is indigenous to Ethiopia but in the 1990s, Brazil and Colombia far surpassed the native land, producing more coffee than all other countries combined.
[END]

[TERRAIN_HILL_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_HILL>Hill<e>
[END]

[TERRAIN_HILL_GOOD_TWO_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_HILL_GOOD_TWO_GAMEPLAY]
Grapes grow in the temperate climates of the <L:DATABASE_TERRAIN,TERRAIN_HILL>Hills<e>.  Though people eat them as they are, they are most often cultivated for making wine, which is prized by kings and commoners alike.
[END]

[TERRAIN_HILL_GOOD_TWO_HISTORICAL]
The drinking of wines has been a cherished pastime since the earliest days of ancient Greece.  Over the centuries the craft of winemaking or "viticulture" has been refined to a science of precise control and an art form of exquisite detail.  The essence of any fine wine is the grapes from which it is made.  Most wines are made from a mixture of several different types of grape, blended to create a specific taste.  The best wines, however, are created purely from the crop of one of the world's premier vineyards, where the richness of the soil passes its fabulous and unique qualities onto the grapes that grow there.
[END]

[TERRAIN_HILL_GOOD_THREE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_HILL>Hill<e>
[END]

[TERRAIN_HILL_GOOD_THREE_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_HILL_GOOD_THREE_GAMEPLAY]
Uranium is a dense, radioactive, silvery metal that is found on <L:DATABASE_TERRAIN,TERRAIN_HILL>Hill<e> tiles.

An important factor affecting late-game military options, the <L:DATABASE_UNITS,UNIT_NUCLEAR_SUBMARINE >Nuclear Submarine<e> and the <L:DATABASE_UNITS,UNIT_NUKE >Nuke<e> cannot be built without access to Uranium. It is also a requirement for building <L:DATABASE_BUILDINGS,IMPROVE_NUCLEAR_PLANT>Nuclear Plants<e>
[END]

[TERRAIN_HILL_GOOD_THREE_HISTORICAL]
In 1789, the German chemist Martin Klaproth discovered the chemical element Uranium. For about 150 years following its discovery, uranium was found to have some of the most wide-reaching effects of any element. Uranium is present in only two to four parts per million in the earth's crust. Few deposits contain uranium in amounts greater the 0.2 percent. Hundreds of minerals, however, contain uranium. For example, uraninite and carnotite are abundant minerals that contain relatively high concentrations of uranium. Pitchblende, known for its use in the early research of radioactive elements, is a variety of uraninite. The U.S. and Canada contain large deposits of uranium. Australia has rich deposits of uranium in its Northern Territory. South Africa and Canada have been the chief suppliers of uranium.
[END]

[TERRAIN_HILL_GOOD_FOUR_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_HILL>Hill<e>
[END]

[TERRAIN_HILL_GOOD_FOUR_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_HILL_GOOD_FOUR_GAMEPLAY]
Olives are grown on <L:DATABASE_TERRAIN,TERRAIN_HILL>Hills<e>.
[END]

[TERRAIN_HILL_GOOD_FOUR_HISTORICAL]
Olives are one of the oldest fruits. Used mainly for making a food oil used in cooking, it also has useful medicinal properties. 
[END]


[TERRAIN_JUNGLE_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_JUNGLE>Jungle<e>
[END]

[TERRAIN_JUNGLE_GOOD_ONE_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_JUNGLE_GOOD_ONE_GAMEPLAY]
Prized for their curative powers, medicinal herbs are plentiful in the lush, tropical climes of the <L:DATABASE_TERRAIN,TERRAIN_JUNGLE>Rain Forest<e>.
[END]

[TERRAIN_JUNGLE_GOOD_ONE_HISTORICAL]
[END]

[TERRAIN_JUNGLE_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_JUNGLE>Jungle<e>
[END]

[TERRAIN_JUNGLE_GOOD_TWO_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_JUNGLE_GOOD_TWO_GAMEPLAY]
Jade is coveted as a semi-precious stone used in jewelry and ceremonial garb.  It is available exclusively in <L:DATABASE_TERRAIN,TERRAIN_JUNGLE>Rain Forests<e>, and is exceedingly rare.
[END]

[TERRAIN_JUNGLE_GOOD_TWO_HISTORICAL]
Nephrite and jadeite, both indiscriminately called jade, have long been revered as carved ornaments. Yet the more practical ancients used the harder-than-steel stones to make weapons and axes. For eight thousand years or longer, Jade has also had religious significance for the people of China and Asia. The Emerald Buddha, for example, a two-foot statue composed of imperial jade, has for hundreds of years been considered the most holy relic in Thailand.
[END]

[TERRAIN_JUNGLE_GOOD_THREE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_JUNGLE>Jungle<e>
[END]

[TERRAIN_JUNGLE_GOOD_THREE_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
[END]

[TERRAIN_JUNGLE_GOOD_THREE_GAMEPLAY]
Banana is the name for a family of tropical herbs (the Musacae), for a genus (Musa) of herbaceous plants, and for the fruits they produce. Bananas can be found only on <L:DATABASE_TERRAIN,TERRAIN_JUNGLE>Jungle<e> tiles.
[END]

[TERRAIN_JUNGLE_GOOD_THREE_HISTORICAL]
Bananas are probably native to tropical Asia, but are widely cultivated. They are related to the economically valuable Manila Hemp and to the Bird-of-Paradise flower. Banana plants have a palm-like aspect to their physical features and large leaves, the overlapping bases of which form the so-called false trunk. Only female flowers develop into the banana fruit (botanically considered a berry). Each plant can bear fruit only once. The seeds are sterile, so propagation occurs through shoots from the rhizomes. Bananas are an important food staple in tropic regions.
[END]

[TERRAIN_JUNGLE_GOOD_FOUR_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_JUNGLE>Jungle<e>
[END]

[TERRAIN_JUNGLE_GOOD_FOUR_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+10 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_JUNGLE_GOOD_FOUR_GAMEPLAY]
Sugar grows in the <L:DATABASE_TERRAIN,TERRAIN_JUNGLE>Jungle<e>, where dense vegetation and humidity make for a perfect growing environment.
[END]

[TERRAIN_JUNGLE_GOOD_FOUR_HISTORICAL]
Serious European harvesting and refinement of sugar from the sugar beet began during the Napoleonic wars, when sugar from sugar cane became unavailable.  But this was far from the first time that war and the fate of sugar were intertwined. More than one hundred years before, in 1764, the British decision to tax the American colonies with a new duty on molasses, the so-called Sugar Act, added fuel to the fire which would become the American Revolution.
[END]


[TERRAIN_MOUNTAIN_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Alpine Mountain<e>
[END]

[TERRAIN_MOUNTAIN_GOOD_ONE_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_MOUNTAIN_GOOD_ONE_GAMEPLAY]
<L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Alpine Mountains<e> are ideal locations for growing tea plants, the leaves of which are dried and steeped in water.  Tea is one of the most common drinks in the world.
[END]

[TERRAIN_MOUNTAIN_GOOD_ONE_HISTORICAL]
The tea plant (Thea sinensis, Camellia thea, or C. sinensis) is an evergreen related to the camellia. It is native to India and probably parts of China and Japan. In the wild it grows to about 30 feet (9.1 meters) in height, but in cultivation it is normally pruned to 3 to 5 feet (91 to 152 centimeters). Tea plants require a well-drained habitat in a warm climate with ample rainfall. The leaves are prepared by drying, rolling, and then firing. Black teas (such as pekoes), unlike green teas, are fermented before firing; oolong teas are partially fermented. Tea's stimulating properties are due to its relatively high caffeine content plus its astringency to tannin. Grown in China since prehistoric times, tea was produced on a commercial scale there by the 8th century. It was introduced into Europe by the Dutch <L:DATABASE_WONDERS,WONDER_EAST_INDIA_COMPANY>East India Company<e> in the 17th century, and its popularity helped spur the opening of Eastern Asia to western commerce. In colonial America, a tax on tea led to the Boston Tea Party in 1773. Today tea is consumed by more people and in greater quantity than any beverage except water.
[END]

[TERRAIN_MOUNTAIN_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Alpine Mountain<e>
[END]

[TERRAIN_MOUNTAIN_GOOD_TWO_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_MOUNTAIN_GOOD_TWO_GAMEPLAY]
Emeralds are among the most precious naturally produced stones in the world.  Prized for their deep green beauty, they are found in <L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Alpine Mountains<e>.
[END]

[TERRAIN_MOUNTAIN_GOOD_TWO_HISTORICAL]
Emeralds are highly valued gems. They are a green variety of the mineral beryl. The finest emeralds are found in Colombia. Other sources are Russia, Zimbabwe, and Australia. The Oriental emerald is the transparent green variety of corundum.
[END]

[TERRAIN_MOUNTAIN_GOOD_THREE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Alpine Mountain<e>
[END]

[TERRAIN_MOUNTAIN_GOOD_THREE_STATISTICS]
+20 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[TERRAIN_MOUNTAIN_GOOD_THREE_GAMEPLAY]
Coal deposits are found on <L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Alpine Mountain<e> tiles. Coal is burned to produce energy.
[END]

[TERRAIN_MOUNTAIN_GOOD_THREE_HISTORICAL]
Coal is a fuel substance of plant origin, composed largely of carbon with varying amounts of mineral matter. Coal belongs to a series of carbonaceous fuels that have varying compositions in the relative amounts of moisture, volatile matter, and fixed carbon. The most useful types of coal contain the largest amounts of carbon and the smallest amounts of moisture and volatile matter. The highest grade of coal is anthracite, or hard coal, which is nearly pure carbon and is used as a domestic fuel. Bituminous coal, or soft coal, with a lower carbon content, is used as an industrial fuel and in making coke. Lignite and peat are the lowest in carbon content. Large amounts of coal were formed in the Carboniferous period of geological time (approximately 280 to 345 million years ago). It is thought that great quantities of vegetable matter collected and underwent slow decomposition in swamps that were similar to present-day peat bogs and lagoons. The peat that formed was converted to lignite and coal by metamorphism. The pressure of accumulated layers of overlying sediment and rock forced out much of the volatile matter, leaving beds or seams of compact coal interstratified with shales, clays, or sandstones. Higher grades of coal were produced where the stress was greatest. Major U.S. coal fields are found in Appalachia, the Midwest, the Rocky Mountain region, and along the Gulf Coast. The chief coal-producing countries of Europe are Russia, Ukraine, Poland, Germany, Britain, France, and Belgium. Valuable coal deposits also exist in China, India, South Africa, and Australia.
[END]

[TERRAIN_MOUNTAIN_GOOD_FOUR_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Alpine Mountain<e>
[END]

[TERRAIN_MOUNTAIN_GOOD_FOUR_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_MOUNTAIN_GOOD_FOUR_GAMEPLAY]
Found exclusively in <L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Alpine Mountain<e> areas, Bears are hunted for their pelts, their claws and even their internal organs, which have medicinal value.
[END]

[TERRAIN_MOUNTAIN_GOOD_FOUR_HISTORICAL]
The brown bear (Ursus arctos) is a large bear species found across Eurasia and North America. In North America, the populations of brown bears are called grizzly bears, while the subspecies that inhabits the Kodiak Islands of Alaska is known as the Kodiak bear. It is one of the largest living terrestrial members of the order Carnivora, rivaled in size only by its closest relative, the polar bear (Ursus maritimus), which is much less variable in size and slightly bigger on average. The brown bear's range includes parts of Russia, Central Asia, the Himalayas, China, Canada, the United States, Hokkaido, Scandinavia, Finland, the Balkans, Carpathian region, Iran, Anatolia, and the Caucasus
[END]


[TERRAIN_PLAINS_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_PLAINS>Plains<e>
[END]

[TERRAIN_PLAINS_GOOD_ONE_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+15 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_PLAINS_GOOD_ONE_GAMEPLAY]
The <L:DATABASE_TERRAIN,TERRAIN_PLAINS>Plains<e> are host to a diverse array of plants, some of which are endowed with fragrances and flavors that can be used to season and preserve food.  Some spices are not available everywhere, and can fetch high prices on the open market.
[END]

[TERRAIN_PLAINS_GOOD_ONE_HISTORICAL]
Spices are aromatic vegetable products used as a flavorings or condiments. The term was formerly also applied to pungent or aromatic foods, incense and perfume ingredients, and embalming agents. Spices include stimulating condiments (such as pepper and mustard), aromatic spices (such as cloves, nutmeg, and mace), and sweet herbs (such as thyme and mint). They are used whole, as powders, and as tinctures. 
[END]

[TERRAIN_PLAINS_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_PLAINS>Plains<e>
[END]

[TERRAIN_PLAINS_GOOD_TWO_STATISTICS]
+20 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+10 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_PLAINS_GOOD_TWO_GAMEPLAY]
Elephants roam the <L:DATABASE_TERRAIN,TERRAIN_PLAINS>Plains<e> and are hunted for their ivory tusks as well as their meat.  They are a rare good.
[END]

[TERRAIN_PLAINS_GOOD_TWO_HISTORICAL]
Although elephant meat and skin have never been very valuable, the elephant tusk, ivory, has been widely valued since the time of the Egyptians. Greeks used ivory for their chryselephantine statues, in which ivory represented skin.  In Byzantine times, ivory book covers, boxes, and even thrones decorated the estates of the rich. Even the near extinction of the elephant only temporarily diminished the demand for ivory. It was not until the 21st century that geneticists replenished the elephant population.
[END]

[TERRAIN_PLAINS_GOOD_THREE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_PLAINS>Plains<e>
[END]

[TERRAIN_PLAINS_GOOD_THREE_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
[END]

[TERRAIN_PLAINS_GOOD_THREE_GAMEPLAY]
Wheat is a cereal plant (genus Triticum) of the grass family, a major food and an important commodity of the world grain market. Wheat can be found on <L:DATABASE_TERRAIN,TERRAIN_PLAINS>Plains<e> tiles.
[END]

[TERRAIN_PLAINS_GOOD_THREE_HISTORICAL]
Wheat is an annual (probably derived from a perennial) that grows best where the weather is cool during its early growth. Modern wheat varieties are usually classified as winter wheats (fall-planted and unusually winter-hardy) and spring wheats (spring-planted). Hard-kerneled varieties (hard wheats) yield flour with a high gluten content, used to make breads; soft-kerneled ones (soft wheats) are starchier, and their flour is used to make cakes and biscuits. Durum wheat is a very hard-kerneled wheat used in pasta products. Wheat is also used in the manufacture of beer and whiskey, and the grain, the bran (the residue from milling), and the rest of the plant are valuable livestock feed. Wheat was one of the first grains to be cultivated: bread wheat was grown in the Nile River valley by 5000 BC. Major modern wheat-producing areas include North America, China, Western Europe, Ukraine, Kazakhstan, Russia, India, Pakistan, and Australia.
[END]

[TERRAIN_PLAINS_GOOD_FOUR_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_PLAINS>Plains<e>
[END]

[TERRAIN_PLAINS_GOOD_FOUR_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+10 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_PLAINS_GOOD_FOUR_GAMEPLAY]
Living in <L:DATABASE_TERRAIN,TERRAIN_PLAINS>Plains<e> terrain, the Horse is an extremely valuable animal, and provides food, commercial, and military benefits.

With a few early exceptions it is impossible to build horse-based units without access to Horses (which can include receiving them in <L:DATABASE_CONCEPTS,CONCEPT_TRADE>Trade<e> from other nations).
[END]

[TERRAIN_PLAINS_GOOD_FOUR_HISTORICAL]
The horse has evolved over the past 45 to 55 million years from a small multi-toed creature, Eohippus, into the large, single-toed animal of today. Humans began domesticating horses around 4000 BC, and their domestication is believed to have been widespread by 3000 BC. 

Horses are adapted to run, allowing them to quickly escape predators, possessing an excellent sense of balance and a strong fight-or-flight response. Related to this need to flee from predators in the wild is an unusual trait: horses are able to sleep both standing up and lying down, with younger horses tending to sleep significantly more than adults. Most domesticated horses begin training under a saddle or in a harness between the ages of two and four. They reach full adult development by age five, and have an average lifespan of between 25 and 30 years.

Horses were historically used in warfare, from which a wide variety of riding and driving techniques developed, using many different styles of equipment and methods of control.
[END]


[TERRAIN_SWAMP_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_SWAMP>Swamp<e>
[END]

[TERRAIN_SWAMP_GOOD_ONE_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_SWAMP_GOOD_ONE_GAMEPLAY]
Alligators are found in <L:DATABASE_TERRAIN,TERRAIN_SWAMP>Swamps<e>.  They are a rare find, coveted as a food source and valued for their skin.
[END]

[TERRAIN_SWAMP_GOOD_ONE_HISTORICAL]
Alligators and their relatives, crocodiles have existed for millions of years, little changed from their prehistoric ancestors.  First hunted commercially in the 1880s, the American alligator was once at risk of extinction. In the 20th century laws regulating the hunting of these creatures helped restore the alligator population.  Since then, the business of processing alligators for their skin and meat has been carefully regulated to eliminate the export of leather made from its still endangered relatives.
[END]

[TERRAIN_SWAMP_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_SWAMP>Swamp<e>
[END]

[TERRAIN_SWAMP_GOOD_TWO_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
[END]

[TERRAIN_SWAMP_GOOD_TWO_GAMEPLAY]
Rice is a cereal grain (Oryza sativa) of the grass family, probably native to the Ganges, Tigris, Chang (Yangtze), and Euphrates River deltas. Growing only in <L:DATABASE_TERRAIN,TERRAIN_SWAMP>Swamps<e>, rice provides large amounts of <L:DATABASE_CONCEPT,CONCEPT_FOOD>food<e> for the masses.
[END]

[TERRAIN_SWAMP_GOOD_TWO_HISTORICAL]
Rice requires warmth and abundant moisture, the plant is an annual, from 2 to 6 feet (61 to 183 cm) tall, with a round, jointed stem, long, pointed leaves, and seeds borne in a dense head on separate stalks. Thousands of rice strains are now known, both cultivated and wild. Estimates are that half the world's population subsists wholly or partially on rice. The largest producers are China, India, Indonesia, Bangladesh, and Thailand. Most rice that is grown is also consumed domestically. Brown rice has greater food value than white, since the outer coatings (which are polished away to yield white rice) contain protein and minerals, while the white endosperm is chiefly carbohydrate. As a food, rice is low in fat and protein, as compared to other grains. The beverage sake is brewed from rice. 
[END]

[TERRAIN_SWAMP_GOOD_THREE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_SWAMP>Swamp<e>
[END]

[TERRAIN_SWAMP_GOOD_THREE_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_SWAMP_GOOD_THREE_GAMEPLAY]
Chili can be found in  <L:DATABASE_TERRAIN,TERRAIN_SWAMP>Swamps<e>. 
[END]

[TERRAIN_SWAMP_GOOD_THREE_HISTORICAL]
Chili peppers, from Nahuatl "chilli", are varieties of the berry-fruit of plants from the genus Capsicum, which are members of the nightshade family Solanaceae, cultivated for their pungency. Chili peppers are widely used in many cuisines as a spice to add "heat" to dishes.
[END]

[TERRAIN_SWAMP_GOOD_FOUR_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_SWAMP>Swamp<e>
[END]

[TERRAIN_SWAMP_GOOD_FOUR_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[TERRAIN_SWAMP_GOOD_FOUR_GAMEPLAY]
Peat can be found in <L:DATABASE_TERRAIN,TERRAIN_SWAMP>Swamps<e>. 
[END]

[TERRAIN_SWAMP_GOOD_FOUR_HISTORICAL]
Peat is a valuable natural resource, used for many purposes including a source of fire, a covering for dwellings and as a fertilizer.
[END]


[TERRAIN_TUNDRA_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_TUNDRA>Tundra<e>
[END]

[TERRAIN_TUNDRA_GOOD_ONE_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_TUNDRA_GOOD_ONE_GAMEPLAY]
Caribou live in <L:DATABASE_TERRAIN,TERRAIN_TUNDRA>Tundra<e>, and are hunted for food and skins.
[END]

[TERRAIN_TUNDRA_GOOD_ONE_HISTORICAL]
The Tundra, an inhospitable terrain for most creatures, is the perfect location for caribou. Unlike coniferous forests where Caribou can also be found, the tundra has wide open spaces that allow the animals to escape from their slower enemies, wolves. Caribou hides and meat are highly prized, but their antlers are their most distinctive and valuable component. Unlike deer, both male and female caribou grow antlers that are periodically shed. For centuries, native Indians have used antler for decorations, weaponry, and religious and medicinal purposes.
[END]

### TERRAIN_TUNDRA_GOOD_TWO is unused

[TERRAIN_TUNDRA_GOOD_THREE_PREREQ]
[END]

[TERRAIN_TUNDRA_GOOD_THREE_STATISTICS]
[END]

[TERRAIN_TUNDRA_GOOD_THREE_GAMEPLAY]
Cut Off!
[END]

[TERRAIN_TUNDRA_GOOD_THREE_HISTORICAL]
[END]

### TERRAIN_TUNDRA_GOOD_FOUR is unused


[TERRAIN_WATER_BEACH_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WATER_SHALLOW>Shallow Ocean<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_BEACH>Beach<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_SHELF>Continental Shelves<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_REEF>Coral Reef<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_KELP>Kelp Bed<e>
[END]

[TERRAIN_WATER_BEACH_GOOD_ONE_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
[END]

[TERRAIN_WATER_BEACH_GOOD_ONE_GAMEPLAY]
<L:DATABASE_TERRAIN,TERRAIN_WATER_SHALLOW>Shallow Oceans<e>, <L:DATABASE_TERRAIN,TERRAIN_WATER_BEACH>Beaches<e>, <L:DATABASE_TERRAIN,TERRAIN_WATER_SHELF>Continental Shelfs<e>, <L:DATABASE_TERRAIN,TERRAIN_WATER_REEF>Coral Reef<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_KELP>Kelp Beds<e> are home to crabs, which are hunted as a high-priced food source.
[END]

[TERRAIN_WATER_BEACH_GOOD_ONE_HISTORICAL]
Throughout history, the crab has been prized as a delicacy.  In more recent times, crabs have been found to be useful in cosmetics, drugs, water treatment, even fertilizer. Chitisan, found in the crab's shell, contains DNA inhibitors that may have use as, ironically, a cancer inhibitor.
[END]

[TERRAIN_WATER_BEACH_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WATER_BEACH>Beach<e>
[END]

[TERRAIN_WATER_BEACH_GOOD_TWO_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
[END]

[TERRAIN_WATER_BEACH_GOOD_TWO_GAMEPLAY]
Fish are limbless, aquatic, vertebrate animal with fins, internal gills, and skin. They are normally found in abundance on <L:DATABASE_TERRAIN,TERRAIN_WATER_BEACH>Beach<e> tiles.
[END]

[TERRAIN_WATER_BEACH_GOOD_TWO_HISTORICAL]
Most fish are cold-blooded, limbless, aquatic, vertebrate animals with a glandular secretion that decreases friction. Most fish have scales. A typical fish is torpedo-shaped, with a head containing a brain and sensory organs, a muscular-walled trunk with a cavity containing internal organs, and a muscular tail. Most fish propel themselves through water with weaving movements and control direction with their fins. Although some fish, such as sharks, bear live young, most fish eggs are fertilized and hatched in water. There are over 20,000 species of fish in three classes: Agnatha, the most primitive fishes, jawless and without paired pelvic and pectoral fins (such as the lamprey); Chondrichthyes, cartilaginous fishes, with skeletons of cartilage but no swim bladder or lungs (such as the shark and ray); and Osteichthyes, bony fishes, the most highly developed. Bony fishes have a bony skeleton and a swim bladder or lungs, and are divided into fleshy-finned (such as the lobefin and lungfish) and ray-finned fishes (such as BASS). The largest fish is the whale shark (Rhincodon typus), reaching 50 feet (15 meters) in length and are found worldwide in tropical seas. The smallest is the 1/2 inch (1.3 centimeter) goby (family Gobiidae) of the Philippines.
[END]

[TERRAIN_WATER_BEACH_GOOD_THREE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WATER_BEACH>Beach<e>
[END]

[TERRAIN_WATER_BEACH_GOOD_THREE_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+10 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_WATER_BEACH_GOOD_THREE_GAMEPLAY]
<L:DATABASE_TERRAIN,TERRAIN_WATER_BEACH>Beach<e> tiles are where one finds Murex Snails, the source of the famous Purple Dye so highly prized by the Ancients.
[END]

[TERRAIN_WATER_BEACH_GOOD_THREE_HISTORICAL]
The costly and labor-intensive dyes of Tyrian purple (or royal purple) and tekhelet were historically made by the ancient Phoenicians and Jews respectively, using mucus from the hypobranchial gland of two species commonly referred to as "Murex".

This dye was used in royal robes, other kinds of special ceremonial or ritual garments, or garments indicating high rank. It is hypothesized that the dye was the same dye as that which featured prominently in the ancient Temple in Jerusalem, adding color to the clothing of the High Priest (or Kohen Gadol) officiating there.
[END]

### TERRAIN_WATER_BEACH_GOOD_FOUR is unused


[TERRAIN_WATER_DEEP_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WATER_DEEP>Deep Ocean<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_RIFT>Submarine Ridge<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_TRENCH >Submarine Canyon<e>
[END]

[TERRAIN_WATER_DEEP_GOOD_ONE_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_WATER_DEEP_GOOD_ONE_GAMEPLAY]
<L:DATABASE_TERRAIN,TERRAIN_WATER_DEEP>Deep Oceans<e> are home to whales, which are hunted for food, fuel, clothing and weaponry.
[END]

[TERRAIN_WATER_DEEP_GOOD_ONE_HISTORICAL]
Defenders of whaling argue that every part of a whale can be used and processed to make oil, shoe polish, perfume, fertilizer, soap, shampoo, and other products. The response, since the International Whaling Commission formed in 1946, is that whales must be protected in order to prevent their extinction. Altruism was not the only inspiration for this meeting of nations. Commercial interests feared the over-exploitation, and thus the lower prices that unlimited whaling might yield.
[END]

[TERRAIN_WATER_DEEP_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WATER_DEEP>Deep Ocean<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_RIFT>Submarine Ridge<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_TRENCH >Submarine Canyon<e>
[END]

[TERRAIN_WATER_DEEP_GOOD_TWO_STATISTICS]
+20 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_WATER_DEEP_GOOD_TWO_GAMEPLAY]
Though rare, giant squid are found in <L:DATABASE_TERRAIN,TERRAIN_WATER_DEEP>Deep Oceans<e>, <L:DATABASE_TERRAIN,TERRAIN_WATER_RIFT>Submarine Ridges<e>, <L:DATABASE_TERRAIN,TERRAIN_WATER_TRENCH >Submarine Canyons<e>, and are a valuable source of food and other raw materials.
[END]

[TERRAIN_WATER_DEEP_GOOD_TWO_HISTORICAL]
The nemesis of Captain Nemo in Jules Verne's classic "Twenty Thousand Leagues Under the Sea," the giant squid has been a legendary creature for hundreds of years.  Occasionally reaching 60 feet long and weighing over a ton, the giant squid is found more often in the stomachs of sperm whales than alive in the ocean. It makes for unappetizing eating, but as a raw material it can be refined for everything from soap and paint to chemicals and liquid crystal.
[END]

[TERRAIN_WATER_DEEP_GOOD_THREE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WATER_DEEP>Deep Ocean<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_RIFT>Submarine Ridge<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_TRENCH >Submarine Canyon<e>
[END]

[TERRAIN_WATER_DEEP_GOOD_THREE_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
[END]

[TERRAIN_WATER_DEEP_GOOD_THREE_GAMEPLAY]
Tuna are large fish that are found in <L:DATABASE_TERRAIN,TERRAIN_WATER_DEEP>Deep Water<e> tiles. 
[END]

[TERRAIN_WATER_DEEP_GOOD_THREE_HISTORICAL]
Tuna are the largest fish of the mackerel family. Hunted as game and for food, the family includes the little tuna (weighing 10 pounds / 4.5 kilograms) of the Atlantic, the most important commercial variety of tuna. The bluefin tuna (Thunnus thynnus) are the giant of bony fishes (200-500 pounds / 90-225 kilograms). Finally, the Pacific albacore (up to 60 pounds / 27 kilograms) are marketed as whitemeat tuna.
[END]

[TERRAIN_WATER_DEEP_GOOD_FOUR_PREREQ]
[END]

[TERRAIN_WATER_DEEP_GOOD_FOUR_STATISTICS]
[END]

[TERRAIN_WATER_DEEP_GOOD_FOUR_GAMEPLAY]
Cut Off!
[END]

[TERRAIN_WATER_DEEP_GOOD_FOUR_HISTORICAL]
[END]


[TERRAIN_WATER_SHALLOW_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WATER_SHALLOW>Shallow Ocean<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_BEACH>Beach<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_SHELF>Continental Shelf<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_REEF>Coral Reef<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_KELP>Kelp Bed<e>
[END]

[TERRAIN_WATER_SHALLOW_GOOD_ONE_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
[END]

[TERRAIN_WATER_SHALLOW_GOOD_ONE_GAMEPLAY]
<L:DATABASE_TERRAIN,TERRAIN_WATER_SHALLOW>Shallow Oceans<e>, <L:DATABASE_TERRAIN,TERRAIN_WATER_BEACH>Beaches<e>, <L:DATABASE_TERRAIN,TERRAIN_WATER_SHELF>Continental Shelves<e>, <L:DATABASE_TERRAIN,TERRAIN_WATER_REEF>Coral Reef<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_KELP>Kelp Beds<e> are home to crabs, which are hunted as a high-priced food source.
[END]

[TERRAIN_WATER_SHALLOW_GOOD_ONE_HISTORICAL]
Throughout history, the crab has been prized as a delicacy.  In more recent times, crabs have been found to be useful in cosmetics, drugs, water treatment, even fertilizer. Chitisan, found in the crab's shell, contains DNA inhibitors that may have use as, ironically, a cancer inhibitor.
[END]

[TERRAIN_WATER_SHALLOW_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WATER_SHALLOW>Shallow Ocean<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_SHELF>Continental Shelf<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_REEF>Coral Reef<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_KELP>Kelp Bed<e>
[END]

[TERRAIN_WATER_SHALLOW_GOOD_TWO_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_WATER_SHALLOW_GOOD_TWO_GAMEPLAY]
<L:DATABASE_TERRAIN,TERRAIN_WATER_SHALLOW>Shallow Oceans<e>, <L:DATABASE_TERRAIN,TERRAIN_WATER_SHELF>Continental Shelves<e>, <L:DATABASE_TERRAIN,TERRAIN_WATER_REEF>Coral Reefs<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_KELP>Kelp Beds<e> are prime habitat for oysters, which nurture grains of sand into a commodity prized for their uniqueness as well as their rarity.  Pearls are used primarily for jewelry and are sure to fetch a high price in any market.
[END]

[TERRAIN_WATER_SHALLOW_GOOD_TWO_HISTORICAL]
Pearls have been treasured by most Civilizations since the dawn of time. The Shun empress of China was said to have received a tribute of pearls in 2250 BC and Cleopatra supposedly dissolved a large pearl in a glass of wine and drank it to impress Mark Antony with the limitless wealth of her kingdom. The first successful pearl farm was begun in 1906 in Espiritu Santo Island in the Mexican Gulf of California, leading to the science of pearl cultivation.
[END]

[TERRAIN_WATER_SHALLOW_GOOD_THREE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WATER_SHALLOW>Shallow Ocean<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_SHELF>Continental Shelf<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_REEF>Coral Reef<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_KELP>Kelp Bed<e>
[END]

[TERRAIN_WATER_SHALLOW_GOOD_THREE_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
[END]

[TERRAIN_WATER_SHALLOW_GOOD_THREE_GAMEPLAY]
Salmon are fish that are found in <L:DATABASE_TERRAIN,TERRAIN_WATER_SHALLOW>Shallow Water<e>, <L:DATABASE_TERRAIN,TERRAIN_WATER_SHELF>Continental Shelf<e>, <L:DATABASE_TERRAIN,TERRAIN_WATER_REEF>Coral Reef<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_KELP>Kelp Bed<e> tiles.
[END]

[TERRAIN_WATER_SHALLOW_GOOD_THREE_HISTORICAL]
Salmon are marine fish of the family Salmonidae that spawn in fresh water. The herring-like Salmonidae are characterized by soft, rayless, adipose fins and live in cold, oxygen-rich waters. They are generally a uniform silver in color. The Atlantic salmon (genus Salmo), once abundant, is threatened by pollution, damming, and over fishing. Salmon feed on crustaceans at sea and small fish while spawning and reach 15 pounds (6.8 kilograms). The Pacific salmon (genus Oncorhynchus), comprising five species, is commercially the most important. The largest, the chinook, may reach 100 pounds (45 kilograms); the blueback forms the bulk of canned salmon. Pacific salmon are famed for their grueling journeys of hundreds of miles to their headwater breeding grounds. The genus Salvelinus includes the European chars and the North American brook trout.
[END]

[TERRAIN_WATER_SHALLOW_GOOD_FOUR_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WATER_SHALLOW>Shallow Ocean<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_SHELF>Continental Shelf<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_REEF>Coral Reef<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_KELP>Kelp Bed<e>
[END]

[TERRAIN_WATER_SHALLOW_GOOD_FOUR_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
[END]

[TERRAIN_WATER_SHALLOW_GOOD_FOUR_GAMEPLAY]
Lobsters are large marine crustaceans that are found in <L:DATABASE_TERRAIN,TERRAIN_WATER_SHALLOW>Shallow Water<e>, <L:DATABASE_TERRAIN,TERRAIN_WATER_SHELF>Continental Shelf<e>, <L:DATABASE_TERRAIN,TERRAIN_WATER_REEF>Coral Reef<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_KELP>Kelp Bed<e> tiles. 
[END]

[TERRAIN_WATER_SHALLOW_GOOD_FOUR_HISTORICAL]
Lobsters are a large marine crustacean with five pairs of jointed legs - the first pair bearing large pincer-like claws of unequal size adapted to crushing the shells of its prey. The dark-green common American lobsters (Homarus americanus) are found from Labrador to North Carolina, but primarily along the New England coast. When lobsters are cooked, the shell turns bright red. Lobster meat is considered a delicacy.
[END]


[TERRAIN_WHITE_HILL_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WHITE_HILL>Polar Hill<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_VOLCANO>Submarine Volcano<e>
[END]

[TERRAIN_WHITE_HILL_GOOD_ONE_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>
[END]

[TERRAIN_WHITE_HILL_GOOD_ONE_GAMEPLAY]
Sapphires are precious gems that can be found in <L:DATABASE_TERRAIN,TERRAIN_WHITE_HILL>Polar Hill<e> tiles.
[END]

[TERRAIN_WHITE_HILL_GOOD_ONE_HISTORICAL]
Sapphires are precious gems, a transparent blue variety of corundum. Sapphires are found chiefly in Thailand, India, Sri Lanka, and Myanmar. Like rubies, some sapphires show an internal star when cut with a round top. Synthetic sapphire stones are made by fusing aluminum oxide, with titanium oxide added for color.
[END]

[TERRAIN_WHITE_HILL_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WHITE_MOUNTAIN>Arctic Mountain<e>
<L:DATABASE_TERRAIN,TERRAIN_WHITE_HILL>Arctic Hill<e>
[END]

[TERRAIN_WHITE_HILL_GOOD_TWO_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_WHITE_HILL_GOOD_TWO_GAMEPLAY]
Polar Bears are a valuable resource that can be found in <L:DATABASE_TERRAIN,TERRAIN_WHITE_MOUNTAIN>Arctic Mountains<e> and <L:DATABASE_TERRAIN,TERRAIN_WHITE_HILL>Arctic Hills<e>.
[END]

[TERRAIN_WHITE_HILL_GOOD_TWO_HISTORICAL]
Almost all parts of the Polar Bear are utilized by hunters. The fur is used to make trousers and footwear, the meat is edible, the fat is used in food and as a fuel for lighting homes, sinews are used as thread for sewing clothes, the gallbladder and sometimes heart are dried and powdered for medicinal purposes and the large canine teeth are highly valued as talismans.
[END]

[TERRAIN_WHITE_HILL_GOOD_THREE_PREREQ]
[END]

[TERRAIN_WHITE_HILL_GOOD_THREE_STATISTICS]
[END]

[TERRAIN_WHITE_HILL_GOOD_THREE_GAMEPLAY]
[END]

[TERRAIN_WHITE_HILL_GOOD_THREE_HISTORICAL]
[END]

[TERRAIN_WHITE_HILL_GOOD_FOUR_PREREQ]
Location:
[END]

[TERRAIN_WHITE_HILL_GOOD_FOUR_STATISTICS]
[END]

[TERRAIN_WHITE_HILL_GOOD_FOUR_GAMEPLAY]
[END]

[TERRAIN_WHITE_HILL_GOOD_FOUR_HISTORICAL]
[END]

### End of Goods Section

[TERRAIN_WATER_BEACH_PREREQ]
Food: 10
Production: 10
Commerce: 10

Goods:
<L:DATABASE_RESOURCE,TERRAIN_WATER_BEACH_GOOD_ONE>Crabs<e>
<L:DATABASE_RESOURCE,TERRAIN_WATER_BEACH_GOOD_TWO>Fish<e> 
and <L:DATABASE_RESOURCE,TERRAIN_WATER_BEACH_GOOD_THREE>Dye<e>
[END]

[TERRAIN_WATER_BEACH_STATISTICS]
Movement: 1
Defense: +0%
[END]

[TERRAIN_WATER_BEACH_GAMEPLAY]
Beach tiles are excellent places to build <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> next to, as any city on a tile adjacent to a beach tile may build naval units.  Cities near beaches can also take advantage of such ocean-based <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> as <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_NETS>Nets<e>, <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_TUNNEL>Undersea Tunnels<e> and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PORT>Ports<e>.  

Beaches are fertile ground for fish and other seafood, and give moderate levels of <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> to any <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_NETS>Nets<e> or <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_TRAWLERS>Trawlers<e> built on them.  They also provide minimal <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> and <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>.

<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_ONE>Crabs<e>, <L:DATABASE_RESOURCE,TERRAIN_WATER_BEACH_GOOD_TWO>Fish<e> and <L:DATABASE_RESOURCE,TERRAIN_WATER_BEACH_GOOD_THREE>Dye<e> are <L:DATABASE_CONCEPTS,CONCEPT_GOODS>Goods<e> native to Beach tiles.
[END]

[TERRAIN_WATER_BEACH_HISTORICAL]
[END]

[TERRAIN_WATER_SHELF_PREREQ]
Food: 5
Production: 10
Commerce: 5

Goods:
<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_ONE>Crabs<e>
<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_TWO>Pearls<e> 
<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_THREE>Salmon<e>
<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_FOUR>Lobster<e> 
[END]

[TERRAIN_WATER_SHELF_STATISTICS]
Movement: 1
Defense: +0%
[END]

[TERRAIN_WATER_SHELF_GAMEPLAY]
Continental Shelves are the dramatic slope between <L:DATABASE_TERRAIN,TERRAIN_WATER_SHALLOW>Shallow Water<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_DEEP>Deep Water<e> tiles.  They are rich in <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>, and provide a small amount of <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> and <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>.  One can build <L:DATABASE_CONCEPTS,CONCEPT_SEA_COLONIES>Underwater Cities<e> on them, as well as many ocean-based <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e>.

<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_ONE>Crabs<e>, <L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_TWO>Pearls<e>, <L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_THREE>Salmon<e> and <L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_FOUR>Lobster<e> are <L:DATABASE_CONCEPTS,CONCEPT_GOODS>Goods<e> native to shelf tiles.
[END]

[TERRAIN_WATER_SHELF_HISTORICAL]
[END]

[TERRAIN_DEAD_PREREQ]
Food: 0
Production: 0
Commerce: 0

Goods:
none
[END]

[TERRAIN_DEAD_STATISTICS]
Movement: 2
Defense: +0%
[END]

[TERRAIN_DEAD_GAMEPLAY]
Dead Tiles do not naturally occur anywhere in the game.  They are the unfortunate result of sustained toxic levels of <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e>.  When a tile is dead, construction of <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> and harvesting of resources become impossible.

Once a player discovers <L:DATABASE_ADVANCES,ADVANCE_TRIBUNAL_EMPIRE>Tribunal Empire<e>, they can, at considerable expense, <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> a dead tile and restore the terrain type that existed before profound neglect rendered it inhospitable.  But, by far the best course of action is to mitigate <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> long before toxicity becomes a threat.
[END]

[TERRAIN_DEAD_HISTORICAL]
[END]

[TERRAIN_WATER_DEEP_PREREQ]
Food: 10
Production: 10
Commerce: 5

Goods:
<L:DATABASE_RESOURCE,TERRAIN_WATER_DEEP_GOOD_ONE>Whale<e>
<L:DATABASE_RESOURCE,TERRAIN_WATER_DEEP_GOOD_TWO>Giant Squid<e> 
<L:DATABASE_RESOURCE,TERRAIN_WATER_DEEP_GOOD_ONE>Tuna<e>
[END]

[TERRAIN_WATER_DEEP_STATISTICS]
Movement: 1
Defense: +0%
[END]

[TERRAIN_WATER_DEEP_GAMEPLAY]
Deep Ocean tiles are ideal places for Undersea Colonies and ocean-based <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e>, as their proximity to geothermal energy affords substantial <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>.  Building <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> in deep waters is, understandably, more expensive than in <L:DATABASE_TERRAIN,TERRAIN_WATER_SHALLOW>Shallow Water<e>.

<L:DATABASE_RESOURCE,TERRAIN_WATER_DEEP_GOOD_ONE>Whales<e>, <L:DATABASE_RESOURCE,TERRAIN_WATER_DEEP_GOOD_TWO>Giant Squids<e> and <L:DATABASE_RESOURCE,TERRAIN_WATER_DEEP_GOOD_ONE>Tuna<e> are <L:DATABASE_CONCEPTS,CONCEPT_GOODS>Goods<e> native to deep ocean tiles.
[END]

[TERRAIN_WATER_DEEP_HISTORICAL]
[END]

[TERRAIN_DESERT_PREREQ]
Food: 0
Production: 0
Commerce: 5

Goods:
<L:DATABASE_RESOURCE,TERRAIN_DESERT_GOOD_ONE>Glass<e> 
<L:DATABASE_RESOURCE,TERRAIN_DESERT_GOOD_TWO>Oil<e>
<L:DATABASE_RESOURCE,TERRAIN_DESERT_GOOD_THREE>Dates<e> 
<L:DATABASE_RESOURCE,TERRAIN_DESERT_GOOD_FOUR>Camels<e>
[END]

[TERRAIN_DESERT_STATISTICS]
Movement: 2
Defense: +0%
[END]

[TERRAIN_DESERT_GAMEPLAY]
Deserts are not conducive to healthy <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  An unimproved Desert tile has no <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> or <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> and only a small <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> bonus.  Players can build the whole range of land-based <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e>.  Units have difficulty moving through Deserts, so <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ROAD>Roads<e> are advised.  <L:DATABASE_CONCEPTS,CONCEPT_RIVER>Rivers<e> boost all resources on Desert tiles, Food production in particular (from 0 to 20)

After the discovery of the <L:DATABASE_ADVANCES,ADVANCE_AGRICULTURAL_REVOLUTION>Agricultural Revolution<e> Advance, players can <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> Desert tiles.

<L:DATABASE_RESOURCE,TERRAIN_DESERT_GOOD_ONE>Glass<e>, <L:DATABASE_RESOURCE,TERRAIN_DESERT_GOOD_TWO>Oil<e>, <L:DATABASE_RESOURCE,TERRAIN_DESERT_GOOD_THREE>Dates<e> and <L:DATABASE_RESOURCE,TERRAIN_DESERT_GOOD_FOUR>Camels<e> are <L:DATABASE_CONCEPTS,CONCEPT_GOODS>Goods<e> found in deserts.
[END]

[TERRAIN_DESERT_HISTORICAL]
[END]

[TERRAIN_BROWN_MOUNTAIN_PREREQ]
Food: 0
Production: 10
Commerce: 10

Goods:
<L:DATABASE_RESOURCE,TERRAIN_BROWN_MOUNTAIN_GOOD_ONE>Iron Ore<e>
<L:DATABASE_RESOURCE,TERRAIN_BROWN_MOUNTAIN_GOOD_TWO>Silver<e>
[END]

[TERRAIN_BROWN_MOUNTAIN_STATISTICS]
Movement: 4
Defense: +100%
[END]

[TERRAIN_BROWN_MOUNTAIN_GAMEPLAY]
Desert Mountains are hostile to all but the hardiest of life and give no <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>.  However, they afford moderate amounts of <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> and <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>.  One cannot build <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FARMS>Farms<e>, only <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ROAD>Roads<e> and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MINES>Mines<e>.  Desert Mountain tiles give a substantial <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defensive<e> bonus to any units on them, but movement across Desert Mountains without the benefit of roads is extremely slow.

The <L:DATABASE_ADVANCES,ADVANCE_EXPLOSIVES>Explosives<e> Advance allows one to <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> Desert Mountains.

<L:DATABASE_CONCEPTS,CONCEPT_GOODS>Goods<e> like <L:DATABASE_RESOURCE,TERRAIN_BROWN_MOUNTAIN_GOOD_ONE>Iron Ore<e> and <L:DATABASE_RESOURCE,TERRAIN_BROWN_MOUNTAIN_GOOD_TWO>Silver<e> are found in Desert Mountains.
[END]

[TERRAIN_BROWN_MOUNTAIN_HISTORICAL]
[END]

[TERRAIN_FOREST_PREREQ]
Food: 10
Production: 5
Commerce: 10

Goods:
<L:DATABASE_RESOURCE,TERRAIN_FOREST_GOOD_ONE>Hardwood<e>
<L:DATABASE_RESOURCE,TERRAIN_FOREST_GOOD_TWO>Deer<e>
<L:DATABASE_RESOURCE,TERRAIN_FOREST_GOOD_THREE>Apples<e>
<L:DATABASE_RESOURCE,TERRAIN_FOREST_GOOD_FOUR>Beavers<e>
[END]

[TERRAIN_FOREST_STATISTICS]
Movement: 2
Defense: +25%
[END]

[TERRAIN_FOREST_GAMEPLAY]
Forests provide a limited <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> output but offer moderate amounts of <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> and <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>. Among the available <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> are <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ROAD>Roads<e> and various forms of Commerce improvements such as <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_VILLAGE>Villages<e>.  <L:DATABASE_CONCEPTS,CONCEPT_RIVER>Rivers<e> that run through Forest tiles substantially increase <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>, <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> and <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>.

After the discovery of the <L:DATABASE_ADVANCES,ADVANCE_ARCHITECTURE>Architecture<e> Advance, players can <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> Forest tiles.

Exotic <L:DATABASE_RESOURCE,TERRAIN_FOREST_GOOD_ONE>Hardwood<e>, <L:DATABASE_RESOURCE,TERRAIN_FOREST_GOOD_TWO>Deer<e>, <L:DATABASE_RESOURCE,TERRAIN_FOREST_GOOD_THREE>Apples<e> and <L:DATABASE_RESOURCE,TERRAIN_FOREST_GOOD_FOUR>Beavers<e> are the trade <L:DATABASE_CONCEPTS,CONCEPT_GOODS>Goods<e> native to Forest tiles.
[END]

[TERRAIN_FOREST_HISTORICAL]
[END]

[TERRAIN_GRASSLAND_PREREQ]
Food: 15
Production: 5
Commerce: 5

Goods:
<L:DATABASE_RESOURCE,TERRAIN_GRASSLAND_GOOD_ONE>Cotton<e>
<L:DATABASE_RESOURCE,TERRAIN_GRASSLAND_GOOD_TWO>Tobacco<e>
<L:DATABASE_RESOURCE,TERRAIN_GRASSLAND_GOOD_THREE>Potatoes<e>
<L:DATABASE_RESOURCE,TERRAIN_GRASSLAND_GOOD_FOUR>Poppies<e>
[END]

[TERRAIN_GRASSLAND_STATISTICS]
Movement: 1
Defense: +0%
[END]

[TERRAIN_GRASSLAND_GAMEPLAY]
Ample <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> and fair levels of <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> make Grassland tiles ideal for <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> building.  Players can build most land-based <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> on Grasslands, while  <L:DATABASE_CONCEPTS,CONCEPT_RIVER>Rivers<e> that flow through Grassland tiles bring even greater bonuses.

Discovery of the <L:DATABASE_ADVANCES,WATER_LIFTS>Water Lifts<e> Advance enables <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraforming<e> Grasslands.

<L:DATABASE_RESOURCE,TERRAIN_GRASSLAND_GOOD_ONE>Cotton<e>, <L:DATABASE_RESOURCE,TERRAIN_GRASSLAND_GOOD_TWO>Tobacco<e>, <L:DATABASE_RESOURCE,TERRAIN_GRASSLAND_GOOD_THREE>Potatoes<e>, <L:DATABASE_RESOURCE,TERRAIN_GRASSLAND_GOOD_FOUR>Poppies<e> are the <L:DATABASE_CONCEPTS,CONCEPT_GOODS>Goods<e> that Grasslands provide.
[END]

[TERRAIN_GRASSLAND_HISTORICAL]
[END]

[TERRAIN_HILL_PREREQ]
Food: 5
Production: 10
Commerce: 10

Goods:
<L:DATABASE_RESOURCE,TERRAIN_HILL_GOOD_ONE>Coffee<e>
<L:DATABASE_RESOURCE,TERRAIN_HILL_GOOD_TWO>Grapes<e>
<L:DATABASE_RESOURCE,TERRAIN_HILL_GOOD_THREE>Uranium<e>
<L:DATABASE_RESOURCE,TERRAIN_HILL_GOOD_FOUR>Olives<e>
[END]

[TERRAIN_HILL_STATISTICS]
Movement: 2
Defense: +50%
[END]

[TERRAIN_HILL_GAMEPLAY]
Hills are good places to build <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, because they give a <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defensive<e> bonus to any units stationed there.  The <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> and <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> bonuses are substantial, but <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> is minimal.  One can build <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ROAD>Roads<e>, <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MINES>Mines<e> and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PASTURE>Pastures<e>, but not <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FARMS>Farms<e>.

One needs to discover <L:DATABASE_ADVANCES,ADVANCE_EXPLOSIVES>Explosives<e> to <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> Hills.

<L:DATABASE_RESOURCE,TERRAIN_HILL_GOOD_ONE>Coffee<e>, <L:DATABASE_RESOURCE,TERRAIN_HILL_GOOD_TWO>Grapes<e>, <L:DATABASE_RESOURCE,TERRAIN_HILL_GOOD_THREE>Uranium<e>, <L:DATABASE_RESOURCE,TERRAIN_HILL_GOOD_FOUR>Olives<e> are the <L:DATABASE_CONCEPTS,CONCEPT_GOODS>Goods<e> found on Hill tiles.
[END]

[TERRAIN_HILL_HISTORICAL]
[END]

[TERRAIN_GLACIER_PREREQ]
Food: 0
Production: 0
Commerce: 0

Goods:
<L:DATABASE_RESOURCE,TERRAIN_GLACIER_GOOD_ONE>Seals<e>
<L:DATABASE_RESOURCE,TERRAIN_GLACIER_GOOD_TWO>Walrus<e>
[END]

[TERRAIN_GLACIER_STATISTICS]
Movement: 3
Defense: +0%
[END]

[TERRAIN_GLACIER_GAMEPLAY]
Glacier tiles are almost completely inhospitable.  One may build a city on a Glacier, but it will be exceedingly difficult to support.  Tile Improvement construction is impossible.  There is no <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>, <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> or <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>.  Movement is severely limited and there is no <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e> bonus for units.  It is best to avoid these lands as much as possible.

One must discover <L:DATABASE_ADVANCES,ADVANCE_POLAR_TERRAFORMING>Polar Terraforming<e> in order to <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> Glacier tiles.

<L:DATABASE_RESOURCE,TERRAIN_GLACIER_GOOD_ONE>Seals<e> and <L:DATABASE_RESOURCE,TERRAIN_GLACIER_GOOD_TWO>Walrus<e> are the <L:DATABASE_CONCEPTS,CONCEPT_GOODS>Goods<e> found on Glacier tiles.
[END]

[TERRAIN_GLACIER_HISTORICAL]
[END]

[TERRAIN_WATER_RIFT_PREREQ]
Food: 5
Production: 20
Commerce: 5

Goods:
<L:DATABASE_RESOURCE,TERRAIN_WATER_DEEP_GOOD_ONE>Whale<e>
<L:DATABASE_RESOURCE,TERRAIN_WATER_DEEP_GOOD_TWO>Giant Squid<e> 
<L:DATABASE_RESOURCE,TERRAIN_WATER_DEEP_GOOD_THREE>Tuna<e> 
[END]

[TERRAIN_WATER_RIFT_STATISTICS]
Movement: 1
Defense: +0%
[END]

[TERRAIN_WATER_RIFT_GAMEPLAY]
Their proximity to intense geothermal activity endows Sub-oceanic Ridges with extremely high levels of <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>.  Though they provide minimal <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> and <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>, they are suitable for Undersea Colonies and can contain any ocean-based <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvement<e>.

<L:DATABASE_RESOURCE,TERRAIN_WATER_DEEP_GOOD_ONE>Whale<e>, <L:DATABASE_RESOURCE,TERRAIN_WATER_DEEP_GOOD_TWO>Giant Squid<e> and <L:DATABASE_RESOURCE,TERRAIN_WATER_DEEP_GOOD_THREE>Tuna<e> are the Goods to be found in Rifts.
[END]

[TERRAIN_WATER_RIFT_HISTORICAL]
[END]

[TERRAIN_MOUNTAIN_PREREQ]
Food: 0
Production: 15
Commerce: 10

Goods:
<L:DATABASE_RESOURCE,TERRAIN_MOUNTAIN_GOOD_ONE>Tea<e>
<L:DATABASE_RESOURCE,TERRAIN_MOUNTAIN_GOOD_TWO>Emeralds<e>
<L:DATABASE_RESOURCE,TERRAIN_MOUNTAIN_GOOD_THREE>Coal<e>
<L:DATABASE_RESOURCE,TERRAIN_MOUNTAIN_GOOD_FOUR>Bears<e>
[END]

[TERRAIN_MOUNTAIN_STATISTICS]
Movement: 4
Defense: +100%
[END]

[TERRAIN_MOUNTAIN_GAMEPLAY]
Alpine Mountains make up for their lack of a <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> with substantial levels of <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> and fair amounts of <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>.  Mountains are good places to build well-fortified <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, as the <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e> bonus to units is considerable.  Movement without <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ROAD>Roads<e> is extremely slow, though road construction is very expensive.  One can build <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MINES>Mines<e>, but not <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FARMS>Farms<e> or Commerce Improvements.

The discovery of <L:DATABASE_ADVANCES,ADVANCE_FUSION>Fusion<e> enables <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraforming<e> Mountains.

<L:DATABASE_RESOURCE,TERRAIN_MOUNTAIN_GOOD_ONE>Tea<e>, <L:DATABASE_RESOURCE,TERRAIN_MOUNTAIN_GOOD_TWO>Emeralds<e>, <L:DATABASE_RESOURCE,TERRAIN_MOUNTAIN_GOOD_THREE>Coal<e> and <L:DATABASE_RESOURCE,TERRAIN_MOUNTAIN_GOOD_FOUR>Bears<e> are the Goods to be found in Alpine Mountains.
[END]

[TERRAIN_MOUNTAIN_HISTORICAL]
[END]

[TERRAIN_WHITE_HILL_PREREQ]
Food: 0
Production: 5
Commerce: 5

Goods:
<L:DATABASE_RESOURCE,TERRAIN_WHITE_HILL_GOOD_ONE>Sapphires<e>
<L:DATABASE_RESOURCE,TERRAIN_WHITE_HILL_GOOD_TWO>Polar Bears<e>
[END]

[TERRAIN_WHITE_HILL_STATISTICS]
Movement: 2
Defense: +50%
[END]

[TERRAIN_WHITE_HILL_GAMEPLAY]
Polar Hills are less than desirable locations for <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, owing to their lack of <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>.  <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> and <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> levels are minimal.  One can build <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MINES>Mines<e> and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ROAD>Roads<e>, but the harsh weather and extreme cold make supporting <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FARMS>Farms<e> impossible.  Movement is slow, and there is a moderate defensive bonus for units.

<L:DATABASE_ADVANCES,ADVANCE_POLAR_TERRAFORMING>Polar Terraforming<e> is required to <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> Polar Hill tiles.

<L:DATABASE_RESOURCE,TERRAIN_WHITE_HILL_GOOD_ONE>Sapphires<e> and <L:DATABASE_RESOURCE,TERRAIN_WHITE_HILL_GOOD_TWO>Polar Bears<e> are the Goods found in Polar Hills.
[END]

[TERRAIN_WHITE_HILL_HISTORICAL]
[END]

[TERRAIN_WHITE_MOUNTAIN_PREREQ]
Food: 0
Production: 10
Commerce: 5

Goods:
<L:DATABASE_RESOURCE,TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE>Rubies<e>
<L:DATABASE_RESOURCE,TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO>Diamonds<e>
<L:DATABASE_RESOURCE,TERRAIN_ARCTIC_MOUNTAIN_GOOD_THREE>Bauxite<e>
<L:DATABASE_RESOURCE,TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR>Polar Bears<e>
[END]

[TERRAIN_WHITE_MOUNTAIN_STATISTICS]
Movement: 4
Defense: +100%
[END]

[TERRAIN_WHITE_MOUNTAIN_GAMEPLAY]
Though <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> is impossible to grow in Polar Mountains, <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> may make these tiles suitable enough location for <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  There is a small amount of <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>.  Movement is extremely slow and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ROAD>Roads<e>, though expensive, are possible.  <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MINES>Mines<e> are the only industry available.

<L:DATABASE_ADVANCES,ADVANCE_POLAR_TERRAFORMING>Polar Terraforming<e> is required to <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> Polar Mountains.

<L:DATABASE_RESOURCE,TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE>Rubies<e>, <L:DATABASE_RESOURCE,TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO>Diamonds<e>,  <L:DATABASE_RESOURCE,TERRAIN_ARCTIC_MOUNTAIN_GOOD_THREE>Bauxite<e> and <L:DATABASE_RESOURCE,TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR>Polar Bears<e> are the Goods found in Polar Mountains.
[END]

[TERRAIN_WHITE_MOUNTAIN_HISTORICAL]
[END]

[TERRAIN_JUNGLE_PREREQ]
Food: 5
Production: 10
Commerce: 5

Goods:
<L:DATABASE_RESOURCE,TERRAIN_JUNGLE_GOOD_ONE>Medicinal Herbs<e>
<L:DATABASE_RESOURCE,TERRAIN_JUNGLE_GOOD_TWO>Jade<e>
<L:DATABASE_RESOURCE,TERRAIN_JUNGLE_GOOD_THREE>Bananas<e>
<L:DATABASE_RESOURCE,TERRAIN_JUNGLE_GOOD_FOUR>Sugar<e>
[END]

[TERRAIN_JUNGLE_STATISTICS]
Movement: 3
Defense: +25%
[END]

[TERRAIN_JUNGLE_GAMEPLAY]
Rain Forests have an abundance of natural resources, making available small amounts of <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>, substantial <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> and a minimum of <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>.  A <L:DATABASE_CONCEPTS,CONCEPT_RIVER>River<e> enhances the bonuses.  <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FARMS>Farming<e> and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MINES>Mining<e> are both impossible, but one can build Commerce improvements such as <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_VILLAGE>Villages<e> and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_TOWN>Towns<e>.  <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ROAD>Roads<e> are strongly advised, as unaided movement through this terrain is slow.

The discovery of <L:DATABASE_ADVANCES,ADVANCE_AGRICULTURAL_REVOLUTION>Agricultural Revolution<e> enables <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraforming<e> of Rain Forest tiles.

<L:DATABASE_RESOURCE,TERRAIN_JUNGLE_GOOD_ONE>Medicinal Herbs<e>, <L:DATABASE_RESOURCE,TERRAIN_JUNGLE_GOOD_TWO>Jade<e>, <L:DATABASE_RESOURCE,TERRAIN_JUNGLE_GOOD_THREE>Bananas<e> and <L:DATABASE_RESOURCE,TERRAIN_JUNGLE_GOOD_FOUR>Sugar<e> are the Goods found in rain forests.
[END]

[TERRAIN_JUNGLE_HISTORICAL]
[END]

[TERRAIN_BROWN_HILL_PREREQ]
Food: 0
Production: 10
Commerce: 5

Goods:
<L:DATABASE_RESOURCE,TERRAIN_BROWN_HILL_GOOD_ONE>Copper<e>
<L:DATABASE_RESOURCE,TERRAIN_BROWN_HILL_GOOD_TWO>Gold<e>
<L:DATABASE_RESOURCE,TERRAIN_DESERT_GOOD_ONE>Glass<e>
<L:DATABASE_RESOURCE,TERRAIN_DESERT_GOOD_FOUR>Camels<e>
[END]

[TERRAIN_BROWN_HILL_STATISTICS]
Movement: 2
Defense: +50%
[END]

[TERRAIN_BROWN_HILL_GAMEPLAY]
Sand Dunes are desolate and hostile locales, lacking suitable resources for <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> building.  <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> is moderate, <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> is scarce, <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> is nonexistent and movement is slow.  One can build <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ROAD>Roads<e> and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MINES>Mines<e>, but not <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FARMS>Farms<e>.  Units enjoy a moderate <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e> bonus.

<L:DATABASE_ADVANCES,ADVANCE_EXPLOSIVES>Explosives<e> enable <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraforming<e> Sand Dunes.

<L:DATABASE_RESOURCE,TERRAIN_BROWN_HILL_GOOD_ONE>Copper<e>, <L:DATABASE_RESOURCE,TERRAIN_BROWN_HILL_GOOD_TWO>Gold<e>, <L:DATABASE_RESOURCE,TERRAIN_DESERT_GOOD_ONE>Glass<e> and <L:DATABASE_RESOURCE,TERRAIN_DESERT_GOOD_FOUR>Camels<e> are the Goods found on sand dune tiles.
[END]

[TERRAIN_BROWN_HILL_HISTORICAL]
[END]

[TERRAIN_PLAINS_PREREQ]
Food: 10
Production: 10
Commerce: 5

Goods:
<L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_ONE>Spices<e>
<L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_TWO>Elephant<e>
<L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_THREE>Wheat<e>
<L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horse<e>
[END]

[TERRAIN_PLAINS_STATISTICS]
Movement: 1
Defense: +0%
[END]

[TERRAIN_PLAINS_GAMEPLAY]
The Plains are a fine place to build a city.  <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> is plentiful and <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> is substantial.  One can build any land-based <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvement<e> on the prairie - except <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FARMS>Farms<e> - and movement is fairly unhindered.
<L:DATABASE_CONCEPTS,CONCEPT_RIVER>Rivers<e> increase the yield from prairie tiles.

One must discover <L:DATABASE_ADVANCES,ADVANCE_DOMESTICATION>Domestication<e> in order to <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> Plains.

<L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_ONE>Spices<e>, <L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_TWO>Elephants<e>, <L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_THREE>Wheat<e> and <L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horses<e> are the Goods found on Plains.
[END]

[TERRAIN_PLAINS_HISTORICAL]
[END]

[TERRAIN_WATER_SHALLOW_PREREQ]
Food: 10
Production: 10
Commerce: 5

Goods:
<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_ONE>Crab<e>
<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_TWO>Pearls<e>
<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_THREE>Salmon<e>
<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_FOUR>Lobster<e>
[END]

[TERRAIN_WATER_SHALLOW_STATISTICS]
Movement: 1
Defense: +0%
[END]

[TERRAIN_WATER_SHALLOW_GAMEPLAY]
Both <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> and <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> are plentiful on shallow ocean tiles.  They are cost-effective locations for ocean-based <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> like <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_TUNNEL>Undersea Tunnels<e> and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FISHERIES>Fisheries<e>.

<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_ONE>Crabs<e>, <L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_TWO>Pearls<e>, <L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_THREE>Salmon<e> and <L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_FOUR>Lobster<e> are the Goods that will occasionally appear on shallow ocean tiles.
[END]

[TERRAIN_WATER_SHALLOW_HISTORICAL]
[END]

[TERRAIN_SWAMP_PREREQ]
Food: 5
Production: 5
Commerce: 5

Goods:
<L:DATABASE_RESOURCE,TERRAIN_SWAMP_GOOD_ONE>Alligator<e>
<L:DATABASE_RESOURCE,TERRAIN_SWAMP_GOOD_TWO>Rice<e>
<L:DATABASE_RESOURCE,TERRAIN_SWAMP_GOOD_THREE>Chili<e>
<L:DATABASE_RESOURCE,TERRAIN_SWAMP_GOOD_FOUR>Peat<e>
[END]

[TERRAIN_SWAMP_STATISTICS]
Movement: 3
Defense: +25%
[END]

[TERRAIN_SWAMP_GAMEPLAY]
Swamps are unsuitable for <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  There is a scarce amount of <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> minimal <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> and a small amount of <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>.  <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ROAD>Roads<e> and Commerce improvements such as <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_VILLAGE>Villages<e> are the only tile improvements one can build.

The <L:DATABASE_ADVANCES,ADVANCE_INDUSTRIAL_REVOLUTION>Industrial Revolution<e> Advance enables <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraforming<e> Swamp tiles.

<L:DATABASE_RESOURCE,TERRAIN_SWAMP_GOOD_ONE>Alligator<e> , <L:DATABASE_RESOURCE,TERRAIN_SWAMP_GOOD_TWO>Rice<e>, <L:DATABASE_RESOURCE,TERRAIN_SWAMP_GOOD_THREE>Chili<e> and <L:DATABASE_RESOURCE,TERRAIN_SWAMP_GOOD_FOUR>Peat<e> are <L:DATABASE_CONCEPTS,CONCEPT_GOODS>Goods<e> found in swamps.
[END]

[TERRAIN_SWAMP_HISTORICAL]
[END]

[TERRAIN_WATER_TRENCH_PREREQ]
Food: 5
Production: 10
Commerce: 10

Goods:
<L:DATABASE_RESOURCE,TERRAIN_WATER_DEEP_GOOD_ONE>Whale<e>
<L:DATABASE_RESOURCE,TERRAIN_WATER_DEEP_GOOD_TWO>Giant Squid<e> 
<L:DATABASE_RESOURCE,TERRAIN_WATER_DEEP_GOOD_THREE>Tuna<e> 
[END]

[TERRAIN_WATER_TRENCH_STATISTICS]
Movement: 1
Defense: +0%
[END]

[TERRAIN_WATER_TRENCH_GAMEPLAY]
Submarine canyons are places teeming with life and energy, both of which are hard to harvest.  <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> and <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> in submarine canyons is fairly plentiful, and <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> is minimal.  One can build any ocean-based tile Improvement, as well as <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.
[END]

[TERRAIN_WATER_TRENCH_HISTORICAL]
[END]

[TERRAIN_WATER_VOLCANO_PREREQ]
Food: 0
Production: 25
Commerce: 15

Goods:
<L:DATABASE_RESOURCE,TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE>Rubies<e>
<L:DATABASE_RESOURCE,TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO>Diamonds<e>
<L:DATABASE_RESOURCE,TERRAIN_WHITE_HILL_GOOD_ONE>Sapphires<e>
[END]

[TERRAIN_WATER_VOLCANO_STATISTICS]
Movement: 1
Defense: +0%
[END]

[TERRAIN_WATER_VOLCANO_GAMEPLAY]
Submarine Volcanoes are the greatest source of <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> on the planet.  Mining is expensive and time consuming to build but can reap substantial benefits.  There is an abundance of <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>, but no <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>.

One can build <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MINES>Mines<e> and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_TUNNEL>Undersea Tunnels<e>, but not <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_NETS>Nets<e> or <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FISHERIES>Fisheries<e>.

<L:DATABASE_RESOURCE,TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE>Rubies<e>, <L:DATABASE_RESOURCE,TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO>Diamonds<e> and <L:DATABASE_RESOURCE,TERRAIN_WHITE_HILL_GOOD_ONE>Sapphires<e>, though rare, are Goods found on Submarine Volcanoes.
[END]

[TERRAIN_WATER_VOLCANO_HISTORICAL]
[END]

[TERRAIN_TUNDRA_PREREQ]
Food: 0
Production: 5
Commerce: 0

Goods:
<L:DATABASE_RESOURCE,TERRAIN_TUNDRA_GOOD_ONE>Caribou<e>
<L:DATABASE_RESOURCE,TERRAIN_DESERT_GOOD_TWO>Oil<e>
[END]

[TERRAIN_TUNDRA_STATISTICS]
Movement: 2
Defense: +0%
[END]

[TERRAIN_TUNDRA_GAMEPLAY]
Tundra tiles are abysmal places to build <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  They have no 
<L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>, minimal <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> and no <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Commerce<e>.  <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MINES>Mining<e> and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FARMS>Farming<e> are both impossible.  Movement is slow and there is no <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e> bonus.

<L:DATABASE_ADVANCES,ADVANCE_POLAR_TERRAFORMING>Polar Terraforming<e> allows one to <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> Tundra.

<L:DATABASE_RESOURCE,TERRAIN_TUNDRA_GOOD_ONE>Caribou<e> and <L:DATABASE_RESOURCE,TERRAIN_DESERT_GOOD_TWO>Oil<e> are <L:DATABASE_CONCEPTS,CONCEPT_GOODS>Goods<e> found on Tundra.
[END]

[TERRAIN_TUNDRA_HISTORICAL]
[END]

[TERRAIN_WATER_REEF_PREREQ]
Food: 10
Production: 15
Commerce: 5

Goods:
<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_ONE>Crab<e> 
<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_TWO>Pearls<e>
<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_THREE>Salmon<e> 
<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_FOUR>Lobster<e>
[END]

[TERRAIN_WATER_REEF_STATISTICS]
Movement: 1
Defense: +0%
[END]

[TERRAIN_WATER_REEF_GAMEPLAY]
Coral Reefs are found in shallow waters, where <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> is high, <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> is moderate and <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Commerce<e> low.  

One can build any ocean-based <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> on Coral Reefs, except for <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_MINES>Undersea Mines<e> and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PORT>Ports<e>.

Coral Reefs are abundant with life, and make an ideal place to harvest the Goods, <L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_ONE>Crabs<e>, <L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_TWO>Pearls<e>, <L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_THREE>Salmon<e> and <L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_FOUR>Lobster<e>.
[END]

[TERRAIN_WATER_REEF_HISTORICAL]
[END]

[TERRAIN_WATER_KELP_PREREQ]
Food: 15
Production: 10
Commerce: 5

Goods:
<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_ONE>Crab<e>
<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_TWO>Pearls<e>
<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_THREE>Salmon<e> 
<L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_FOUR>Lobster<e>
[END]

[TERRAIN_WATER_KELP_STATISTICS]
Movement: 1
Defense: +0%
[END]

[TERRAIN_WATER_KELP_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> is abundant in kelp beds, where fish can live and feed safe from predators.  They have moderate <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> and minimal commercial value.

One can build any ocean-based <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> on Kelp Beds, except for <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_MINES>Undersea Mines<e> and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PORT>Ports<e>.

Kelp beds often have Goods, such as <L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_ONE>Crabs<e> and <L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_TWO>Pearls<e>, <L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_THREE>Salmon<e> and <L:DATABASE_RESOURCE,TERRAIN_WATER_SHALLOW_GOOD_FOUR>Lobster<e>.
[END]

[TERRAIN_WATER_KELP_HISTORICAL]
[END]


#### Reformatted the Tile Improvement Section - Alphabetical ###

[TILEIMP_ADVANCED_FARMS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AGRICULTURAL_REVOLUTION>Agricultural Revolution<e>
[END]

[TILEIMP_ADVANCED_FARMS_STATISTICS]
+15-20 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
800-1000 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_ADVANCED_FARMS_GAMEPLAY]
Advanced Farms take advantage of the breakthroughs that come about from the <L:DATABASE_ADVANCES,ADVANCE_AGRICULTURAL_REVOLUTION>Agricultural Revolution<e> to produce an additional 5-10 more Food than standard <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FARMS>Farms<e>.
[END]

[TILEIMP_ADVANCED_FARMS_HISTORICAL]
[END]

[TILEIMP_ADVANCED_MINES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MODERN_METALLURGY>Modern Metallurgy<e>
[END]

[TILEIMP_ADVANCED_MINES_STATISTICS]
+20-30 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
1200-1800 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4-5 Turns
[END]

[TILEIMP_ADVANCED_MINES_GAMEPLAY]
Advanced Mines use explosives to extract precious metals from the earth.  When worked, Advanced Mines increase Production by 20 to 30 (depending on terrain type) and Commerce by 5.  They can be built on all Hills and mountains.

With the discovery of <L:DATABASE_ADVANCES,ADVANCE_OIL_REFINING>Oil Refining<e>, Oil Derricks can be constructed in <L:DATABASE_TERRAIN,TERRAIN_DESERT>Desert<e> terrain while the <L:DATABASE_ADVANCES,ADVANCE_CORPORATION>Corporation<e> Advance extends their availability to <L:DATABASE_TERRAIN,TERRAIN_TUNDRA>Tundra<e> tiles.
[END]

[TILEIMP_ADVANCED_MINES_HISTORICAL]
[END]

[TILEIMP_ADVANCED_TRAWLERS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RADIO_NAVIGATION>Radio Navigation<e>
[END]

[TILEIMP_ADVANCED_TRAWLERS_STATISTICS]
+20-35 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
1200-1800 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4-5 Turns
[END]

[TILEIMP_ADVANCED_TRAWLERS_GAMEPLAY]
Advanced Trawlers expand the food-gathering potential previously provided by the <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_TRAWLERS>Sail-powered vessels<e> of an earlier era, and can be placed on any ocean tile within the borders of the empire.

NOTE: For graphical reasons, Advanced Trawlers and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_TUNNEL>Undersea Tunnels<e> cannot coexist in the same tile. If you build one where the other already exists, it will replace it.
[END]

[TILEIMP_ADVANCED_TRAWLERS_HISTORICAL]
Trawlers changed as their motive force shifted from sail to coal-fired steam by World War I, and then to diesel and turbines by the end of World War II.

The first trawlers fished over the side, rather than over the stern. In 1947, the company Christian Salvesen, based in Leith, Scotland, refitted a surplus Algerine-class minesweeper (HMS Felicity) with refrigeration equipment and a factory ship stern ramp, to produce the first combined freezer/stern trawler in 1947.

The first purpose-built stern trawler was "Fairtry" built in 1953 at Aberdeen. The ship was much larger than any other trawlers then in operation and inaugurated the era of the super trawler. As the ship pulled its nets over the stern, it could lift out a much greater haul of up to 60 tonnes. "Lord Nelson" followed in 1961, installed with vertical plate freezers that had been researched and built at the Torry Research Station. These ships served as a basis for the expansion of super trawlers around the world in the following decades.
[END]

[TILEIMP_ADVANCED_UNDERSEA_MINES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ULTRAPRESSURE_MACHINERY>Ultra-Pressure Machinery<e>
[END]

[TILEIMP_ADVANCED_UNDERSEA_MINES_STATISTICS]
+30-60 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
4200-7800 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
6 Turns
[END]

[TILEIMP_ADVANCED_UNDERSEA_MINES_GAMEPLAY]
Advanced undersea mines plunder the mineral-rich sea floor for a Production increase of 30 to 60 (depending on terrain type) and a Commerce increase of 5.  Build them on <L:DATABASE_TERRAIN,TERRAIN_WATER_DEEP>Deep Ocean<e>, <L:DATABASE_TERRAIN,TERRAIN_WATER_VOLCANO>Submarine Volcano<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_RIFT>Suboceanic Ridge<e> tiles.
[END]

[TILEIMP_ADVANCED_UNDERSEA_MINES_HISTORICAL]
[END]

[TILEIMP_AIR_BASES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AERODYNAMICS>Aerodynamics<e>
[END]

[TILEIMP_AIR_BASES_STATISTICS]
1700-2000 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4-5 Turns
[END]

[TILEIMP_AIR_BASES_GAMEPLAY]
Airbases are excellent ways to extend the range of air units beyond the reaches of an empire's <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  Players may place airbases on land tiles within their empire's borders so that air units may refuel at them.
[END]

[TILEIMP_AIR_BASES_HISTORICAL]
[END]

[TILEIMP_AQUACULTURE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ROBOTICS>Robotics<e>
[END]

[TILEIMP_AQUACULTURE_STATISTICS]
+30-45 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
2000-2400 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_AQUACULTURE_GAMEPLAY]
Aquaculture is the breeding, rearing, and harvesting of fish, shellfish, algae, and other organisms in all types of water environments. These facilities are the most advanced oceanic <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> tile improvement.  They increase Food from a single tile 30-45.

With the discovery of <L:DATABASE_ADVANCES,ADVANCE_LIQUID_BREATHING_APPARATUS>Fluid Breathing<e>, <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_HARVESTER>Undersea Harvesters<e> are able to collect both food (+50) and minerals (+10) from the seafloor along <L:DATABASE_TERRAIN,TERRAIN_WATER_VOLCANO>Submarine Volcano<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_RIFT>Suboceanic Ridge<e> tiles.
[END]

[TILEIMP_AQUACULTURE_HISTORICAL]
[END]

[TILEIMP_CARBON_SINK_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_POLAR_TERRAFORMING>Polar Terraforming<e>
[END]

[TILEIMP_CARBON_SINK_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
-60 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
3000 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
5 Turns
[END]

[TILEIMP_CARBON_SINK_GAMEPLAY]
After the discovery of <L:DATABASE_ADVANCES,ADVANCE_POLAR_TERRAFORMING>Polar Terraforming<e>, <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MEGA_MINES>Mega Mines<e> constructed on <L:DATABASE_TERRAIN,TERRAIN_GLACIER>Glaciers<e> and <L:DATABASE_TERRAIN,TERRAIN_TUNDRA>Tundra<e> operate as Carbon Sinks, reducing Production in that tile by -60 (and providing a small +5 increase in Food), thus helping to offset the rise in <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>greenhouse gases<e>.

The Carbon Sink is placed on the map using the <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MEGA_MINES>Mega Mines<e> icon on the ButtonBank.
[END]

[TILEIMP_DRILLING_PLATFORM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OIL_REFINING>Oil Refining<e>
[END]

[TILEIMP_DRILLING_PLATFORM_STATISTICS]
+25 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
+10 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
4200 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_DRILLING_PLATFORM_GAMEPLAY]
Drilling Platforms extract oil from ocean tiles, increasing the <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> yield by 25 and <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> by 10.  Build them on any ocean tile.
[END]

[TILEIMP_DRILLING_PLATFORM_HISTORICAL]
[END]

[TILEIMP_EARLY_FARMS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AGRICULTURE>Agriculture<e>
[END]

[TILEIMP_EARLY_FARMS_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
100 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
2 Turns
[END]

[TILEIMP_EARLY_FARMS_GAMEPLAY]
After the discovery of <L:DATABASE_ADVANCES,ADVANCE_AGRICULTURE>Agriculture<e>, <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PASTURE>Pastures<e> constructed on <L:DATABASE_TERRAIN,TERRAIN_GRASSLAND>Grassland<e> appear as Early Farms, providing a small increase in Food.

The Early Farm is placed on the map using the <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PASTURE>Pastures<e> icon on the ButtonBank.
[END]

[TILEIMP_EARLY_FARMS_HISTORICAL]
[END]

[TILEIMP_FARMS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_WATER_LIFTS>Water Lifts<e>
[END]

[TILEIMP_FARMS_STATISTICS]
+5-10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
300-500 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_FARMS_GAMEPLAY]
Farms increase the <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> yield from Deserts by +5 and Grassland by +10.
[END]

[TILEIMP_FARMS_HISTORICAL]
[END]

[TILEIMP_FISHERIES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MAP_MAKING>Map Making<e>
[END]

[TILEIMP_FISHERIES_STATISTICS]
+10-20 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
600-1000 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_FISHERIES_GAMEPLAY]
Fisheries are one step beyond <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_NETS>Nets<e>, as fishermen now venture further out into the ocean.  They can't be placed on <L:DATABASE_TERRAIN,TERRAIN_WATER_BEACH>Beaches<e>, but Players can build them on any other ocean tile within the borders of their empire.

NOTE: For graphical reasons, Fisheries and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_TUNNEL>Undersea Tunnels<e> cannot coexist in the same tile. If you build one where the other already exists, it will replace it.
[END]

[TILEIMP_FISHERIES_HISTORICAL]
[END]

[TILEIMP_FORTIFICATIONS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASONRY>Masonry<e>
[END]

[TILEIMP_FORTIFICATIONS_STATISTICS]
+50% Defense
+2 Vision
3000 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_FORTIFICATIONS_GAMEPLAY]
Fortifications significantly increase the Defense bonus a tile provides.  Units garrisoned within a Fortification add this bonus and the terrain bonus to their own Defense rating.  They allow military units to heal out in the field. They also have a vision range of 2.  

Players can use Fortifications to extend their borders.
[END]

[TILEIMP_FORTIFICATIONS_HISTORICAL]
[END]

[TILEIMP_HYDROPONIC_FARMS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GENETICS>Genetics<e>
[END]

[TILEIMP_HYDROPONIC_FARMS_STATISTICS]
+10-35 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
2000-2400 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4-5 Turns
[END]

[TILEIMP_HYDROPONIC_FARMS_GAMEPLAY]
Hydroponic Domes use the most advanced farming technology available to create very high levels of Food (up to 35 increase) and a small <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> bonus of 5 per tile. They can be constructed on all land terrain except Mountains, Glaciers, Swamps and Jungle.
[END]

[TILEIMP_HYDROPONIC_FARMS_HISTORICAL]
[END]

[TILEIMP_LATIFUNDIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AQUEDUCTS>Aqueducts<e>
[END]

[TILEIMP_LATIFUNDIA_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
1200 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_LATIFUNDIA_GAMEPLAY]
Latifundias are State-owned lands that were used as large ranches and farms, and manned by large slave populations.
[END]

[TILEIMP_LATIFUNDIA_HISTORICAL]
[END]

[TILEIMP_LISTENING_POSTS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ELECTRICITY>Electricity<e>
[END]

[TILEIMP_LISTENING_POSTS_STATISTICS]
900-1000 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_LISTENING_POSTS_GAMEPLAY]
Listening posts vastly increase the vision range of one's empire.  Place them near <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> or on most land tiles at the perimeter of your empire.  Each Listening Post has a vision-level of 6.

With the discovery of <L:DATABASE_ADVANCES,ADVANCE_RADIO_NAVIGATION>Radio Navigation<e>, a <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_RADIO_TOWER>Radio Tower<e> version of the Listening Post can be constructed on all forms of Mountain terrain, providing a vision-level of 7.
[END]

[TILEIMP_LISTENING_POSTS_HISTORICAL]
[END]

[TILEIMP_MAGLEV_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HT_SUPERCONDUCTOR>Superconductor<e>
[END]

[TILEIMP_MAGLEV_STATISTICS]
480-3200 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_MAGLEV_GAMEPLAY]
Magnetic levitation trains (Maglevs) are the fastest land-based transportation available.  They decrease movement costs significantly, enabling land units to traverse great distances in a single turn.

KEY POINT: Maglevs can only be built on top of Railroads. 
[END]

[TILEIMP_MAGLEV_HISTORICAL]
[END]

[TILEIMP_MEGA_FARMS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CORPORATION>Corporation<e>
[END]

[TILEIMP_MEGA_FARMS_STATISTICS]
+20-30 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
1200-1400 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_MEGA_FARMS_GAMEPLAY]
Mega Farms increases the <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> yield from Deserts by +20 and from Plains & Grassland by +30.

Eventually, with the advent of <L:DATABASE_ADVANCES,ADVANCE_CONSERVATION>Conservation<e>, a <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_NATURE_PRESERVE>Nature Preserve<e> version of the Mega Farm can be constructed on <L:DATABASE_TERRAIN,TERRAIN_JUNGLE>Jungle<e> and <L:DATABASE_TERRAIN,TERRAIN_SWAMP>Swamp<e> terrain, reducing Production in that tile by -20 (and providing a small increase in Food & Gold), thus helping to offset the rise in <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>global pollution<e>.
[END]

[TILEIMP_MEGA_FARMS_HISTORICAL]
[END]

[TILEIMP_MEGA_MINES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_ECONOMICS>Global Economics<e>
[END]

[TILEIMP_MEGA_MINES_STATISTICS]
+30-40 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
1500-2200 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4-5 Turns
[END]

[TILEIMP_MEGA_MINES_GAMEPLAY]
Mega Mines utilize the most advanced mining technology to extract greater mineral yields and increase Production by 30 to 40 (depending on terrain type).  They also increase Commerce by 5.

After the discovery of <L:DATABASE_ADVANCES,ADVANCE_POLAR_TERRAFORMING>Polar Terraforming<e>, Mega Mines constructed on <L:DATABASE_TERRAIN,TERRAIN_GLACIER>Glaciers<e> and <L:DATABASE_TERRAIN,TERRAIN_TUNDRA>Tundra<e> operate as <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_CARBON_SINK>Carbon Sinks<e>, reducing Production in that tile by -60 (and providing a small +5 increase in Food), thus helping to offset the rise in <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>greenhouse gases<e>.
[END]

[TILEIMP_MEGA_MINES_HISTORICAL]
[END]

[TILEIMP_MEGA_UNDERSEA_MINES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SMART_MATERIALS>Smart Materials<e>
[END]

[TILEIMP_MEGA_UNDERSEA_MINES_STATISTICS]
+45-90 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
6000-9600 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
6 Turns
[END]

[TILEIMP_MEGA_UNDERSEA_MINES_GAMEPLAY]
Mega undersea mines increase Production by 45 to 90 (depending on terrain type) and Commerce by 5.  They use exceedingly advanced technology to refine and extract valuable minerals and ore from the ocean floor.  Build them on <L:DATABASE_TERRAIN,TERRAIN_WATER_DEEP>Deep Ocean<e>, <L:DATABASE_TERRAIN,TERRAIN_WATER_VOLCANO>Submarine Volcano<e> <L:DATABASE_TERRAIN,TERRAIN_WATER_TRENCH><e>and <L:DATABASE_TERRAIN,TERRAIN_WATER_RIFT>Suboceanic Ridge<e> tiles.
[END]

[TILEIMP_MEGA_UNDERSEA_MINES_HISTORICAL]
[END]

[TILEIMP_MINES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>

[END]

[TILEIMP_MINES_STATISTICS]
+10-20 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
700-1000 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4-5 Turns
[END]

[TILEIMP_MINES_GAMEPLAY]
Mines extract ore and precious metals from the earth for use as raw materials.  The net effect of Mining is a 10 to 20 (depending on terrain type) increase in <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> on each tile with a Mine on it. Build them on Dunes, Hills, and Mountains.
[END]

[TILEIMP_MINES_HISTORICAL]
[END]

[TILEIMP_MINE_SHAFT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MINING>Mining<e>
[END]

[TILEIMP_MINE_SHAFT_STATISTICS]
+5-15 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
900-1200 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4-5 Turns
[END]

[TILEIMP_MINE_SHAFT_GAMEPLAY]
Early Mines extract ore and precious metals from the earth for use as raw materials.  The net effect of Mining is a 5 to 15 increase in <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> on each tile with an Early Mine upon it. Build them on Dunes, Hills, and Mountains.
[END]

[TILEIMP_MINE_SHAFT_HISTORICAL]
[END]

[TILEIMP_NATURE_PRESERVE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CONSERVATION>Conservation<e>
[END]

[TILEIMP_NATURE_PRESERVE_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
-20 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
1200 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_NATURE_PRESERVE_GAMEPLAY]
Nature Preserves are lands intentionally set aside to protect endangered species and are free from many of the detrimental effects of human civilization.

With the discovery of <L:DATABASE_ADVANCES,ADVANCE_CONSERVATION>Conservation<e>, Nature Preserves (a version of the <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MEGA_FARMS>Mega Farm<e>) can be constructed on <L:DATABASE_TERRAIN,TERRAIN_JUNGLE>Jungle<e> and <L:DATABASE_TERRAIN,TERRAIN_SWAMP>Swamp<e> terrain, reducing Production in that tile by -20 (and providing a small increase in Food & Gold), thus helping to offset the rise in <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>global pollution<e>.

The Nature Preserve is placed on the map using the <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MEGA_FARMS>Mega Farm<e> icon on the ButtonBank.
[END]

[TILEIMP_NATURE_PRESERVE_HISTORICAL]
[END]

[TILEIMP_NETS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SAILS>Sails<e>
[END]

[TILEIMP_NETS_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
200 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
3 Turns
[END]

[TILEIMP_NETS_GAMEPLAY]
Nets can only be built on <L:DATABASE_TERRAIN,TERRAIN_WATER_BEACH>Beach<e> tiles.  They increase the <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> yield by 5.

NOTE: For graphical reasons, Nets and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_TUNNEL>Undersea Tunnels<e> cannot coexist in the same tile. If you build one where the other already exists, it will replace it.
[END]

[TILEIMP_NETS_HISTORICAL]
[END]

[TILEIMP_OUTLET_MALL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_ECONOMICS>Global Economics<e>
[END]

[TILEIMP_OUTLET_MALL_STATISTICS]
+25 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
2000 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_OUTLET_MALL_GAMEPLAY]
With the discovery of <L:DATABASE_ADVANCES,ADVANCE_GLOBAL_ECONOMICS>Global Economics<e>, Shopping Malls - an extension of the <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_SUBURB>Suburb<e> - can be constructed on <L:DATABASE_TERRAIN,TERRAIN_HILL>Hills<e>, providing an increase in Commerce.

The Shopping Mall is placed on the map using the <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_SUBURB>Suburb<e> icon on the ButtonBank.
[END]

[TILEIMP_OUTLET_MALL_HISTORICAL]
[END]

[TILEIMP_PASTURE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DOMESTICATION>Domestication<e>
[END]

[TILEIMP_PASTURE_STATISTICS]
+5-10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
200-300 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
3 Turns
[END]

[TILEIMP_PASTURE_GAMEPLAY]
With the domestication of animals, mankind had a means to produce a stable supply of food particularly on the types of terrain that were unsuitable for primitive farming.

After the discovery of <L:DATABASE_ADVANCES,ADVANCE_AGRICULTURE>Agriculture<e>, Pastures constructed on <L:DATABASE_TERRAIN,TERRAIN_GRASSLAND>Grassland<e> appear as <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_EARLY_FARMS>Early Farms<e>, providing a small +5 increase in Food.
[END]

[TILEIMP_PASTURE_HISTORICAL]
[END]

[TILEIMP_PORT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MAP_MAKING>Map Making<e>
[END]

[TILEIMP_PORT_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
1600 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
5 Turns
[END]

[TILEIMP_PORT_GAMEPLAY]
Ports are the nexus of commercial shipping in any city.  They increase the <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commercial<e> yield from a tile by 15.  Build them on <L:DATABASE_TERRAIN,TERRAIN_WATER_BEACH>Beach<e> tiles only.
[END]

[TILEIMP_PORT_HISTORICAL]
[END]

[TILEIMP_PROCESSING_TOWER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CIVIC_ENGINEERING>Civic Engineering<e>
[END]

[TILEIMP_PROCESSING_TOWER_STATISTICS]
7000 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
5 Turns
+10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+10 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
+10 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Required element for the <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_SCIENCE>Birth of an Empire Victory option<e>.
[END]

[TILEIMP_PROCESSING_TOWER_GAMEPLAY]
A required element for the <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_SCIENCE>Birth of an Empire Victory option<e>. Each colony is surrounded by a "cultural radius" of 10 hexes, a number which will increase to 20 if the player constructs 50 or more <L:DATABASE_BUILDINGS,IMPROVE_POWER_SATELLITE>Magistrates<e>. This "cultural radius" must cover 50% of the world map, and can only be seen by clicking the "Empire" button at the top left of the screen and then clicking the "Birth of an Empire" selection (or use the ctrl+g hotkeys)

Like a <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FORTIFICATIONS>Fortification<e>, the Colony tile improvement helps army units to heal out in the field, provides a 20% Defense bonus, and has a vision range of 2.

After the discovery of <L:DATABASE_ADVANCES,ADVANCE_CIVIC_ENGINEERING>Civic Engineering<e>, Nomads and Settlers can create a <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PROCESSING_TOWER>Colony<e>, by disbanding on any land tile (does not have to be within city limits). The player must have at least 1 Gold and 7000 PW available, or else the Colony will NOT be created. Building the Colony also grants the player 1000 Gold.

Civic Engineering also reveals a new "Colony Build" button, but it will remain "greyed out" and unusable until a player builds the <L:DATABASE_WONDERS,WONDER_THE_SOLARIS_PROJECT>Pax Romana<e> Wonder. 
[END]

[TILEIMP_PROCESSING_TOWER_HISTORICAL]
[END]

[TILEIMP_RADAR_STATIONS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RADAR>Radar<e>
[END]

[TILEIMP_RADAR_STATIONS_STATISTICS]
1400 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_RADAR_STATIONS_GAMEPLAY]
Radar stations are capable of detecting enemy units at very great distances.  They can "see," by way of radar, enemy units from as far as 9 tiles off.
[END]

[TILEIMP_RADAR_STATIONS_HISTORICAL]
[END]

[TILEIMP_RADIO_TOWER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RADIO_NAVIGATION>Radio Navigation<e>
[END]

[TILEIMP_RADIO_TOWER_STATISTICS]
1000 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_RADIO_TOWER_GAMEPLAY]
With the discovery of <L:DATABASE_ADVANCES,ADVANCE_RADIO_NAVIGATION>Radio Navigation<e>, a Radio Tower version of the <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_LISTENING_POSTS>Listening Post<e> can be constructed on all forms of Mountain terrain, providing a vision-level of 7.

The Radio Tower is placed on the map using the <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_LISTENING_POSTS>Listening Post<e> icon on the ButtonBank.
[END]

[TILEIMP_RADIO_TOWER_HISTORICAL]
[END]

[TILEIMP_RAILROAD_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RAILROAD>Railroad<e>
[END]

[TILEIMP_RAILROAD_STATISTICS]
240-1600 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
3 Turns
[END]

[TILEIMP_RAILROAD_GAMEPLAY]
Railroads reduce the movement cost for units.  They are an improvement on <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_STONE_ROAD>Stone Roads<e>, and allow units to travel greater distances in a single turn.  Build them on any land tile.
[END]

[TILEIMP_RAILROAD_HISTORICAL]
[END]

[TILEIMP_ROAD_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_WHEEL>Wheel<e>
[END]

[TILEIMP_ROAD_STATISTICS]
60-400 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
2-4 Turns
[END]

[TILEIMP_ROAD_GAMEPLAY]
Roads are a significant improvement for a tile. They reduce movement costs associated with terrain and enable units to travel greater distances in a single turn.  Build them on any land tile.
[END]

[TILEIMP_ROAD_HISTORICAL]
[END]

[TILEIMP_SONAR_BUOYS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e>
[END]

[TILEIMP_SONAR_BUOYS_STATISTICS]
1500 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
2 Turns
[END]

[TILEIMP_SONAR_BUOYS_GAMEPLAY]
Sonar Buoys can detect <L:DATABASE_UNITS,UNIT_SUBMARINE>Submarines<e> and any naval unit that is normally invisible to enemies.  They have a vision range of 4.

NOTE: For "hard code" reasons, Sonar Buoys and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_TUNNEL>Undersea Tunnels<e> cannot coexist in the same tile. If you build one where the other already exists, it will replace it.
[END]

[TILEIMP_SONAR_BUOYS_HISTORICAL]
[END]

[TILEIMP_STONE_ROAD_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CIVIC_ENGINEERING>Civic Engineering<e>
[END]

[TILEIMP_STONE_ROAD_STATISTICS]
180-1200 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4-5 Turns
[END]

[TILEIMP_STONE_ROAD_GAMEPLAY]
Stone Roads are an upgrade to <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ROAD>Roads<e>. They reduce movement costs associated with terrain, enable units to travel greater distances in a single turn and increase commerce.  Build them on any land tile.
[END]

[TILEIMP_STONE_ROAD_HISTORICAL]
[END]

[TILEIMP_SUBURB_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ELECTRICITY>Electricity<e>
[END]

[TILEIMP_SUBURB_STATISTICS]
+20-25 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
2000 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4-5 Turns
[END]

[TILEIMP_SUBURB_GAMEPLAY]
Suburbs are an upgrade to <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_TOWN>Towns<e> and increase <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>.  First available on <L:DATABASE_TERRAIN,TERRAIN_PLAINS>Plains<e>, new Advances enable their expansion into additional terrains:
1) <L:DATABASE_ADVANCES,ADVANCE_MASS_TRANSIT>Mass Transit<e> allows construction in <L:DATABASE_TERRAIN,TERRAIN_GRASSLAND>Grasslands<e> and <L:DATABASE_TERRAIN,TERRAIN_DESERT>Deserts<e>.
2) <L:DATABASE_ADVANCES,ADVANCE_ADV_URBAN_PLANNING>Advanced Urban Planning<e> allows construction in <L:DATABASE_TERRAIN,TERRAIN_FOREST>Forests<e>.
3) <L:DATABASE_ADVANCES,ADVANCE_GLOBAL_ECONOMICS>Global Economics<e> allows <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_OUTLET_MALL>Shopping Malls<e> to be built on <L:DATABASE_TERRAIN,TERRAIN_HILL>Hills<e>.
[END]

[TILEIMP_SUBURB_HISTORICAL]
A suburb is an area within a metropolitan area which is predominantly residential and within commuting distance of a large city. Suburbs first emerged on a large scale in the 19th and 20th centuries, as a result of improved rail and road transport, which led to an increase in commuting. In general, they are less densely populated than inner city neighborhoods within the same metropolitan area, and most residents routinely commute to city centers or business districts via private vehicles or public transit.
[END]

[TILEIMP_TOWN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FEUDALISM>Feudalism<e>
[END]

[TILEIMP_TOWN_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
1000 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4-5 Turns
[END]

[TILEIMP_TOWN_GAMEPLAY]
Towns are an upgrade to <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_VILLAGE>Villages<e> and increase <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>.  First available on most terrains (but only adjacent to a city), new Advances enable their expansion beyond the city nimbus on the following terrains:
1) <L:DATABASE_ADVANCES,ADVANCE_BANKING>Banking<e> allows construction in <L:DATABASE_TERRAIN,TERRAIN_FOREST>Forests<e>.
2) <L:DATABASE_ADVANCES,ADVANCE_ADV_URBAN_PLANNING>Advanced Urban Planning<e> allows construction in <L:DATABASE_TERRAIN,TERRAIN_JUNGLE>Jungles<e> and <L:DATABASE_TERRAIN,TERRAIN_SWAMP>Swamps<e>.
[END]

[TILEIMP_TOWN_HISTORICAL]
A town is a type of a human settlement. Towns are generally larger than villages and smaller than cities, though the criteria to distinguish between them vary considerably in different parts of the world. Catal Huyuk in modern Turkey is considered to be the oldest inhabited town, whose origins date back to 5700 BC.
[END]

[TILEIMP_TRADING_POST_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CURRENCY>Currency<e>
[END]

[TILEIMP_TRADING_POST_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
600 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4-5 Turns
[END]

[TILEIMP_TRADING_POST_GAMEPLAY]
Trading Posts are the most primitive of commercial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e>.  They attract traders from around the globe and provide a marketplace outside of the city, increasing <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> by 5.
[END]

[TILEIMP_TRADING_POST_HISTORICAL]
[END]

[TILEIMP_TRAWLERS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ASTROLABE>Astrolabe<e>
[END]

[TILEIMP_TRAWLERS_STATISTICS]
+15-30 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
800-1400 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_TRAWLERS_GAMEPLAY]
Trawlers expand the food-gathering potential of <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FISHERIES>Fisheries<e>, and can be placed on any ocean tile within the borders of the empire.

NOTE: For graphical reasons, Trawlers and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_TUNNEL>Undersea Tunnels<e> cannot coexist in the same tile. If you build one where the other already exists, it will replace it.
[END]

[TILEIMP_TRAWLERS_HISTORICAL]
Trawling is a method of fishing that involves actively dragging or pulling a trawl through the water behind one or more trawlers. Trawls are fishing nets that are pulled along the bottom of the sea or in midwater at a specified depth.

The first Trawlers were developed by the British in the 17th century. These vessels were slow but sturdy, capable of fishing in the rough conditions of the North Sea.
[END]

[TILEIMP_UNDERSEA_FORTIFICATIONS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HULL_MAKING>Hullmaking<e>
[END]

[TILEIMP_UNDERSEA_FORTIFICATIONS_STATISTICS]
+10% Defense
3000 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
5 Turns
[END]

[TILEIMP_UNDERSEA_FORTIFICATIONS_GAMEPLAY]
Shipyards increase the Defense bonus of a Sea tile.  Units garrisoned within a Shipyard add this bonus to their own Defense rating.  They allow naval units to heal out in the field and also have a vision range of 2.  

Players can use Shipyards to extend their borders.
[END]

[TILEIMP_UNDERSEA_FORTIFICATIONS_HISTORICAL]
[END]

[TILEIMP_UNDERSEA_HARVESTER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_LIQUID_BREATHING_APPARATUS>Fluid Breathing<e>
[END]

[TILEIMP_UNDERSEA_HARVESTER_STATISTICS]
+50 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+10 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
4000 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_UNDERSEA_HARVESTER_GAMEPLAY]
With the discovery of <L:DATABASE_ADVANCES,ADVANCE_LIQUID_BREATHING_APPARATUS>Fluid Breathing<e>, Undersea Harvesters can operate in seismically active terrain which is too dangerous for fixed ocean-floor facilities like <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_AQUACULTURE>Aquaculture Pens<e>. They are able to collect both food (+50) and minerals (+10) from the seafloor where <L:DATABASE_TERRAIN,TERRAIN_WATER_VOLCANO>Submarine Volcanoes<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_RIFT>Suboceanic Ridges<e> are found.

The Undersea Harvester is placed on the map using the <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_AQUACULTURE>Aquaculture<e> icon on the ButtonBank.
[END]

[TILEIMP_UNDERSEA_HARVESTER_HISTORICAL]
[END]

[TILEIMP_UNDERSEA_MINES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_UNDERSEA_CONSTRUCTION>Undersea Construction<e>
[END]

[TILEIMP_UNDERSEA_MINES_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
1800 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
6 Turns
[END]

[TILEIMP_UNDERSEA_MINES_GAMEPLAY]
Undersea mines are highly advanced operations that extract minerals from seawater and the sea floor.  They increase <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> by 15 and can only be built on <L:DATABASE_TERRAIN,TERRAIN_WATER_SHELF>Continental Shelves<e>.
[END]

[TILEIMP_UNDERSEA_MINES_HISTORICAL]
[END]

[TILEIMP_UNDERSEA_TUNNEL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NANO_ASSEMBLY>Nano-Assembly<e>
[END]

[TILEIMP_UNDERSEA_TUNNEL_STATISTICS]
2000-4800 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
6 Turns
[END]

[TILEIMP_UNDERSEA_TUNNEL_GAMEPLAY]
Undersea tunnels enable travel between land-based <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> and <L:DATABASE_CONCEPTS,CONCEPT_SEA_COLONIES>Undersea Colonies<e>, as well as providing an opportunity for land units to travel between continents without the need for a <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> unit. Because of the dangers associated with seismic activity, Undersea Tunnels cannot be constructed on  <L:DATABASE_TERRAIN,TERRAIN_WATER_VOLCANO>Submarine Volcano<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_RIFT>Suboceanic Ridge<e> terrain.

NOTE: For "hard code" reasons, <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_SONAR_BUOYS>Sonar Buoys<e> and Undersea Tunnels cannot coexist in the same tile. If you build one where the other already exists, it will replace it.
[END]

[TILEIMP_UNDERSEA_TUNNEL_HISTORICAL]
[END]

[TILEIMP_URBAN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADV_URBAN_PLANNING>Advanced Urban Planning<e>
[END]

[TILEIMP_URBAN_STATISTICS]
+30 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
3000 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
5 Turns
[END]

[TILEIMP_URBAN_GAMEPLAY]
Urban improvements can only be built in tiles directly adjacent to land-based <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> and expand the <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> potential of the empire.
[END]

[TILEIMP_URBAN_HISTORICAL]
As an extension of the city, urbanism has long stood as one of the most potent symbols of human capacities and nature. As the largest and most enduring creation of human imagination and hands, and as the largest and most sustained site of human association and interaction, it has been seen as a marker of what humans are and of what they do.
[END]

[TILEIMP_VILLAGE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_POTTERY>Pottery<e>
[END]

[TILEIMP_VILLAGE_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
500 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_VILLAGE_GAMEPLAY]
Villages are small human settlements that provide an increase in <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce.<e> First available in <L:DATABASE_TERRAIN,TERRAIN_FOREST>Forests<e> and <L:DATABASE_TERRAIN,TERRAIN_JUNGLE>Jungles<e>, new Advances enable their expansion into additional terrains:
1) <L:DATABASE_ADVANCES,ADVANCE_AQUEDUCTS>Aqueducts<e> allows construction on most other terrains (but only adjacent to a city).
2) <L:DATABASE_ADVANCES,ADVANCE_FEUDALISM>Feudalism<e> allows construction in <L:DATABASE_TERRAIN,TERRAIN_SWAMP>Swamps<e>.
[END]

[TILEIMP_VILLAGE_HISTORICAL]
A village is a human settlement or community, larger than a hamlet but smaller than a town with a population typically ranging from a few hundred to a few thousand. Villages are normally permanent, with fixed dwellings; however, transient villages can occur. Further, the dwellings of a village are fairly close to one another, not scattered broadly over the landscape, as a dispersed settlement.

In the past, villages were a usual form of community for societies that practice subsistence agriculture and also for some non-agricultural societies. In many cultures, towns and cities were few, with only a small proportion of the population living in them. The Industrial Revolution attracted people in larger numbers to work in mills and factories, and this concentration of people caused many villages to grow into towns and cities. This also enabled specialization of labor and crafts and the development of many trades.
[END]

[TILEIMP_WATCH_TOWER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ARCHITECTURE>Architecture<e>
[END]

[TILEIMP_WATCH_TOWER_STATISTICS]
500-800 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
+3 vision to flat terrain 
+4 vision to hilly/mountainous terrain 
3-4 Turns
[END]

[TILEIMP_WATCH_TOWER_GAMEPLAY]
Watch Towers vastly increase the vision range of one's empire by 3 tiles on flat terrain and 4 tiles on hilly or mountainous terrain.  Place them near <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> or on any land tile at the perimeter of your empire.
[END]

[TILEIMP_WATCH_TOWER_HISTORICAL]
[END]


[UNIT_ABOLITIONIST_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CLASSICAL_EDUCATION>Classical Education<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_ABOLITIONIST_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ABOLITIONIST_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ABOLITIONIST_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_UNDERGROUND_RAILWAY>Frees Slaves<e>
<L:DATABASE_ORDERS,ORDER_INCITE_UPRISING>Incites Slave Revolts<e>
<L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>
Sees <L:DATABASE_UNITS,UNIT_SLAVE_TRADER>Slave Traders<e>

The Abolitionist is your primary weapon against the insidious attacks of foreign <L:DATABASE_UNITS,UNIT_SLAVE_TRADER>Slave Traders<e>.  Two actions are at her disposal:  the <L:DATABASE_ORDERS,ORDER_UNDERGROUND_RAILWAY>Free Slave<e> action, which frees any slaves in the target city, and the ability to <L:DATABASE_ORDERS,ORDER_INCITE_UPRISING>Incite Slave Revolts<e>, which can help a large number of poorly guarded slaves to revolt from their masters and become an independent nation.

Because the Abolitionist is a <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>, it is able to see other stealth units.
[END]

[UNIT_ABOLITIONIST_HISTORICAL]
Despite the existence of slavery in nearly every major nation throughout the ancient world, some people disapproved of the "peculiar institution" of slavery and, sometimes, mobilized forces to free slaves from bondage.  Although they often worked to combat slavery within their own societies, abolitionists attempted to free their countrymen from servitude in other nations.  The anti-slavery movement did not gain prominence until after the Age of Enlightenment.
[END]

[UNIT_AIRCRAFT_CARRIER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NAVAL_AVIATION>Naval Aviation<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_AIRCRAFT_CARRIER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_AIRCRAFT_CARRIER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_AIRCRAFT_CARRIER_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> up to 2 air units

The Aircraft Carrier extends the range of air units by providing them with a mobile landing strip.  <L:DATABASE_UNITS,UNIT_FIGHTER>Fighters<e>, <L:DATABASE_UNITS,UNIT_INTERCEPTOR>Interceptors<e>, <L:DATABASE_UNITS,UNIT_BOMBER>Bombers<e>, <L:DATABASE_UNITS,UNIT_STEALTH_FIGHTER>Stealth Fighters<e> and <L:DATABASE_UNITS,UNIT_STEALTH_BOMBER>Stealth Bombers<e> can both land on and launch from the Aircraft Carrier.
[END]

[UNIT_AIRCRAFT_CARRIER_HISTORICAL]
The origins of the modern aircraft carrier date back to 1910, when an American civilian pilot, Eugene Ely, flew a plane off a specially built platform attached to the deck of the U.S. cruiser Birmingham at Hampton Roads, Virginia.  Ely then performed the first carrier landing, on the quarterdeck of the battleship Pennsylvania, in San Francisco, California on January 18, 1911.  By using wires attached to sandbags, he was able to stop his plane quickly.  The British, Japanese and U.S. navies began to develop the first true carriers with unobstructed flight decks but the war ended before they could see battle.  The aircraft carrier came of age in World War II as they began to prove themselves more versatile, effective and destructive than battleships and battle cruisers for naval combat.

In the beginning of World War II, planes dive-bombing and torpedo bombing from carriers did not have enough velocity or destructive power to penetrate battleship armor.  By the end of the war, advances in aircraft and weapons technology finally gave carrier-based planes the power they needed to sink even the largest Yamato-class battleships of the Japanese fleet.  The long reign of the battleship ended when U.S. carrier-based planes sank the Musashi in October 1944 and the Yamato in 1945.  Carriers continued to be the most formidable ships in the world for well into the 21st century.
[END]

[UNIT_AMBASSADOR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AGE_OF_REASON>Age of Reason<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_EUGENICS>Gene Therapy<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_AMBASSADOR_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_AMBASSADOR_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_AMBASSADOR_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Establishes Embassies<e>
<L:DATABASE_ORDERS,ORDER_THROW_PARTY>Holds Receptions<e>
<L:DATABASE_ORDERS,ORDER_INVESTIGATE_CITY>Investigates Cities<e>
<L:DATABASE_CONCEPTS,CONCEPT_GOSSIP>Hears Gossip<e>

The Ambassador is a mid-game version of the Ancient Era <L:DATABASE_UNITS,UNIT_DIPLOMAT>Diplomat<e>, and has similar, but somewhat improved skills. Your Ambassador can Establish Embassies in foreign cities and can hold receptions in foreign cities to increase the host nation's <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e>.

Like other diplomatic units, the Ambassador has a unique mix of Stealth characteristics. While he is invisible to normal units, he cannot see other <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Units<e> - but they can see him.
[END]

[UNIT_AMBASSADOR_HISTORICAL]
An ambassador is an official envoy, especially a high-ranking diplomat who represents a state and is usually accredited to another sovereign state or to an international organization as the resident representative of their own government or sovereign or appointed for a special and often temporary diplomatic assignment. The word is also used informally for people who are known, without national appointment, to represent certain professions, activities, and fields of endeavor, such as sales.

An ambassador is the ranking government representative stationed in a foreign capital or country. The host country typically allows the ambassador control of specific territory called an embassy, whose territory, staff, and vehicles are generally afforded diplomatic immunity in the host country. Under the Vienna Convention on Diplomatic Relations, an ambassador has the highest diplomatic rank. Countries may choose to maintain diplomatic relations at a lower level by appointing a charge d'affaires in place of an ambassador.
[END]

[UNIT_ARCHER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ARCHERY>Archery<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CROSSBOW>Crossbow<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_ARCHER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARCHER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARCHER_GAMEPLAY]
Bronze Age <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged<e> unit

The Archer is one of the first <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged Attack<e> unit available in the game.  It is ideally suited to supporting foot soldiers and mounted units, as it can attack from a distance and avoid direct conflict with stronger enemy units.
[END]

[UNIT_ARCHER_HISTORICAL]
Though no single civilization can lay claim to its invention, origins of archery can be traced back at least 40,000 years.  The earliest bows consisted of a thin length of wood fastened with string or sinew at each end.  Later, bows were made of several materials, including wood and horn glued together and reinforced with bands of sinew.  The English longbow, made of wood from the yew tree, was famous in battle, helping win battles over the French at Crecy, Poitiers and Agincourt during the Hundred Years' War.  Other cultures employed the bow in war, hunting and recreational archery, including the Egyptians, Assyrians, Chinese, Goths and Mongols.  Accounts of Renaissance-era European travelers indicate that the bow and arrow was the weapon of choice on virtually every continent.
[END]

[UNIT_ARQUEBUSIER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GUNPOWDER>Gunpowder<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_FLINTLOCK>Flintlock<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_ARQUEBUSIER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARQUEBUSIER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARQUEBUSIER_GAMEPLAY]
Late Medieval <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged<e> unit

With the discovery of Gunpowder, the Arquebusier ushered in a new type of weaponry - the gun.
[END]

[UNIT_ARQUEBUSIER_HISTORICAL]
The earliest firearms were primitive devices, lacking buttstock or trigger, which had to be held under the arm making them difficult to aim.  The harquebus, which employed both of these things, was developed in the late 15th century.  Its slow rate of fire and inaccuracy did not make up for the fact that soldiers could now fire from their shoulders.  Nevertheless, some 16th century armies, most notably the Spanish tercio, employed harquebusiers with pikemen, who would open fire on approaching enemies and then retreat behind the pikemen as the range of combat got closer.  In 1588, 10,000 English troops were experimentally equipped with firearms, against Spanish forces relying on archers; the success of the English forces played a major role in the rise of firearms as the weapon of choice for infantrymen.
[END]

[UNIT_ARQUEBUSIER_ELITE_PREREQ]
Experience gained through combat
[END]

[UNIT_ARQUEBUSIER_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARQUEBUSIER_ELITE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ARQUEBUSIER_ELITE_GAMEPLAY]
Regular units can receive battlefield promotion and become <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Units<e>.
[END]

[UNIT_ARQUEBUSIER_ELITE_HISTORICAL]
[END]

[UNIT_ASSASSIN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADVANCE_MONARCHY>Monarchy<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_ASSASSIN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ASSASSIN_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ASSASSIN_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Sabotage Production<e>
<L:DATABASE_ORDERS,ORDER_INVESTIGATE_READINESS>Assassinate Civilians<e>
<L:DATABASE_ORDERS,ORDER_ASSASSINATE>Assassinates Foreign Rulers to topple governments<e>
<L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>

Assassins can kill Rulers and most Civilian units without resorting to battle.

Far more dangerous than <L:DATABASE_UNITS,UNIT_HIRED_THUG>Hired Thugs<e> are those women who captivate men with their charms, all the while biding their time until the moment is right to wield a blade or deploy a deadly concoction.
[END]

[UNIT_ASSASSIN_HISTORICAL]
Assassination is the murder of a prominent or important person, such as a head of state, head of government, politician, world leader, member of a royal family or CEO. The murder of a celebrity, activist, or artist, though they may not have a direct role in matters of the state, may also sometimes be considered an assassination. An assassination may be prompted by political and military motives, or done for financial gain, to avenge a grievance, from a desire to acquire fame or notoriety, or because of a military, security, insurgent or secret police group's command to carry out the assassination. Acts of assassination have been performed since ancient times. A person who carries out an assassination is called an assassin or hitman.
[END]

[UNIT_BATTLESHIP_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADV_NAVAL_TACTICS>Adv. Naval Tactics<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_SMART_MATERIALS>Smart Materials<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_BATTLESHIP_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BATTLESHIP_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BATTLESHIP_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land, Sea & Air Units
Exerts <L:DATABASE_CONCEPTS,CONCEPT_ZOC>Zone of Control<e>

The Battleship rules the seas with superior <L:DATABASE_ORDERS,ORDER_ATTACK>Attack<e>, Ranged Attack and <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defensive<e> capabilities and can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> land or ocean targets from a distance.  It is unquestionably the most formidable naval combat unit of the <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e>.
[END]

[UNIT_BATTLESHIP_HISTORICAL]
The high seas of the late 19th and early 20th centuries were the setting for the swift advance of naval tactics and warfare.  Navies abandoned the wooden-hulls and sails of ships-of-the-line in favor of engine powered, metal-hulled battleships and cruisers. Combining large size, powerful guns, and heavy armor with speed, strength and range, battleships were the unrivaled capital ships of the world's navies for nearly a century after they were first introduced in 1860.  

World War II was the battleship's heyday, when the Washington Treaty of 1922, which limited battleship sizes to 35,000 tons of displacement, was abandoned.  The United States, Germany and Japan built 45,000-ton Iowa class, 52,600-ton Bismarck class and 72,000-ton Yamato class battleships, respectively.  They employed antiaircraft weapons, 5-inch caliber rapid-fire guns and a multitude of 20 to 40 mm automatic weapons.  They could travel great distances at the relatively high speed of over 30 knots.  This period of dominance came to a swift end, however, with the rapid development of the aircraft carrier, the range and striking power of which relegated the battleship to coastal bombardment and carrier escort duties.  The United States continued to employ World War II-era battleships in the latter 20th century, finally retiring the Wisconsin and the Missouri, the two remaining Iowa-class ships, after service in the Persian Gulf War in the early 1990s.
[END]

[UNIT_BALLISTA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BALLISTICS>Ballistics<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_SIEGE_WEAPONS>Siege Weapons<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_BALLISTA_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BALLISTA_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BALLISTA_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e>

The Ballista is the first bombarding unit available in the game, and hurls large iron tipped spears at city walls and gates. Even at men!
[END]

[UNIT_BALLISTA_HISTORICAL]
The Ballista, sometimes called bolt thrower, was an ancient missile weapon that launched either bolts or stones at a distant target.

Developed from earlier Greek weapons, it relied upon different mechanics, using two levers with torsion springs instead of a tension prod (the bow part of a modern crossbow). The springs consisted of several loops of twisted skeins. Early versions projected heavy darts or spherical stone projectiles of various sizes for siege warfare. It developed into a smaller precision weapon, the scorpio, and possibly the polybolos.
[END]

[UNIT_BIREME_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SAILS>Sails<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_OCEAN_FARING>Ocean Faring<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_BIREME_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BIREME_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BIREME_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> two land units

The Bireme is the first naval unit with attack capabilities, and is not restricted to Coastal waters.
[END]

[UNIT_BIREME_HISTORICAL]
A bireme is an ancient oared warship (galley) with two superimposed rows of oars on each side. Biremes were long vessels built for military purposes and could achieve relatively high speed. They were invented well before the 6th century BC and were used by the Phoenicians, Assyrians, and Greeks.

It was typically about 80 feet (24 m) long with a maximum beam width of around 10 feet (3 m). It was modified from the penteconter, a ship that had only one set of oars on each side, the bireme having two sets of oars on each side. The bireme was twice the triaconter's length and height, and thus employed 120 rowers. Biremes were galleys, galleasses, dromons, and small pleasure craft called pamphyles.
[END]

[UNIT_BOMBER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_JET_PROPULSION>Jet Propulsion<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_ADVANCED_COMPOSITES>Advanced Composites<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_BOMBER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
HP: {UnitDB(UnitRecord[0]).MaxHP}
Move/Fuel: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000} / {UnitDB(UnitRecord[0]).MaxFuel / 100}
[END]

[UNIT_BOMBER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
HP: {UnitDB(UnitRecord[0]).MaxHP}
Move/Fuel: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000} / {UnitDB(UnitRecord[0]).MaxFuel / 100}
[END]

[UNIT_BOMBER_GAMEPLAY]
Can carry 1 <L:DATABASE_UNITS,UNIT_NUKE>Nuke<e> or <L:DATABASE_UNITS,UNIT_CRUISE_MISSILE>Cruise Missile<e>
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land & Sea Units 

The Bomber is the <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e> aerial support unit-of-choice.  Though its defensive capabilities are relatively weak, it has a powerful Ranged Attack. It can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> enemy targets as well.  It must <L:DATABASE_CONCEPTS,CONCEPT_FUEL>Refuel<e> every 5 turns.
[END]

[UNIT_BOMBER_HISTORICAL]
Although propeller-driven bombers proved their worth many times over in World War II, the bomber came of age with the development of jet propulsion engines.  Jet engines made for bigger, faster and higher-flying bombers.  Capable of flying more than 10,000 miles without refueling, the Boeing B-52 Stratofortress was unquestionably the most advanced and effective bomber in history.  They played a crucial role in every U.S.-involved war or conflict from Vietnam to Operation Desert Storm.  Although Stratofortresses are capable of carrying nuclear weapons, they usually carry conventional ordinance.
[END]

[UNIT_CAMEL_PREREQ]
Granted to the human player whenever a new <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> is founded during the first 40 turns.

[END]

[UNIT_CAMEL_STATISTICS]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CAMEL_GAMEPLAY]
Put a <L:DATABASE_UNITS,UNIT_CARAVAN>Caravan<e> first in the build queue of the new city, and then disband the Camel to gain a number of shields and thus accelerate the building of that unit.

As with the <L:DATABASE_UNITS,UNIT_PLUNDER>Plunder<e> units that appear later in the game, Camels could be used to accelerate other items in the build queue, but that is not their purpose.
[END]

[UNIT_CAMEL_HISTORICAL]
The Camel represents captured animals from local herds, acquired during the founding of the player's first cities. "Training" (disbanding) these free beasts of burden reduces the build cost of the initial early caravans.

Historically, <L:DATABASE_CONCEPTS,CONCEPT_TRADE>Trade<e> existed long before the first cities were created, and this is a way to encourage the development of a few early <L:DATABASE_CONCEPTS,CONCEPT_TRADE_ROUTE>Trade Routes<e>, which otherwise take an ahistorically long time for the human player to create.

A camel is an even-toed ungulate in the genus Camelus that bears distinctive fatty deposits known as "humps" on its back. Camels have long been domesticated and, as livestock, they provide food (milk and meat) and textiles (fiber and felt from hair). Camels are working animals especially suited to their desert habitat and are a vital means of transport for passengers and cargo. There are three surviving species of camel. The one-humped dromedary makes up 94% of the world's camel population, and the two-humped Bactrian camel makes up 6%. The Wild Bactrian camel is a separate species and is now critically endangered.
[END]

[UNIT_CANNON_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CANNON_MAKING>Cannon Making<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_EXPLOSIVES>Explosives<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_CANNON_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CANNON_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CANNON_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land & Sea Units

With its formidable Ranged Attack, the Cannon is a step above the <L:DATABASE_UNITS,UNIT_TREBUCHET>Trebuchet<e> in the siege weapons category.  Use the Cannon to attack <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> and units from afar, but beware - weak defense and minimal close-range attack capabilities leave it vulnerable.
[END]

[UNIT_CANNON_HISTORICAL]
As gunpowder revolutionized the world of infantry and melee combat in the 16th century, it revolutionized siege weapons in the mid 1300s.  Although the earliest "bombards" were unwieldy, unreliable and relatively weak siege weapons, improvements in metallurgy in the next two centuries dramatically increased the quality of smelted iron and bronze.  By the beginning of the 16th century, iron cannon, cast in blast furnaces, began to improve.  Cannons accompanied by infantry and cavalry replaced catapults, pikemen and knights on the battlefields of Europe and Asia.  Ships also capitalized on the emerging cannon technology to intensify naval combat.
[END]

[UNIT_CARAVAN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TRADE>Trade<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_TRADE_GUILDS>Trade Guilds<e>

Costs:
{UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[UNIT_CARAVAN_STATISTICS]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CARAVAN_GAMEPLAY]
Gives:
Creates 1 <L:DATABASE_CONCEPTS,CONCEPT_TRADE_ROUTE>Trade Route<e> Point 

The Caravan is the first means by which a player can conduct trade between both foreign and domestic <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  Caravans do not appear on the game map as moveable units.  Rather, they are added to a pool from which the player can assign Caravans to <L:DATABASE_CONCEPTS,CONCEPT_TRADE_ROUTE>Trade Routes<e>.
[END]

[UNIT_CARAVAN_HISTORICAL]
In ancient times, merchants, pilgrims and travelers often journeyed together in deserts and hostile regions for mutual protection.  In the deserts of northern Africa and Asia, camels were the most common animal used in caravans, due to its broad appetite, its ability to go without water for several days and its load capacity.  Although camels were harnessed to carts in the tea trade between China and Mongolia, they often carried their loads split in two equal parts and fastened to their backs.  In hot weather or on long journeys, camels typically carried 350 pounds.  On shorter journeys, in cooler climes and in order to evade customs duties, camels often carried as much as 1,000 pounds.

Caravan sizes varied depending on the amount of traffic on the route, the relative safety of the route and the availability of camels.  The largest caravans ever recorded were for special purposes, such as Muslim pilgrimages to Mecca that included over 10,000 camels, or the salt caravans that traversed the Sahara from Taodenni to Timbuktu, which numbered 20,000 camels.  Camels were fastened together with rope passed through nose rings and tied to the saddle, in lines of up to 40 camels.  As many as four strings would travel abreast or the whole caravan traveled in a single-file line.

The timelines of caravan operations depended on the availability of water and food, as well as seasonal considerations.  The Orenburg caravan left Bukhara after the winter snows of Russia melted, and the Basra caravan left Aleppo after the rains of late autumn in the Middle East.  A caravan averaged 2 to 3 miles per hour for up to 14 hours a day.  Some locations along well-traveled routes had caravansaries, which had stables and rooms for rest.

Eventually, the increase in sea trade contributed to the decline of many of the major routes (such as the Silk Road from China to the Mediterranean).  Many caravans continued to operate until the 19th century, when rail transport and the abolition of the slave trade spelled the end for the centuries-old form of transport and travel.
[END]

[UNIT_CARGO_HELICOPTER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_VERTICAL_FLIGHT_AIRCRAFT>Vertical-Flight Aircraft<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_CARGO_HELICOPTER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CARGO_HELICOPTER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CARGO_HELICOPTER_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> up to 5 infantry units

The Cargo Helicopter is the primary air transport unit of the game.  They are non-offensive units, with limited attack capabilities.  They can transport up to five infantry units, such as paratroopers and machine gunners, and can deliver a strike team behind enemy lines.  Unlike other air units, they do not have fuel requirements and do not need to land in cities or airbases.
[END]

[UNIT_CARGO_HELICOPTER_HISTORICAL]
Although some military helicopters were primarily designed for ground attack, their capacity to deliver and extract cargo from virtually any location proved most useful.  Cargo helicopters came of age in the Vietnam War, and served to airlift infantry units, carry artillery and ammunition and perform rescue operations.  Gas-turbine engines vastly improved the operational capacity of the cargo helicopter, enabling it to carry even larger loads.
[END]

[UNIT_CARRACK_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMPASS>Compass<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CHRONOMETER>Chronometer<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_CARRACK_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CARRACK_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CARRACK_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> up to five land units

The Carrack is a large naval cargo vessel introduced in the Medieval Age.  It is capable of transporting up to five land units across the ocean.
[END]

[UNIT_CARRACK_HISTORICAL]
One of the most popular and versatile ships of late 15th and early 16th century Europe, the carrack was ideal for both trade and warfare. Initially designed as a two-mast ship, shipbuilders eventually added a third mast to accommodate more sails.  This enabled the carrack to meet the load and speed requirements that the increasing scale, frequency and range of international trade demanded.  As designers added multiple masts, they also elongated the hull; keels were often two and a half times as long as the ship's beam (width).  The hull, which consisted of large, caulked planks laid end to end against a frame, distinguished the carrack from clinker-style ships with hulls of overlapping planks.  Weighing between 700 to 1000 tons, Carracks were two to three times heavier than their early 15th-century predecessors.

Carracks' high sides made them easily defensible. They could be adapted to carry troops or horses, and they could withstand attacks well.  Two of the most famous Carracks were the Santa Maria, one of Christopher Columbus' legendary fleet of ships, and the Mary Rose.  Built in 1510 at the order of King Henry VIII of England, the 105-foot battle carrack carried cannons fired out of gun ports cut into the sides of the ship.  However, gun ports were a vulnerability for the Mary Rose and similarly designed carracks.  When the ship listed to the side, water could pour in and sink it.  Historians speculate that the Mary Rose, which sank in 1545, most likely met this fate.  Regardless of this, the carrack served both trade functions and war duties admirably.
[END]

[UNIT_CATAPHRACT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_STIRRUP>Stirrup<e>
<L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horse<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CAVALRY_TACTICS>Cavalry Tactics<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_CATAPHRACT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CATAPHRACT_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CATAPHRACT_GAMEPLAY]
Iron Age <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged<e> and flanker unit

The Cataphract combines movement, vision and military capabilities to make it one of the most-feared units of the late Ancient Era.

Cataphracts cannot be built without access to <L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horses<e>.
[END]

[UNIT_CATAPHRACT_HISTORICAL]
A cataphract was a form of armored heavy cavalryman that originated in Persia and was fielded in ancient warfare throughout Eurasia and Northern Africa.

The English word derives from the Greek kataphraktos, literally meaning "armored" or "completely enclosed". Historically, the cataphract was a very heavily armored horseman, with both the rider and mount almost completely covered in scale armor, and typically wielding a kontos or lance as his primary weapon.

Cataphracts served as the elite cavalry force for most empires and nations that fielded them, primarily used for charges to break through opposing heavy cavalry and infantry formations. Chronicled by many historians from the earliest days of antiquity up until the High Middle Ages, they may have influenced the later European knights, through contact with the Eastern Roman Empire.
[END]

[UNIT_CAVALRY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CAVALRY_TACTICS>Cavalry Tactics<e>
<L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horse<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_TANK_WARFARE>Tank Warfare<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_CAVALRY_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CAVALRY_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_CAVALRY_GAMEPLAY]
Early Industrial era <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged<e> and flanker unit

Cavalry excel at both <L:DATABASE_ORDERS,ORDER_ATTACK>Attack<e> and <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e>.  They can move considerable distances and are well suited to expediently revealing unexplored areas of the map.  Try using them to escort slower moving ranged units, such as <L:DATABASE_UNITS,UNIT_CANNON>Cannon<e>.

Cavalry cannot be built without access to <L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horses<e>.
[END]

[UNIT_CAVALRY_HISTORICAL]
The early 14th century development of gunpowder and armor-piercing bullets completely changed mounted combat forever.  Disorganized groups of heavily armored knights gave way to pistol-carrying cavalry formed highly disciplined combat units.  Cavalry were valued for their speed and mobility.  Generals employed them for reconnaissance, raiding parties, harassment, pursuit and delaying actions.  In Russia, the Cossacks were famous for their skill and fearlessness as cavalrymen.
[END]

[UNIT_CHARIOT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHARIOTS>Chariots<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_BARRACKS>Barracks<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_CHARIOT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CHARIOT_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CHARIOT_GAMEPLAY]
Early Bronze Age <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged<e> and flanker unit.

The Chariot is a unit that instilled fear in the hearts of early ancient armies, as their flanking and attack abilities were often without match. The Chariot however, is unsuited to mountains. Much like the knights of the Medieval Era, the chariots were often the choice of nobles in combat.
[END]

[UNIT_CHARIOT_HISTORICAL]
A chariot is a type of cart driven by a charioteer, usually using horses to provide rapid motive power. The oldest known chariots have been found in burials of the Sintashta culture in modern-day Chelyabinsk Oblast, Russia, dated to  2000 BC. The critical invention that allowed the construction of light, horse-drawn chariots was the spoked wheel.

The chariot was a fast, light, open, two-wheeled conveyance drawn by two or more horses that were hitched side by side, and was little more than a floor with a waist-high guard at the front and sides. It was initially used for ancient warfare during the Bronze and Iron Ages, but after its military capabilities had been superseded by light and heavy cavalries, chariots continued to be used for travel and transport, in processions, for games, and in races.
[END]

[UNIT_CLERIC_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHRISTIANITY>Christianity<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_MASS_MEDIA>Mass Media<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_CLERIC_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CLERIC_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CLERIC_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_CONVERT>Converts Cities<e>
<L:DATABASE_ORDERS,ORDER_INDULGENCE>Sells Indulgences<e>
<L:DATABASE_ORDERS,ORDER_SOOTHSAY>Soothsays<e>
<L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>

The Cleric is a particularly insidious <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>, capable of silently extracting large sums of Gold from <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> eager for religion.  It can <L:DATABASE_ORDERS,ORDER_CONVERT>Convert Cities<e>, <L:DATABASE_ORDERS,ORDER_INDULGENCE>Sell Indulgences<e> and <L:DATABASE_ORDERS,ORDER_SOOTHSAY>Soothsay<e>.  Each of these actions carries a risk of infuriating the foreign empire's leader.
[END]

[UNIT_CLERIC_HISTORICAL]
The cleric was a kind of religious crusader that flourished during the middle ages.  Many types of clergy, such as monks, friars and priests, often led a life of itinerant austerity, traveling from town to town, preaching in exchange for charitable contributions and shelter.  Though these men were often solitary crusaders, orders of clergy began taking it upon themselves to spread their teachings across the land.  In 1214, Saint Dominic, along with 16 of his disciples, founded the Roman Catholic religious order known as the Dominicans at Toulouse, France for the purpose of combating the heresies of the time with preaching and teaching.  In 1216, Pope Honorius III granted the Dominicans papal confirmation, and granted them special privileges, including the right to preach and hear confessions anywhere without obtaining local authorization.  Dominicans were unflaggingly devoted to the evangelization of the heretical and uneducated.  During the crusades, a series of military invasions organized by Western Christians against Muslim powers, clerics often accompanied soldiers to help maintain their morale.  They also took the opportunity to teach, preach to and convert non-Christians.
[END]

[UNIT_COMPOSITE_ARCHER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMPOSITE_BOW>Composite Bow<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_GUNPOWDER>Gunpowder<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_COMPOSITE_ARCHER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_COMPOSITE_ARCHER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_COMPOSITE_ARCHER_GAMEPLAY]
Iron Age <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged<e> unit

The Composite Archer is a more effective archery unit than the Archer, due to its ability to fire arrows at a greater distance.
[END]

[UNIT_COMPOSITE_ARCHER_HISTORICAL]
A composite bow is a traditional bow made from horn, wood, and sinew laminated together, a form of laminated bow. The horn is on the belly, facing the archer, and sinew on the outer side of a wooden core. When the bow is drawn, the sinew (stretched on the outside) and horn (compressed on the inside) store more energy than wood for the same length of bow. The strength can be made similar to that of all-wood "self" bows, with similar draw-length and therefore a similar amount of energy delivered to the arrow from a much shorter bow. However, making a composite bow requires more varieties of material than a self bow, its construction takes much more time, and the finished bow is more sensitive to moisture.
[END]

[UNIT_CONSCRIPT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DEMOCRACY>Democracy<e>
Can only be built by the <L:DATABASE_GOVERNMENTS,GOVERNMENT_DEMOCRACY>Democracy<e> government 
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_CONSCRIPT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CONSCRIPT_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CONSCRIPT_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Government-Specific "Special" unit<e> features:

Conscript (<L:DATABASE_ADVANCES,ADVANCE_DEMOCRACY>Democracy<e>)
- Upgrades to Red Guard (Communism) or Fascist (Fascism) or Machine Gunner (Mass Production)
- Obsolete with Mass Production
- Can only be built under Democracy
- Does not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e>
- Cannot be promoted to Elite
- Is <L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>

<L:DATABASE_ADVANCES,ADVANCE_DEMOCRACY>Democracies<e> typically thrive while pursuing peaceful activities, but they also know the world is a dangerous place. The Conscript is the foot soldier of their armies, not a professional but trained and equipped well enough to succeed in battle against almost any foe.

NOTE: To retain their ideological differentiation (so the player doesn't face armies composed of a mix of Conscripts, Fascists, and Red Guards), Conscript-Red Guard-Fascist all upgrade to and from each other.
[END]

[UNIT_CONSCRIPT_HISTORICAL]
Conscription is the state-mandated enlistment of people into national military service. Conscription dates back to antiquity and it continues in some countries to the present day under various names. The modern system of near-universal national conscription for young men dates to the French Revolution in the 1790s, where it became the basis of a very large and powerful military. Most European nations later copied the system in peacetime, so that men at a certain age would serve 1-8 years on active duty and then transfer to the reserve force.
[END]

[UNIT_CORACLE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SHIP_BUILDING>Shipbuilding<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_SAILS>Sails<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_CORACLE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CORACLE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CORACLE_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> two land units

The Coracle is the first naval <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> unit available in the game and is, as such, integral to the expansion of your empire.  It is capable of transporting two land units.  It is not a ship suited to <L:DATABASE_TERRAIN,TERRAIN_WATER_DEEP>Deep Water<e> travel, however, and must stick to <L:DATABASE_TERRAIN,TERRAIN_WATER_BEACH>Beaches<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_SHALLOW>Shallow Oceans<e>. Coracles cannot <L:DATABASE_ORDERS,ORDER_PILLAGE>Pillage<e> tile improvements nor <L:DATABASE_ORDERS,ORDER_INTERCEPT_TRADE>Pirate<e> trade routes
[END]

[UNIT_CORACLE_HISTORICAL]
The Coracle is a boat native to ancient Wales and Ireland.  Some coracles were round-bottomed skin boats, whereas others were akin to large, waterproof baskets, employing a framework of woven willow shoots.  Although their light build made them unfit to survive as archaeological finds, evidence of skin boat and coracle use can be found in the iconographic representations of rock carvings at Kalnes and Gjerpen in Norway.  Historians believe that skin boats like the coracle did not lead to significant steps in the evolution of boat construction, and more settled societies opted for more durable, timber-based boats for intercontinental exploration and conquest.
[END]

[UNIT_CORPORATE_BRANCH_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CORPORATION>Corporation<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_NEURAL_INTERFACE>Neural Interface<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_CORPORATE_BRANCH_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CORPORATE_BRANCH_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CORPORATE_BRANCH_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_ADVERTISE>Advertises<e>
<L:DATABASE_ORDERS,ORDER_FRANCHISE>Establishes Franchises<e>
<L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>

The Corporate Branch is a <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e> whose main attack involves <L:DATABASE_ORDERS,ORDER_FRANCHISE>Establishing a Franchise<e> in a foreign city.  The Franchise extracts <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> from the target city.  It can also advertise in a foreign city, persuading citizens to buy imported products and bring in <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> for your nation.  Each of these "attacks" costs your empire <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>.

Legal units such as the <L:DATABASE_UNITS,UNIT_LAWYER>Lawyer<e> can file <L:DATABASE_ORDERS,ORDER_SUE>Lawsuits<e> to fight back against the Corporate Branch.
[END]

[UNIT_CORPORATE_BRANCH_HISTORICAL]
Multinational corporations often kept their main executive offices within their home country, opting to send their manufacturing and production operations to countries with cheaper labor pools.  They could hire workers for a fraction of the cost of domestic workers, getting better return on their investment in factories and manufacturing plants.  Corporate branches also established themselves as commercial entities in foreign markets, selling their products abroad.  Though the globalization of the economy in the 20th century encouraged corporations to expand their borders, some countries suffered at the hands of first-world multinationals.
[END]

[UNIT_CRAWLER_PREREQ]
Requires: 
<L:DATABASE_ADVANCES,ADVANCE_ULTRAPRESSURE_MACHINERY>Ultra-Pressure Machinery<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_CRAWLER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CRAWLER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CRAWLER_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> up to 5 land units

The Crawler is the <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> unit-of-choice in underwater combat.  As its name implies, it crawls the ocean floor, enabling one to attack Undersea Colonies with land-based units.  Though it has no attack capabilities of its own, it is a stubborn defender.
[END]

[UNIT_CRAWLER_HISTORICAL]
Using the same technology developed for constructing deep-water undersea colonies and deep-sea mining operations, military scientists developed a craft that could transport armed forces through the benthos.

Because it skims the ocean surface, keeping an extremely low sonar and radar signature, it earned the nickname "crawler."  Although it saw limited civilian use, the crawler became the transport unit of choice for stealth operations because it lacked the vulnerability of air, land and ocean-surface transport.  Its ability to invade underwater cities also made it indispensable for undersea raids.
[END]

[UNIT_CROSSBOWMAN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CROSSBOW>Crossbow<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_FLINTLOCK>Flintlock<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_CROSSBOWMAN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CROSSBOWMAN_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CROSSBOWMAN_GAMEPLAY]
Although available since ancient times, the crossbow was used extensively in the Medieval Ages as a powerful <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>ranged<e> unit.
[END]

[UNIT_CROSSBOWMAN_HISTORICAL]
A crossbow is a ranged weapon using an elastic launching device consisting of a bow-like assembly called a prod, mounted horizontally on a main frame called a tiller, which is hand-held in a similar fashion to the stock of a long firearm. Crossbows shoot arrow-like projectiles called bolts or quarrels. A person who shoots with a crossbow is called a crossbowman or an arbalist (after the arbalest, a European crossbow variant used during the 12th century).

Although crossbows and bows use the same launch principle, the difference is that an archer must maintain a bow's draw manually by pitching the bowstring with fingers, pulling it back with arm and back muscles and then holding that same form in order to aim (which distresses the body and demands significant physical strength and stamina); while a crossbow utilizes a locking mechanism to maintain the draw, limiting the shooter's exertion to only pulling the string into lock and then releasing the shot by depressing a lever/trigger. This not only enables a crossbowman to handle stronger draw weight, but also to hold for longer with significantly less physical strain, thus potentially achieving better precision.
[END]

[UNIT_CRUISE_MISSILE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GUIDED_WEAPON_SYSTEMS>Guided Weapon Systems<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_CRUISE_MISSILE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CRUISE_MISSILE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CRUISE_MISSILE_GAMEPLAY]
Can be carried by units that can transport missiles

Cruise Missiles are powerful surface-to-surface medium-ranged rockets with non-nuclear warheads.  <L:DATABASE_UNITS,UNIT_NUCLEAR_SUBMARINE>Nuclear Submarines<e> and <L:DATABASE_UNITS,UNIT_STEALTH_BOMBER>Stealth Bombers<e> are ideal units to transport and launch cruise missiles in situations that call for highly destructive, but not necessarily atomic, weapons.
[END]

[UNIT_CRUISE_MISSILE_HISTORICAL]
In World War II, the Germans developed the V-1 missile, which was the precursor to the modern cruise missile developed by the United States and the Soviet Union in the 1960s and '70s.  Carrying either a conventional or a nuclear warhead, they are designed to fly relatively slow and close to the ground, to minimize radar detection.
[END]

[UNIT_CYBER_ATTORNEY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DIGITAL_ENCRYPTION>Digital Encryption<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_CYBER_ATTORNEY_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CYBER_ATTORNEY_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CYBER_ATTORNEY_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_INJOIN>Files Injunctions<e>
<L:DATABASE_ORDERS,ORDER_SUE>Sues<e>

In a fully digital world, the Cyber Attorney uses virtual reality technology to perform all facets of her work, issuing <L:DATABASE_ORDERS,ORDER_SUE>Lawsuits<e> and <L:DATABASE_ORDERS,ORDER_INJOIN>Filing Injunctions<e> with a simple wave of her hand-held projector. By comparison, <L:DATABASE_UNITS,UNIT_LEGAL_TEAM>Legal Teams<e> are soooo last century!
[END]

[UNIT_CYBER_ATTORNEY_HISTORICAL]
In a fully digital world, the Cyber Attorney uses virtual reality technology to perform all facets of her work, issuing <L:DATABASE_ORDERS,ORDER_SUE>Lawsuits<e> and <L:DATABASE_ORDERS,ORDER_INJOIN>Filing Injunctions<e> with a simple wave of her hand-held projector. By comparison, <L:DATABASE_UNITS,UNIT_LEGAL_TEAM>Legal Teams<e> are soooo last century!
[END]

[UNIT_CYBER_NINJA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NEURAL_INTERFACE>Neural Interface<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_CYBER_NINJA_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CYBER_NINJA_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CYBER_NINJA_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_INCITE_REVOLUTION>Incites Revolutions<e>
<L:DATABASE_ORDERS,ORDER_INVESTIGATE_CITY>Investigates Cities<e>
<L:DATABASE_ORDERS,ORDER_STEAL_TECHNOLOGY>Steal Advances<e>
<L:DATABASE_ORDERS,ORDER_PLANT_NUKE>Plants Nukes<e>

The Cyber Ninja is the zenith of espionage technology.  Picking up where the <L:DATABASE_UNITS,UNIT_SECRET_AGENT>Secret Agent<e> leaves off, she <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>stealthily<e> wreaks havoc on a target empire, <L:DATABASE_ORDERS,ORDER_STEAL_TECHNOLOGY>Stealing Advances<e>, <L:DATABASE_ORDERS,ORDER_INVESTIGATE_CITY>Spying<e> on <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, <L:DATABASE_ORDERS,ORDER_INCITE_REVOLUTION>Inciting Revolutions<e> and <L:DATABASE_ORDERS,ORDER_PLANT_NUKE>Planting Nuclear Weapons<e> in a city. She uses the combined skills of cracking, espionage and covert operations to complete her nefarious tasks.
[END]

[UNIT_CYBER_NINJA_HISTORICAL]
After the military developed an internal neural interface device, they began to test its uses in espionage.  They implanted it in their spies, who could infiltrate enemy computer centers and "jack" into their systems to steal technology or spy.  These "Cyber Ninjas" were supremely effective at completing their operations, and, by 2023, replaced conventional spies in espionage agencies around the world.

The Cyber Ninja is the operative to call in for the "dirty work."  Remember, though, that even the best can be caught, and one will spark a diplomatic and political conflagration should your Cyber Ninja be discovered.
[END]

[UNIT_DESTROYER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RADIO_NAVIGATION>Radio Navigation<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_PLASMA_WEAPONRY>Plasma Weaponry<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_DESTROYER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DESTROYER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DESTROYER_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Sea & Air Units
<L:DATABASE_CONCEPTS,CONCEPT_ACTIVE_DEFENSE>Anti-Air Active Defense<e>

The Destroyer is a well-rounded naval assault unit.  Equally gifted in <L:DATABASE_ORDERS,ORDER_ATTACK>Attack<e>, <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged Attack<e> and Defense, the Destroyer can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> naval targets and, more importantly, provide <L:DATABASE_CONCEPTS,CONCEPT_ACTIVE_DEFENSE>Anti-Air Support<e> for naval sorties.
[END]

[UNIT_DESTROYER_HISTORICAL]
In the 1890s, the term destroyer referred to 250-ton vessels deployed to protect battleships from torpedo boats.  By World War I, torpedo-boat destroyers became advanced torpedo boats themselves, and were often deployed ahead of battle fleets to scout for the enemy fleet, attack the destroyers with cannon fire and then launch torpedoes against battleships and cruisers.  When submarines became the main torpedo-launching vessel, shipbuilders outfitted destroyers with hydrophones and depth charges to protect battle fleets and merchant-ship convoys against this new tactic.  By World War II, however, the invention of radar and antiaircraft guns added the role of air defense to this already formidable escort ship.

After World War II, the destroyer's dual role of antiaircraft and antisubmarine became even more powerful with the advent of guided missiles.  Modern destroyers commonly carried surface-to-air missiles, antisubmarine torpedoes, anti-ship missiles and 4 to 5 inch caliber guns.  Some carried small helicopters to aid in sub-hunting, and a few carried cruise missiles.  With a crew of 300, speed capability of 30 knots and a displacement of from 4,000 to 7,000 tons, destroyers were one of the best naval attack craft of the modern age.
[END]

[UNIT_DIPLOMAT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DYNASTY>Dynasty<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_AGE_OF_REASON>Age of Reason<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_DIPLOMAT_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DIPLOMAT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DIPLOMAT_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Establishes Embassies<e>
<L:DATABASE_ORDERS,ORDER_THROW_PARTY>Holds Receptions<e>
<L:DATABASE_ORDERS,ORDER_INVESTIGATE_CITY>Investigates Cities<e>
<L:DATABASE_CONCEPTS,CONCEPT_GOSSIP>Hears Gossip<e>

Whereas the <L:DATABASE_UNITS,UNIT_SETTLER>Settler<e> is crucial to the physical expansion of your empire, the Diplomat is crucial to the political and economic development of your nation.  The Diplomat can Establish Embassies in foreign cities to expand the diplomatic options available to the player.  They can also hold receptions in foreign cities to increase the host nation's <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e>.

Like other diplomatic units, the Diplomat has a unique mix of Stealth characteristics. While he is invisible to normal units, he cannot see other <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealthy Units<e> - but they can see him.
[END]

[UNIT_DIPLOMAT_HISTORICAL]
Among the ruins of eastern Mediterranean civilizations lay the roots of diplomacy.  Records detailing treaties between Mesopotamian city-states date from 2850 BC.  The first diplomatic language was Akkadian (Babylonian), serving as an international tongue until Aramaic replaced it.  Archaeologists discovered cuneiform tablets from the 14th century BC documenting a diplomatic correspondence, in Akkadian, between the Egyptian court and a Hittite king.  The full texts of treaties between Ramesses II of Egypt and Hittite leaders existed as well.  China had leagues, missions and a system of diplomatic correspondence as early as the 8th century BC, and evidence of sophisticated Indian diplomacy in the 4th century BC implies it developed even earlier.  The Greek system of diplomacy, however, became the model for international diplomacy in much of the West for centuries.

Greek heralds were the first diplomats, protected by the gods with immunity from harm.  Hermes, messenger of the gods and patron god of heralds, was associated with the institution of diplomacy.  Although, as the herald of Zeus, he gained a reputation for being persuasive and eloquent, he was also known as a dishonest knave, a stigma that became associated with diplomats well into modern times.  Heralds were recognized internationally as unassailable, meaning that, even in foreign lands, they were almost never assaulted, imprisoned or otherwise harmed.  To signify their inviolable status, heralds and messengers often carried an emblem, such as a message stick, and were received by their hosts with great ceremony.  Because of this, heralds were often used as contacts between nations at war.  They often preceded small groups of envoys to arrange safe passage.  Envoys, traveling in groups to ensure loyalty, were politically prominent orators dispatched to sway foreign assemblies and leaders.

The Greeks established many diplomatic conventions, including principles of international conduct, diplomatic vocabulary, and international law that survived well into the modern age.  Greek diplomats negotiated truces, treaties, alliances and neutrality, and held conventions, conferences and receptions.  They laid the foundation for a multilateral diplomacy system that evolved and transformed over the next two millennia.
[END]

[UNIT_DREADNAUGHT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SMART_MATERIALS>Smart Materials<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_DREADNAUGHT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DREADNAUGHT_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DREADNAUGHT_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land & Sea Units.

The Dreadnaught is the undisputed terror of the deep sea, and the most powerful underwater unit in the game.  Though it is slow, it is capable of devastating Ranged Attacks.
[END]

[UNIT_DREADNAUGHT_HISTORICAL]
The Dreadnaught was the most ingeniously designed military vehicle in history.  One of the first watercraft to make use of smart materials, its exterior was comprised of a voluntarily elastic substance that enabled the dreadnaught to propel itself through water by mimicking the undulations of a sea creature.  It could harden into a nearly impenetrable carapace of armor or languidly morph around a natural rock formation.  It is capable of dramatic, chameleon-like camouflage techniques.  When near the surface of the ocean, the dreadnaught's exterior would sense the light and selectively reflect only a fraction of the visible spectrum, making it barely visible to passing craft.  Its arsenal included plasma weaponry and conventional torpedoes.  The dreadnaught was unquestionably the zenith of military technology and the most feared ship in the world.
[END]

[UNIT_DROMON_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ASTROLABE>Astrolabe<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_NAVAL_TACTICS>Naval Tactics<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_DROMON_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DROMON_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DROMON_GAMEPLAY]
Medieval <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged<e> and flanker unit
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Naval Units

With the discovery of Greek fire, ships such as the Dromon were created to utilize this fearful weapon on the high seas.
[END]

[UNIT_DROMON_HISTORICAL]
The Dromon was one of the most destructive ships that ever sailed the Mediterranean.  Its principle weapon was Greek fire, a combination of naphtha, sulfur, saltpeter, quicklime and petroleum developed by a Greek-speaking Syrian refugee in 650 AD.  The Byzantine emperor Alexius I Comnenus burned down a Pisan fleet in the eleventh century with ships equipped with this volatile concoction that ignited upon impact with water.  He ordered each of his ships set with a lion's head made of iron or bronze. Tubes fed through the lions' mouths into containers of Greek fire, giving the lions the appearance of spewing magnificent breaths of fire on the wooden ships of their enemies.
[END]

[UNIT_ECO_RANGER_PREREQ]
Requires:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_ECOTOPIA>Ecotopia<e>
<L:DATABASE_WONDERS,WONDER_THE_EDEN_PROJECT>The Eden Project<e>
Government-specific unit - Ecotopia

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_ECO_RANGER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ECO_RANGER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ECO_RANGER_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_CREATE_PARK>Nanite Cleansing<e>
<L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>
Can only be built by <L:DATABASE_GOVERNMENTS,GOVERNMENT_ECOTOPIA>Ecotopia<e> government 

The Eco-Ranger is the ultimate terrorist unit.  Whereas the <L:DATABASE_UNITS,UNIT_NUKE>Nuke<e> merely reduces <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> to radioactive piles of rubble, the Eco-Ranger's <L:DATABASE_ORDERS,ORDER_CREATE_PARK>Nanite Cleansing<e> attack annihilates all manmade entities in the target range.  It reduces the land to "what nature had intended" and utterly eradicates any trace of <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, <L:DATABASE_CONCEPTS,CONCEPT_UNITS>Units<e> or <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> that may have existed there before - including the Eco-Ranger who carried it out.

Only an <L:DATABASE_GOVERNMENTS,GOVERNMENT_ECOTOPIA>Ecotopian<e> government can build the Eco-Ranger.  It is also a <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>stealth unit<e>.

Players should consider the ramifications associated with unleashing such a destructive force.  Its attack constitutes an <L:DATABASE_CONCEPTS,CONCEPT_ATROCITY>Atrocity<e>, one that will assuredly invite condemnation from the world diplomatic community.
[END]

[UNIT_ECO_RANGER_HISTORICAL]
Developed out of the Gaia Theory experiments of the Eden Project, the Eco-Ranger's roots lied in the application of nanotechnology to pollution elimination and control.  The Eden Project sought to develop a nanite that ferreted out polluting elements and eliminated them.  Once the technology was successfully applied, however, a faction of Ecotopian scientists involved in the Eden Project took the application a step further, designing nanites to annihilate any trace of humanity.  By seeking out any manmade entity, be it a synthetic material, non-natural chemical or polluting agent, the Eco-Ranger erased any trace of humanity on the land.  Entire cities simply disappeared, their inhabitants, buildings replaced by pristine wilderness.  This weapon eclipsed any other nuclear, biotech or nanotech weapon to come before it.  Although the Eden Project started out in the interest of addressing global pollution, its designers scarcely envisioned that their noble intentions would beget the destructive power of the Eco-Ranger.
[END]

[UNIT_ECO_TERRORIST_PREREQ]
Requires:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_ECOTOPIA>Ecotopia<e>
Government-specific unit - Ecotopia

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_ECO_TERRORIST_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ECO_TERRORIST_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ECO_TERRORIST_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_ASSASSINATE>Assassinates<e>
<L:DATABASE_ORDERS,ORDER_NANO_INFECT>Nano-Infects<e>
<L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>
Can only be built by <L:DATABASE_GOVERNMENTS,GOVERNMENT_ECOTOPIA>Ecotopia<e> government 

The Eco-Terrorist is a nanotech-capable <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e> that has a variety of <L:DATABASE_ORDERS,ORDER_ATTACK>Attacks<e> at its disposal.  It can <L:DATABASE_ORDERS,ORDER_ASSASSINATE>Assassinate<e> the leader of another nation, throwing the citizens into a panic and lowering the <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> in a city.  Even more devastating is its <L:DATABASE_ORDERS,ORDER_NANO_INFECT>Nano-Infect<e> attack, which releases a Nanite bomb that has a 30% chance of destroying each <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e> in a city.
[END]

[UNIT_ECO_TERRORIST_HISTORICAL]
The Ecotopian philosophy of radical environmentalism, comprised of a way of life that was most in harmony with nature, emerged as a full-fledged political movement in the early 22nd century.  The Ecotopians sought not only to repair the damage wrought by centuries of unchecked progress but also to design a system of living that guaranteed the health of the planet by minimizing the human impact on ecologies.  Ecotopians advocated the elimination, by any means available, of any systems that generated pollution.  The Ecotopian Elite Guard was established in the mid 22nd century as a special wing of the Ecotopian National Guard.  The Elite Guard, known by other nations as "Eco-Terrorists," raided cities, detonating nanite bombs designed to take out antiquated fossil-fuel-burning power plants.  Though their methods were controversial, they won many passionate adherents within Ecotopian nations.  The Ecotopians invested heavily into military applications of nanites, and their reliance on stealth and mass destruction earned them few allies in the world community.
[END]

[UNIT_ELEPHANT_WARRIOR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OLIGARCHY>Oligarchy<e>
Can only be built by <L:DATABASE_GOVERNMENTS,GOVERNMENT_OLIGARCHY>Oligarchy<e> government
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_REPUBLIC>Republic<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_ELEPHANT_WARRIOR_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ELEPHANT_WARRIOR_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ELEPHANT_WARRIOR_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Government-Specific "Special" unit<e> features:

War Elephant (<L:DATABASE_ADVANCES,ADVANCE_OLIGARCHY>Oligarchy<e>)
- Upgrades to Raiders (Stirrup)
- Obsolete with Republic
- Does not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e> under Anarchy, Oligarchy, Republic, Dictatorship, or Tribunal Empire
- Disbands under all Middle Ages and above governments (or City State and earlier)
- Cannot be promoted to Elite
- Is <L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>

A Bronze Age <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged<e> unit, the War Elephant is a fearsome unit that can withstand a lot of damage on the front lines of battle.
[END]

[UNIT_ELEPHANT_WARRIOR_HISTORICAL]
War elephants were developed from the native species in India and North Africa to serve as a type of ancient age tank. Their mere presence on the battlefield leaves infantry paralyzed with fear and also scares horses, giving them an advantage should they meet those animals in combat.
[END]

[UNIT_EMISSARY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_EXPLORATION>Exploration<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_DYNASTY>Dynasty<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_EMISSARY_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_EMISSARY_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_EMISSARY_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_INVESTIGATE_CITY>Investigates Cities<e>
<L:DATABASE_CONCEPTS,CONCEPT_GOSSIP>Hears Gossip<e>
<L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>

The primary function of the Emissary is to explore the map, although he also has the ability to <L:DATABASE_ORDERS,ORDER_INVESTIGATE_CITY>Investigate Cities<e> and can even <L:DATABASE_CONCEPTS,CONCEPT_GOSSIP>Hear Gossip<e> if positioned outside a foreign capital city.

The Emissary can eventually upgrade to <L:DATABASE_UNITS,UNIT_DIPLOMAT>Diplomat<e>, and has a similar mix of Stealth characteristics. While he is invisible to normal units, he cannot see other <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Units<e> - but they can see him. Additionally, as a civilian unit his presence will not anger other civilizations and he can be expelled.
[END]

[UNIT_EMISSARY_HISTORICAL]
The Emissary is a unit who carries out the earliest form of ancient diplomacy. Long before resident diplomats were assigned to other nations, rulers would send "gifts" to one another, which - despite claims of being tribute - in most cases were actually a form of elite-level trade. In the process of moving from place to place, these emissaries took the opportunity to explore the regions they traversed and would report their findings when they returned home.
[END]

[UNIT_EMPATHIC_DIPLOMAT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_EUGENICS>Gene Therapy<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_EMPATHIC_DIPLOMAT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_EMPATHIC_DIPLOMAT_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_EMPATHIC_DIPLOMAT_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Establishes Embassies<e>
<L:DATABASE_ORDERS,ORDER_THROW_PARTY>Holds Receptions<e>
<L:DATABASE_ORDERS,ORDER_INVESTIGATE_CITY>Investigates Cities<e>
<L:DATABASE_CONCEPTS,CONCEPT_GOSSIP>Hears Gossip<e>

The Empathic Diplomat is a product of research in the field of <L:DATABASE_ADVANCES,ADVANCE_EUGENICS>Gene Therapy<e>.  Empaths are genetically engineered to read the emotional states of anyone they meet.  As extraordinarily gifted communicators, they are perfectly suited to diplomatic relations.

Like other diplomatic units, the Empathic Diplomat has unique mix of Stealth characteristics. While she is invisible to normal units, she cannot see other <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Units<e> - but they can see her.
[END]

[UNIT_EMPATHIC_DIPLOMAT_HISTORICAL]
As geneticists began to delve into the vast world of gene therapy and its many applications, they originally sought to eliminate the genetic roots of disease and deformity in humans.  In the process of searching for the genetic roots of Alzheimer's disease, geneticists discovered a way to increase the general use of brains.  It was common knowledge that, at any given time, a human being only used between 10 and 30 percent of their brain for even the most intensive tasks.  They engineered a gene that enabled a two-fold increase in brain use, which vastly increased specific capacities of certain parts of the brain.  Unfortunately, they were unable to pinpoint and target a particular capacity or aptitude.  Rather, children implanted with this gene would develop an unpredictable, but usually beneficial, new aptitude.  Some grew to be towering intellects, master artisans and amazingly talented artists.  A handful of people developed superbly heightened emotional capacities.  These "empaths," as they were called, found a place in the business and governmental realms as masters of conflict resolution and diplomacy.  Endowed with the abilities to sense the emotional states of those they encountered, they were uniquely gifted in the art of negotiations, mediation and ambassadorship.

On October 24, 2095, 150 years to the day after the establishment of the United Nations, an international organization of Empathic Diplomats created the World Peace Center, dedicated to the preservation of peace and the pursuit of global harmony.
[END]

[UNIT_FASCIST_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FASCISM>Fascism<e>
Can only be built by the <L:DATABASE_GOVERNMENTS,GOVERNMENT_FASCISM>Fascism<e> government
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_FASCIST_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_FASCIST_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_FASCIST_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Government-Specific "Special" unit<e> features:

Fascist (<L:DATABASE_ADVANCES,ADVANCE_FASCISM>Fascism<e>)
- Upgrades to Conscript (Democracy) or Red Guard (Communism) or Machine Gunner (Mass Production)
- Obsolete with Mass Production
- Can only be built under Fascism
- Does not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e>
- Cannot be promoted to Elite
- Is <L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>
- Defends against <L:DATABASE_UNITS,UNIT_SPY>Spies<e>

<L:DATABASE_ADVANCES,ADVANCE_FASCISM>Fascism<e> thrives on unflagging dedication to the state and its ideals, no matter how destructive or extreme.  The Fascist is the foot soldier of this zealous and fanatic regime, fighting with unmatched ferocity.  No other <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e> type is able to build the Fascist unit.

NOTE: To retain their ideological differentiation (so the player doesn't face armies composed of a mix of Conscripts, Fascists, and Red Guards), Conscript-Red Guard-Fascist all upgrade to and from each other.
[END]

[UNIT_FASCIST_HISTORICAL]
The Fascist governments of Italy, Germany and Spain in the mid-20th century were distinguished by their zealous adherence to militaristic, authoritarian ideals.  Fascist leaders, such as Benito Mussolini, Adolf Hitler and Francisco Franco, relied on strong military and state police forces to enforce order, seize and maintain power, root out dissidents and fulfill on their expansionist foreign policies.  Whether state police, special forces or standard military, fascist soldiers exhibited a fanatical devotion to their role in the state.  The de facto police state that proliferated in the three major European fascist states afforded the military and police huge powers over the lives of citizens.  Fascists gained a reputation for violent, determined military action and a fanatical allegiance to their leaders.

Mussolini organized the Camicie Nere, or Blackshirts, to help him seize power and destroy the political and economic organizations of the Socialists in 1920.  They attacked hundreds of Socialists, Communists, republicans and other non-fascist political organizations, murdering hundreds of people.  On February 1, 1923, Mussolini transformed the Blackshirts into a national militia, the Voluntary Fascist Militia for National Security.  They continued to act as the military and police arm of the Italian fascist state until Mussolini's assassination in 1945.

In April 1925, Adolf Hitler established the Schutzstaffel (German, "Protective Echelon") as a small personal bodyguard force.  A black-uniformed elite corps of the Nazi party, the SS rose to power along with Hitler, garnering tremendous police and military powers.  He also created a paramilitary organization known as the Sturmabteilung (German "Assault Division").  Known by several names - Brownshirts, Storm Troopers, the SA - their violent methods of intimidation played a vital role in Hitler's rise to power.  Perhaps most famous of the fascist military forces, the Gestapo (short for Geheime Staatspolizei, or "Secret State Police") were the political police of Nazi Germany responsible for the elimination of opposition forces and dissidents within Germany.  The ruthless, atavistic force with which the Gestapo operated was one of the most diabolical aspects of the Nazi apparatus.
[END]

[UNIT_FIGHTER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AERODYNAMICS>Aerodynamics<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_SUPERSONIC_FLIGHT>Supersonic Flight<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_FIGHTER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
HP: {UnitDB(UnitRecord[0]).MaxHP}
Move/Fuel: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000} / {UnitDB(UnitRecord[0]).MaxFuel / 100}
[END]

[UNIT_FIGHTER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
HP: {UnitDB(UnitRecord[0]).MaxHP}
Move/Fuel: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000} / {UnitDB(UnitRecord[0]).MaxFuel / 100}
[END]

[UNIT_FIGHTER_GAMEPLAY]
Can land on <L:DATABASE_UNITS,UNIT_AIRCRAFT_CARRIER>Aircraft Carriers<e>

The Fighter must refuel by landing in <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, at <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_AIR_BASES>Airbases<e> or on <L:DATABASE_UNITS,UNIT_AIRCRAFT_CARRIER>Aircraft Carriers<e>.

The Fighter is the first aerial combat unit available in the game.  The first empire to employ Fighters will have a tactical advantage, as they will be able to shrug off the limitations of land-based travel.
[END]

[UNIT_FIGHTER_HISTORICAL]
The fighter airplane, which was primarily designed to destroy other aircraft in combat, was introduced in the first World War, but did not played a key role until World War II.  They were often the highest performing aircraft of their times, capable of outflying and outmaneuvering opposing fighters.  They were armed with weapons specially designed to hit enemy aircraft, such as rapid-fire machine guns.

During World War II, all-metal, propeller-engine fighters were capable of speeds of 450 miles and reached ceilings of 35,000 to 40,000 feet.  Some of the more notable fighters from that period were the British Spitfire and Hurricane, the U.S. P-38 Lightning and P-51 Mustang, the German Focke Wulf FW-190 and the Japanese Zero.  Uses of fighters included air support for naval sorties, reconnaissance, light bombing runs, dogfighting, harassment and support for ground attacks.
[END]

[UNIT_Z_FREIGHT_TRANSPORT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_ECONOMICS>Global Economics<e>
Obsolete:
Never

Costs:
{UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[UNIT_Z_FREIGHT_TRANSPORT_STATISTICS]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_Z_FREIGHT_TRANSPORT_GAMEPLAY]
Creates 3 <L:DATABASE_CONCEPTS,CONCEPT_TRADE_ROUTE>Trade Route<e> Points

Freight Transports are the <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e> equivalent of <L:DATABASE_UNITS,UNIT_CARAVAN>Caravans<e>.  Employing modern freight, including ships, trucks and railcars, Freight Transports dramatically increase the amount of goods that can be traded.
[END]

[UNIT_Z_FREIGHT_TRANSPORT_HISTORICAL]
As the global economy began to explode in size in the late 20th century, there emerged a tremendous need for new systems of delivery of raw materials and trade goods.  Most of the existing transit systems, rail, shipping and trucking already handled cargo as a primary duty.  These disparate systems began to integrate into global shipping operations in order to meet the demands of the international economy.  Although many large corporations employed their own private shipping operations, several shipping conglomerates emerged to facilitate most of the international freight transport in the modern era.  

A standard container size made shipping easier.  A single 8 ft x 8 ft by 20 ft container could fit on a truck trailer, two of them could fit on a rail car and several thousand could fit in huge container ships.  They made loading easier by requiring only one kind of crane to load and unload ships.  Many of the world's largest cities expanded their ports to accommodate these behemoth watercraft.  Other bulk cargo, such as oil, required specially designed ships to transport.
[END]

[UNIT_FRIGATE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e> 
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_LIQUID_BREATHING_APPARATUS>Fluid Breathing<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_FRIGATE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_FRIGATE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_FRIGATE_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Naval Units
Sees <L:DATABASE_UNITS,UNIT_SUBMARINE>Submarines<e>

The Subchaser is a vigilant defender of coastal zones and the high seas.  Although it is capable of <L:DATABASE_ORDERS,ORDER_BOMBARD>bombarding<e> other naval targets, its primary function is <L:DATABASE_UNITS,UNIT_SUBMARINE>submarine<e> hunting.  Fast and deadly, the Subchaser is essential for detecting enemy submersibles.
[END]

[UNIT_FRIGATE_HISTORICAL]
U.S. Navy submarine chasers were designed specifically to destroy German submarines in World War I, and Japanese and German submarines in World War II. The small 110-foot (34 m) SC-1-class submarine chasers of the design used in World War I carried the hull designator SC (for Submarine Chaser). Their main weapon was the depth charge, but they also carried machine guns and anti-aircraft guns. The similar-sized SC-497-class was built for World War II, along with the larger 173-foot (53 m) PC-461-class. The British and Japanese navies also built a large number of submarine chasers, of various sizes.

Rapid developments in submarine technologies after World War II quickly made submarine chasers obsolete, with their functions replaced by corvettes, frigates, and destroyers.
[END]

[UNIT_FUSION_TANK_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FUSION>Fusion<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_FUSION_TANK_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_FUSION_TANK_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_FUSION_TANK_GAMEPLAY]
Hover unit, can cross <L:DATABASE_TERRAIN,TERRAIN_WATER_BEACH>Beaches<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_SHALLOW>Shallow Water<e>

The Fusion Tank is one of the most versatile land-based assault units in the game.  It possesses <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged Attack<e> capabilities and, most importantly, can skim across <L:DATABASE_TERRAIN,TERRAIN_WATER_BEACH>Beaches<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_SHALLOW>Shallow Water<e>, extending its reach and range.  The Fusion tank also has significant mobility, and can cover a lot of ground in a single turn.
[END]

[UNIT_FUSION_TANK_HISTORICAL]
The fusion tank was the answer to many of the prayers of generals and military strategists across the world.  Hover infantry were quickly becoming the dominant force on the battlefield, with their ability to negotiate any terrain, strike swiftly and then scatter.  Conventional artillery and tanks were the only long-range, armored land assault craft available.  Squadrons of hover infantry, employing hand-held anti-tank munitions, literally ran circles around the slow-moving, bulky tanks, wiped out entire armies.  Employing much of the same technology that powered the hover infantry's notorious anti-gravity capabilities, scientists developed a larger-scale anti-gravity levitation and propulsion system.  Unlike the hover infantry's land-based system, the fusion tank's anti-grav system enabled it to travel over shallow water, which increased the fusion tank's operating range and functional capabilities.  

The fusion tank could penetrate heavily armored and fortified targets with its high-powered pulse laser cannon, and track multiple small targets with its smaller magnetic pulse guns.  It rendered conventional tanks nearly obsolete and brought an armored compliment to the hover infantry's swift strike capabilities.
[END]

[UNIT_GALLEON_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AGE_OF_DISCOVERY>Age of Discovery<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_INTERNAL_COMBUSTION>Internal Combustion<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_GALLEON_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GALLEON_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GALLEON_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land & Sea Units
<L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> four land units 

The Galleon combines attack & defense capabilities with transport capacity.
[END]

[UNIT_GALLEON_HISTORICAL]
Galleons were large, multi-decked sailing ships first used as armed cargo carriers by European states from the 16th to 18th centuries during the age of sail and were the principal vessels drafted for use as warships until the Anglo-Dutch Wars of the mid-1600s. Galleons generally carried three or more masts with a lateen fore-and-aft rig on the rear masts, were carvel built with a prominent squared off raised stern, and used square-rigged sail plans on their fore-mast and main-masts.

Such ships were the mainstay of maritime commerce into the early 19th century, and were often drafted into use as auxiliary naval war vessels. Indeed, they were the mainstay of contending fleets through most of the 150 years of the Age of Discovery, before the Anglo-Dutch wars brought purpose-built ship-rigged warships, ships of the line, that thereafter dominated war at sea during the remainder of the age of sail.
[END]

[UNIT_HALBERDIER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GUNPOWDER>Gunpowder<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CANNON_MAKING>Cannon Making<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_HALBERDIER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HALBERDIER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HALBERDIER_GAMEPLAY]
A late Medieval-Era Infantry unit.
Will not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e> when changing governments

Replaces the untrained <L:DATABASE_UNITS,UNIT_PIKEMEN>Pikeman<e> as an improved infantry component of your armies.

The Halberdier is the bane of any mounted units' existence.  He is particularly adept at taking down <L:DATABASE_UNITS,UNIT_KNIGHT>Knights<e> with the bladed polearm he wields. Though lacking a <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged Attack<e>, Halberdiers are effective at both standard offense and defense.
[END]

[UNIT_HALBERDIER_HISTORICAL]
For most of the medieval period, the horse-mounted knight dominated the battlefield of Europe. In 1476, however, at the Battle of Grandson, infantry returned to prominence.  There, the Swiss Confederate army defeated the Burgundian Knights, using 600-man squares of eighteen-foot spiked poles.  After this event, the halberdier became the mainstay of European infantry until the development of the musket.
[END]

[UNIT_HALBERDIER_ELITE_PREREQ]
Experience gained through combat
[END]

[UNIT_HALBERDIER_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HALBERDIER_ELITE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HALBERDIER_ELITE_GAMEPLAY]
Regular units can receive battlefield promotion and become <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Units<e>.
[END]

[UNIT_HALBERDIER_ELITE_HISTORICAL]
[END]

[UNIT_HEAVY_TANK_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMBINED_ARMS>Combined Arms<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_FUSION>Fusion<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_HEAVY_TANK_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HEAVY_TANK_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_HEAVY_TANK_GAMEPLAY]
Late Modern Age flanking unit

Superior <L:DATABASE_ORDERS,ORDER_ATTACK>Attack<e> and <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged Attack<e> capabilities make the Heavy Tank the most powerful Late <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e> land-based unit in the game.  Its versatility, speed and power comprise one of the most effective tools of military conquest you have at your command.
[END]

[UNIT_HEAVY_TANK_HISTORICAL]
After World War II, tanks were designed primarily to fight other tanks.  Armies equipped them with larger, increasingly accurate guns, stronger, heavier armor and engines that were more powerful.  Modern battle tanks weigh as much as 50+ tons, but possess turbine engines, making them capable of road speeds of 30-40 mph. Low profiles and sophisticated technology (including depleted uranium armour piercing shells) make their WW2 predecessors pale into insignificance by comparison.
[END]

[UNIT_HIRED_THUG_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CITY_STATE>City State<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_MONARCHY>Monarchy<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_HIRED_THUG_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HIRED_THUG_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HIRED_THUG_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Sabotage Production<e>
<L:DATABASE_ORDERS,ORDER_INVESTIGATE_READINESS>Assassinate Civilians<e>
<L:DATABASE_ORDERS,ORDER_ASSASSINATE>Assassinates Foreign Rulers to topple governments<e>
<L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>

Hired Thugs can kill Rulers and most Civilian units without resorting to battle.
[END]

[UNIT_HIRED_THUG_HISTORICAL]
From the most ancient of times, brutal men have been willing to commit heinous crimes in return for gold or other forms of payment. These Hired Thugs think nothing of committing murder or sabotage, and even though the work is dangerous, there's an endless supply of willing hands to take the place of those who are lost.
[END]

[UNIT_HOPLITE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BRONZE_WORKING>Bronze Working<e>
Can only be built by <L:DATABASE_GOVERNMENTS,GOVERNMENT_CITY_STATE>City State<e> and <L:DATABASE_GOVERNMENTS,GOVERNMENT_OLIGARCHY>Oligarchic<e> governments
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_REPUBLIC>Republic<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_HOPLITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Government-Specific unit<e> features:

Hoplite (<L:DATABASE_ADVANCES,ADVANCE_BRONZE_WORKING>Bronze Working<e>)
- Does not Upgrade
- Obsolete with Republic
- Does not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e> under Anarchy, City State, Oligarchy, or Republic
- Disbands under all Dictatorship and above governments (or Dynasty and earlier)
- Can be promoted to <L:DATABASE_UNITS,UNIT_HOPLITE_ELITE>Elite Hoplite<e>

The Hoplite is a Bronze Age defensive unit, and is ideal for <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> <L:DATABASE_ORDERS,ORDER_FORTIFY>Fortification<e> in the <L:DATABASE_CONCEPTS,CONCEPT_ANCIENT_AGE>Ancient Age<e>.
[END]

[UNIT_HOPLITE_HISTORICAL]
Hoplites were the extremely disciplined, heavily armed foot soldiers that comprised some of the fiercest and most effective fighting units in ancient Greece and Sparta.  Clad in a bronze helmet, breastplate and greaves and armed with a large shield, a sword and a six-foot long thrusting spear, hoplites fought in a close, shoulder-to-shoulder formation called a phalanx.  Before the hoplite's arrival on the battlefield around the 8th century BC, warfare primarily consisted of individual combat.  Advances in bronze working made new and heavier armor and weapons available.  Hoplite phalanxes were typically eight, but sometimes as much as fifty, ranks of soldiers. They would break enemy ranks with their highly compact formation and were considered the best fighters in the Mediterranean.
[END]

[UNIT_HOPLITE_MILITIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BRONZE_WORKING>Bronze Working<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>
[END]

[UNIT_HOPLITE_MILITIA_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_MILITIA_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_MILITIA_GAMEPLAY]
Bronze Age militia unit.
[END]

[UNIT_HOPLITE_MILITIA_HISTORICAL]
[END]

[UNIT_HOPLITE_ELITE_PREREQ]
Experience gained through combat
[END]

[UNIT_HOPLITE_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_ELITE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOPLITE_ELITE_GAMEPLAY]
Formerly these were mere <L:DATABASE_UNITS,UNIT_HOPLITE>Hoplites<e>, but combat promotion has made them so much more. Further displays of prowess on the battlefield will give this <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Unit<e> the chance to become <L:DATABASE_UNITS,UNIT_HERO>Heroes<e>.
[END]

[UNIT_HOPLITE_ELITE_HISTORICAL]
[END]

[UNIT_HORSEMAN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HORSE_ARMOR>Horse Armor<e>
<L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horse<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_STIRRUP>Stirrup<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_HORSEMAN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HORSEMAN_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HORSEMAN_GAMEPLAY]
Bronze Age <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged<e> and flanker unit.

The Horseman is the most effective Bronze-Age unit, combining a variety of mobile and military skills.

Horsemen cannot be built without access to <L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horses<e>.
[END]

[UNIT_HORSEMAN_HISTORICAL]
The Companion cavalry was composed of the Hetairoi of the king, mainly upper class citizens who were able to acquire and maintain armour and horses. In the age of Philip II and Alexander they were organized into 8 territorial squadrons, termed ilai. Each ile numbered between 200 and 300 horsemen. They were originally commanded by a single leader, Philotas under Alexander the Great, but following his execution would see the leadership split between two men, Cleitus the Black and Hephaestion. Arrian claims this was because, Alexander "did not want anyone, not even his intimate friend, to be the centre of attention".

After receiving reinforcements in Susa, Alexander established two companies in each squadron. They were referred to by the name of the territory they were mustered in or by the name of its captain. The Royal Ile was commanded by Alexander himself and contained twice the number of soldiers the other units contained, c. 400. These cavalry squadrons would sometimes be combined in groups of two, three or four to form a hipparchy, which was commanded by a hipparch, though the whole Companion force was generally commanded by Alexander.
[END]

[UNIT_HOVER_INFANTRY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHAOS_THEORY>Chaos Theory<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_HOVER_INFANTRY_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOVER_INFANTRY_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOVER_INFANTRY_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_DIAMOND_AGE>Diamond Age<e> infantry unit.

The Hover Infantry is the most powerful infantry unit in the game.  Capable of negotiating even the most treacherous terrain with speed and efficacy, Hover Infantry deliver devastatingly effective attacks.  They are an ideal complement to the <L:DATABASE_UNITS,UNIT_FUSION_TANK>Fusion Tank<e>, but cannot travel on <L:DATABASE_TERRAIN,TERRAIN_WATER_BEACH>beach<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_SHALLOW>shallow water<e> tiles.
[END]

[UNIT_HOVER_INFANTRY_HISTORICAL]
The development of applied chaos theory opened up new opportunities in the realm of physics.  Scientists were able to develop reliable anti-gravity systems that could act as a propulsion system for small objects.  The military leaped on this discovery and immediately poured considerable financial resources into developing a hover system for individual soldiers.  After several years, the hover infantry unit was born.  Although the hover infantry's anti-grav system does not permit him to fly vertically, it acts as propulsion and levitation system that enables him to traverse any solid terrain.  With the arrival of hover infantry on the battlefields, conventional artillery, tank and infantry units began to find themselves outmaneuvered, outgunned and outclassed
[END]

[UNIT_HOVER_INFANTRY_MILITIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHAOS_THEORY>Chaos Theory<e>
Obsolete:
Never
[END]

[UNIT_HOVER_INFANTRY_MILITIA_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOVER_INFANTRY_MILITIA_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOVER_INFANTRY_MILITIA_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_DIAMOND_AGE>Diamond Age<e> militia unit
[END]

[UNIT_HOVER_INFANTRY_MILITIA_HISTORICAL]
[END]

[UNIT_HOVER_INFANTRY_ELITE_PREREQ]
Experience gained through combat
[END]

[UNIT_HOVER_INFANTRY_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOVER_INFANTRY_ELITE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOVER_INFANTRY_ELITE_GAMEPLAY]
Regular units can receive battlefield promotion and become <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Units<e>.
[END]

[UNIT_HOVER_INFANTRY_ELITE_HISTORICAL]
[END]

[UNIT_HOWITZER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_EXPLOSIVES>Explosives<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_COMBINED_ARMS>Combined Arms<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_HOWITZER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOWITZER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HOWITZER_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land & Sea Units

The howitzer is the most lethal Ranged Attack unit of the early <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e>.  It is best suited to <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombarding<e> enemy targets on land or sea, and supporting <L:DATABASE_UNITS,UNIT_TANK>Tanks<e> and <L:DATABASE_UNITS,UNIT_MACHINE_GUNNER>Machine Gunners<e> in field combat.  Though it packs a wallop from a distance, the Howitzer has weak defensive and close-range capabilities.
[END]

[UNIT_HOWITZER_HISTORICAL]
A howitzer is a long-ranged weapon, falling between a cannon (also known as an artillery gun in the United States), which fires shells at flat trajectories, and a mortar, which fires at high angles of ascent and descent. Howitzers, like other artillery equipment, are usually organized in a group called a battery.

Howitzers, together with long-barreled guns, mortars, and rocket artillery, are the four basic types of modern artillery. Mortars fire at angles of elevation greater than 45 degrees, and are useful for mountain warfare because the projectile could go around mountains. Cannons fire at low angles of elevation, and the projectile lands much faster at its target than it would in the case of a mortar. But the cannon is not useful if there is an obstacle like a hill or a wall in front of its target.

The current U.S. military doctrine defines howitzers as any cannon artillery capable of both high-angle and low-angle elevation fire; guns are defined as being only capable of low-angle fire while mortars can only perform high-angle fire.
[END]

[UNIT_HYPASPISTS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BARRACKS>Barracks<e>
Can only be built by <L:DATABASE_GOVERNMENTS,GOVERNMENT_CITY_STATE>City State<e> and <L:DATABASE_GOVERNMENTS,GOVERNMENT_OLIGARCHY>Oligarchic<e> governments
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_REPUBLIC>Republic<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_HYPASPISTS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HYPASPISTS_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HYPASPISTS_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Government-Specific unit<e> features:

Hypaspist (<L:DATABASE_ADVANCES,ADVANCE_BARRACKS>Barracks<e>)
- Does not Upgrade
- Obsolete with Republic
- Does not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e> under Anarchy, City State, Oligarchy, or Republic
- Disbands under all Dictatorship and above governments (or Dynasty and earlier)
- Can be promoted to <L:DATABASE_UNITS,UNIT_HYPASPISTS_ELITE>Elite Hypaspist<e>

Training in the Barracks created a more-powerful and mobile Hoplite unit, capable of moving quickly and providing a link between heavy infantry and cavalry. The Hypaspist is a flanker that can go into difficult terrain where cavalry cannot go.
[END]

[UNIT_HYPASPISTS_HISTORICAL]
Philip II of Macedon is credited with developing the Hypaspistai as an elite military unit. The typical Hypaspist was armed in the hoplite manner, with a large concave shield (Aspis) and a spear (Dory), in addition to spolas or linothorax body-armor, hoplite's helmet, greaves and a xiphos or kopis sword.

In contrast, the main Macedonian Phalanx consisted of the pikemen known as phalangites. These men were armed with the Sarissa, a pike of between 4 to 6.7m, a small flat shield and a shortsword called a Xiphos as a secondary weapon. The divergence in equipment and tactics between the traditional Greek Hoplite phalanx and the Macedonian Phalanx is attributed to Philip II of Macedon, the father of Alexander the Great.

In set piece battles, the Macedonian Hypaspists were positioned on the flanks of the phalangite's phalanx; in turn, their own flanks were protected by light infantry and cavalry. Their job was to guard the flanks of the large and unwieldy pike phalanx. The armored Phalangites with their sarissas were not particularly agile or able to turn quickly, so hypaspists would prevent attacks on the vulnerable sides of the formation. Their role was vital to the success of Philip's tactics because the Macedonian phalanx was all but invulnerable from the front, and was, with five layers of iron spikes moving in unison, used as the anvil in a hammer and anvil tactic, where the Companion cavalry was the hammer that smashed the enemy against an anvil of thousands of iron spikes.
[END]

[UNIT_HYPASPISTS_ELITE_PREREQ]
Experience gained through combat
[END]

[UNIT_HYPASPISTS_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HYPASPISTS_ELITE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HYPASPISTS_ELITE_GAMEPLAY]
Formerly these were mere <L:DATABASE_UNITS,UNIT_HYPASPISTS>Hypaspists<e>, but combat promotion has made them so much more. Further displays of prowess on the battlefield will give this <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Unit<e> the chance to become <L:DATABASE_UNITS,UNIT_HERO>Heroes<e>.
[END]

[UNIT_HYPASPISTS_ELITE_HISTORICAL]
[END]

[UNIT_INFANTRYMAN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FLINTLOCK>Flintlock<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_INFANTRYMAN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_INFANTRYMAN_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_INFANTRYMAN_GAMEPLAY]
Early Industrial era <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged<e> unit. 
Amphibious assault

The Infantryman is equally skilled in all realms of combat.  Armed with his trusty musket, he is suited to strike forces as well as city <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e>.
[END]

[UNIT_INFANTRYMAN_HISTORICAL]
The musket was the first firearm to employ a flintlock firing mechanism.  Heavier and more powerful than a harquebus, it could be relied on to fire 2 to 3 times a minute at 100 to 150 yard range with minimal misfires.  By the end of the Thirty Years' War, infantrymen, armed with muskets, and pikemen were about equal in numbers for most armies.  Smaller tactical groups of infantrymen facilitated quicker rate of group fire with minimal mutual interference.  Lines dropped from 8 to 10 in the 17th century to 2 to 3 at the end of the 18th century.  Military strategists, most notably Prince Maurice of Nassau, a great Dutch military teacher, developed drill - the preparation for war by prescribed movements and formations - to increase efficiency.  The invention of the bayonet in 1670 gave infantries little reason to keep pikemen, and infantry units employed muskets and bayonet exclusively from then on.
[END]

[UNIT_INFANTRYMAN_MILITIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FLINTLOCK>Flintlock<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e>
[END]

[UNIT_INFANTRYMAN_MILITIA_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_INFANTRYMAN_MILITIA_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_INFANTRYMAN_MILITIA_GAMEPLAY]
Early Industrial era militia unit
[END]

[UNIT_INFANTRYMAN_MILITIA_HISTORICAL]
[END]

[UNIT_INFANTRYMAN_ELITE_PREREQ]
Experience gained through combat
[END]

[UNIT_INFANTRYMAN_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_INFANTRYMAN_ELITE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_INFANTRYMAN_ELITE_GAMEPLAY]
Regular units can receive battlefield promotion and become <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Units<e>.
[END]

[UNIT_INFANTRYMAN_ELITE_HISTORICAL]
[END]

[UNIT_INFECTOR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BIO_WARFARE>Biological Warfare<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_INFECTOR_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_INFECTOR_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_INFECTOR_GAMEPLAY]
Can unleash the <L:DATABASE_ORDERS,ORDER_PLAGUE>Plague<e> biological weapon.

The Infector is a pernicious unit, attacking a foreign <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> with a devastating biological weapon.  The <L:DATABASE_ORDERS,ORDER_PLAGUE>Plague<e> attack unleashes a highly contagious and deadly supervirus, which quickly kills a significant percentage of the target population.

The Infector is a <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>.
[END]

[UNIT_INFECTOR_HISTORICAL]
Although biological warfare was an ever-looming threat in the late 20th century, it was not until the next century that these nefarious weapons of mass destruction found wide use.  The elite military unit known as the infector prevailed in covert operations around the world, deploying a highly lethal supervirus that infected humans with a rapidly replicating virus that could kill 90% of infected persons within fourteen days.  Although most nations publicly denounced the use of infectors, virtually every nation employed infectors to some degree in their covert operations.
[END]

[UNIT_INTERCEPTOR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SUPERSONIC_FLIGHT>Supersonic Flight<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_ADVANCED_COMPOSITES>Advanced Composites<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_INTERCEPTOR_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
HP: {UnitDB(UnitRecord[0]).MaxHP}
Move/Fuel: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000} / {UnitDB(UnitRecord[0]).MaxFuel / 100}
[END]

[UNIT_INTERCEPTOR_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
HP: {UnitDB(UnitRecord[0]).MaxHP}
Move/Fuel: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000} / {UnitDB(UnitRecord[0]).MaxFuel / 100}
[END]

[UNIT_INTERCEPTOR_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_ACTIVE_DEFENSE>Anti-Air Active Defense<e>

The Interceptor is a ruthlessly efficient assault aircraft, capable of traveling great distances in a single turn.  It will actively defend against any air unit within its range.  Like its predecessor the <L:DATABASE_UNITS,UNIT_FIGHTER>Fighter<e>, the Interceptor must refuel by ending its turn at a <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e>, <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_AIR_BASES>Airbase<e> or <L:DATABASE_UNITS,UNIT_AIRCRAFT_CARRIER>Aircraft Carrier<e>.
[END]

[UNIT_INTERCEPTOR_HISTORICAL]
Although both the Axis and the Allies employed fighter aircraft equipped with jet engines in World War II, it was too late to significantly impact the outcome of the war.  After 1945, the major world powers endeavored to create a new class of fighter aircraft.  Called interceptors, these craft were designed, like fighters, to seek out and destroy enemy aircraft.  Developments in supersonic jet technology gave rise to a powerful new class of aircraft capable of flying 2 to 3 times as fast as the speed of sound.  The U.S. F-15 Strike Eagle and the Soviet MiG-25 Foxbat were among the most advanced jet fighters of the 1960s, 70s and 80s.  They had fast rates of climb, excellent maneuverability and a formidable arsenal of air-to-air missiles.

The interceptor's extreme speeds and operational altitudes made targeting, striking and destroying other aircraft very complicated, and required an array of advanced electronic, navigational and computational systems.  Single-seated interceptors from the 1980s weighed as much as, and were more complicated to operate than, World War II-era multi-engine bombers.  As interceptor technology advanced, the search and attack functions became increasing automated, almost reducing the pilot's role in combat to monitoring the operation of the equipment.  Modern jet-powered interceptors soon reached a point where their performance capabilities exceeded the human pilots' abilities to control it.
[END]

[UNIT_IRONCLAD_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_INDUSTRIAL_REVOLUTION>Industrial Revolution<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_OIL_REFINING>Oil Refining<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_IRONCLAD_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_IRONCLAD_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_IRONCLAD_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Naval Units

The Ironclad is an improvement on the <L:DATABASE_UNITS,UNIT_SHIP_OF_THE_LINE>Ship-of-the-line<e>.  A wooden vessel attached with iron plates for defense, it combines the power of sails with a steam engine.  It can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> naval units, as well as <L:DATABASE_ORDERS,ORDER_ATTACK>Attack<e> and <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged Attack<e>.
[END]

[UNIT_IRONCLAD_HISTORICAL]
Ships-of-the-line dominated the seas in the 17th, 18th and early 19th centuries.  This nearly three-decade reign was brought to an end, as wooden warships reinforced with iron armor began to prove themselves in naval combat the world over.  These ships, called ironclads, were first employed by the French in the Crimean War, leading to a naval armor and armaments race between the French and the British.  Both the Union and the Confederacy employed ironclads in the U.S. Civil War.  The Monitor and the Merrimack were undoubtedly the most famous ironclads, fighting the first engagement between ironclad ships in history.

When, early in the Civil War, Union forces abandoned the Norfolk Navy Yard at Portsmouth in Virginia they scuttled the powerful steam frigate Merrimack.  Confederate forces raised it, converted it to an ironclad and renamed it the Virginia.  On March 8th, 1862, the Virginia, commanded by Captain Franklin Buchanan attacked a Union blockading squadron at Hampton Roads sinking or scattering the entire fleet of wooden ships.  The Virginia sustained trivial damage in the conflict.  The next day, however, the Union ironclad Monitor, built by John Ericsson and commanded by Lieutenant John L. Worden, challenged the Virginia, now commanded by Lieutenant Catesby Jones, to a duel.  Although the four-hour conflict resulted in a draw, it revolutionized naval warfare.  Ironclads ruled the seas until the development of the battleship in the 1890s.
[END]

[UNIT_JANISSARY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CALIPHATE>Caliphate<e>
Can only be built by the <L:DATABASE_GOVERNMENTS,GOVERNMENT_CALIPHATE>Caliphate<e> government
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_AGE_OF_REASON>Age of Reason<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_JANISSARY_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_JANISSARY_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_JANISSARY_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Government-Specific "Special" unit<e> features:

Janissary (Caliphate)
- Upgrades to Teutonic Knights (Theocracy)
- Obsolete with Age of Reason
- Does not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e> under Anarchy, Theocracy, or Caliphate
- Disbands under any Modern Era and above government (or Monarchy and earlier)
- Cannot be promoted to Elite
- Is <L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>
- Can perform Amphibious assault

Janissaries were an elite corps of infantry, a trained professional warrior class in the service of Medieval Islamic empires.

NOTE: To retain their religious differentiation (so the player doesn't face armies composed of both Janissaries and Teutonic Knights), Janissary upgrades to and from Teutonic Knight
[END]

[UNIT_JANISSARY_HISTORICAL]
A Janissary was a member of the elite infantry units that formed the Ottoman Sultan's household troops and the first modern standing army in Europe. The corps was most likely established under sultan Orhan (1324-1362), during the Viziership of Alaeddin.

Janissaries began as an elite corps made up through the devsirme system of child levy, by which Albanians, Armenians, Bulgarians, Croats, Greeks, and Serbs were taken, levied, subjected to circumcision and conversion to Islam, and incorporated into the Ottoman army. They became famed for internal cohesion cemented by strict discipline and order. Unlike typical slaves, they were paid regular salaries. Forbidden to marry before the age of 40 or engage in trade, their complete loyalty to the Sultan was expected.

By the seventeenth century, due to a dramatic increase in the size of the Ottoman standing army, the corps' initially strict recruitment policy was relaxed. Civilians bought their way into it in order to benefit from the improved socioeconomic status it conferred upon them. Consequently, the corps gradually lost its military character, undergoing a process that has been described as "civilianization".

The Janissaries were a formidable military unit in the early years, but as Western Europe modernized its military organization technology, the Janissaries became a reactionary force that resisted all change. Steadily the Ottoman military power became outdated, but when the Janissaries felt their privileges were being threatened, or outsiders wanted to modernize them, or they might be superseded by the cavalrymen, they rose in rebellion. By the time the Janissaries were suppressed, it was too late for Ottoman military power to catch up with the West. The corps was abolished by Sultan Mahmud II in 1826 in the Auspicious Incident, in which 6,000 or more were executed.
[END]

[UNIT_JAVELIN_CAVALRY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HORSE_RIDING>Horse Riding<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_HORSE_ARMOR>Horse Armor<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_JAVELIN_CAVALRY_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_JAVELIN_CAVALRY_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_JAVELIN_CAVALRY_GAMEPLAY]
The Javelin Cavalry is the first Ancient flanking unit available.
[END]

[UNIT_JAVELIN_CAVALRY_HISTORICAL]
The power of mobility given by mounted units was recognized early on, but was offset by the difficulty of raising large forces and by the inability of horses (then mostly small) to carry heavy armor. Nonetheless, there are indications that, from the 15th century BC onwards, horseback riding was practiced amongst the military elites of the great states of the ancient Near East, most notably those in Egypt, Assyria, the Hittite Empire, and Mycenaean Greece.

Cavalry techniques, and the rise of true cavalry, were an innovation of equestrian nomads of the Central Asian and Iranian steppe and pastoralist tribes such as the Iranic Parthians and Sarmatians.
[END]

[UNIT_KINGS_EYE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FEUDALISM>Feudalism<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_COMMUNISM>Communism<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_KINGS_EYE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_KINGS_EYE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_KINGS_EYE_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_INVESTIGATE_CITY>Investigates Cities<e>
<L:DATABASE_ORDERS,ORDER_STEAL_TECHNOLOGY>Steal Advances<e>
<L:DATABASE_ORDERS,ORDER_INCITE_REVOLUTION>Incites Revolutions<e>

Like his predecessor, the King's Eye is a powerful <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e> with many special attacks at his disposal.  He can <L:DATABASE_ORDERS,ORDER_INVESTIGATE_CITY>Spy<e>, revealing all the details of a particular city, including defenses and Production.  He can steal the secrets to <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e> from rival empires, and he can <L:DATABASE_ORDERS,ORDER_INCITE_REVOLUTION>Incite a Revolution<e>, creating chaos in a rival civilization.
[END]

[UNIT_KINGS_EYE_HISTORICAL]
During the Renaissance, European states funded codebreakers to obtain intelligence through frequency analysis. Western espionage changed fundamentally during the Renaissance when Italian city-states installed resident ambassadors in capital cities to collect intelligence. Renaissance Venice became so obsessed with espionage that the Council of Ten, which was nominally responsible for security, did not even allow the doge to consult government archives freely.

In 1481 the Council of Ten barred all Venetian government officials from making contact with ambassadors or foreigners. Those revealing official secrets could face the death penalty. Venice became obsessed with espionage because successful international trade demanded that the city-state could protect its trade secrets.
[END]

[UNIT_KNIGHT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHIVALRY>Chivalry<e>
<L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horse<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CAVALRY_TACTICS>Cavalry Tactics<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_KNIGHT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_KNIGHT_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_KNIGHT_GAMEPLAY]
Medieval flanking unit 

The Knight is one of the most powerful early land units in the game.  It can travel great distances (but not over mountains) and attacks and defends better than any unit in the <L:DATABASE_CONCEPTS,CONCEPT_ANCIENT_AGE>Ancient Age<e>.  It is eventually out-classed by the <L:DATABASE_UNITS,UNIT_CAVALRY>Cavalry<e> unit.

Knights cannot be built without access to <L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horses<e>.
[END]

[UNIT_KNIGHT_HISTORICAL]
As samurai were the warrior class of feudal Japan, so were knights during the European Middle Ages.  Some knights were vassals holding lands in fief from the lords in whose armies they served.  Entering knighthood was a formalized process.  At around age 7, a young boy destined for a career of war would serve his father as a page.  At age 12, he would join the household of his father's lord for more advanced training in military tactics and the ways of the world.  He was considered a valet until he accompanied his patron on a campaign as ecuyer (French, "shieldbearer," root of the modern word esquire) or armiger (French, "weapons bearer").  When his family could afford the cost of knightly equipment and he was considered proficient, he was dubbed a knight.  The dubbing ceremony could be elaborate executed on a royal feast day or a simple touching of the flat blade of a sword on each shoulder in the field of battle.

In much the same was as Japanese samurai adhered to a code of conduct known as Bushido ("the way of the warrior"), knights formulated a code of loyalty, personal integrity and Christian faith that was known as chivalry (from the French word "chevalier," meaning knight).  Knights strived to a Christian ideal of courtesy, deep respect for the Church, loyalty to their superiors and preservation of personal honor.  The Crusades, beginning in the 11th century, were the ultimate expression of the knight's devotion to the Christian Church.  These massive military expeditions, operating under the auspices of the church, spawned the first official orders of knights: Knights dubbed at Christ's tomb became known as knights of the Holy Sepulchre, the Hospitallers of St. John of Jerusalem (Knights of Malta), the Order of the Temple of Solomon (Templars) and the Order of St. Lazarus, which was charged with the special duty of defending leper hospitals.  These orders were international, expressly religious institutions in purpose and form.  Members took vows of celibacy and the organizations themselves operated under hierarchical structures that mimicked the church itself.

From the end of the 11th century to the middle of the 13th, the relationship of knighthood to feudalism changed.  As most knights were enfeoffed landholders, obliged to give 40 days' military service to their lords, the frequency of long-distance expeditions put a strain on the existing ranks.  Lords turned to compulsory service, constraining landholders to join the knighthood.  Even with this new development, knights were reduced to a minority in armies, often acting as officers, as greater numbers of mercenary soldiers were raised to fill the gap.

The traditional knighthood saw a major decline in the 14th and 15th centuries.  Armies of footsoldiers and bowmen consistently defeated knightly armies, and the development of artillery further marginalized the role of the mounted, armor-clad cavalry unit.  The demise of the Crusades and the rise of centralized monarchy eroded the feudal system in which knights thrived.  By the 16th century, knighthood lost its martial purpose and was relegated to nothing more than an honorific status bestowed by sovereigns.
[END]

[UNIT_KRAKEN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GENETIC_TAILORING>Genetic Tailoring<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_KRAKEN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_KRAKEN_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_KRAKEN_GAMEPLAY]
Genetic Age underwater unit.
Exerts <L:DATABASE_CONCEPTS,CONCEPT_ZOC>Zone of Control<e>

The Kraken is a fearsome underwater assault unit.  It can attack <L:DATABASE_CONCEPTS,CONCEPT_SEA_COLONIES>Sea Colonies<e> and even vessels on the surface of the water.  It is the most powerful naval unit until the <L:DATABASE_UNITS,UNIT_DREADNAUGHT>Dreadnaught<e> becomes available.
[END]

[UNIT_KRAKEN_HISTORICAL]
Whereas the Moray Striker derived its navigation and control systems design from genetic research of existing species of sharks, the Kraken was the first operational vehicle to employ an entirely new organic system, based on no living creature.  The Kraken evolved through many prototypes and iterations, finally settling on a genetically tailored vehicle of unprecedented efficiency and power.  Its propulsion system worked like a turbine engine, taking in seawater and ejecting it with considerable force.  It employed large "gills" that extracted oxygen from seawater, providing internal compartments with a renewable oxygen source.  The Kraken was unquestionably the most formidable underwater assault craft of the Information Age.
[END]

[UNIT_LAWYER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CRIMINAL_CODE>Criminal Code<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_LEGAL_SYSTEM>Legal System<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_LAWYER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LAWYER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LAWYER_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_INJOIN>Files Injunctions<e>
<L:DATABASE_ORDERS,ORDER_SUE>Sues<e>

One of the more effective economic warfare <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Units<e>, the Lawyer has two attacks in its briefcase.  It can <L:DATABASE_ORDERS,ORDER_INJOIN>File an Injunction<e>, which temporarily halts all <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> in a city.  It can also <L:DATABASE_ORDERS,ORDER_SUE>Sue<e> other <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Units<e>, such as the <L:DATABASE_UNITS,UNIT_CORPORATE_BRANCH>Corporate Branch<e>.  Each special attack costs your empire <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to carry out.  Lawyers charge by the hour, you know!
[END]

[UNIT_LAWYER_HISTORICAL]
From the period of 200 BC to 600 AD in Greco-Roman civilization, the first class of legal specialists distinct from judges emerged.  Originally, there was prejudice against the idea of legal experts charging fees for their services.  Citizens generally knew the law and applied it in business and litigation with advice from kinsmen and advisors.  Nevertheless, as the law became more complex, men, usually patricians, found a need to study the law in depth, and some were considered experts.  They would often serve as magistrates and, in Rome, priests of the official religion specializing in family law.  Roman legal experts became jurisconsults, acting at a trial as nonpartisan consultants prohibited from receiving fees.  Late in the Roman Empire, the modern lawyer, earning a living by fees paid for legal services, emerged.  It was universally recognized that a subversive system of gifts and under-the-table payment rendered the ban on fees merely a fictitious convention, and the state began to regulate fees paid.  Changes in trial methods spelled the demise of the jurisconsult.  The orator, who previously acted as an untrained partisan, became the advocate and was required to become legally trained.  Jurisconsults found roles as legal professors at state-sponsored schools in Rome and Constantinople.  

In modern times, the lawyer acted as an advocate on behalf of his or her client.  They perform all of the functions that, in Roman times, were divided amongst orators and jurisconsults, including introducing evidence, interrogating witnesses and arguing questions of law and fact.  They were beholden to the needs of their client, the administration of justice and service to the community.  As legal systems around the world varied, so did the roles of lawyers.  In England, lawyers were divided into barristers, who pleaded in the higher courts, and solicitors, who pleaded in the lower courts.  In the United States, attorneys often specialized in areas of the law, such as criminal, personal injury, corporate, probate and divorce, though many maintained general practices.  The reputation of lawyers through modern times varied widely, from the respected, trusted defender of the public and upholder of the rule of law to the ruthless shark of corporate advocacy to the unscrupulous, money-grubbing shyster.  Regardless of reputation, the lawyer was a prominent and integral aspect of the legal system of almost every modern nation.
[END]

[UNIT_LEGAL_TEAM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_LEGAL_SYSTEM>Legal System<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_DIGITAL_ENCRYPTION>Digital Encryption<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_LEGAL_TEAM_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGAL_TEAM_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGAL_TEAM_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_INJOIN>Files Injunctions<e>
<L:DATABASE_ORDERS,ORDER_SUE>Sues<e>

With the advent of an all-encompassing Legal System a single <L:DATABASE_UNITS,UNIT_LAWYER>lawyer<e> is no longer enough. A full Legal Team is essential when trying to deal effectively with large Corporations and Governments. The Legal Team can rid <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> of <L:DATABASE_UNITS,UNIT_CORPORATE_BRANCH>Corporate Branches<e>, as well as <L:DATABASE_ORDERS,ORDER_INJOIN>Filing Injunctions<e> to halt <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> in foreign cities.
[END]

[UNIT_LEGAL_TEAM_HISTORICAL]
As legal systems around the world varied, so did the roles of lawyers.  In England, lawyers were divided into barristers, who pleaded in the higher courts, and solicitors, who pleaded in the lower courts.  In the United States, attorneys often specialized in areas of the law, such as criminal, personal injury, corporate, probate and divorce, though many maintained general practices.  The reputation of lawyers through modern times varied widely, from the respected, trusted defender of the public and upholder of the rule of law to the ruthless shark of corporate advocacy to the unscrupulous, money-grubbing shyster.  Regardless of reputation, the lawyer was a prominent and integral aspect of the legal system of almost every modern nation.
[END]

[UNIT_LEGION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>
Can only be built by <L:DATABASE_GOVERNMENTS,GOVERNMENT_REPUBLIC>Republic<e>, <L:DATABASE_GOVERNMENTS,GOVERNMENT_DICTATORSHIP>Dictatorship<e> and <L:DATABASE_GOVERNMENTS,GOVERNMENT_TRIBUNAL_EMPIRE>Tribunal Empire<e> governments
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_LEGION_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Government-Specific unit<e> features:

Legion (<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>)
- Does not Upgrade
- Obsolete with Dark Ages
- Does not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e> under Anarchy, Republic, Dictatorship or Tribunal Empire
- Disbands under all Monarchy and above governments (or Oligarchy and earlier)
- Can be promoted to <L:DATABASE_UNITS,UNIT_LEGION_ELITE>Elite Legion<e>
- Can perform Amphibious assault

The Roman Legionary was the ultimate citizen soldier of the ancient period, superbly trained and disciplined. This gives them a bonus against mounted troops along with the ability to travel through mountains.
[END]

[UNIT_LEGION_HISTORICAL]
The Roman legion was the largest military unit of the Roman army, composed of 5,200 infantry and 300 equites (cavalry) in the period of the Roman Republic (509 BC-27 BC) and of 5,600 infantry and 200 auxilia in the period of the Roman Empire (27 BC - AD 476).

The legions of the Republic were only conscripted in times of conflict and usually limited to 4 legions, 2 to be commanded by each Consul, though more could be levied if needed. Legionaries lacked the opportunity of a military career. They were not paid well, their primary form of income being what they could loot from the battlefield, and were simply called upon when needed and returned to their civilian lives when they were no longer required.

In terms of organization and function, the early Republican era military was inherited from the Etruscans and seemingly influenced by the ancient Greek and Macedonian phalanx.

After a crushing defeat at the Battle of the Allia in 387 BC the military structure was reformed. Under the Camillan system the legions were initially structured based on social class, with the poorest being the first line of the formation. The legionaries most often fought with Hastae (spears) and Scuta (large rectangular shields) in a checkered maniple formation with assistance from skirmishers. The exception to this was the Triarii, the final line of the formation who instead fought as hoplites, using Greek Clipei and whose wealth could afford them Gladii in the case of a broken spear.

By the 3rd century BC, this system was seen to be inefficient. Under the new Polybian system the ranks were no longer structured by wealth, and instead by age and experience. All legionaries had their Hastae replaced by Gladii, along with two pila which were used as an opening volley before melee. The former classes of poor legionaries, the accensi, rorarii, and leves were replaced by the velites. Unit sizes were also expanded.

The formation of the legion once again changed in 107 BC under the Marian reforms due to manpower shortages. Legions were turned from conscripted armies in times of conflict to active, standing forces organized by Cohortes as opposed to maniples. All former classes were disbanded and replaced by a main body of legionaries and its officers. Property and wealth qualifications were removed and all legionaries were equipped by the state. Legionaries were now contracted and actively trained and paid career soldiers. Non-citizens or Peregrini were also offered a position in the military as auxiliaries.

The Republican legion evolved from 3,000 men in the Roman Republic to over 5,200 men in the Roman Empire, consisting of centuries as the basic units. Until the middle of the first century AD, ten cohorts made up a Roman legion. This was later changed to nine cohorts of standard size (with six centuries at 80 men each) with the first cohort being of double strength (five double-strength centuries with 160 men each).

By the fourth century AD, the legion was a much smaller unit of about 1,000 to 1,500 men, and there were more of them. This had come about as the large formation legion and auxiliary unit, 10,000 men, was broken down into smaller units - originally temporary detachments - to cover more territory.
[END]

[UNIT_LEGION_MILITIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_FEUDALISM>Feudalism<e>
[END]

[UNIT_LEGION_MILITIA_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_MILITIA_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_MILITIA_GAMEPLAY]
Iron Age militia unit.
[END]

[UNIT_LEGION_MILITIA_HISTORICAL]
[END]

[UNIT_LEGION_ELITE_PREREQ]
Experience gained through combat
[END]

[UNIT_LEGION_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_ELITE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEGION_ELITE_GAMEPLAY]
Formerly these were mere <L:DATABASE_UNITS,UNIT_LEGION>Legions<e>, but combat promotion has made them so much more. Further displays of prowess on the battlefield will give this <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Unit<e> the chance to become <L:DATABASE_UNITS,UNIT_HERO>Heroes<e>.
[END]

[UNIT_LEGION_ELITE_HISTORICAL]
[END]

[UNIT_LEVIATHON_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_UNIFIED_PHYSICS>Unified Physics<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_LEVIATHON_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEVIATHON_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_LEVIATHON_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land, Sea & Air Units
<L:DATABASE_CONCEPTS,CONCEPT_ACTIVE_DEFENSE>Active Defense vs. Air, Sea and Land<e><L:DATABASE_CONCEPTS,CONCEPT_ACTIVE_DEFENSE>Active Defense vs. Air, Sea and Land<e>

Superior <L:DATABASE_ORDERS,ORDER_ATTACK>Attack<e>, <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged Attack<e> and <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e> capabilities, coupled with <L:DATABASE_CONCEPTS,CONCEPT_ACTIVE_DEFENSE>Active Defense<e> abilities against all targets make the Leviathan the most fearsome and powerful land unit in the game.  It is also capable of <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombarding<e> all enemy targets - air, land and sea.  Although it moves slowly, it more than compensates for lack of speed with its unparalleled destructive power.  
[END]

[UNIT_LEVIATHON_HISTORICAL]
Conceived by military strategists as the most effective defensive military craft in history, the leviathan was a product of multiple technological developments that occurred over the 21st and 22nd centuries.  It derived powered from a massive internal fusion reactor and moved by way of an anti-gravity hover system.  Its array of enemy tracking systems and arsenal of missiles, bombs, magnetic pulse guns and huge particle beam weapons virtually insured the destruction of targets, be they on land or in the air.  The leviathan was not known for speed or maneuverability, as its sheer size and staggering amounts of armor all but completely thwarted the hover system's ability to move it across terrain.  It gained a reputation for being a perfect defender of cities, and, when stationed in or near a metropolis, the leviathan acted as a nearly impenetrable force, holding ground against legions of fusion tanks and hover infantry as it plucked aircraft out of the sky.  The leviathan often comprised the core of an assault force, acting as a mobile command center, and, when accompanied by more maneuverable armor, infantry and air strike divisions, could secure strategic ground locations with a tenacity never before seen.
[END]

[UNIT_LONGSHIP_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OCEAN_FARING>Ocean Faring<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_AGE_OF_DISCOVERY>Age of Discovery<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_LONGSHIP_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LONGSHIP_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_LONGSHIP_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> 1 unit.
Performs Flanking attack

Built to survive the punishment of the high seas, the Longship is capable of moving great distances.
[END]

[UNIT_LONGSHIP_HISTORICAL]
The Viking longship was one of the first seafaring vessels that employed a clinker-built hull with overlapping planks of wood.  A single square sail and oarsmen propelled it, and it performed exceptionally in heavy seas.  Ranging from 45 to 75 feet in length, it was a main component of Viking pirate raids in the 9th century and even brought Leif Eriksson to America in 1000 AD.  Although the Dutch, French, English and Germans also employed the longship in war and in trade, only the Vikings managed to venture across the Atlantic Ocean.
[END]

[UNIT_MACHINE_GUNNER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CHAOS_THEORY>Chaos Theory<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_MACHINE_GUNNER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MACHINE_GUNNER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_MACHINE_GUNNER_GAMEPLAY]
Modern Infantry unit.

The Machine Gunner is an excellent all-around land unit.  It is well suited to both assault teams and <L:DATABASE_ORDERS,ORDER_FORTIFY>Fortified<e> city defense.
[END]

[UNIT_MACHINE_GUNNER_HISTORICAL]
The machine gun developed gradually through the 19th century. Early work focused on multi-barrel guns, such as the Gatling gun invented by Richard Gatling in 1862.  However, these guns remained prone to jams due to their reliance on black powder and a gravity-based system of feeding loose bullets into the chamber.  The first true machine guns employed smokeless powder and metallic cartridges to load bullets into the firing chamber more efficiently. In the 1880s, Hiram Maxim built a single barrel gun that repeated fire by using the force of a single shot to discharge the bullet, reload another cartridge and fire again. By feeding it with a fabric belt of bullets, soldiers could fire the Maxim for indefinite periods, never needing to stop and reload.  This development dramatically increased the effectiveness and purpose of infantry.
[END]

[UNIT_MACHINE_GUNNER_MILITIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CHAOS_THEORY>Chaos Theory<e>
[END]

[UNIT_MACHINE_GUNNER_MILITIA_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MACHINE_GUNNER_MILITIA_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MACHINE_GUNNER_MILITIA_GAMEPLAY]
Modern Militia unit.
[END]

[UNIT_MACHINE_GUNNER_MILITIA_HISTORICAL]
[END]

[UNIT_MACHINE_GUNNER_ELITE_PREREQ]
Experience gained through combat
[END]

[UNIT_MACHINE_GUNNER_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MACHINE_GUNNER_ELITE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MACHINE_GUNNER_ELITE_GAMEPLAY]
Regular units can receive battlefield promotion and become <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Units<e>.
[END]

[UNIT_MACHINE_GUNNER_ELITE_HISTORICAL]
[END]

[UNIT_MAN_AT_ARMS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FEUDALISM>Feudalism<e>
Can only be built by <L:DATABASE_GOVERNMENTS,GOVERNMENT_TRIBUNAL_EMPIRE>Tribunal Empire<e>, <L:DATABASE_GOVERNMENTS,GOVERNMENT_MONARCHY>Monarchy<e> and <L:DATABASE_GOVERNMENTS,GOVERNMENT_THEOCRACY>Theocracy<e> governments
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CALIPHATE>Caliphate<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_MAN_AT_ARMS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_MAN_AT_ARMS_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Government-Specific unit<e> features:

Man-at-Arms (<L:DATABASE_ADVANCES,ADVANCE_FEUDALISM>Feudalism<e>)
- Does not Upgrade
- Obsolete with Caliphate
- Does not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e> under Anarchy, Tribunal Empire, Monarchy or Theocracy
- Disbands under all Caliphate and above governments (or Dictatorship and earlier)
- Can be promoted to <L:DATABASE_UNITS,UNIT_MAN_AT_ARMS_ELITE>Elite Man-at-Arms<e>

An early Medieval-Era Infantry unit.
[END]

[UNIT_MAN_AT_ARMS_HISTORICAL]
A man-at-arms was a soldier of the Medieval to Renaissance periods who was typically well-versed in the use of arms. A man-at-arms could be a knight, a member of a knight's or nobleman's retinue, or a mercenary in a company serving under a captain. Such men could serve for pay or through a feudal obligation. The terms knight and man-at-arms are often used interchangeably, but while all knights equipped for war were men-at-arms, not all men-at-arms were knights.
[END]

[UNIT_MAN_AT_ARMS_MILITIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>
[END]

[UNIT_MAN_AT_ARMS_MILITIA_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_MILITIA_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_MILITIA_GAMEPLAY]
Early Medieval defensive military unit.
[END]

[UNIT_MAN_AT_ARMS_MILITIA_HISTORICAL]
[END]

[UNIT_MAN_AT_ARMS_ELITE_PREREQ]
Experience gained through combat
[END]

[UNIT_MAN_AT_ARMS_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_ELITE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MAN_AT_ARMS_ELITE_GAMEPLAY]
Regular units can receive battlefield promotion and become <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Units<e>.
[END]

[UNIT_MAN_AT_ARMS_ELITE_HISTORICAL]
[END]

[UNIT_MARINE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADV_INFANTRY_TACTICS>Adv. Infantry Tactics<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_MARINE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MARINE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_MARINE_GAMEPLAY]
Can attack immediately after unloading from naval transport vessels.

What sets the Marine apart from the <L:DATABASE_UNITS,UNIT_MACHINE_GUNNER>Machine Gunner<e> is its ability to move and attack immediately after unloading from a Naval <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> vessel.  Whereas other infantry units must first land before beginning their assault, the Marine hits the ground running, striking targets with alacrity.
[END]

[UNIT_MARINE_HISTORICAL]
A stalwart and fierce component of modern combat operations, the marine traced its roots back to the 5th century BC.  In their writings, Greek historians Herodotus and Thucydides referred to epibatai, heavily armed sea soldiers in the Greek fleets.  In the 3rd-2nd century BC, the Greek statesman Polybius described a type of Roman soldier, called milites classiarii ("soldiers of the fleet"), who were trained and armed especially for service aboard Roman warships.  In the Middle Ages, standard soldiers often sailed aboard ships to bolster attack and boarding capabilities.  In the 17th century naval wars, the British and Dutch each raised the first distinct and organized corps of modern marines:  the Royal Marine (1664) and the Koninklijke Nederlandse Corps Mariniers (1665), respectively.  Although other countries maintained marine corps, by far the most famous organization of this kind was the United States Marine Corps. 

Founded in 1775 as a separate military service within the U.S. Department of the Navy, the USMC was primarily charged with seizure and defense of advanced bases and with land and air operations related to naval campaigns.  It was also responsible for service aboard certain naval vessels, as well as providing security for shore installations and U.S. diplomatic missions in foreign countries.  Above any other duty, however, the marines specialized in amphibious attacks, such as those undertaken against Japanese-held islands in the Pacific during World War II.  The USMC participated in every war of the United States, often being the first, or among the first, to fight, executed more than 300 landings on foreign shores and served in every major U.S. naval action since 1775.
[END]

[UNIT_MARINE_ELITE_PREREQ]
Experience gained through combat
[END]

[UNIT_MARINE_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MARINE_ELITE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MARINE_ELITE_GAMEPLAY]
Regular units can receive battlefield promotion and become <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Units<e>.
[END]

[UNIT_MARINE_ELITE_HISTORICAL]
[END]

[UNIT_MERCHANT_TRADER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TRADE_GUILDS>Trade Guilds<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_ECONOMICS>Global Economics<e>

Costs:
{UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[UNIT_MERCHANT_TRADER_STATISTICS]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_MERCHANT_TRADER_GAMEPLAY]
Gives:
<L:DATABASE_CONCEPTS,CONCEPT_TRADE_ROUTE>Trade Route<e> Points.

Merchant Traders replace Caravans.
[END]

[UNIT_MERCHANT_TRADER_HISTORICAL]
A merchant is a person who trades in commodities produced by other people, especially one who trades with foreign countries.

Merchants have been known for as long as humans have engaged in trade and commerce. Merchants and merchant networks operated in ancient Babylonia and Assyria, China, Egypt, Greece, India, Persia, Phoenicia, and Rome. During the European medieval period, a rapid expansion in trade and commerce led to the rise of a wealthy and powerful merchant class. The European age of discovery opened up new trading routes and gave European consumers access to a much broader range of goods. From the 1600s, goods began to travel much further distances as they found their way into geographically dispersed market-places. Following the opening of Asia to European trade and the discovery of the New World, merchants imported goods over very long distances: calico cloth from India, porcelain, silk and tea from China, spices from India and South-East Asia and tobacco, sugar, rum and coffee from the New World. By the eighteenth century, a new type of manufacturer-merchant had started to emerge and modern business practices were becoming evident.
[END]

[UNIT_MOBILE_ARTILLERY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMBINED_ARMS>Combined Arms<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CYBERNETICS>Cybernetics<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_MOBILE_ARTILLERY_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MOBILE_ARTILLERY_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MOBILE_ARTILLERY_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land & Sea Units

Mobile Self-propelled Artillery is the most lethal Ranged Attack unit of the <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e>.  It is best suited to <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombarding<e> enemy targets and supporting <L:DATABASE_UNITS,UNIT_HEAVY_TANK>Heavy Tanks<e> and <L:DATABASE_UNITS,UNIT_MACHINE_GUNNER>Machine Gunners<e>.  Though they pack a wallop from a distance, Mobile Artillery has weak defensive and close-range capabilities.
[END]

[UNIT_MOBILE_ARTILLERY_HISTORICAL]
Self-propelled Mobile Artillery is artillery equipped with its own propulsion system to move toward its firing position.

Artillery was a fearsome development in the early 20th century battlefield.  Artillery guns replaced cannons as the preferred heavy weapon that shot explosive shells over considerable distances.  Over the first decades of the 20th century, artillery evolved as a devastatingly effective anti-personnel weapon.  In the Russo-Japanese War of 1905, artillery accounted for ten percent of casualties.  By World War I, that number rose to seventy percent.  It was not a flawless weapon, however.  It was relatively easy to fortify buildings and installations to sufficiently defend against artillery fire.
[END]

[UNIT_MOBILE_SAM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RADAR>Radar<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_MOBILE_SAM_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MOBILE_SAM_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_MOBILE_SAM_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_ACTIVE_DEFENSE>Anti-Air Active Defense<e>

One of the most potent anti-aircraft weapons in the history of modern warfare, the Mobile Surface-to-Air Missile Installation provides Active Defense against any enemy aircraft within its range.
[END]

[UNIT_MOBILE_SAM_HISTORICAL]
During World War II, the anti-aircraft and flak cannon were the chief means of defending against air attacks.  Developments in rocketry led to the invention of the surface-to-air missile (SAM), changing air combat forever.  Flying several times the speed of sound, SAMs employed heat-sensitive tracking systems and radar guidance to reach all but the highest flying spy planes.  Even the swiftest planes found SAMs a threat, and planes were soon equipped with chaff and flares to attempt to fool the missile's tracking systems into following alternate objects or heat sources.  SAMs mounted on a vehicle increased operation range.
[END]

[UNIT_MOREY_STRIKER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GENETICS>Genetics<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_MOREY_STRIKER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MOREY_STRIKER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_MOREY_STRIKER_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_ACTIVE_DEFENSE>Anti-Naval Active Defense<e>

The Moray Striker's three-pronged combination of speed, maneuverability and wide vision scope makes it ideally suited to underwater surveillance and reconnaissance operations.  It is also a capable defender, with the ability to actively defend against naval units.
[END]

[UNIT_MOREY_STRIKER_HISTORICAL]
In the early days of genetics, the primary focus of research was related to unlocking the secrets of cloning.  It was not until much later that scientists began to approach genetics from the perspective of systems analysis.  The noted geneticist Benjamin D. Hagerty was the first to put forth the notion that, by studying the ways in which organic systems, such as the nervous or circulatory system, operated, scientists could gain insight into the nature of systems themselves. Furthermore, studying the way in which systems with the same function varied from species to species, they could also uncover the ways in which systems evolved.  His research garnered him the 2029 Nobel Prize for Genetics and pioneered a completely new field of genetics research.

The first military application of organic systems design culminated in the development of the highly classified underwater scout craft called the Moray Striker.  By analyzing the genetic composition of sharks, geneticists uncovered many of the ways in which sharks operated as hunters.  The Moray Striker's control systems were designed to mimic the complex web of internal and external feedback systems sharks employ to seek food, navigate, fight, scout and avoid threats.  Its superb sensors and wide range of vision make it ideally suited to fast, silent, wide-eyed operation.
[END]

[UNIT_MOUNTED_ARCHER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MOBILE_TACTICS>Mobile Tactics<e>
<L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horse<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CHIVALRY>Chivalry<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_MOUNTED_ARCHER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MOUNTED_ARCHER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_MOUNTED_ARCHER_GAMEPLAY]
Bronze Age <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged<e> unit.
Is <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Invisible<e> to normal units

Speed, <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth<e> and <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged Attack<e> capabilities make the Mounted Archer an effective <L:DATABASE_CONCEPTS,CONCEPT_ANCIENT_AGE>Ancient Age<e> unit. These capabilities allow it to operate with ruthless efficiency as a scout and "behind enemy lines" pillager.

Mounted Archers cannot be built without access to <L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horses<e>.
[END]

[UNIT_MOUNTED_ARCHER_HISTORICAL]
The earliest armies of the ancient age used chariots to conduct high-speed attacks during battle.  Chariots, however, were expensive, hard to maintain, and useless on broken terrain.  The Mounted Archer proved to be a much more effective means of providing mobile firepower.  Skilled horse-archers like the Mongols were able to strike with terrifying speed and disperse before their victims could mount an effective defense.  Riding hardy, longhaired ponies, the Mongols were able to cover ground quickly and blaze across the plains of Asia with relentless speed.
[END]

[UNIT_NOMAD_PREREQ]
Requires:
Nothing
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_TRIBUNAL_EMPIRE>Tribunal Empire<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_NOMAD_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_NOMAD_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_NOMAD_GAMEPLAY]
Creates <L:DATABASE_CONCEPTS,CONCEPT_CITY>Land Cities<e> on all terrain except <L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Mountains<e> (Alpine, Desert, & Polar).

The single most important unit in the early stage of the game, the Nomad is your key to expanding your empire.  Use your Nomad to build land-based <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, but beware of <L:DATABASE_UNITS,UNIT_SLAVER>Slavers<e>, who can prey upon defenseless Nomads roving the countryside.

Building a Nomad costs the city in which it is built one <L:DATABASE_CONCEPTS,CONCEPT_CITIZEN>Citizen-type<e> <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e> point.

After the discovery of <L:DATABASE_ADVANCES,ADVANCE_CIVIC_ENGINEERING>Civic Engineering<e>, Nomads and Settlers can create a <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PROCESSING_TOWER>Colony<e>, by disbanding on any land tile (does not have to be within city limits). The player must have at least 1 Gold and 7000 PW available, or else the Colony will NOT be created. Building the Colony also grants the player 1000 Gold.
[END]

[UNIT_NOMAD_HISTORICAL]
Since prehistoric times, people often lived a nomadic lifestyle, traveling from place to place, searching for food and shelter.  Some cultures grew weary of this life and opted to settle on fertile ground.  The development of agricultural techniques and tool making made it easier to establish themselves in a single place, grow food, defend their land and harvest resources.  As people formed the first towns and villages and populations grew, small groups would sometimes leave their villages to explore new territory and found new cities.  They sometimes accompanied an army for protection.  Their reasons for striking out on their own were varied: some sought to expand a fledgling nation's borders, some to escape persecution and others desired new or better surroundings.
[END]

[UNIT_NUCLEAR_SUBMARINE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NUCLEAR_POWER>Nuclear Power<e>
<L:DATABASE_RESOURCE,TERRAIN_HILL_GOOD_THREE>Uranium<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_GENETIC_TAILORING>Genetic Tailoring<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_NUCLEAR_SUBMARINE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_NUCLEAR_SUBMARINE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_NUCLEAR_SUBMARINE_GAMEPLAY]
Can carry up to 2 <L:DATABASE_UNITS,UNIT_CRUISE_MISSILE>Cruise Missiles<e> or <L:DATABASE_UNITS,UNIT_NUKE>Nukes<e>
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Naval Units 

Powered by a nuclear reactor, the Nuclear Submarine is a considerable improvement on the standard <L:DATABASE_UNITS,UNIT_SUBMARINE>Submarine<e> unit.  It can travel great distances and go deeper than any preceding naval unit.  And, like a standard sub, it is capable of striking targets without detection. Nuclear Submarines cannot be built without access to <L:DATABASE_RESOURCE,TERRAIN_HILL_GOOD_THREE>Uranium<e>.

The <L:DATABASE_UNITS,UNIT_FRIGATE>Subchaser<e> is the only <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e> naval unit that is capable of detecting submarines.
[END]

[UNIT_NUCLEAR_SUBMARINE_HISTORICAL]
With the commission of the first nuclear powered submarine, the USS Nautilus, in 1954, the nature of naval combat and, particularly, submarine tactics, was forever altered.  Before this, conventional, diesel-electric submarines approached their target on the surface to avoid draining their batteries.  They submerged only when just out of sight of their target and could only approach at very low speeds.  Commanders did this to conserve battery power for after their attack when they would have to use full underwater power to evade counterattack.  Even after this, a full battery charge would last only an hour or two at top underwater speed.  This limitation suited submarines to attacking slower, less defended ships, and meant that they could not engage fast surface warships, such as battleships and aircraft carriers.

Nuclear submarines, by contrast, had a single power supply for both surface and submerged operation.  Powered by the small amount of enriched uranium fuel in its reactor, a nuclear sub could operate fully submerged at full speed indefinitely.  They could operate freely before and after attacking, keeping up with the fastest of surface ships.  In the Falkland Islands conflict of 1982, the British nuclear submarine, HMS Conqueror, demonstrated its revolutionary new power by tracking the swift Argentinean cruiser General Belgrano for more than 48 hours before closing in to sink it.  For the first time, fast warships were vulnerable to submarine attack.

Although major world powers continued to develop both diesel-electric and nuclear vessels concurrently, some abandoned the old technology altogether.  Over the course of the next four decades, nuclear submarines gradually took over in the navies of the United States, Britain, France, the Soviet Union and China.
[END]

[UNIT_NUKE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NUCLEAR_POWER>Nuclear Power<e>
<L:DATABASE_RESOURCE,TERRAIN_HILL_GOOD_THREE>Uranium<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_NUKE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_NUKE_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_NUKE_GAMEPLAY]
Destroys target and reduces surrounding area to dead tiles.

The Nuke is an intercontinental missile with a payload of nuclear warheads.  One of the most destructive weapons available to any empire, the Nuke causes considerable destruction to its target and surrounding area.  The environmental impact of the Nuke constitutes an Atrocity, laying waste to a significant area around the point of impact.  Though the allure of the Nuke's efficient and widespread destruction is powerful, one must consider the far-reaching political, social and environmental impacts of such a weapon.

Nukes cannot be built without access to <L:DATABASE_RESOURCE,TERRAIN_HILL_GOOD_THREE>Uranium<e>.
[END]

[UNIT_NUKE_HISTORICAL]
First conceived of and introduced in the mid-20th century, nuclear weapons represented a exponential increase in the power of ranged warfare.  Nuclear weapons derived their great explosive power from the sudden release of energy associated with the splitting, or fission, of the atomic nuclei of heavy elements such as uranium or plutonium.  As part of the Manhattan project, the ultra-secret United States government research project that took place from 1942-1945, the U.S. built and tested the first plutonium atomic bomb, detonating it at a remote location 120 miles south of Albuquerque, New Mexico.  What set nuclear bombs apart from conventional explosive warfare was their explosive force.  

On August 6, 1945, the United States deployed the first nuclear weapon in warfare, dropping a bomb on Hiroshima, Japan.  The single explosion, which had the force of more than 15,000 tons of TNT, completely devastated a four square mile area in the heart of the city of 343,000 people.  66,000 people were killed instantly, while another 67,000 were injured.  Nearly 70 percent of the city's structures were destroyed or damaged.  Three days later, the U.S. dropped a plutonium-type atomic bomb on Nagasaki.  This blast, equal to 21,000 tons of TNT, killed 39,000, injured 25,000 and destroyed or seriously damaged 40 percent of the city's structures.  This attack prompted the surrender of the Japanese forces and the end to the Pacific conflict of World War II.  After the war, the U.S. conducted dozens of test explosions in remote locations in Nevada and at Eniwetok atoll in the Pacific Ocean.  Other nations entered the arms race in subsequent years:  the Soviet Union in 1949, Great Britain in 1952, France in 1960, China in 1964, India in 1974 and Pakistan in 1998.

Later iterations of nuclear weapons involved nuclear warheads attached to intercontinental ballistic cruise missiles and the destructive power of nuclear weapons increased with the introduction of fusion, or thermonuclear, bombs.  Whereas fission bombs were measured in kilotons, equal to 1,000 tons of TNT, fusion bombs were measured in megatons, equal to 1,000,000 tons of TNT.  Although nations also developed smaller "tactical" nukes, by the end of the century, many possessed dozens of thermonuclear weapons, each possessing exponentially more destructive power than the bombs dropped on Hiroshima and Nagasaki.
[END]

[UNIT_ONAGER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SIEGE_WEAPONS>Siege Weapons<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_GREEK_FIRE>Greek Fire<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_ONAGER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ONAGER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_ONAGER_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land & Sea Units

An early <L:DATABASE_CONCEPTS,CONCEPT_RATIONS>Ranged Attack<e> unit utilizing the <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> capability, the Onager represents a fearsome advance in tactical combat.  Though effective at reducing small <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> to rubble, it suffers from poor defense and should be accompanied by a good offensive unit or two.
[END]

[UNIT_ONAGER_HISTORICAL]
The original Onager was a Roman torsion powered siege engine. It is commonly depicted as a catapult with a bowl, bucket, or sling at the end of its throwing arm.

The catapult was the one of the most effective siege weapons used in ancient and medieval warfare.  Although many siege weapons, including ballistae, magonels and trebuchets, fall under the general heading catapult, the term almost always refers to a mounted, single long arm of wood that hurled stones and other objects.  They operated by a sudden release of tension on wooden beams or twisted cords of fibers, usually, gut, sinew or horsehair.  Their primary use was attacking fortresses or cities.  By hurling large rocks, flaming balls or groups of small stones, catapults could severely damage walls, ignite fires and devastate closely ranked foot soldiers and cavalry.  Some catapults were permanently mounted in fortresses and used for defense, while others were set on a wheeled cart for easy transport and positional change.  The introduction of the gunpowder cannon in the 14th century spelled the end of the catapult's use in warfare.
[END]

[UNIT_ORGANIZER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ECO_RELIGION>Eco-Religion<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_ORGANIZER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ORGANIZER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ORGANIZER_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_CONVERT>Converts Cities<e>
<L:DATABASE_CONCEPTS,CONCEPT_RAISE_MONEY>Raises Money<e>
<L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>

The Organizer travels from city to city, meeting with like-minded environmentalists and using all the tools of the <L:DATABASE_CONCEPTS,CONCEPT_DIAMOND_AGE>Diamond Age<e> in order instill in these followers the fanatical devotion which marks the true Ecotopian. In the process, she seeks to <L:DATABASE_CONCEPTS,CONCEPT_RAISE_MONEY>Raise Money<e> and can even <L:DATABASE_ORDERS,ORDER_CONVERT>Convert entire Cities<e>. Beware, however as the latter action carries the risk of infuriating foreign empires and could result in her death.

While the Organizer is invisible to normal units, she cannot see other <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Units<e> - but some of those can see her. Additionally, as a civilian unit her presence alone will not anger other civilizations and she can be expelled.

As a <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Government-Specific unit<e>, the Organizer Disbands under all Corporate Republic and earlier governments.
[END]

[UNIT_ORGANIZER_HISTORICAL]
With roots in the environmental Non-Governmental Organizations (NGO) of the late Twentieth Century (Greenpeace, Sierra Club, etc), the Eco-Organizers of the <L:DATABASE_CONCEPTS,CONCEPT_DIAMOND_AGE>Diamond Age<e> traveled from city to city, seeking converts to the Ecotopian faith.
[END]

[UNIT_PARATROOPER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADV_INFANTRY_TACTICS>Adv. Infantry Tactics<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_PARATROOPER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PARATROOPER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PARATROOPER_GAMEPLAY]
Can attack immediately after unloading from aerial transport vessels

Paratroopers are particularly useful for strategic assaults behind enemy lines.  By loading them into the <L:DATABASE_UNITS,UNIT_CARGO_HELICOPTER>Cargo Helicopter<e>, players can move them to their destination, unload them and have them attack their target all within the same turn.  The <L:DATABASE_UNITS,UNIT_MARINE>Marine<e> is the only other unit with this rapid strike capability, and it relies on naval transports.
[END]

[UNIT_PARATROOPER_HISTORICAL]
During World War II, military forces deployed parachute-equipped infantrymen called paratroopers.  Planes laden with paratroopers could fly deep behind the front lines of conflict and drop directly on enemy emplacements.  They could be used to interrupt supply lines, strike command centers, conduct reconnaissance and, perhaps most important, capture and hold crucial objectives like bridges and key terrain.  Aircraft also enabled infantry to deploy quickly over a larger area.  Paratroopers and airmobile forces became vital to peacekeeping and humanitarian missions beyond the reach of conventional, land-based transportation.  One of the most famous uses of paratroopers occurred on June 6, 1944 in the invasion of Normandy, France.  Allied paratroopers landed behind enemy lines before sunrise and covertly secured strategic areas to make it easier for other soldiers to come ashore from boats.
[END]

[UNIT_PEZHETEROI_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_REPUBLIC>Republic<e>
Can only be built by the <L:DATABASE_GOVERNMENTS,GOVERNMENT_REPUBLIC>Republic<e> government 
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_PEZHETEROI_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PEZHETEROI_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_PEZHETEROI_GAMEPLAY]
Government-Specific "Special" unit features:

Pezheteroi (<L:DATABASE_GOVERNMENTS,GOVERNMENT_REPUBLIC>Republic<e>)
- Upgrades to Praetorians (Dictatorship)
- Obsolete with Iron Working
- Does not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e> under Anarchy, Republic, Dictatorship, or Tribunal Empire
- Disbands under all Middle Ages and above governments (or Oligarchy and earlier)
- Cannot be promoted to Elite
- Is <L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>
- Can perform Amphibious assault

A Bronze Age pikeman unit, first utilized by King Philip of Macedonia.
[END]

[UNIT_PEZHETEROI_HISTORICAL]
The pezhetairoi were the battalions of the Macedonian phalanx. They first came to prominence during the reign of Philip II, particularly when they played such an important role in Philip's subjugation of Greece at the Battle of Chaeronea in 338 BC. Philip created this unit by lengthening the spear to the point of becoming a true pike, removing the heavy armor, and replacing the large shield with a smaller alternative. They were armed with the sarissa, a long spear with a shaft made from flexible cornel wood, which had a much longer reach than the traditional hoplite spear. Because of its length the phalanx could present the spearpoints of around five files of men; which made the phalanx almost impenetrable, and fearsome to oppose.

Tactically, the pezhetairoi were best used as a strong defensive line, rather than as shock troops. The length of the sarissa, while making them terrifying for an enemy to oppose, severely limited their maneuverability; and if they were taken in flank or rear they had little chance of responding. This was particularly clear at the Battle of Gaugamela in 331 BC, when the rapid advance of the right wing caused a breach to open between two of the battalions of pezhetairoi - a force of enemy cavalry broke through and, had it not been for a lack of discipline in their own command, under Parmenion, and for Alexander's placing of a second line of traditional hoplites in reserve, the phalanx might have been destroyed from the rear.
[END]

[UNIT_PIKEMEN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_GUNPOWDER>Gunpowder<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_PIKEMEN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PIKEMEN_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PIKEMEN_GAMEPLAY]
A Medieval-Era Infantry unit.
Will not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e> when changing governments

Replaces the Ancient-Era <L:DATABASE_UNITS,UNIT_SPEARMAN>Spearman<e> as the cannon fodder component of your armies.
[END]

[UNIT_PIKEMEN_HISTORICAL]
Long spears were first deployed in the early Medieval period by Saxon warriors from about 400 to 700 AD, "long" in this case also referring to the spear tip and socket, which were twice the length of a standard spear. In 1297, Scottish rebel leader William Wallace anticipated the modern pike when he armed his men with branch-stripped and sharpened saplings to use against the English heavy cavalry at the Battle of Stirling.
[END]

[UNIT_PIKEMEN_ELITE_PREREQ]
Experience gained through combat
[END]

[UNIT_PIKEMEN_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PIKEMEN_ELITE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PIKEMEN_ELITE_GAMEPLAY]
Regular units can receive battlefield promotion and become <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Units<e>.
[END]

[UNIT_PIKEMEN_ELITE_HISTORICAL]
[END]

[UNIT_PIKEMEN_MILITIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_RAILROAD>Railroad<e>
[END]

[UNIT_PIKEMEN_MILITIA_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PIKEMEN_MILITIA_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PIKEMEN_MILITIA_GAMEPLAY]
Early Medieval defensive military unit.
[END]

[UNIT_PIKEMEN_MILITIA_HISTORICAL]
[END]

[UNIT_PLASMA_DESTROYER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PLASMA_WEAPONRY>Plasma Weaponry<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_PLASMA_DESTROYER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLASMA_DESTROYER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_PLASMA_DESTROYER_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land, Sea & Air Units
<L:DATABASE_CONCEPTS,CONCEPT_ACTIVE_DEFENSE>Anti-Naval Active Defense<e>

The Plasma Destroyer is a powerful naval war machine.  Gliding rapidly across the ocean, it automatically attacks any enemy naval unit foolish enough to enter its range.  It can also <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> enemy <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.
[END]

[UNIT_PLASMA_DESTROYER_HISTORICAL]
The development of the plasma destroyer dramatically increased the scope, intensity and violence of naval combat.  The plasma destroyer's anti-gravity, hydro-hover propulsion system enabled it to traverse any large body of water at speeds of up to 45 knots.  Although its hover system was not designed for moving over land, the plasma destroyer's long-range bombard capabilities made it ideal as support for amphibious assaults, outclassing the battleship in speed, strength and firepower.  Its considerable arsenal of particle accelerator beams and magnetic pulse guns delivered unprecedented levels of armor-piercing destruction.  Second generation plasma destroyers utilized a long-range enemy tracking system that enabled it to actively defend against any naval threats.
[END]

[UNIT_PLUNDER_PREREQ]
Requires:
Captured in battle by certain Wonder Units.
[END]

[UNIT_PLUNDER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_GAMEPLAY]
When Plunder is disbanded in a city, half its shield value is added to the production of that city for one turn.

The "Goat" represents the earliest forms of plunder typically available to the pillaging armies of the Early Ancient Era.
[END]

[UNIT_PLUNDER_HISTORICAL]
Up until the discovery of <L:DATABASE_ADVANCES,ADVANCE_COPPER_SMELTING>Copper Smelting<e>, opposing armies were mostly comprised of poorly trained civilian militias who saw great value in the Plunder available to a victorious army, even if it usually meant pillaging the belongings of poor subsistence farmers and herdsmen much like themselves. To men of this sort, a captured herd of Goats is a valuable treasure indeed!
[END]

[UNIT_PLUNDER_II_PREREQ]
Requires:
Captured in battle by certain Wonder Units.
[END]

[UNIT_PLUNDER_II_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_II_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_II_GAMEPLAY]
When Plunder Captives are disbanded in a city, they create a new citizen.

The "Dancer" represents the captive women who comprise a new form of Plunder available to the victorious armies of the Later Ancient Era.
[END]

[UNIT_PLUNDER_II_HISTORICAL]
For most of the Ancient Era (until the discovery of <L:DATABASE_ADVANCES,ADVANCE_CHIVALRY>Chivalry<e>), victorious armies were happy to enslave those they conquered. Among these, captive women were especially prized. While male captives were potentially dangerous, females were typically more subservient and provided both labor and children, and thus - eventually - added new citizens to the lands and cities of their masters.
[END]


[UNIT_PLUNDER_III_PREREQ]
Requires:
Captured in battle by certain Wonder Units.
[END]

[UNIT_PLUNDER_III_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_III_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_III_GAMEPLAY]
When Plunder is disbanded in a city, half its shield value is added to the production of that city for one turn.

The "Cow" represents the greater wealth available as plunder to the pillaging armies of the Middle Ages.
[END]

[UNIT_PLUNDER_III_HISTORICAL]
Throughout the Middle Ages (until the discovery of <L:DATABASE_ADVANCES,ADVANCE_ECONOMICS>Economics<e>), the greater wealth visible in most regions (even if largely in the hands of a few), meant far richer gains were available to victorious armies. A herd of Dairy Cows is symbolic of the fat prizes which helped fuel the lust for war.
[END]


[UNIT_PLUNDER_IV_PREREQ]
Requires:
Captured in battle by certain Wonder Units.
[END]

[UNIT_PLUNDER_IV_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_IV_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PLUNDER_IV_GAMEPLAY]
When Plunder is disbanded in a city, half its shield value is added to the production of that city for one turn.

The "Truck" represents the greater wealth available as plunder to the pillaging armies of the Modern Era.
[END]

[UNIT_PLUNDER_IV_HISTORICAL]
With the advent of the Modern Era (and beyond), warfare remained endemic, and not the least of its reasons was the opportunity for nations to plunder the resources of their neighbors. No longer seeking simply the possessions of enemy citizens, victorious armies now plunder national resources as well, be they raw materials or the very factories themselves.
[END]

[UNIT_PRAETORIAN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DICTATORSHIP>Dictatorship<e>
Can only be built by the <L:DATABASE_GOVERNMENTS,GOVERNMENT_DICTATORSHIP>Dictatorship<e> and <L:DATABASE_ADVANCES,ADVANCE_TRIBUNAL_EMPIRE>Tribunal Empire<e> governments
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_PRAETORIAN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PRAETORIAN_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PRAETORIAN_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Government-Specific "Special" unit<e> features:

Praetorians (<L:DATABASE_ADVANCES,ADVANCE_DICTATORSHIP>Dictatorship<e>)
- Does not upgrade
- Obsolete with Dark Ages
- Does not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e> under Anarchy, Dictatorship, or Tribunal Empire
- Disbands under all Middle Ages and above governments (or Republic and earlier)
- Cannot be promoted to Elite
- Is <L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>
- Can <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_ENSLAVE>enslave<e> a defeated foe

The Praetorians are the bodyguard legionary force of a Dictator, and as such, are useful in battle against rival civilizations.
[END]

[UNIT_PRAETORIAN_HISTORICAL]
The Praetorian Guard was a unit of the Imperial Roman army that served as personal bodyguards and intelligence agents for the Roman emperors. During the Roman Republic, the Praetorian Guard were an escort for high-ranking political officials (senators and procurators) and were bodyguards for the senior officers of the Roman legions. In 27 BC, after Rome's transition from republic to empire, the first emperor of Rome, Augustus, designated the Praetorians as his personal security escort. For three centuries, the guards of the Roman emperor were also known for their palace intrigues, by which influence upon imperial politics the Praetorians could overthrow an emperor and then proclaim his successor as the new Caesar of Rome. In AD 312, Constantine the Great disbanded the cohortes praetoriae and destroyed their barracks at the Castra Praetoria.
[END]

[UNIT_PROPHET_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_POLYTHEISM>Polytheism<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CHRISTIANITY>Christianity<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_PROPHET_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PROPHET_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_PROPHET_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_CONVERT>Converts Cities<e>
<L:DATABASE_ORDERS,ORDER_INDULGENCE>Sells Indulgences<e>
<L:DATABASE_ORDERS,ORDER_SOOTHSAY>Soothsays<e>
<L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>

The prophet is useful to sow religious discord among rival nations.
[END]

[UNIT_PROPHET_HISTORICAL]
In religion, a prophet or prophetess is an individual who is regarded as being in contact with a divine being and is said to speak on behalf of that being, serving as an intermediary with humanity by delivering messages or teachings from the supernatural source to other people. The message that the prophet conveys is called a prophecy.

Claims of prophethood have existed in many cultures and religions throughout history, including Judaism, Christianity, Islam, ancient Greek religion, Zoroastrianism, Manichaeism, Hinduism , and many others.
[END]

[UNIT_QUINQUEREME_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HULL_MAKING>Hullmaking<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_ASTROLABE>Astrolabe<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_QUINQUEREME_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_QUINQUEREME_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_QUINQUEREME_GAMEPLAY]
Quinqueremes combine the attack ability of a Trireme with a stronger and more durable hull, making it an ideal naval attack unit.
[END]

[UNIT_QUINQUEREME_HISTORICAL]
Perhaps the most famous of the Hellenistic-era warships because of its extensive use by the Carthaginians and Romans, the Quinquereme was invented by the tyrant of Syracuse (Dionysius I in 399 BC) as part of a major naval armament program directed against the Carthaginians. During most of the 4th century, the "fives" were the heaviest type of warship, and often used as flagships of fleets composed of triremes and quadriremes. Sidon had them by 351, and Athens fielded some in 324.

In the eastern Mediterranean, they were superseded as the heaviest ships by the massive polyremes that began appearing in the last two decades of the 4th century, but in the West, they remained the mainstay of the Carthaginian navy. When the Roman Republic, which hitherto lacked a significant navy, was embroiled in the First Punic War with Carthage, the Roman Senate set out to construct a fleet of 100 quinqueremes and 20 triremes. According to Polybius, the Romans seized a shipwrecked Carthaginian quinquereme and used it as a blueprint for their own ships, but it is stated that the Roman copies were heavier than the Carthaginian vessels, which were better built. The quinquereme served as the workhorse of the Roman and Carthaginian fleets throughout their conflicts, although "fours" and "threes" are also mentioned. Indeed, so ubiquitous was the type that Polybius uses it as shorthand for "warship" in general.
[END]

[UNIT_RAIDER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_STIRRUP>Stirrup<e>
<L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horse<e>
Can only be built by <L:DATABASE_GOVERNMENTS,GOVERNMENT_DICTATORSHIP>Dictatorship<e>, <L:DATABASE_GOVERNMENTS,GOVERNMENT_TRIBUNAL_EMPIRE>Tribunal Empire<e> and <L:DATABASE_GOVERNMENTS,GOVERNMENT_CALIPHATE>Caliphate<e> governments
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_GUNPOWDER>Gunpowder<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_RAIDER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_RAIDER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_RAIDER_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Government-Specific "Special" unit<e> features:

Raider (<L:DATABASE_ADVANCES,ADVANCE_STIRRUP>Stirrup<e>)
- Does not upgrade
- Obsolete with Gunpowder
- Does not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e> under Anarchy, Dictatorship, Tribunal Empire, or Caliphate
- Disbands under most Middle Ages and above governments (or Republic and earlier)
- Cannot be promoted to Elite
- Is <L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>
- Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land Units
- Is <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Invisible<e> to normal units

Raiders are unique in having the ability to appear twice in the game. While they will <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e> under Monarchy or Theocracy, they can be built once again if the player implements the Caliphate form of government.

Raiders cannot be built without access to <L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horses<e>.
[END]

[UNIT_RAIDER_HISTORICAL]
[END]

[UNIT_RED_GUARD_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMMUNISM>Communism<e>
Can only be built by <L:DATABASE_GOVERNMENTS,GOVERNMENT_COMMUNISM>Communism<e> government
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_RED_GUARD_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_RED_GUARD_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_RED_GUARD_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Government-Specific "Special" unit<e> features:

Red Guard (<L:DATABASE_ADVANCES,ADVANCE_COMMUNISM>Communism<e>)
- Upgrades to Conscript (Democracy) or Fascist (Fascism) or Machine Gunner (Mass Production)
- Obsolete with Mass Production
- Can only be built under Communism
- Does not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e>
- Cannot be promoted to Elite
- Defends against <L:DATABASE_UNITS,UNIT_SPY>Spies<e>
- Is <L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>

<L:DATABASE_ADVANCES,ADVANCE_COMMUNISM>Communism<e> thrives on unflagging dedication to the state and its ideals, no matter how destructive or extreme.  The Red Guard is the foot soldier of this zealous and fanatic regime, fighting with unmatched ferocity.  No other <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e> type is able to build the Red Guard unit.

NOTE: To retain their ideological differentiation (so the player doesn't face armies composed of a mix of Conscripts, Fascists, and Red Guards), Conscript-Red Guard-Fascist all upgrade to and from each other.
[END]

[UNIT_RED_GUARD_HISTORICAL]
Red Guards were paramilitary volunteer formations consisting mainly of factory workers, peasants, cossacks and partially of soldiers and sailors for "protection of the soviet power". Red Guards were a transitional military force of the collapsing Imperial Russian Army and the base formations of Bolsheviks during the October Revolution and the first months of the Russian Civil War. Most of them were formed in the time frame of the Russian Revolution of 1917, and some of the units were reorganized into the Red Army during 1918.
[END]

[UNIT_SCOUT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TOOLMAKING>Toolmaking<e>
Can only be built by <L:DATABASE_GOVERNMENTS,GOVERNMENT_TYRANNY>Tyranny<e> and <L:DATABASE_GOVERNMENTS,GOVERNMENT_DYNASTY>Dynastic<e> governments 

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SCOUT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SCOUT_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_SCOUT_GAMEPLAY]
While lacking offensive capability, the Scout combines good mobility with stealth to help your civilization explore surrounding regions. Scouts are only available to early Governments such as Tyranny and Dynasty, cannot upgrade, and will disband when more advanced forms of Government are implemented.
[END]

[UNIT_SCOUT_HISTORICAL]
[END]

[UNIT_SCOUT_SUB_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_LIQUID_BREATHING_APPARATUS>Fluid Breathing<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SCOUT_SUB_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SCOUT_SUB_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_SCOUT_SUB_GAMEPLAY]
Sees Underwater Units.

The Scout Sub relies on speed and stealth to accomplish its mission.  It avoids direct conflict with a wide scope of <L:DATABASE_CONCEPTS,CONCEPT_VISION>Vision<e> that sees enemy units long before they are aware of it.
[END]

[UNIT_SCOUT_SUB_HISTORICAL]
Even though commercial applications of fluid breathing systems were stymied by the unwillingness of regulatory agencies to approve their use, the military found several secret uses for the system.  By far the most advanced was the scout submarine.  Powered by a small nuclear reactor, it was the first manned craft to deploy with no oxygen systems or pressurized hull of any kind.  The two occupants wore deep suits fitted with fluid breathing systems and could explore even the deepest trenches and underwater canyons.  The military secretly contracted scout subs for scientific research missions on occasion but, more often than not, utilized its speed and wide vision range for long-range reconnaissance missions.  It derived its stealth capabilities from a sonar-absorbing, composite exterior surface and a thermally shielded propulsion system that minimized its heat signature.
[END]

[UNIT_SEA_ENGINEER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NANO_ASSEMBLY>Nano-Assembly<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SEA_ENGINEER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SEA_ENGINEER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_SEA_ENGINEER_GAMEPLAY]
Creates <L:DATABASE_CONCEPTS,CONCEPT_SEA_COLONIES>Sea Colonies<e>

The Sea Engineer <L:DATABASE_ORDERS,ORDER_SETTLE>Settles<e> <L:DATABASE_CONCEPTS,CONCEPT_SEA_COLONIES>Sea Colonies<e>.  Like a <L:DATABASE_UNITS,UNIT_SETTLER>Settler<e> or <L:DATABASE_UNITS,UNIT_URBAN_PLANNER>Urban Planner<e>, building the Sea Engineer removes one <L:DATABASE_CONCEPTS,CONCEPT_CITIZEN>Citizen-type<e> <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e> point from the <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> in which it is built.
[END]

[UNIT_SEA_ENGINEER_HISTORICAL]
As land became scarce, nations began to look to the sea to build cities.  Unfortunately, the intense pressure at the bottom of the ocean made it difficult construct large-scale projects.  The development of nanotechnology in the late 21st century opened up new frontiers in exploration, construction and science.  The sea engineer was the first mobile nano-assembly vehicle developed for underwater construction.  Using the latest robotics technology, the sea engineer was capable of molecular-level construction of solid materials.
[END]

[UNIT_SECRET_AGENT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMMUNISM>Communism<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_NEURAL_INTERFACE>Neural Interface<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SECRET_AGENT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SECRET_AGENT_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SECRET_AGENT_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_INCITE_REVOLUTION>Incites Revolutions<e>
<L:DATABASE_ORDERS,ORDER_INVESTIGATE_CITY>Investigates Cities<e>
<L:DATABASE_ORDERS,ORDER_STEAL_TECHNOLOGY>Steal Advances<e>
<L:DATABASE_ORDERS,ORDER_PLANT_NUKE>Plants Nukes<e>

The Secret Agent uses stealth to foment discontent into full scale revolution, and is also skilled at obtaining secret information from rival civilizations.
[END]

[UNIT_SECRET_AGENT_HISTORICAL]
Joseph Fouche, duc d'Otrante, minister of police during the French Revolution and the reign of Napoleon Bonaparte, established one of the first political espionage systems.  Fouche retained a network of police agents and professional spies to root out conspiracies by the Jacobins and Bourbon Royalists to seize power.  In the early 19th century, the Austrian statesman Prince von Metternich also employed an organization of political and military spies.  The most notorious intelligence organizations of the 19th century was the dreaded Okhrana (Department for Defense of Public Security and Order) of the Russian tsars, created in 1825 to search for internal opposition to the current regime.

Much of World War I was fought on the basis of poor intelligence, due to the fact that many nations entered the war lacking sufficient espionage resources.  This, along with advances in communications and aviation technology, led to major expansion in intelligence agencies.  The Fascist governments of Europe and the military dictatorship in Japan, with their expansionist foreign policies, established counterespionage agencies, most notably the Gestapo in Nazi Germany.  This led democratic nations to establish counterintelligence operations as well.
[END]

[UNIT_SETTLER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TRIBUNAL_EMPIRE>Tribunal Empire<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_ADV_URBAN_PLANNING>Adv. Urban Planning<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SETTLER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SETTLER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SETTLER_GAMEPLAY]
Creates <L:DATABASE_CONCEPTS,CONCEPT_CITY>Land Cities<e>
As civilization becomes more advanced, people are less inclined to move from the safety of established cities, so Settlers require more production than Nomads.

Use your Settler to build land-based <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, but beware of <L:DATABASE_UNITS,UNIT_SLAVER>Slavers<e>, who can prey upon defenseless Settlers roving the countryside.

Building a settler costs the city in which it is built one <L:DATABASE_CONCEPTS,CONCEPT_CITIZEN>Citizen-type<e> <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e> point.

After the discovery of <L:DATABASE_ADVANCES,ADVANCE_CIVIC_ENGINEERING>Civic Engineering<e>, Nomads and Settlers can create a <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PROCESSING_TOWER>Colony<e>, by disbanding on any land tile (does not have to be within city limits). The player must have at least 1 Gold and 7000 PW available, or else the Colony will NOT be created. Building the Colony also grants the player 1000 Gold.
[END]

[UNIT_SETTLER_HISTORICAL]
Since prehistoric times, people often lived a nomadic lifestyle, traveling from place to place, searching for food and shelter.  Some cultures grew weary of this life and opted to settle on fertile ground.  The development of agricultural techniques and tool making made it easier to establish themselves in a single place, grow food, defend their land and harvest resources.  As people formed the first towns and villages and populations grew, small groups would sometimes leave their villages to explore new territory and found new cities.  They sometimes accompanied an army for protection.  Their reasons for striking out on their own were varied: some sought to expand a fledgling nation's borders, some to escape persecution and others desired new or better surroundings.
[END]

[UNIT_SHIP_OF_THE_LINE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NAVAL_TACTICS>Naval Tactics<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SHIP_OF_THE_LINE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SHIP_OF_THE_LINE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_SHIP_OF_THE_LINE_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> one land unit
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land & Sea Units

The Ship of the line is the most dominant wooden ship in the game.  Heavily laden with cannon, it is capable of destroying lesser ships with ruthless ferocity.  It is particularly effective at <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombarding<e> naval units.
[END]

[UNIT_SHIP_OF_THE_LINE_HISTORICAL]
As 17th-century naval combat increased in frequency and intensity, particularly in the Anglo-Dutch wars, naval strategists developed the formation of heavy warships call line ahead.  In the line ahead formation, each ship followed in the wake of another, making it easier for each ship in the line to have a clear range for their broadside guns.  Up until the line-ahead tactic, ships of widely varying strength comprised a typical line.  The term ship of the line originated in the 1700s to describe the only suitable ships "to lie in the line of battle."

Ships of the line varied widely in strength and size.  First-raters carried as many as 136 guns but they were considered cumbersome.  The 74-gun third-rater combined speed and maneuverability with decent attack power comprised most of the ships of the line of the late 18th and early 19th centuries.  Approximately 175 feet long with two full gun decks, these ships dominated the seas until the development of the battleship in the 1860s.  The British ship of the line Victory, the personal ship of Viscount Nelson launched in 1765 and preserved in dry dock in 1805, is a classic example of the larger of the ships of the line, with three gun decks of 24-pound guns.
[END]

[UNIT_SLAVER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SLAVE_LABOR>Slave Labor<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CLASSICAL_EDUCATION>Classical Education<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SLAVER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLAVER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_SLAVER_GAMEPLAY]
The Slaver is a stealth unit that seeks to acquire <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>slaves<e> who are then put to work in your cities. <L:DATABASE_ORDERS,ORDER_SLAVE_RAID>Slave Raids<e> on foreign cities cause a loss of Regard from the target civ, and sometimes a declaration of War. They are inherently dangerous with success reduced by the presence of <L:DATABASE_BUILDINGS,IMPROVE_WALLS>Walls<e> and <L:DATABASE_BUILDINGS,IMPROVE_CITY_WALLS>City Walls<e>. Failure can even result in the death of the Slaver.

By contrast, the <L:DATABASE_ORDERS,ORDER_ENSLAVE_SETTLER>capture of Nomads and Settlers<e> is always successful and has no risk to the Slaver unit, but also reduces Regard and could precipitate a War.

Slavers cannot be stacked with an army to capture defeated foes.
[END]

[UNIT_SLAVER_HISTORICAL]
The Vikings of Northern Europe often raided other countries in order to capture slaves for sale on the open market.  Throughout the ancient world, conquering empires often enslaved the populations of cities they conquered, sending them to their home countries to work.  The international slave trade proliferated in one form or another for much of the first two millennia AD.  The Ottoman Turks gave the Slavic people of central Europe plots of land in exchange for their sons, who were employed in special regiments of the Ottoman armies.  Those "sclavi" ("sclavus," meaning Slavic, the origin of the modern word slave) who survived could return home to their land and live as free men.  Although this was not a forceful slave raid, it was an exchange born out of duress and intense pressure from Ottoman rulers intent on conquering Europe.
[END]

[UNIT_SLAVE_TRADER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CLASSICAL_EDUCATION>Classical Education<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SLAVE_TRADER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLAVE_TRADER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_SLAVE_TRADER_GAMEPLAY]
With the arrival of active anti-slavery opponents such as the <L:DATABASE_UNITS,UNIT_ABOLITIONIST>Abolitionist<e>, it becomes more expensive to employ those engaged in the <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>Slave Trade<e>, although improved technology means that <L:DATABASE_ORDERS,ORDER_SLAVE_RAID>Slave Raids<e> on foreign cities are a bit more successful and somewhat less risky.

Slave Traders cannot be stacked with an army to capture defeated foes.
[END]

[UNIT_SLAVE_TRADER_HISTORICAL]
Between the sixteenth and nineteenth centuries, the Transatlantic Slave Trade brought twelve million enslaved Africans across the Atlantic Ocean to the New World as part of a broad exchange of trade goods between England, West Africa, South America, the West Indies, and the United States. While the largest numbers of slaves were sent to South America, particularly Brazil, and the West Indies, smaller numbers arrived in the United States where Americans purchased them for labor. Most often from the west and central portions of the African continent, these enslaved people were kidnapped, forced to endure extreme violence, ripped from family and familiar language and culture, and treated as property.
[END]

[UNIT_SLAVEMASTER_PREREQ]
Requires:
<L:DATABASE_BUILDINGS,IMPROVE_DYNASTY_BLDG>Dynastic House<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SLAVEMASTER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLAVEMASTER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLAVEMASTER_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_VICTORY_ENSLAVE>Enslaves<e>
Can <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege<e> enemy cities

The Great King is a specialized unit that has powerful military attributes for its era, including the <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_ENSLAVE>enslavement of captured enemy troops<e>. If part of a victorious army, the Great King will take some of the defeated enemy as slaves.

NOTE: <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege Attacks<e> only work when used by the AI against the Human player.
[END]

[UNIT_SLAVEMASTER_HISTORICAL]
"Great King" is a title of monarchs, suggesting an elevated status among the host of kings and princes. In the 2nd millennium BC Near East, there was a tradition of reciprocally using this title between powers, as a way of diplomatically recognizing each other as equals. Only the kings of countries who were not subject to any other king and powerful enough to draw the respect from their adversaries were allowed to use the title of "Great King". These were the kings of Egypt, Yamhad, Hatti, Babylonia, Mitanni (until its demise in the 14th century), Assyria (only after the demise of Mitanni), and for a brief time Mycenae. Great Kings referred to each other as brothers and often established close relationships by means of marriages and frequent gift exchanges. Letters exchanged between these rulers, several of which have been recovered especially in the Amarna and Hittite archives, provide details of this diplomacy.
[END]

[UNIT_SLINGER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PROJECTILE_WEAPONS>Projectile Weapons<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_ARCHERY>Archery<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SLINGER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SLINGER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_SLINGER_GAMEPLAY]
Ancient <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged<e> unit

The slinger is the first ranged military unit available.
[END]

[UNIT_SLINGER_HISTORICAL]
A sling is a projectile weapon typically used to throw a blunt projectile such as a stone, clay, or lead "sling-bullet". It is also known as the shepherd's sling or slingshot. Someone who specializes in using slings is called a slinger.

A sling has a small cradle or pouch in the middle of two retention cords. A projectile is placed in the pouch. There is a loop on the end of one side of the retention cords. Depending on the design of the sling, either the middle finger or the wrist is placed through a loop on the end of one cord, and a tab at the end of the other cord is placed between the thumb and forefinger. The sling is swung in an arc, and the tab released at a precise moment. This action releases the projectile to fly to the target. The sling is much more than merely an extension of a human arm. By its double-pendulum kinetics, the sling enables stones (or spears) to be thrown much further than they could be by hand alone.

The sling is inexpensive and easy to build. Historically it has been used for hunting game and in combat. Today the sling is of interest as a wilderness survival tool and an improvised weapon.
[END]

[UNIT_SPACE_PLANE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SPACE_FLIGHT>Space Flight<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SPACE_PLANE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
HP: {UnitDB(UnitRecord[0]).MaxHP}
Move/Fuel: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000} / {UnitDB(UnitRecord[0]).MaxFuel / 100}
[END]

[UNIT_SPACE_PLANE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
HP: {UnitDB(UnitRecord[0]).MaxHP}
Move/Fuel: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000} / {UnitDB(UnitRecord[0]).MaxFuel / 100}
[END]

[UNIT_SPACE_PLANE_GAMEPLAY]
Sub-orbital launch
<L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transports<e> up to 5 units.

The Space Plane is a long-range suborbital <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> vehicle.  When launched from a city, it can <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> up to five units to any other city on the map.  The <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> takes 4 turns to complete.  Although not well suited to transporting short distances, the Space Plane is ideal if you need to quickly get units the other side of the map.
[END]

[UNIT_SPACE_PLANE_HISTORICAL]
In 2047, scientists at the National Aeronautical and Space Administration launched the first orbital transport vehicle.  Primarily envisioned as a commercial and industrial cargo and transport craft, it was designed to launch into orbit and touch down within a few days.  Based on many of the design principles of the space shuttle, the Space Plane employed advanced composites to shield it against the friction and intense heat of atmospheric breach and fuel cell technology to propel its giant rocket engines.
[END]

[UNIT_SPEARMAN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TOOL_MAKING>Toolmaking<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_BARRACKS>Barracks<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SPEARMAN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPEARMAN_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_SPEARMAN_GAMEPLAY]
Ancient defensive unit.
Will not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e> when changing governments

The Spearman is the first Ancient Age defensive unit available.
[END]

[UNIT_SPEARMAN_HISTORICAL]
The development of weapons almost certainly evolved from the first forays into tool making.  Primitive people fashioned stone, wood and bone to assemble crude tools for digging, cutting and hunting.  The first metal working primarily involved gold, silver and copper.  Warriors equipped themselves with spears, swords and shields fashioned out of wood and metal.  As metal and wood working technology improved, the quality of weapons improved as well.
[END]

[UNIT_SPEARMAN_MILITIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TOOL_MAKING>Toolmaking<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_BRONZE_WORKING>Bronze Working<e>
[END]

[UNIT_SPEARMAN_MILITIA_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPEARMAN_MILITIA_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_SPEARMAN_MILITIA_GAMEPLAY]
The Spearman is the first Ancient Age militia unit available.
[END]

[UNIT_SPEARMAN_MILITIA_HISTORICAL]
[END]

[UNIT_SPEARMAN_ELITE_PREREQ]
Experience gained through combat
[END]

[UNIT_SPEARMAN_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPEARMAN_ELITE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPEARMAN_ELITE_GAMEPLAY]
Formerly these were mere <L:DATABASE_UNITS,UNIT_SPEARMAN>Spearmen<e>, but combat promotion has made them so much more. Further displays of prowess on the battlefield will give this <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Unit<e> the chance to become <L:DATABASE_UNITS,UNIT_HERO>Heroes<e>.
[END]

[UNIT_SPEARMAN_ELITE_HISTORICAL]
[END]

[UNIT_SPY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_REPUBLIC>Republic<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_FEUDALISM>Feudalism<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SPY_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPY_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_SPY_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_INVESTIGATE_CITY>Investigates Cities<e>
<L:DATABASE_ORDERS,ORDER_STEAL_TECHNOLOGY>Steal Advances<e>
<L:DATABASE_ORDERS,ORDER_INCITE_REVOLUTION>Incites Revolutions<e>

The Spy is a powerful <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Units<e> with many special attacks at his disposal.  He can <L:DATABASE_ORDERS,ORDER_INVESTIGATE_CITY>Spy<e>, revealing all the details of a particular city, including defenses and Production.  He can steal the secrets to <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e> from rival empires, and he can <L:DATABASE_ORDERS,ORDER_INCITE_REVOLUTION>Incite a Revolution<e>, creating chaos in a rival civilization.
[END]

[UNIT_SPY_HISTORICAL]
Throughout history, leaders of nations have always required vast amounts of information in order to implement foreign policy, military strategy, diplomatic negotiation and participation in international organizations.  To sate this thirst, and to protect their safety and interests, governments have always maintained some kind of intelligence capability.  Not surprisingly, all nations have laws against espionage, but most have vast networks of spies operating in other lands.

The Chinese military theorist Sun Tzu espoused the importance of intelligence in his book The Art of War (circa 500 BC).  In it, he gave detailed instructions for espionage systems, including double agents and defectors.  Until the rise of nationalism in the 18th century, and the growth of standing armies and diplomatic establishments, intelligence-gathering operations were indiscriminately designed by rules and military leaders. 
[END]

[UNIT_SPY_PLANE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AI_SURVEILLANCE>AI Surveillance<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SPY_PLANE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
HP: {UnitDB(UnitRecord[0]).MaxHP}
Move/Fuel: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000} / {UnitDB(UnitRecord[0]).MaxFuel / 100}
[END]

[UNIT_SPY_PLANE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Move/Fuel: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000} / {UnitDB(UnitRecord[0]).MaxFuel / 100}
[END]

[UNIT_SPY_PLANE_GAMEPLAY]
Advanced aerial reconnaissance unit

The Spy Plane is the most advanced mobile surveillance system to date.  With the highest <L:DATABASE_CONCEPTS,CONCEPT_VISION>Vision<e> scope of any unit, it can reveal enemy <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> and units over a wide area.  It covers great distances with speed but be careful - it has limited attack capabilities, and its <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defenses<e> are minimal.
[END]

[UNIT_SPY_PLANE_HISTORICAL]
In the late 21st century, several different militaries developed their own AI surveillance technology and outfitted spy planes, flown entirely by computer AI.  Ostensibly for use against enemies of the state, the spy planes were often employed to monitor non-urban areas within their own countries, looking for illegal activities.  Despite the breathless claims of triumph on the part of the law in reducing crime, many began to resent that this particular crime reduction method came at the expense of nearly all personal freedoms.
[END]

[UNIT_STEALTH_BOMBER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADVANCED_COMPOSITES>Advanced Composites<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_STEALTH_BOMBER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
HP: {UnitDB(UnitRecord[0]).MaxHP}
Move/Fuel: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000} / {UnitDB(UnitRecord[0]).MaxFuel / 100}
[END]

[UNIT_STEALTH_BOMBER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
HP: {UnitDB(UnitRecord[0]).MaxHP}
Move/Fuel: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000} / {UnitDB(UnitRecord[0]).MaxFuel / 100}
[END]

[UNIT_STEALTH_BOMBER_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land & Sea Units
Can carry up to 2 <L:DATABASE_UNITS,UNIT_CRUISE_MISSILE>Cruise Missiles<e> or <L:DATABASE_UNITS,UNIT_NUKE>Nukes<e>

Because the Stealth Bomber is capable of evading radar, it is perhaps the most formidable air unit in the modern arsenal.  It can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> from great distances and even carry two <L:DATABASE_UNITS,UNIT_CRUISE_MISSILE>Cruise<e> or <L:DATABASE_UNITS,UNIT_NUKE>Nuclear<e> Missiles
[END]

[UNIT_STEALTH_BOMBER_HISTORICAL]
Developed in the 1980's and successfully tested during the Persian Gulf War, the stealth bomber was the second airplane to employ stealth technology in the U.S. Air Force. Named the "Spirit," it combined advanced composite materials and coatings to absorb radar signals and minimize detection. Although the B-2 had a vast range and could carry both nuclear and conventional armament, its $1.3 billion price tag made it a difficult expense to justify in peacetime.
[END]

[UNIT_STEALTH_FIGHTER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADVANCED_COMPOSITES>Advanced Composites<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_STEALTH_FIGHTER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
HP: {UnitDB(UnitRecord[0]).MaxHP}
Move/Fuel: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000} / {UnitDB(UnitRecord[0]).MaxFuel / 100}
[END]

[UNIT_STEALTH_FIGHTER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
HP: {UnitDB(UnitRecord[0]).MaxHP}
Move/Fuel: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000} / {UnitDB(UnitRecord[0]).MaxFuel / 100}
[END]

[UNIT_STEALTH_FIGHTER_GAMEPLAY]
Advanced aerial combat unit

The Stealth Fighter is one of the more formidable air units of the <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e>.  Capable of evading radar, it is ideal for surgical strikes against well-defended targets and coordinated air defense.
[END]

[UNIT_STEALTH_FIGHTER_HISTORICAL]
What set the stealth fighter apart from other strike aircraft was its ability to minimize enemy radar detection.  It used highly advanced composite materials and coatings to absorb radar transmissions and reduce reflections to an enemy's radar receiver.  The use of smoothly rounded shapes instead of sharp edges and points also helped to reduce reflections.  Stealth fighters also carried missiles and other weapons internally rather than as protruding attachments.  Weapons recessed within the structure of the aircraft further minimizing drag and radar signature.

Stealth technology was not without its costs.  The first stealth fighter, the United States Air Force's F-117, was extremely expensive to build and maintain.  The angular design demanded highly sophisticated flight control systems, the materials were heavy (reducing its range and payload capacity), and existing weapons had to be modified for internal storage.  Nevertheless, stealth fighters proved their worth in the Persian Gulf War, crippling Iraqi command and communications centers with surgical guided weapons strikes.
[END]

[UNIT_SUBMARINE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OIL_REFINING>Oil Refining<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_NUCLEAR_POWER>Nuclear Power<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SUBMARINE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SUBMARINE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_SUBMARINE_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Naval Units
The Submarine is a <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth unit<e>.

Submarines strike fear into the hearts of anyone on the surface of the ocean.  They lurk beneath the waves, launching torpedoes at unsuspecting vessels and laying waste to <L:DATABASE_CONCEPTS,CONCEPT_TRADE_ROUTE>Trade Routes<e> and naval flotillas.

The <L:DATABASE_UNITS,UNIT_FRIGATE>Subchaser<e> is the only <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e> naval unit that is capable of detecting submarines.
[END]

[UNIT_SUBMARINE_HISTORICAL]
The first submarines, developed and tested by both navies of the American Civil War, were extremely primitive "manned torpedoes".  By the turn of the century, however, European and American companies developed a number of improved submarine designs.  Submarines employed a combination of diesel combustion engine and battery power to alternate between surface and underwater modes.  After approaching their target on the surface to avoid draining their batteries, they submerged only when just out of sight of their target, attacking at very low speeds.  Commanders did this to conserve battery power for after their attack when they would have to use full underwater power to evade counterattack.  Even after this, a full battery charge would last only an hour or two at top underwater speed.  This limitation suited submarines to attacking slower, less defended ships, and meant that they could not engage fast surface warships, such as battleships and aircraft carriers.
[END]

[UNIT_SUBNEURAL_AD_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NEURAL_INTERFACE>Neural Interface<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SUBNEURAL_AD_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SUBNEURAL_AD_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SUBNEURAL_AD_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_ADVERTISE>Advertises<e>
<L:DATABASE_ORDERS,ORDER_FRANCHISE>Establishes Franchises<e>
<L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>

The Subneural Ad offers a new twist on terror. Using visual and aural transmissions, the Subneural Ad <L:DATABASE_ORDERS,ORDER_ADVERTISE>advertises<e> to unsuspecting consumers, leaving them with an uncontrollable lust for rare and expensive products, leading to great <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>unhappiness<e>. Subneural Ads also replace the primitive <L:DATABASE_UNITS,UNIT_CORPORATE_BRANCH>Corporate Branch<e> with a nearly unstoppable form of <L:DATABASE_ORDERS,ORDER_FRANCHISE>franchising<e>.  The Subneural Ad is a <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e> which allows it to hide from regular units.

Legal units such as the <L:DATABASE_UNITS,UNIT_LAWYER>Lawyer<e> can file <L:DATABASE_ORDERS,ORDER_SUE>Lawsuits<e> to oppose the Subneural Ads.
[END]

[UNIT_SUBNEURAL_AD_HISTORICAL]
Twentieth century advertisers attempted with partial success to use ads to pass subconscious messages to unwitting consumers. In the 21st century however, breakthroughs in neural biology and neural networks created the Subneural Ad. The Subneural Ad used light patterns to induce intense loathing or love in viewers. Quickly outlawed by angry consumers, the Subneural Ad continued as a military weapon, floating above foreign cities to stir up unfulfilled desire in its victims and in the process, causing fear and discontent.
[END]

[UNIT_SWORDSMAN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AGICULTURE>Agriculture<e>
Can only be built by <L:DATABASE_GOVERNMENTS,GOVERNMENT_TYRANNY>Tyranny<e> and <L:DATABASE_GOVERNMENTS,GOVERNMENT_DYNASTY>Dynastic<e> governments 
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CITY_STATE>City State<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_SWORDSMAN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SWORDSMAN_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_SWORDSMAN_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Government-Specific unit<e> features:

Swordsman (<L:DATABASE_ADVANCES,ADVANCE_AGICULTURE>Agriculture<e>)
- Does not Upgrade
- Obsolete with City State
- Does not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e> under Anarchy, Tyranny, Dynasty or City State
- Disbands under all Oligarchy and above governments
- Can be promoted to <L:DATABASE_UNITS,UNIT_SWORDSMAN_ELITE>Elite Swordsman<e>

The Swordsman is the first offensive Ancient Age military unit available in the game.
[END]

[UNIT_SWORDSMAN_HISTORICAL]
The development of weapons almost certainly evolved from the first forays into tool making.  Primitive people fashioned stone, wood and bone to assemble crude tools for digging, cutting and hunting.  The first metal working primarily involved gold, silver and copper.  Warriors equipped themselves with spears, swords and shields fashioned out of wood and metal.  As metal and wood working technology improved, the quality of weapons improved as well.
[END]

[UNIT_SWORDSMAN_ELITE_PREREQ]
Experience gained through combat
[END]

[UNIT_SWORDSMAN_ELITE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SWORDSMAN_ELITE_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SWORDSMAN_ELITE_GAMEPLAY]
Formerly these were mere <L:DATABASE_UNITS,UNIT_SWORDSMAN>Swordsmen<e>, but combat promotion has made them so much more. Further displays of prowess on the battlefield will give this <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Unit<e> the chance to become <L:DATABASE_UNITS,UNIT_HERO>Heroes<e>.
[END]

[UNIT_SWORDSMAN_ELITE_HISTORICAL]
[END]

[UNIT_TANK_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TANK_WARFARE>Tank Warfare<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_COMBINED_ARMS>Combined Arms<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_TANK_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TANK_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_TANK_GAMEPLAY]
Early Modern Age flanking unit

Superior <L:DATABASE_ORDERS,ORDER_ATTACK>Attack<e> and <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged Attack<e> capabilities make the Tank the most powerful Early <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e> land-based unit in the game.  Its versatility, speed and power comprise one of the most effective tools of military conquest you have at your command.
[END]

[UNIT_TANK_HISTORICAL]
The primary thrust behind early tank developments was the quest for a well-armored assault vehicle that could effectively cross the muddy, uneven terrain of the World War I trench battle zones.  Armed with large bore guns and light cannon, they could strike both infantry units and reinforced installations, delivering explosive damage.  The Germans and Soviets were at the forefront of tank research throughout the Second World War, when tank warfare underwent its most rapid development.  

Germany's tank force was initially the most effective, due to its organization into rapid-moving formations that delivered unprecedented assault power.  During the first two years of battle, 1939-41, the German tank units suffered no major setbacks.  In 1943, Germany introduced the Panther tank. Armed with a 75-mm gun with more than twice the muzzle velocity of its predecessor, the Panther had great armor-piercing capabilities.  They also introduced the formidable Tiger tank, with an 88-mm gun.  The Soviet Union was the only allied force to meet the Germans head on.  In 1944, they rolled out the Josef Stalin tank, armed with a 122-mm low-velocity gun
[END]

[UNIT_TELEVANGELIST_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_MEDIA>Mass Media<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_TELEVANGELIST_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TELEVANGELIST_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_TELEVANGELIST_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_CONVERT>Converts Cities<e>
Performs <L:DATABASE_ORDERS,ORDER_FAITH_HEALING>Faith Healing<e>
<L:DATABASE_ORDERS,ORDER_REFORM>Reforms Cities<e>

The Televangelist combines the evangelical zeal of the <L:DATABASE_UNITS,UNIT_CLERIC>Cleric<e> with the power of <L:DATABASE_ADVANCES,ADVANCE_MASS_MEDIA>Mass Media<e>.  Taking his message to the living rooms of the world, the Televangelist can <L:DATABASE_ORDERS,ORDER_CONVERT>Convert Cities<e> to his particular faith, extracting <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> from their citizens, eager for salvation.  He can perform <L:DATABASE_ORDERS,ORDER_FAITH_HEALING>Faith Healings<e>, which raises <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> in exchange for <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>.  He can also <L:DATABASE_ORDERS,ORDER_REFORM>Reform Cities<e>, returning a wayward flock to the arms of the true religion.
[END]

[UNIT_TELEVANGELIST_HISTORICAL]
Mass media, especially radio and, later, television, offered religious institutions a powerful new way to reach their audiences.  Although religiously-themed radio shows and radio preachers were prevalent through the 1940s, 50s and 60s, the rise of cable television in the 1980s spawned a new generation of charismatic, firebrand preachers who staged elaborate shows to attract and keep their viewers' attention.  Although the primary purpose of televangelists was to spread their gospel, perform faith healings and reach their audience, their relentless pleas for donations often portended a more sinister purpose.
[END]

[UNIT_TEUTONIC_KNIGHT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_THEOLOGY>Theology<e>
<L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horse<e>
Can only be built by the <L:DATABASE_GOVERNMENTS,GOVERNMENT_THEOCRACY>Theocracy<e> government
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CALIPHATE>Caliphate<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_TEUTONIC_KNIGHT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TEUTONIC_KNIGHT_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_TEUTONIC_KNIGHT_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Government-Specific "Special" unit<e> features:

Teutonic Knight (<L:DATABASE_GOVERNMENTS,GOVERNMENT_THEOCRACY>Theocracy<e>)
- Upgrades to Janissary (Caliphate)
- Obsolete with Caliphate
- Does not <L:DATABASE_CONCEPTS,CONCEPT_GOV_SPECIFIC_UNITS>Disband<e> under Anarchy, Theocracy, or Caliphate
- Disbands under any Modern Era and above government (or Monarchy and earlier)
- Cannot be promoted to Elite
- Is <L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>

A Middle Ages flanking unit, the Teutonic Knights were loyal soldiers of the Medieval Church.

Teutonic Knights cannot be built without access to <L:DATABASE_RESOURCE,TERRAIN_PLAINS_GOOD_FOUR>Horses<e>.

NOTE: To retain their religious differentiation (so the player doesn't face armies composed of both Janissaries and Teutonic Knights), Teutonic Knight upgrades to and from Janissary
[END]

[UNIT_TEUTONIC_KNIGHT_HISTORICAL]
The Order of Brothers of the German House of Saint Mary in Jerusalem, commonly known as the Teutonic Order, is a Catholic religious institution founded as a military society in 1190 AD in Acre, Kingdom of Jerusalem. It was formed to aid Christians on their pilgrimages to the Holy Land and to establish hospitals. Its members have commonly been known as the Teutonic Knights, having a small voluntary and mercenary military membership, serving as a crusading military order for the protection of Christians in the Holy Land and the Baltics during the Middle Ages.

Purely religious since 1810, the Teutonic Order still confers limited honorary knighthoods. The Bailiwick of Utrecht of the Teutonic Order, a Protestant chivalric order, is descended from the same medieval military order and also continues to award knighthoods and perform charitable work.
[END]

[UNIT_TREBUCHET_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GREEK_FIRE>Greek Fire<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CANNON_MAKING>Cannon Making<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_TREBUCHET_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TREBUCHET_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_TREBUCHET_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land & Sea Units

The Trebuchet can launch either stones or pots containing the fearful chemical mixture called <L:DATABASE_ADVANCES,ADVANCE_GREEK_FIRE>Greek Fire<e>.
[END]

[UNIT_TREBUCHET_HISTORICAL]
A trebuchet is a type of catapult that uses a long arm to throw a projectile. It was a common powerful siege engine until the advent of gunpowder. The design of a trebuchet allows it to launch projectiles of greater weight further distances than that of a traditional catapult.

There are two main types of trebuchet. The first is the traction trebuchet, or mangonel, which uses manpower to swing the arm. It first appeared in China in the 4th century BC. Carried westward by the Avars, the technology was adopted by the Byzantines in the late 6th century AD and by their neighbors in the following centuries.

The later, and often larger and more powerful, counterweight trebuchet, also known as the counterpoise trebuchet, uses a counterweight to swing the arm. It appeared in both Christian and Muslim lands around the Mediterranean in the 12th century, and was carried back to China by the Mongols in the 13th century.
[END]

[UNIT_TRIREME_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MAP_MAKING>Map Making<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_ASTROLABE>Astrolabe<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_TRIREME_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TRIREME_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TRIREME_GAMEPLAY]
The Trireme is one of the most powerful naval units of the <L:DATABASE_CONCEPTS,CONCEPT_ANCIENT_AGE>Ancient Age<e>.  It rams other ships and leaves them crippled and sinking.
[END]

[UNIT_TRIREME_HISTORICAL]
A trireme was an ancient vessel and a type of galley that was used by the ancient maritime civilizations of the Mediterranean Sea, especially the Phoenicians, Greeks and Romans.

The trireme derives its name from its three rows of oars, manned with one man per oar. The early trireme was a development of the penteconter, an ancient warship with a single row of 25 oars on each side (i.e., a single-banked boat), and of the bireme, a warship with two banks of oars, of Phoenician origin. As a ship, it was fast and agile and was the dominant warship in the Mediterranean from the 7th to the 4th centuries BC, when it was largely superseded by the larger quadriremes and quinqueremes. Triremes played a vital role in the Persian Wars, the creation of the Athenian maritime empire and its downfall during the Peloponnesian War.
[END]

[UNIT_TROOP_SHIP_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_INTERNAL_COMBUSTION>Internal Combustion<e>
Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_ULTRAPRESSURE_MACHINERY>Ultra-Pressure Machinery<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_TROOP_SHIP_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TROOP_SHIP_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_TROOP_SHIP_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transports<e> up to 5 Land units

Troop ships are the fastest naval <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> unit in the game.  They can transport up to five land units at a time.  Like most transport units, though, they have no <L:DATABASE_ORDERS,ORDER_ATTACK>Attack<e> capabilities of their own and minimal defensive capacity.  It is unwise to send Troop Ships fully laden into the open seas without proper escort.
[END]

[UNIT_TROOP_SHIP_HISTORICAL]
Until the development of the internal combustion engine in the late 1800s, ships relied on sails and steam engines for power.  Internal combustion engines, although not practical for extremely large ships, were ideal for smaller ships that could not necessarily cope with boiler rooms, which were heavy and required a lot of space.  The "Vandal," built in 1903, was one of the first cargo ships to employ a diesel engine.  The so-called "Liberty" and "Victory" ships were constructed to ferry American soldiers across the Atlantic Ocean to the front lines of the European theatre of World War II.
[END]

[UNIT_URBAN_PLANNER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADV_URBAN_PLANNING>Advanced Urban Planning<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_URBAN_PLANNER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_URBAN_PLANNER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_URBAN_PLANNER_GAMEPLAY]
Creates Advanced <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>

The Urban Planner is an advanced <L:DATABASE_UNITS,UNIT_SETTLER>Settler<e> unit.  Like the <L:DATABASE_UNITS,UNIT_SETTLER>Settler<e>, the Urban Planner creates land-based <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  Unlike the <L:DATABASE_UNITS,UNIT_SETTLER>Settler<e>, the Urban Planner creates larger cities (Size 3) that start with many <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvements<e> already in place. Building this unit costs the city in which it is built one <L:DATABASE_CONCEPTS,CONCEPT_CITIZEN>Citizen-type<e> <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e> point.

Once the Urban Planner is available, the <L:DATABASE_UNITS,UNIT_SETTLER>Settler<e> becomes obsolete.

Like Nomads and Settlers before them, Urban Planners can create a <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PROCESSING_TOWER>Colony<e>, by disbanding on any land tile (does not have to be within city limits). The player must have at least 1 Gold and 7000 PW available, or else the Colony will NOT be created. Building the Colony also grants the player 1000 Gold.
[END]

[UNIT_URBAN_PLANNER_HISTORICAL]
It was the disorder and squalor of 19th century Industrial Revolution-era cities, with their festering, overcrowded slums, which prompted the first modern urban planning and development efforts.  Early city planners imposed laws for the standardization of housing, sewage, sanitation, public health and, perhaps most important, water supply conditions.  Urban planners also introduced parks and playgrounds into congested city neighborhoods, providing places for recreation, as well as visual relief.

20th century urban planning saw the rise of the concept of zoning -- setting limits for building height, neighborhood density and construction activity.  Most cities had grown organically, and as the Industrial Revolution shifted the role and dominance of cities to the fore, they became sprawling, disorganized eyesores, with commercial, industrial and residential areas intertwined and seemingly built on top of each other.

Public transportation was the answer to many issues -- overcrowding, complex street systems, traffic, congested commercial districts, and shortages of housing -- that plagued the sprawling metropolis.  Urban planning was also important to the revitalization of Europe after World War II, where planners shifted their focus to the reconstruction of areas destroyed by war.

By the middle of the 20th century, urban planners experimented with new concepts for towns and cities, and endeavored to create the ideal urban area.  "Planned communities" sprang up, with transportation, recreation, industrial and residential systems in place.  Rather than focusing on fixing problems, planners sought to develop urban areas that would evolve with the changing needs of their citizenry.  Though there have been spectacular failures, many planned cities are a testament to the wisdom of long-term, scalable urban plans that focus on the total living experience.
[END]

[UNIT_WARRIOR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HEXTAPUL>Hextapul<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_WARRIOR_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_WARRIOR_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_WARRIOR_GAMEPLAY]
Ancient Infantry unit.

The Warrior is the first offensive Ancient Age military unit available in the game.
[END]

[UNIT_WARRIOR_HISTORICAL]
Mesopotamia was the cradle of civilization, so it is no surprise that it was also the birthplace of organized warfare. The ancient Sumerians pioneered war and conquest, in the same way as they did city building, religion, and commerce. But it took a successive civilization to perfect it. In the third millennium BC, the Akkadians developed the first professional army, the first military dictatorship, and the world's first real empire. It was an empire that lasted two centuries and stretched across the Middle East.

The professional, standing army, was something the Sumerians did not have. They only called citizens to arms at need. The first emperor, Sargon, organized a core of 5400 men who formed his trusted forces. But he also implemented a clever recruitment technique. Each conquered city was required to contribute a certain number of soldiers to the Akkadian army. The men swelled the ranks of the military while ensuring the loyalty of the subdued states. Additionally, rather than organizing his forces by region as the Sumerians did, Sargon mixed them up. He dispensed with single line combat and ordered each phalanx to fight six men deep.
[END]

[UNIT_WAR_WALKER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CYBERNETICS>Cybernetics<e>
Obsolete:
Never

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[UNIT_WAR_WALKER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_WAR_WALKER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP} 
[END]

[UNIT_WAR_WALKER_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land, Sea & Air Units
<L:DATABASE_CONCEPTS,CONCEPT_ACTIVE_DEFENSE>Anti-Air Active Defense<e>

The War Walker is a fearsome beast of a unit, capable of <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombarding<e> <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> with a barrage of long-range rockets, as well as actively defending against any air units within range.  It's superior <L:DATABASE_CONCEPTS,CONCEPT_RANGED_ATTACK>Ranged Attack<e> capabilities combined with its formidable defensive capacity make the War Walker the defensive unit-of-choice for the <L:DATABASE_CONCEPTS,CONCEPT_GENETIC_AGE>Genetic Age<e>.
[END]

[UNIT_WAR_WALKER_HISTORICAL]
The development of cybernetics, itself a culmination of discoveries into neural interface technology and gene therapy, encouraged military theorists to rethink the systems by which a human could pilot a vehicle.  Up until the development of the war walker, pilots used manual control devices - joysticks, foot pedals, throttles - to manipulate their vehicle, from supersonic jet to common jeep.  The neural interface-based cybernetic control system was a link between the biological and the mechanical, enabling the conversion of thoughts, registered as neurochemical brain impulses, into computer system commands.  In this way, a pilot could control his vehicle, including propulsion, movement, targeting and weapons systems, through a combination of neural and manual commands.  The feedback systems in war walkers were capable of "remembering" the idiosyncrasies of their human pilots.  Veteran pilots were often highly skilled, in large part due to their walkers' ability to anticipate their movement, targeting and weapon combination preferences.  The war walker soon became one of the most feared military entities in the world, largely due to a superstition that walkers could continue to effectively fight even if their pilots died in the "rig."  Although the notion of the sentient, un-piloted war walker was almost certainly a legend, this blurred line between man and machine only served to increase the ominous mystique of this terrible machine.
[END]

[UNIT_ALEXANDER_THE_GREAT_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_ALEXANDER>House of Alexander<e>
[END]

[UNIT_ALEXANDER_THE_GREAT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ALEXANDER_THE_GREAT_SUMMARY]
[END]

[UNIT_ALEXANDER_THE_GREAT_GAMEPLAY]
Special Wonder unit
<L:DATABASE_CONCEPTS,CONCEPT_VICTORY_ENSLAVE>Enslaves<e>
Can <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege<e> enemy cities
Exerts <L:DATABASE_CONCEPTS,CONCEPT_ZOC>Zone of Control<e>
Amphibious assault
Creates Plunder and Recruits
Provides a bonus in battle against mounted units
Can see Stealth units


NOTE: <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege Attacks<e> only work when used by the AI against the Human player.
[END]

[UNIT_ALEXANDER_THE_GREAT_HISTORICAL]
Alexander was born on 356 B.C. He was born in Pella the ancient capital of Macedonia, was the son of Philip II, king of Macedonia, and of Olympias, a princess of Epirus. His tutor was Aristotle, who trained him in rhetoric and literature and stimulated his interest in science, medicine and philosophy. Unfortunately in the summer of 336 B.C. his father was assassinated and he ascended to the Macedonian throne.

In turn he conquered barbarians threatening Macedonia from the North, Greece when it revolted and tried to throw off Macedonian domination, Persia in 3 great pitched battles, and a new eastern frontier in India by defeating Porus. His armies mastered every form of warfare, marched thousands of kilometres, won pitched battles, great sieges and small wars of every description. He conquered everything from his foes, to terrain and climate. Alexander also set up an excellent administration for conquered lands. All this in 12 years. He died prematurely in 323 BC from fever.

Apart from the immense increase of international trade and the fraternization of many nations, what were the results, temporary and enduring, of the career of this great man? Of supreme and lasting importance to the world was the extension of Greek culture; secondly, a vast territory was opened up which had been useless as a desert until the conquered nomad tribes had been trained to follow civilized ways of life, with the resultant impetus given to the building of cities, the creation of harbors, ships and other aids for travel on land and sea; thirdly, financial and economic reforms; and lastly, the partial realization of Alexander's dream of universal toleration for all religions and the brotherhood of mankind.

His greatness was such that it is still remembered in many places in the middle east and even Caesar was jealous of Alexander's achievements in such a short time and such a young age.
[END]

[UNIT_ATILLA_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_ATILLA>House of Attila<e>
[END]

[UNIT_ATILLA_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ATILLA_SUMMARY]
[END]

[UNIT_ATILLA_GAMEPLAY]
Special Wonder unit
Can <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege<e> enemy cities
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e>
Creates Plunder and Recruits
Adds terrain gold to the treasury when entrenched
Provides a small bonus in battle against mounted units
Can see Stealth units


NOTE: <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege Attacks<e> only work when used by the AI against the Human player.
[END]

[UNIT_ATILLA_HISTORICAL]
Attila was a fifth-century warrior who helped unite the Hun kingdom, centered in an area that is now Hungary. With utter ruthlessness and savagery, Attila led his Huns on a series of conquests; looting and pillaging everywhere he went. Attila acquired a vast empire that stretched through parts of what is now Germany, Russia, Poland, and much of southeastern Europe. 

He came to be known as the "Scourge of God" because of the devastation he brought onto the Roman Empire. 

Attila became king of the Huns in 434 AD ruling jointly with his brother Bleda, whom he later murdered. His last great campaign was against Gaul (France), but a combined army of Romans and Franks defeated him. Attila died in 453 AD and his empire crumbled after his death. He left behind an incredible legacy of cruelty 
[END]

[UNIT_BRIGADIER_PREREQ]
With <L:DATABASE_ADVANCES,ADVANCE_AGE_OF_REASON>Age of Reason<e>

Some Great Leaders and all <L:DATABASE_UNITS,UNIT_HERO>Heroes<e> automatically convert to Brigadier
[END]

[UNIT_BRIGADIER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BRIGADIER_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_BRIGADIER_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e> Land & Sea Units
Amphibious assault
Creates Plunder

Great Leaders (units which are awarded with the building of certain Wonders), <L:DATABASE_UNITS,UNIT_GREAT_GENERAL>Great Generals<e>, and <L:DATABASE_UNITS,UNIT_HERO>Heroes<e> are <L:DATABASE_CONCEPTS,CONCEPT_ANCIENT_AGE>Ancient Age<e> units, most of which convert automatically to Early <L:DATABASE_CONCEPTS,CONCEPT_INDUSTRIAL_AGE>Industrial Age<e> Leader units with the discovery of <L:DATABASE_ADVANCES,ADVANCE_AGE_OF_REASON>Age of Reason<e>.
[END]

[UNIT_BRIGADIER_HISTORICAL]
[END]

[UNIT_CAESAR_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_CAESAR>The House of Caesar<e>
[END]

[UNIT_CAESAR_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CAESAR_SUMMARY]
[END]

[UNIT_CAESAR_GAMEPLAY]
Special Wonder unit
<L:DATABASE_CONCEPTS,CONCEPT_VICTORY_ENSLAVE>Enslaves<e>
Can <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege<e> enemy cities
Exerts <L:DATABASE_CONCEPTS,CONCEPT_ZOC>Zone of Control<e>
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e> Land & Sea Units
Creates Plunder and Recruits
Amphibious assault
Can see Stealth units


NOTE: <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege Attacks<e> only work when used by the AI against the Human player.
[END]

[UNIT_CAESAR_HISTORICAL]
Gaius Julius Caesar was born in the year 100 BC into a patrician family who claimed descent from the kings of Alba Longa and through them, Aeneas of Troy whose mother was the goddess Venus.

At the time of his birth, Rome was still a republic and the empire was only really beginning. The senators ruled, motivated by the greed of power in the hope of becoming either consul or praetor, the two senior posts which carried imperium, the legal right to command an army. From these posts it was possible to, with the help of the army at your command, conquer new territories and so gain a triumph and the pleasure of knowing that your name would be remembered forever in statues and inscribed monuments, paid for by the spoils of the war.

Caesar made his way to praetorship by 62 BC and many of the senate felt him a dangerous, ambitious man. Because of this, they deprived him of a triumph after his praetorian command in Spain (61-60 BC) and they also did their best to keep him out of consulship. He finally became consul in 59 BC.

Much of the thanks for this achievement should be given to Gnaeus Pompeius (Pompey the Great) who had just come back from a campaign which had doubled the income of the Roman treasury and gained three new provinces to the empire. Because of this he had popular support and his voice carried great weight with the public at large. Because of Pompey, however, to become a leading person in Roman politics you had to have more than just an ordinary triumph.

It was because of this that Caesar, during his consulship, pushed through a special law giving him a five-year command in Cisalpine Gaul and Illyricum, both provinces in the empire covering North Italy and the Adriatic coast of Yugoslavia. Caesar saw this as a great opportunity to extend the empire either into Gaul or in the Balkans. While in Gaul, the most important section of the Roman Army, positioned at the German border, was under his control.

He was a brilliant military leader and lead many campaigns including 58 BC -The Helvetic Campaign, 57 BC -The Belgic Campaign, 56 BC -The Venetic Campaign, 55 BC -The German Campaign, 54 BC -The British Campaign. Because the whole point of these campaigns was to get high public and political acclaim, he wrote about all the campaigns and sent the books to Rome so people knew and remembered his name. 

Caesar had all the acclaim he could hope for and the triumph to back it up, however, to get the position he felt his achievements deserved, he had to take his troops across the River Rubicon and in doing so declare civil war on the state and Pompey. Pompey, the person who had got Caesar to where he was, was sent to stop him but failed. General Pompey fled to Egypt while Caesar entered Rome in triumph as Dictator. The battle for Rome continued for five years of bloody fighting. Caesar was assassinated by a group of senators, possibly in support of Pompey or possibly for some gain of their own, on the Ides of March 44 BC, below a statue of Pompey.
[END]

[UNIT_CHARLEMAGNE_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_CHARLEMAGNE>House of Charlemagne<e>
[END]

[UNIT_CHARLEMAGNE_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_CHARLEMAGNE_SUMMARY]
[END]

[UNIT_CHARLEMAGNE_GAMEPLAY]
Special Wonder unit
<L:DATABASE_ORDERS,ORDER_CONVERT>Converts Cities<e>
Exerts <L:DATABASE_CONCEPTS,CONCEPT_ZOC>Zone of Control<e>
Creates Plunder and Recruits
Provides a bonus in battle against mounted units
Can see Stealth units
[END]

[UNIT_CHARLEMAGNE_HISTORICAL]
Charlemagne's grandfather was Charles Martel, the warrior who crushed the Saracens at Poitiers in  732 AD when they invaded France. Charlemagne was tall, powerful, and tireless. Charlemagne's character was contradictory. In an age when the usual penalty for defeat was death, Charlemagne several times spared the lives of his defeated foes; yet in 782 at Verdun, after a Saxon uprising, he ordered 4,500 Saxons beheaded.  

In 768, when Charlemagne was 26, he and his brother Carloman inherited the kingdom of the Franks. In 771 Carloman died, and Charlemagne became sole ruler of the kingdom. Charlemagne was determined to strengthen his realm and to bring order to Europe. In 772 he launched a 30-year campaign that conquered and Christianized the powerful pagan Saxons in the north. He subdued the Avars, a huge Tatar tribe on the Danube. He compelled the rebellious Bavarian dukes to submit to him. When possible he preferred to settle matters peacefully, however. For example, Charlemagne offered to pay the Lombard king Desiderius for return of lands to the pope, but, when Desiderius refused, Charlemagne seized his kingdom in 773 to 774 and restored the Papal States.

The key to Charlemagne's amazing conquests was his ability to organize. During his reign he sent out more than 50 military expeditions. He rode as commander at the head of at least half of them. He moved his armies over wide reaches of country with unbelievable speed, but every move was planned in advance. Before a campaign he told the counts, princes, and bishops throughout his realm how many men they should bring, what arms they were to carry, and even what to load in the supply wagons. These feats of organization and the swift marches later led Napoleon to study his tactics.

By 800 Charlemagne was the undisputed ruler of Western Europe. His vast realm covered what are now France, Switzerland, Belgium, and The Netherlands. It included half of present-day Italy and Germany, part of Austria, and the Spanish March ("border"). The broad March reached to the Ebro River. By thus establishing a central government over Western Europe, Charlemagne restored much of the unity of the old Roman Empire and paved the way for the development of modern Europe.

On Christmas Day in 800, while Charlemagne knelt in prayer in Saint Peter's in Rome, Pope Leo III seized a golden crown from the altar and placed it on the bowed head of the king. The coronation was the foundation of the Holy Roman Empire. Though Charlemagne did not use the title, he is considered the first Holy Roman emperor (see Holy Roman Empire).
[END]

[UNIT_COLONEL_PREREQ]
With <L:DATABASE_ADVANCES,ADVANCE_ELECTRICITY>Electricity<e>

All <L:DATABASE_UNITS,UNIT_BRIGADIER>Brigadier<e> units automatically convert to Colonel
[END]

[UNIT_COLONEL_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_COLONEL_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_COLONEL_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e> Land & Sea Units
Amphibious assault
Creates Plunder

<L:DATABASE_UNITS,UNIT_FIELD_MARSHALL>Field Marshalls<e> and <L:DATABASE_UNITS,UNIT_BRIGADIER>Brigadiers<e> are <L:DATABASE_CONCEPTS,CONCEPT_INDUSTRIAL_AGE>Industrial Age<e> units, all of which automatically convert to  <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e> Leader units with the discovery of <L:DATABASE_ADVANCES,ADVANCE_ELECTRICITY>Electricity<e>.
[END]

[UNIT_COLONEL_HISTORICAL]
[END]

[UNIT_DAVID_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_TEMPLE_OF_SOLOMON>Temple of Solomon<e>
[END]

[UNIT_DAVID_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DAVID_SUMMARY]
[END]

[UNIT_DAVID_GAMEPLAY]
Special Wonder unit
<L:DATABASE_ORDERS,ORDER_CONVERT>Converts Cities<e>
Adds terrain gold to the treasury when entrenched
[END]

[UNIT_DAVID_HISTORICAL]
After the conquest of the land and the death of that great leader Joshua, the tribes of Israel settled into the chaotic, disjointed, and disorganized period. The first king chosen, Saul of the tribe of Benjamin, a son of Kish - though a man of proven military ability - failed the tests God gave him and was soon disqualified.

Young David, a Bethlehemite shepherd lad from the tribe of Judah was then chosen after slaying Goliath in single combat with his sling. As everyone knows, he proved by his wise choices to be a man "after God's own heart." As a great military strategist David united the tribes and extended the national boundaries so that in his time Israel enjoyed a greater fraction of the land promised to Abraham than has ever since been the case. David, a man of war, was not, however, to build the First Temple. That task was given to his son Solomon, although David drew up the plans.
[END]

[UNIT_DWIGHT_EISENHOWER_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_MANHATTAN_PROJECT>Manhattan Project<e>
[END]

[UNIT_DWIGHT_EISENHOWER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_DWIGHT_EISENHOWER_SUMMARY]
[END]

[UNIT_DWIGHT_EISENHOWER_GAMEPLAY]
Special Wonder unit
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e> Land & Sea Units
Exerts <L:DATABASE_CONCEPTS,CONCEPT_ZOC>Zone of Control<e>
Amphibious assault
[END]

[UNIT_DWIGHT_EISENHOWER_HISTORICAL]
Born in Texas in 1890, brought up in Abilene, Kansas, Eisenhower was the third of seven sons. He excelled in sports in high school, and received an appointment to West Point. Stationed in Texas as a second lieutenant, he met Mamie Geneva Doud, whom he married in 1916. 

In his early Army career, he excelled in staff assignments, serving under Generals John J. Pershing, Douglas MacArthur, and Walter Krueger. After Pearl Harbor, General George C. Marshall called him to Washington for a war plans assignment. He commanded the Allied Forces landing in North Africa in November 1942; on D-Day, 1944, he was Supreme Commander of the troops invading France. 

After the war, he became President of Columbia University, then took leave to assume supreme command over the new NATO forces being assembled in 1951. Republican emissaries to his headquarters near Paris persuaded him to run for President in 1952. 

Bringing to the Presidency his prestige as commanding general of the victorious forces in Europe during World War II, Dwight D. Eisenhower obtained a truce in Korea and worked incessantly during his two terms to ease the tensions of the Cold War. He pursued the moderate policies of "Modern Republicanism," pointing out as he left office, "America is today the strongest, most influential, and most productive nation in the world." 
[END]

[UNIT_FIELD_MARSHALL_PREREQ]
With <L:DATABASE_ADVANCES,ADVANCE_AGE_OF_REASON>Age of Reason<e>

Some Great Leaders and all <L:DATABASE_UNITS,UNIT_GREAT_GENERAL>Great Generals<e> automatically convert to Field Marshall
[END]

[UNIT_FIELD_MARSHALL_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_FIELD_MARSHALL_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_FIELD_MARSHALL_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e> Land & Sea Units
Exerts <L:DATABASE_CONCEPTS,CONCEPT_ZOC>Zone of Control<e>
Creates Plunder

Great Leaders (units which are awarded with the building of certain Wonders), <L:DATABASE_UNITS,UNIT_GREAT_GENERAL>Great Generals<e>, and <L:DATABASE_UNITS,UNIT_HERO>Heroes<e> are <L:DATABASE_CONCEPTS,CONCEPT_ANCIENT_AGE>Ancient Age<e> units, most of which convert automatically to Early <L:DATABASE_CONCEPTS,CONCEPT_INDUSTRIAL_AGE>Industrial Age<e> Leader units with the discovery of <L:DATABASE_ADVANCES,ADVANCE_AGE_OF_REASON>Age of Reason<e>.
[END]

[UNIT_FIELD_MARSHALL_HISTORICAL]
[END]

[UNIT_GENERAL_PREREQ]
With <L:DATABASE_ADVANCES,ADVANCE_ELECTRICITY>Electricity<e>

All <L:DATABASE_UNITS,UNIT_FIELD_MARSHALL>Field Marshall<e> units automatically convert to General
[END]

[UNIT_GENERAL_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GENERAL_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GENERAL_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e> Land & Sea Units
Creates Plunder

<L:DATABASE_UNITS,UNIT_FIELD_MARSHALL>Field Marshalls<e> and <L:DATABASE_UNITS,UNIT_BRIGADIER>Brigadiers<e> are <L:DATABASE_CONCEPTS,CONCEPT_INDUSTRIAL_AGE>Industrial Age<e> units, all of which automatically convert to  <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e> Leader units with the discovery of <L:DATABASE_ADVANCES,ADVANCE_ELECTRICITY>Electricity<e>.
[END]

[UNIT_GENERAL_HISTORICAL]
[END]

[UNIT_GHENGIS_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_GHENGIS>House of Genghis<e>
[END]

[UNIT_GHENGIS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GHENGIS_SUMMARY]
[END]

[UNIT_GHENGIS_GAMEPLAY]
Special Wonder unit
<L:DATABASE_CONCEPTS,CONCEPT_VICTORY_ENSLAVE>Enslaves<e>
Can <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege<e> enemy cities
Exerts <L:DATABASE_CONCEPTS,CONCEPT_ZOC>Zone of Control<e>
Creates Plunder and Recruits
Provides a bonus in battle against mounted units
Can Heal in the field even after moving
Can see Stealth units


NOTE: <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege Attacks<e> only work when used by the AI against the Human player.
[END]

[UNIT_GHENGIS_HISTORICAL]
From his late teens to age thirty-eight in 1200, a Mongol named Temujin rose as a khan over his and various other families. He was a good manager, collecting under him people of talent.  In 1202, Temujin defeated the Tatars, and with this success the aging Ong Khan declared Temujin his adoptive son and heir. Ong Khan's natural son, Senggum had been expecting to succeed his father, and plotted to assassinate Temujin. Someone leaked the plans to Temujin.

Those loyal to Temujin defeated those loyal to Senggum, and Temujin became ruler of what had been Ong Khan's coalition.  In 1206, at the age of 42, Temujin took the title Universal Ruler, which translates to Genghis Khan. He then set out on a huge campaign of conquest in China and across to Iran. When he died, his successors continued a massive campaign of conquest that reached Hungary and the cradle of civilisation in the middle east.
[END]

[UNIT_GREAT_GENERAL_PREREQ]
Experience gained through combat
[END]

[UNIT_GREAT_GENERAL_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GREAT_GENERAL_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_GREAT_GENERAL_GAMEPLAY]
<L:DATABASE_UNITS,UNIT_HERO>Heroes<e> can be promoted to Great Generals in battle. This gives them the ability to perform <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombardment<e> attacks.
[END]

[UNIT_GREAT_GENERAL_HISTORICAL]
[END]

[UNIT_HAMMURABI_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_CODE_OF_HAMMURABI>Code of Hammurabi<e>
[END]

[UNIT_HAMMURABI_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HAMMURABI_SUMMARY]
[END]

[UNIT_HAMMURABI_GAMEPLAY]
Special Wonder unit
<L:DATABASE_CONCEPTS,CONCEPT_VICTORY_ENSLAVE>Enslaves<e>
Can <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege<e> enemy cities


NOTE: <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege Attacks<e> only work when used by the AI against the Human player.
[END]

[UNIT_HAMMURABI_HISTORICAL]
Hammurabi was the ruler who chiefly established the greatness of Babylon, the world's first metropolis. Many relics of Hammurabi's reign ([1795-1750 BC]) have been preserved, and today we can study this remarkable King as a wise law-giver in his celebrated code.

By far the most remarkable of the Hammurabi records is his code of laws, the earliest-known example of a ruler proclaiming publicly to his people an entire body of laws, arranged in orderly groups, so that all men might read and know what was required of them. The code was carved upon a black stone monument, eight feet high, and clearly intended to be reared in public view. This noted stone was found in the year 1901, not in Babylon, but in a city of the Persian mountains, to which some later conqueror must have carried it in triumph. It begins and ends with addresses to the gods. Even a law code was in those days regarded as a subject for prayer, though the prayers here are chiefly cursings of whoever shall neglect or destroy the law. 

The code then regulates in clear and definite strokes the organization of society. The judge who blunders in a law case is to be expelled from his judgeship forever, and heavily fined. The witness who testifies falsely is to be slain. Indeed, all the heavier crimes are made punishable with death. Even if a man builds a house badly, and it falls and kills the owner, the builder is to be slain. If the owner's son was killed, then the builder's son is slain. We can see where the Hebrews learned their law of "an eye for an eye." These grim retaliatory punishments take no note of excuses or explanations, but only of the fact--with one striking exception. An accused person was allowed to cast himself into "the river," the Euphrates. Apparently the art of swimming was unknown; for if the current bore him to the shore alive he was declared innocent, if he drowned he was guilty. So we learn that faith in the justice of the ruling gods was already firmly, though somewhat childishly, established in the minds of men.
[END]

[UNIT_HANNIBAL_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_HANNIBAL>House of Hannibal<e>
[END]

[UNIT_HANNIBAL_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HANNIBAL_SUMMARY]
[END]

[UNIT_HANNIBAL_GAMEPLAY]
Special Wonder unit
<L:DATABASE_CONCEPTS,CONCEPT_VICTORY_ENSLAVE>Enslaves<e>
Can <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege<e> enemy cities
Exerts <L:DATABASE_CONCEPTS,CONCEPT_ZOC>Zone of Control<e>
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e> Land & Sea Units
Creates Plunder and Recruits
Can see Stealth units


NOTE: <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege Attacks<e> only work when used by the AI against the Human player.
[END]

[UNIT_HANNIBAL_HISTORICAL]
The greatest tactical general of all time. (247 BC- Bithynia 182 BC), Carthaginian general, leader of the famous march across the Alps. He descended into northern Italy like a thunderclap, surprising Rome on her home ground. He defeated in succession three major Roman armies and roamed southern Italy until recalled to Africa in 201 BC. His greatest triumph was at Cannae, where he devised a battle plan that surrounded on an open plain, suited to Roman tactics, a numerically superior, well equipped Roman army and annihilated it. Cannae is the most copied battle in history but no commander ever achieved the great victory that Hannibal did. 

However, he failed strategically in never have a contingency plan to take fortified cities from the Romans if his tactical victories did not force a submission. In this regard, he fell well short of the supreme triumphs of Alexander the Great.

He was eventually defeated by the Romans under Scipio Africanus at Zama in 201 BC after he was recalled to Africa.
[END]

[UNIT_HERNAN_CORTES_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_MAGELLANS_VOYAGE>Magellan's Voyage<e>
[END]

[UNIT_HERNAN_CORTES_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HERNAN_CORTES_SUMMARY]
[END]

[UNIT_HERNAN_CORTES_GAMEPLAY]
Special Wonder unit
<L:DATABASE_ORDERS,ORDER_CONVERT>Converts Cities<e>
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e> Land & Sea Units
Adds terrain gold to the treasury when entrenched
Amphibious assault
Creates Plunder
[END]

[UNIT_HERNAN_CORTES_HISTORICAL]
Born in Medellin, Extremadura(Spain), Cortez lived through the years 1485-1547. He studied law at the University of Salamanca but decided to try his luck with the Americas in 1501. During 1518, he went and served under the governor of Cuba. With the governor's permission, he organized a crew to accompany him to Mexico. Just before he left for Mexico, Governor Velazquez revoked Cortez's commission because he feared that Cortez would not recognize his authority once in Mexico. Cortez however, left anyway, and later destroyed his ships so that men loyal to the governor would not have the ability to return to Cuba.
 
When they arrived in Mexico, the Spaniards imprisoned many captives and later founded a town called La Villa Rica de la Vera Cruz, now called Veracruz. One of the prisoners, Malinche, became his mistress and acted as a guide and an interpreter. Cortez established an independent government and only recognized the authority of the Spanish crown. Once the town stabilized, he initiated his progression inward. He defeated a tribe known as the Tlaxcalans and then formed a treaty with them against the Aztecs. Immediately ensuing a meeting with Montezuma II, Cortez decided to enter Tenochtitlan, the Aztecs' capital. Some Aztecs believed that Quetzalcoatl, a god, with light skin, and a beard, had returned from the east as Cortez. Montezuma, instead of resisting Cortez, allowed them to gain access to the city so he could perceive their motives.

Once in the city, the Spaniards took Montezuma hostage, and made him pay an enormous ransom of gold and jewels. Along with about 600 native associates, the Spaniards set up base in one of the Aztec's many ceremonial temples. During all these events, Governor Velazquez sent a fleet under soldier Panfilo de Narvaez to Mexico. Cortez knew of this and marched with a small group to the coast where he captured Panfilo de Narvaez, and persuaded most of the soldiers to join his band. When they returned to Tenochtitlan, an Aztec revolt had progressed too far. Montezuma died from a stoning three days after asking the Aztec people to calm down. On June 30, 1520, a dark rainy night known as Noche Triste, the Spaniards retreated from the city.

After defeating a large number of Aztecs, he went to the Tlaxcalan tribe and reorganized his army. Cuauhtemoc, the new ruler, fell with the city Tenochtitlan on August 13, 1521. Cortez then erected Mexico City on top of the ruins of Tenochtitlan. Immigrants moved in and the city became the most important Spanish city in the Americas. New Spain elected Hernando Cortez as its governor and Captain general in 1523. He also discovered the Baja California peninsula in 1536. Fearing his ambition, the Spanish Court revoked his two positions as well as his rights and property. In 1530, Cortez married the count of Aguilar's daughter and returned to Mexico. Most of his fortune and his ship went down with the unsuccessful expedition to Algiers in 1541. On a plot of land near Seville, he died in 1547.
[END]

[UNIT_HERO_PREREQ]
Experience gained through combat
[END]

[UNIT_HERO_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HERO_SUMMARY]
Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_HERO_GAMEPLAY]
In battle, Ancient-Era <L:DATABASE_CONCEPTS,CONCEPT_ELITE_UNIT>Elite Units<e> have a chance to become Heroes. As they further hone their craft (which includes the ability to perform Amphibious assaults), these exceptional battlefield warriors may receive a further promotion to <L:DATABASE_UNITS,UNIT_GREAT_GENERAL>Great General<e>.
[END]

[UNIT_HERO_HISTORICAL]
[END]

[UNIT_KHALID_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_MECCA>Mecca<e>
[END]

[UNIT_KHALID_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_KHALID_SUMMARY]
[END]

[UNIT_KHALID_GAMEPLAY]
Special Wonder unit
<L:DATABASE_ORDERS,ORDER_CONVERT>Converts Cities<e>
Can <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege<e> enemy cities
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e>


NOTE: <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege Attacks<e> only work when used by the AI against the Human player.
[END]

[UNIT_KHALID_HISTORICAL]
Khalid ibn al-Walid (d. 642) was a 7th-century Arab military commander. He initially headed campaigns against Muhammad on behalf of the Quraysh. He later became a Muslim and spent the remainder of his career in service to Muhammad and the first two Rashidun caliphs: Abu Bakr and Umar. Khalid played the leading command roles in the Ridda Wars against rebel tribes in Arabia in 632-633, the initial campaigns in Sasanian Iraq in 633-634, and the conquest of Byzantine Syria in 634-638.

He is generally considered by historians to be one of the most seasoned and accomplished generals of the early Islamic era, and he is likewise commemorated throughout the Arab world.
[END]

[UNIT_KHUFU_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_PYRAMIDS>Pyramids<e>
[END]

[UNIT_KHUFU_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_KHUFU_SUMMARY]
[END]

[UNIT_KHUFU_GAMEPLAY]
Special Wonder unit
<L:DATABASE_CONCEPTS,CONCEPT_VICTORY_ENSLAVE>Enslaves<e>
Can <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege<e> enemy cities


NOTE: <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege Attacks<e> only work when used by the AI against the Human player.
[END]

[UNIT_KHUFU_HISTORICAL]
Khufu or Cheops was an ancient Egyptian monarch who was the second pharaoh of the Fourth Dynasty, in the first half of the Old Kingdom period (26th century BC). Khufu succeeded his father Sneferu as king. He is generally accepted as having commissioned the Great Pyramid of Giza, one of the Seven Wonders of the Ancient World, but many other aspects of his reign are poorly documented.

The only completely preserved portrait of the king is a three-inch high ivory figurine found in a temple ruin of a later period at Abydos in 1903. All other reliefs and statues were found in fragments, and many buildings of Khufu are lost. Everything known about Khufu comes from inscriptions in his necropolis at Giza and later documents. For example, Khufu is the main character noted in the Westcar Papyrus from the 13th dynasty.

Most documents that mention king Khufu were written by ancient Egyptian and Greek historians around 300 BC. Khufu's obituary is presented there in a conflicting way: while the king enjoyed a long-lasting cultural heritage preservation during the period of the Old Kingdom and the New Kingdom, the ancient historians Manetho, Diodorus and Herodotus hand down a very negative depiction of Khufu's character. Thanks to these documents, an obscure and critical picture of Khufu's personality persists.
[END]

[UNIT_LEONIDAS_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_SPARTAN_PHILOSOPHY>Spartan Philosophy<e>
[END]

[UNIT_LEONIDAS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_LEONIDAS_SUMMARY]
[END]

[UNIT_LEONIDAS_GAMEPLAY]
Special Wonder unit
Provides a bonus in battle against mounted units
Adds terrain gold to the treasury when entrenched
Can Heal in the field even after moving
[END]

[UNIT_LEONIDAS_HISTORICAL]
A king of Sparta, the seventeenth of the Agiad line. He succeeded, probably in 489 or 488 BC, his half-brother Kleomenes I, whose daughter Gorgo he married. In 480 he was sent with about 7000 men to hold the pass of Thermopylae against the army of Xerxes of Persia. The smallness of the force was, according to a current story, due to the fact that he was deliberately going to his doom, an oracle having foretold that Sparta could be saved only by the death of one of its kings: in reality it seems rather that the ephors supported the scheme half-heartedly, their policy being to concentrate the Greek forces at the Isthmus of Corinth.

Leonidas' men repulsed the frontal attacks of the Persians for the first two days, but when the Malian Ephialtes led the Persian general Hydarnes by a mountain track to the rear of the Greeks, Leonidas divided his army, himself remaining in the pass with 300 Spartans, 700 Thespians and 400 Thebans. Perhaps he hoped to surround Hydarnes' force: if so, the movement failed, and the little Greek army, attacked from both sides, was cut down to a man save the Thebans, who are said to have surrendered. Another theory was that Leonidas sent the remainder of the army home in an effort to preserve troops for the main battles of the war. The soldiers who stayed behind were to cover their escape so the Persian cavalry would not overrun the rear of the escaping troops. Our knowledge of the circumstances are too slight to enable us to judge Leonidas' strategy, but his heroism and devotion secured him an almost unique place in the imagination not only of his own time but also of succeeding times.
[END]

[UNIT_MARIUS_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_APPIAN_WAY>The Appian Way<e>
[END]

[UNIT_MARIUS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MARIUS_SUMMARY]
[END]

[UNIT_MARIUS_GAMEPLAY]
Special Wonder unit
<L:DATABASE_CONCEPTS,CONCEPT_VICTORY_ENSLAVE>Enslaves<e>
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e>
Can <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege<e> enemy cities
Provides a bonus in battle against mounted units


NOTE: <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege Attacks<e> only work when used by the AI against the Human player.
[END]

[UNIT_MARIUS_HISTORICAL]
Gaius Marius was born in 157 BC. He commenced his military career at the age of 17. He was active in Roman Politics while continuing his military career. Manpower shortages led Marius to reform and reorganise the Roman Army, changing and improving tactics and training to accommodate new recruits from a much wider range of nationalities and occupations compared to the original citizen soldiers.

He put these changes to test between 105 and 102 BC winning 2 sweeping victories against barbarian invaders, notably the Battle of Aquae Sextiae and the Battle of Vercellae. His reforms laid the foundations for the armies of Caesar, Pompey and Augustus.
[END]

[UNIT_MUHAMMAD_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_ISLAM>The Koran<e>
[END]

[UNIT_MUHAMMAD_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_MUHAMMAD_SUMMARY]
[END]

[UNIT_MUHAMMAD_GAMEPLAY]
Special Wonder unit
<L:DATABASE_ORDERS,ORDER_CONVERT>Converts Cities<e>
Can <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege<e> enemy cities
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e>


NOTE: <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege Attacks<e> only work when used by the AI against the Human player.
[END]

[UNIT_MUHAMMAD_HISTORICAL]
Muhammad ibn Abdullah (570-632 AD) was an Arab religious, social, and political leader and the founder of the world religion of Islam. According to Islamic doctrine, he was a prophet divinely inspired to preach and confirm the monotheistic teachings of Adam, Abraham, Moses, Jesus, and other prophets. He is believed to be the Seal of the Prophets within Islam. Muhammad united Arabia into a single Muslim polity, with the Quran as well as his teachings and practices forming the basis of Islamic religious belief.

Muhammad's followers were initially few in number, and experienced hostility from Meccan polytheists for 13 years. To escape ongoing persecution, he sent some of his followers to Abyssinia in 615, before he and his followers migrated from Mecca to Medina (then known as Yathrib) later in 622. This event, the Hijra, marks the beginning of the Islamic calendar, also known as the Hijri Calendar. In Medina, Muhammad united the tribes under the Constitution of Medina. In December 629, after eight years of intermittent fighting with Meccan tribes, Muhammad gathered an army of 10,000 Muslim converts and marched on the city of Mecca. The conquest went largely uncontested and Muhammad seized the city with little bloodshed. In 632, a few months after returning from the Farewell Pilgrimage, he fell ill and died. By the time of his death, most of the Arabian Peninsula had converted to Islam.
[END]

[UNIT_NEBUCHADNEZZER_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_HANGING_GARDENS>Hanging Gardens<e>
[END]

[UNIT_NEBUCHADNEZZER_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_NEBUCHADNEZZER_SUMMARY]
[END]

[UNIT_NEBUCHADNEZZER_GAMEPLAY]
Special Wonder unit
<L:DATABASE_CONCEPTS,CONCEPT_VICTORY_ENSLAVE>Enslaves<e>
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e>
Can <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege<e> enemy cities


NOTE: <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege Attacks<e> only work when used by the AI against the Human player.
[END]

[UNIT_NEBUCHADNEZZER_HISTORICAL]
Nebuchadnezzar was the king of the Chaldean (also known as the Neo-Babylonian) Empire (see Ancient Empires - Babylon). He was born about 630 B.C., and died around 562 B.C. at age 68. He was the most powerful monarch of his dynasty, and is best known for the magnificence of his capital, Babylon (including the remarkable Ishtar Gate), his vast military conquests, and his role in Bible History and Prophecy. Perhaps surprisingly, his own words are directly recorded in The Bible (Daniel 4:4-18).

Nebuchadnezzar was the oldest son of Nabopolassar, the founder of the Chaldean Empire. After serving as commander of the army, Nebuchadnezzar became king upon his father's death in August of 605 B.C. By marrying the daughter of Cyaxares, he united the Median and Babylonian dynasties. He wasn't just a warlord, he was also skilled in politics.

During Nebuchadnezzar's time, Babylon was the largest city of the world. It has been estimated to have covered over 25,000 acres (10,000 hectares), with the Euphrates River flowing through it. The name of the city came to symbolize the entire empire.

Nebuchadnezzar is best known to students of the Bible for his defeat of the southern kingdom of Judah (the northern kingdom of Israel was by then long gone, having been conquered and deported over a century earlier by the Assyrians). By 586 B.C., the Babylonian forces conquered the land, devastated Jerusalem, looted and burned the original Temple that had been built by Solomon (see Temples and Temple Mount Treasures), and took the people away into what became known as the "Babylonian Exile." (2 Kings 25:1-17).
[END]

[UNIT_NORMAN_SCHWARZKOPF_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_GLOBESAT>Globesat<e>
[END]

[UNIT_NORMAN_SCHWARZKOPF_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_NORMAN_SCHWARZKOPF_SUMMARY]
[END]

[UNIT_NORMAN_SCHWARZKOPF_GAMEPLAY]
Special Wonder unit
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e> Land & Sea Units
Exerts <L:DATABASE_CONCEPTS,CONCEPT_ZOC>Zone of Control<e>
Amphibious assault
[END]

[UNIT_NORMAN_SCHWARZKOPF_HISTORICAL]
Retired military leader General H. Norman Schwarzkopf, Jr. (1934-2012) was born in Trenton, New Jersey. Stormin' Norman is best known for swiftly leading U.S. forces to victory over Iraq in 1991's Operation Desert Storm. The operation liberated the Kuwaitis from Iraqi occupation with minimal casualties.

For Schwarzkopf, the victory did not come easily. "It is a tortuous process coming up with decisions that involve the lives of hundreds of thousands of people. It's not that simple," he explained.

A West Point graduate and Vietnam Vet whose combat heroics earned him the reputation as an officer who would risk his life for his soldiers, Schwarzkopf led with vision, confidence, and optimism.  His charisma captured the imagination of the world and he returned home a hero.
[END]

[UNIT_PACAL_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_CHICHEN_ITZA>Chichen Itza<e>
[END]

[UNIT_PACAL_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PACAL_SUMMARY]
[END]

[UNIT_PACAL_GAMEPLAY]
Special Wonder unit
<L:DATABASE_CONCEPTS,CONCEPT_VICTORY_ENSLAVE>Enslaves<e>
<L:DATABASE_ORDERS,ORDER_CONVERT>Converts Cities<e>
Adds terrain gold to the treasury when entrenched
[END]

[UNIT_PACAL_HISTORICAL]
Kʼinich Janaab Pakal I, also known as Pacal or Pacal the Great (March 603 - August 683), was ajaw of the Mayan city-state of Palenque in the Late Classic period of pre-Columbian Mesoamerican chronology. He acceded to the throne in July 615 and ruled until his death. Pakal reigned 68 years, the fifth-longest verified regnal period of any sovereign monarch in history and the longest in world history for more than a millennium, and still the longest of any residing monarch in the history of the Americas. During his reign, Pakal was responsible for the construction or extension of some of Palenque's most notable surviving inscriptions and monumental architecture. Pakal is perhaps best known in popular culture for his depiction on the carved lid of his sarcophagus, which has become the subject of pseudoarchaeological speculations.
[END]

[UNIT_PATRIARCH_PREREQ]
Requires:
Writing a Religious Text
[END]

[UNIT_PATRIARCH_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PATRIARCH_SUMMARY]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_PATRIARCH_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_CONVERT>Converts Cities<e>
<L:DATABASE_ORDERS,ORDER_INDULGENCE>Sells Indulgences<e>
<L:DATABASE_ORDERS,ORDER_UNDERGROUND_RAILWAY>Frees Slaves<e>
<L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>

The Patriarch is capable of silently extracting large sums of Gold from <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> eager for religion.  It can <L:DATABASE_ORDERS,ORDER_CONVERT>Convert Cities<e>, <L:DATABASE_ORDERS,ORDER_INDULGENCE>Sell Indulgences<e> and <L:DATABASE_ORDERS,ORDER_UNDERGROUND_RAILWAY>Frees Slaves<e>.  Each of these actions carries a risk of infuriating the foreign empire's leader.

As the leader of a new religion, the Patriarch has significant religious capabilities.
[END]

[UNIT_PATRIARCH_HISTORICAL]
The highest-ranking bishops in Eastern Orthodoxy, Oriental Orthodoxy, the Catholic Church (above major archbishop and primate), the Hussite Church, Church of the East, and some Independent Catholic Churches are termed patriarchs (and in certain cases also popes - such as the Pope of Rome or Pope of Alexandria).

The word is derived from Greek the "patriarches", meaning "chief or father of a family", a compound of "patria" (meaning "family") and "archein" (meaning "to rule").

Originally, a patriarch was a man who exercised autocratic authority as a pater familias over an extended family. The system of such rule of families by senior males is termed patriarchy. Historically, a patriarch has often been the logical choice to act as ethnarch of the community identified with his religious confession within a state or empire of a different creed (such as Christians within the Ottoman Empire). The term developed an ecclesiastical meaning within Christianity. The office and the ecclesiastical circumscription of a Christian patriarch is termed a patriarchate.

Abraham, Isaac, and Jacob are referred to as the three patriarchs of the people of Israel, and the period during which they lived is termed the Patriarchal Age. The word patriarch originally acquired its religious meaning in the Septuagint version of the Bible.
[END]

[UNIT_RAMSES_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_VALLEY_OF_THE_KINGS>Valley of the Kings<e>
[END]

[UNIT_RAMSES_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_RAMSES_SUMMARY]
[END]

[UNIT_RAMSES_GAMEPLAY]
Special Wonder unit
<L:DATABASE_CONCEPTS,CONCEPT_VICTORY_ENSLAVE>Enslaves<e>
Can <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege<e> enemy cities


NOTE: <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege Attacks<e> only work when used by the AI against the Human player.
[END]

[UNIT_RAMSES_HISTORICAL]
The son of Seti I and Queen Tuya was the third king of the 19th Dynasty. Called Ramesses the Great, he lived to be 96 years old, had 200 wives and concubines, 96 sons and 60 daughters. One son, Prince Khaemwese, was a high priest of Ptah, governor of Memphis, and was in charge of the restoration of the Pyramid of Unas. This son was buried in The Serapeum. Ramesses II outlived the first thirteen of his heirs. Ramesses was named co-ruler with his father, Seti I, early in his life. He accompanied his father on numerous campaigns in Libya and Nubia. At the age of 22 Ramesses went on a campaign in Nubia with two of his own sons. Seti I and Ramesses built a palace in Avaris where Ramesses I had started a new capital. When Seti I died in 1290 B.C., Ramesses assumed the throne and began a series of wars against the Syrians. The famous Battle of Kadesh is inscribed on the walls of Ramesses temple. 

Ramesses' building accomplishments are two temples at Abu Simbel, the hypostyle hall at Karnak, a mortuary complex at Abydos, the Colossus of Ramesses at Memphis, a vast tomb at Thebes, additions at the Luxor Temple, and the famous Ramesseum.
[END]

[UNIT_SALADIN_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_SALADIN>House of Saladin<e>
[END]

[UNIT_SALADIN_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SALADIN_SUMMARY]
[END]

[UNIT_SALADIN_GAMEPLAY]
Special Wonder unit
<L:DATABASE_CONCEPTS,CONCEPT_VICTORY_ENSLAVE>Enslaves<e>
Can <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege<e> enemy cities
Exerts <L:DATABASE_CONCEPTS,CONCEPT_ZOC>Zone of Control<e>
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e>
Creates Plunder and Recruits
Provides a small bonus in battle against mounted units
Can see Stealth units


NOTE: <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege Attacks<e> only work when used by the AI against the Human player.
[END]

[UNIT_SALADIN_HISTORICAL]
The first great leader of a united Moslem world. Conqueror of the holy land from the Crusaders.

Tikrit, Iraq 1138- Damascus 1193) First Ayyubid sultan, and famous for having recaptured Jerusalem from the Crusaders. Saladin was of Kurdish heritage, and all through his career he used mainly Kurdish officials as his closest partners.

Saladin managed to revitalize the economy of Egypt, he reorganized the military forces and with the advice of his father, he stayed away from any conflicts with Nureddin, his formal lord, after he had become the real ruler over Egypt. Instead he waited until Nureddin's death, before he started serious military actions first against smaller Muslim states, before directing it against the Crusaders.

Saladin is one of very few personages of the time of the Crusades that has managed to be positively described in both Western and Eastern sources.
[END]

[UNIT_SARGON_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_SARGON>House of Sargon<e>
[END]

[UNIT_SARGON_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SARGON_SUMMARY]
[END]

[UNIT_SARGON_GAMEPLAY]
Special Wonder unit
<L:DATABASE_CONCEPTS,CONCEPT_VICTORY_ENSLAVE>Enslaves<e>
Can <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege<e> enemy cities
Creates Plunder and Recruits
Can see Stealth units


NOTE: <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Siege Attacks<e> only work when used by the AI against the Human player.
[END]

[UNIT_SARGON_HISTORICAL]
The Akkadian Empire began in the Mesopotamian region of Akkad, north of the established Sumerian city-states. The people of Akkad were Semitic, an emerging culture that was subservient to the culturally dominant Sumerians. However, one man was about to change this. His name was Sargon, the Semitic cupbearer of Ur Zababa, King of Kish, one of Sumeria's pre-eminent cities. Sargon had achieved his position through merit. But he knew as a Semite he could not hope for further promotion. So he decided to help himself.

Sargon began by overthrowing his master and becoming King in his place. But he knew if he was to hold onto his power, he had to remove any potential opposition. So Sargon decided to move against the Sumerians first. He attacked successive Sumerian city-states, putting their leaders to death until he had united the whole of Mesopotamia under the rule of Akkad, his capital city. By the end of his 50-year reign, Sargon had fought 34 wars, adopted the epithet "the great" and able to bequeath an empire to five generations of his family.
[END]

[UNIT_SPARTACUS_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_COLISEUM>Colosseum<e>
[END]

[UNIT_SPARTACUS_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SPARTACUS_SUMMARY]
[END]

[UNIT_SPARTACUS_GAMEPLAY]
Special Wonder unit
<L:DATABASE_ORDERS,ORDER_UNDERGROUND_RAILWAY>Frees Slaves<e>
Does not exert Martial Law
Can Heal in the field even after moving

Spartacus can perform the <L:DATABASE_ORDERS,ORDER_UNDERGROUND_RAILWAY>Free Slave<e> action, which frees any slaves in the target city. The chance of success is low (15%), but he is very unlikely to be killed in the process (5%).
[END]

[UNIT_SPARTACUS_HISTORICAL]
Spartacus (c.103-71 BC) was a Thracian gladiator who was one of the escaped slave leaders in the Third Servile War, a major slave uprising against the Roman Republic. His revolt began in 73 BC when he, along with about 70 other gladiators, escaped a gladiatorial school near Capua. Despite their small numbers initially, Spartacus's forces were able to defeat several Roman military units, swelling their ranks to an estimated 70,000 enslaved people and others. Spartacus proved himself a capable tactician, despite the lack of formal military training among his followers, which included a diverse mix of individuals.

The rebellion posed a significant challenge to Roman authority, prompting a series of military campaigns against it. Ultimately, Marcus Licinius Crassus was tasked with suppressing the revolt. Despite initial successes and attempts to negotiate and escape to Sicily, Spartacus's forces were defeated in 71 BC. Spartacus was presumed killed in the final battle, although his body was never found. The aftermath of the rebellion saw the crucifixion of 6,000 surviving rebels along the Appian Way.

A gladiator was an armed combatant who entertained audiences in the Roman Republic and Roman Empire in violent confrontations with other gladiators, wild animals, and condemned criminals. Some gladiators were volunteers who risked their lives and their legal and social standing by appearing in the arena. Most were despised as slaves, schooled under harsh conditions, socially marginalized, and segregated even in death. Irrespective of their origin, gladiators offered spectators an example of Rome's martial ethics and, in fighting or dying well, they could inspire admiration and popular acclaim. They were celebrated in high and low art, and their value as entertainers was commemorated in precious and commonplace objects throughout the Roman world.

The origin of gladiatorial combat is open to debate. There is evidence of it in funeral rites during the Punic Wars of the 3rd century BC, and thereafter it rapidly became an essential feature of politics and social life in the Roman world. Its popularity led to its use in ever more lavish and costly games. The gladiator games lasted for nearly a thousand years, reaching their peak between the 1st century BC and the 2nd century AD. Christians disapproved of the games because they involved idolatrous pagan rituals, and the popularity of gladatorial contests declined in the fifth century, leading to their disappearance.
[END]

[UNIT_SUN_TZU_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_FORBIDDEN_CITY>The Forbidden City<e>
[END]

[UNIT_SUN_TZU_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_SUN_TZU_SUMMARY]
[END]

[UNIT_SUN_TZU_GAMEPLAY]
Special Wonder unit
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e>
Can Heal in the field even after moving
[END]

[UNIT_SUN_TZU_HISTORICAL]
Sun Tzu (c.350 BC) was a specialist in warfare. His definitive guide to strategy, The Art of War, was the world's first military classic. It still is considered unparalleled in the annals of military strategy. Sun Tzu tells us "The supreme art of war is to subdue the enemy without fighting".
[END]

[UNIT_ULYSSES_GRANT_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_EMANCIPATION_PROCLAMATION>Emancipation Proclamation<e>
[END]

[UNIT_ULYSSES_GRANT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
HP: {UnitDB(UnitRecord[0]).MaxHP}
[END]

[UNIT_ULYSSES_GRANT_SUMMARY]
[END]

[UNIT_ULYSSES_GRANT_GAMEPLAY]
Special Wonder unit
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e> Land & Sea Units
Exerts <L:DATABASE_CONCEPTS,CONCEPT_ZOC>Zone of Control<e>
Amphibious assault
Creates Plunder
[END]

[UNIT_ULYSSES_GRANT_HISTORICAL]
Born in 1822, Grant was the son of an Ohio tanner. He went to West Point rather against his will and graduated in the middle of his class. In the Mexican War he fought under Gen. Zachary Taylor. 
At the outbreak of the Civil War, Grant was working in his father's leather store in Galena, Illinois. He was appointed by the Governor to command an unruly volunteer regiment. Grant whipped it into shape and by September 1861 he had risen to the rank of brigadier general of volunteers. 

He sought to win control of the Mississippi Valley. In February 1862 he took Fort Henry and attacked Fort Donelson. When the Confederate commander asked for terms, Grant replied, "No terms except an unconditional and immediate surrender can be accepted." The Confederates surrendered, and President Lincoln promoted Grant to major general of volunteers. 
At Shiloh in April, Grant fought one of the bloodiest battles in the West and came out less well. President Lincoln fended off demands for his removal by saying, "I can't spare this man--he fights." 

For his next major objective, Grant maneuvered and fought skillfully to win Vicksburg, the key city on the Mississippi, and thus cut the Confederacy in two. Then he broke the Confederate hold on Chattanooga. Lincoln appointed him General-in-Chief in March 1864. Grant directed Sherman to drive through the South while he himself, with the Army of the Potomac, pinned down Gen. Robert E. Lee's Army of Northern Virginia. 

Finally, on April 9, 1865, at Appomattox Court House, Lee surrendered. Grant wrote out magnanimous terms of surrender that would prevent treason trials. 

Late in the administration of Andrew Johnson, Gen. Ulysses S. Grant quarreled with the President and aligned himself with the Radical Republicans. He was, as the symbol of Union victory during the Civil War, their logical candidate for President in 1868. 

When he was elected, the American people hoped for an end to turmoil. Grant provided neither vigor nor reform. Looking to Congress for direction, he seemed bewildered. One visitor to the White House noted "a puzzled pathos, as of a man with a problem before him of which he does not understand the terms."
[END]


[WONDER_THE_AGENCY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_DEFENSE>Global Defense<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_THE_AGENCY_STATISTICS]
Gives:
Gives every city in the host empire the protection of a <L:DATABASE_UNITS,UNIT_SPY>Spy<e>
[END]

[WONDER_THE_AGENCY_GAMEPLAY]
The Agency is a highly secretive intelligence operation that gives each city in the host empire the protection of a <L:DATABASE_UNITS,UNIT_SPY>Spy<e>.  Each of the host empire's cities has a 50% chance of catching foreign <L:DATABASE_UNITS,UNIT_SECRET_AGENT>Secret Agents<e> and <L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninjas<e> in the act of espionage.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, The Agency appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_THE_AGENCY_HISTORICAL]
Formally created in 1947, the Central Intelligence Agency grew out of the World War II Office of Strategic Services (OSS).  In the U.S., the army, navy and Federal Bureau of Investigation previous handled intelligence and counterintelligence efforts.  Competition, lack of coordination and a duplication of efforts complicated matters and garnered the U.S. criticism from its allies for not having a central intelligence organization.  In June 1942, President Franklin D. Roosevelt created the OSS to rein in the disparate strands of intelligence gathering under a single aegis. 

During the Second World War, the OSS collected and analyzed any foreign intelligence related to areas where U.S. military forces operated.  At its height, the OSS numbered nearly 12,000 members.  It gathered evidence from secret agents, it carried out disinformation and counterpropaganda actions and it coordinated special operations behind enemy lines supplying and directing resistance fighters, perpetrating sabotage and demolition.  It was dismantled in October 1945, and, in its place, President Harry S. Truman established, by executive order, the Central Intelligence Group and a National Intelligence Authority in 1946.  These groups gathered key players from the hastily convened OSS and attempted to direct postwar intelligence operations with some semblance of central control.

In 1947, Congress created the National Security Council and, under its direction, the Central Intelligence Agency.  The newly formed CIA was to advise the NSC on intelligence matters bearing on national security, coordinate communication of intelligence within the government and carry out national-security-bearing intelligence operations at the behest of the NSC.
[END]

[WONDER_APPIAN_WAY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BUREAUCRACY>Bureaucracy<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_APPIAN_WAY_STATISTICS]
Gives:
Eliminates <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>unhappiness<e> associated with distance from capitol.
Special unit - <L:DATABASE_UNITS,UNIT_MARIUS>Marius<e>

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_MASS_MEDIA>Mass Media<e>
[END]

[WONDER_APPIAN_WAY_GAMEPLAY]
Gives Special unit - <L:DATABASE_UNITS,UNIT_MARIUS>Marius<e>

The Appian Way is the central information route in the host nation.  It links important <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> and shipping centers with the capitol of the host empire, making trade and travel safer and easier.  <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> on the fringes of the empire no longer experience <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Unhappiness<e> associated with their distance from the capital city.

The discovery of the <L:DATABASE_ADVANCES,ADVANCE_MASS_MEDIA>Mass Media<e> <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advance<e> renders The Appian Way obsolete.
[END]

[WONDER_APPIAN_WAY_HISTORICAL]
The Via Appia, or Appian Way, was first and most famous ancient Roman road.  Begun in 312 BC by censor Appius Claudius Caecus, it originally ran southeast from Rome 162 miles to Tarentum and was later extended to the Adriatic coast to the huge port at Brundisium.  Roman roads were noted for their solid foundations, straightness and use of concrete made from volcanic ash and lime.  It averaged 20 feet in width and had a slightly cambered surface to facilitate drainage.  The foundation was made of heavy stone blocks cemented together with line mortar.  Expertly fitted polygonal blocks of volcanic concrete formed its surface.

Horace and Statius called the Via Appia "longarum regina viarum," or "queen of long-distance roads."  It was the main highway between Rome and the seaports of southern Italy.  It was so vital to trade, not only within Italy but also with Greece and other eastern Mediterranean nations, that a curator of praetorian rank was charged with administering it.  Portions of the Appian Way remain intact in parts of the Italian countryside.
[END]

[WONDER_ARISTOTLES_LYCEUM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PHILOSOPHY>Philosophy<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ARISTOTLES_LYCEUM_STATISTICS]
Gives:
+{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in host empire

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_PHYSICS>Physics<e>
[END]

[WONDER_ARISTOTLES_LYCEUM_GAMEPLAY]
One of the first and most important organized educational institutions, Aristotle's Lyceum is a source of inspiration and discovery for all.  It brings with it an increase in <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> across the host empire.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, Aristotle's Lyceum appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_ARISTOTLES_LYCEUM_HISTORICAL]
Along with Plato, Aristotle was one of the two greatest Greek intellectual figures.  More than any other thinker, Aristotle had a profound effect on Western philosophy and science that continued well into modern times.  In 335 BC, he founded a school in a grove sacred to Apollo Lyceius.  Aristotle was in the habit of walking around the grove of the Lyceum while lecturing his students.  This earned the school and its students the label of Peripatetics (from the Greek words peri and patein, meaning "around" and "walk," respectively).  The notes for his lectures, later edited by his successors, comprise the bulk of Aristotle's extant writings.
[END]

[WONDER_CENTRAL_MATTER_DECOMPILER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ECOTOPIA>Ecotopia<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_CENTRAL_MATTER_DECOMPILER_STATISTICS]
Gives:
Free <L:DATABASE_BUILDINGS,IMPROVE_MATTER_DECOMPILER>Matter Decompiler<e> in each city.
[END]

[WONDER_CENTRAL_MATTER_DECOMPILER_GAMEPLAY]
With the Central Matter Decompiler, the host civilization possesses a potent weapon against <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> in the game.  The net effect of this gargantuan nanotechnological wonder is akin to having a <L:DATABASE_BUILDINGS,IMPROVE_MATTER_DECOMPILER>Matter Decompiler<e> <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e> in every city.
[END]

[WONDER_CENTRAL_MATTER_DECOMPILER_HISTORICAL]
The matter decompiler improvement helped cities reduced pollution and was a major boon to efforts to preserve the environment.  By enabling people to decompile their solid waste into basic elements, matter decompilers simultaneously reduced pollution and provided raw materials that could be reused.  Unfortunately, many cities could not afford the initial cost of building a matter decompiler.  Pioneering nanotechnology expert David Ray conceived of a nationwide matter decompiler that would supply all cities with the technology.  The Central Matter Decompiler would act as a source of nanites, delivering them to any city with a matter decompiler.  This would dramatically reduce the cost of installation, as cities would be able to build a simpler "recipient" decompiler without having to worry about supplying nanites for the matter processing.
[END]

[WONDER_CHICHEN_ITZA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DICTATORSHIP>Dictatorship<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_CHICHEN_ITZA_STATISTICS]
Gives:
-{WonderDB(Wonder[0]). DecCrimePercent}% <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e> across the empire.
Gives Special unit - <L:DATABASE_UNITS,UNIT_PACAL>Pacal<e>

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CRIMINAL_CODE>Criminal Code<e>
[END]

[WONDER_CHICHEN_ITZA_GAMEPLAY]
The Chichen Itza is an altar in which human sacrifices are offered to the gods in exchange for divine favor.  Since criminals and other undesirables are often the first to be sacrificed, the mere presence of Chichen Itza in an empire serves as a deterrent, reducing <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e> across the empire.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, Chichen Itza appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_CHICHEN_ITZA_HISTORICAL]
Chichen was a city founded around the 6th century AD, most likely by Maya peoples native to the Yucatan Peninsula in Mexico.  It consisted of many structures, including the Akabtzib (House of the Dark Writing), the Chichanchob (Red House), the Iglesia (Church), the Casa de las Monjas (Nunnery), and the observatory El Caracol (The Snail).  The Maya abandoned Chichen in 670, but archaeological evidence suggests that, at sometime between the 10th and 12th centuries AD, after the collapse of the Maya cities of the southern lowlands, the Itza, a tribe of Maya speakers influenced by the Toltec of Central Mexico, resettled Chichen.

The Itza constructed a few buildings in addition to those that first existed in Chichen, most notably El Castillo (The Great Pyramid).  A magnificent structure, it rose 80 feet above the Main Plaza of the city.  Each of its four sides had 91 stairs and faced a cardinal direction.  When added to the step at the top of the pyramid, the steps totaled 365 - the number of days in a solar year.  It was topped with a carving of a plumed serpent symbolic of Quetzalcuatl (known to the Maya as Kukulcun), one of the major deities of ancient Meso-American culture.  During the equinoxes in the spring and summer, the setting sun cast a shadow giving the appearance of a snake undulating down the stairways.  

In the 19th century, long after the eradication of Maya culture at the hands of Spanish conquerors, Chichen Itza became a major archaeological site.  Excavations revealed much, including an earlier structure within El Castillo that contained a red jaguar throne studded with jade.

Legends told of the Cult of the Cenote and their practice of human sacrifice to the rain god.  They threw victims into the city's major cenote (a natural well at the northernmost part of the pyramid), along with gold and jade ornaments and other valuables.  In 1904, Edward Herbert Thompson, an American who purchased the Chichen Itza site, dredged the cenote.  The skeletons and objects of sacrifice confirmed what was considered only a legend.
[END]

[WONDER_CODE_OF_HAMMURABI_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_WRITING>Writing<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_CODE_OF_HAMMURABI_STATISTICS]
Gives:
-{WonderDB(Wonder[0]). DecCrimePercent}% <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e> across the empire.
Special unit - <L:DATABASE_UNITS,UNIT_HAMMURABI>Hammurabi<e>

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>
[END]

[WONDER_CODE_OF_HAMMURABI_GAMEPLAY]
Gives Special unit - <L:DATABASE_UNITS,UNIT_HAMMURABI>Hammurabi<e>

Hammurabi was an ancient Mesopotamian ruler who codified a set of laws for the structuring of a civil society.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Ziggurat of Hammurabi (representing his Code of Laws) appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_CODE_OF_HAMMURABI_HISTORICAL]
In 1750 BC, at the height of his power, Hammurabi codified 282 laws on an eight-foot-high stele made of black basalt. Hammurabi's Laws codify prior Sumerian traditions. The Code is notable for enlightened laws that exist side by side with barbarous punishments. Aside from the well-known "eye for an eye" (law 196) and "tooth for a tooth" (law 200), the Code includes other pronouncements like whoever builds a shoddy house will be put to death. At the same time, Hammurabi includes judicial procedures where a man's oath is everything (even when it is ultimately proven to be false).
[END]

[WONDER_COLISEUM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CIVIC_ENGINEERING>Civic Engineering<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_COLISEUM_STATISTICS]
Gives:
+{WonderDB(Wonder[0]).IncHappinessEmpire} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for entire empire. 
Gives Special unit - <L:DATABASE_UNITS,UNIT_SPARTACUS>Spartacus<e>

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_MASS_MEDIA>Mass Media<e>
[END]

[WONDER_COLISEUM_GAMEPLAY]
One of the most spectacular structures in the Ancient world, the Colosseum was a visible symbol of the might of Rome and served as a vast entertainment center for the common people. It gives the host empire a boost in happiness and food.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Colosseum appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_COLISEUM_HISTORICAL]
The Colosseum was built during the reign of Emperor Vespasiano c. 72 AD and dedicated in 80 AD by his son Titus. The popular name arose from the proximity of this immense oval stadium to a colossal statue of Nero. The original name of this ancient Roman sports arena, the largest arena of its kind, is The Amphitheatrum Flavium.
[END]

[WONDER_COLOSSUS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_COLOSSUS_STATISTICS]
Gives:
+75 Gold per turn
+1 Boat Movement

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_MONARCHY>Monarchy<e>
[END]

[WONDER_COLOSSUS_GAMEPLAY]
In ancient times the citizens of Rhodes (home of the Colossus) were renowned as the premier navigators of their era. This is reflected in the naval movement bonus, while additional gold accrues from the many visitors who flocked to see the statue, even in its fallen state.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Colossus can only be built in Coastal Cities, and appears in an adjacent tile, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_COLOSSUS_HISTORICAL]
The Colossus of Rhodes was a statue of the Greek sun-god Helios, erected in the city of Rhodes (on the Greek island of the same name) by Chares of Lindos in 280 BC. One of the Seven Wonders of the Ancient World, it was constructed to celebrate the successful defence of Rhodes against an attack by Demetrius Poliorcetes, who had besieged it for a year with a large army and navy.

According to most contemporary descriptions, the Colossus stood approximately 70 cubits, or 33 metres (108 feet) high (approximately the height of the modern Statue of Liberty from feet to crown) making it the tallest statue in the ancient world. It collapsed during the earthquake of 226 BC, although parts of it were preserved. In accordance with a certain oracle, the Rhodians did not rebuild it.

The remains lay on the ground for over 800 years and, even broken, were so impressive that many travelled to see them.
[END]

[WONDER_CYRUS_CYLINDER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PHILOSOPHY>Philosophy<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_CYRUS_CYLINDER_STATISTICS]
Gives:
Establishes a Permanent <L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Embassy<e> in each foreign empire.
Enhances <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e> amongst other empires.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_AGE_OF_REASON>Age of Reason<e>
[END]

[WONDER_CYRUS_CYLINDER_GAMEPLAY]
With its emphasis on the restoration of temples and the repatriation of displaced peoples, the Cyrus Cylinder embodies Cyrus's relatively enlightened approach towards cultural and religious diversity.

This Wonder establishes a permanent <L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Embassy<e> in each foreign empire and enhances your empire's <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e> with others.
[END]

[WONDER_CYRUS_CYLINDER_HISTORICAL]
The Cyrus Cylinder is an ancient clay cylinder, now broken into several pieces, on which is written a declaration in Akkadian cuneiform script in the name of Persia's Achaemenid king Cyrus the Great. It dates from the 6th century BC and was discovered in the ruins of the ancient Mesopotamian city of Babylon in 1879. It is currently in the possession of the British Museum, which sponsored the expedition that discovered the cylinder. It was created and used as a foundation deposit following the Persian conquest of Babylon in 539 BC, when the Neo-Babylonian Empire was invaded by Cyrus and incorporated into his Persian Empire.

The text on the Cylinder praises Cyrus, sets out his genealogy and portrays him as a king from a line of kings. The Babylonian king Nabonidus, who was defeated and deposed by Cyrus, is denounced as an impious oppressor of the people of Babylonia and his low-born origins are implicitly contrasted to Cyrus' kingly heritage. The victorious Cyrus is portrayed as having been chosen by the chief Babylonian god Marduk to restore peace and order to the Babylonians. The text states that Cyrus was welcomed by the people of Babylon as their new ruler and entered the city in peace. It appeals to Marduk to protect and help Cyrus and his son Cambyses. It extols Cyrus as a benefactor of the citizens of Babylonia who improved their lives, repatriated displaced people and restored temples and cult sanctuaries across Mesopotamia and elsewhere in the region. It concludes with a description of how Cyrus repaired the city wall of Babylon and found a similar inscription placed there by an earlier king.
[END]

[WONDER_DATA_HAVEN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DIGITAL_ENCRYPTION>Digital Encryption<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_DATA_HAVEN_STATISTICS]
Gives:
+{WonderDB(Wonder[0]).GoldPerInternationalTradeRoute} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> for each trade route between any 2 nations
[END]

[WONDER_DATA_HAVEN_GAMEPLAY]
With the discovery and implementation of the Data Haven, the host empire enjoys an increase in <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> for each foreign <L:DATABASE_CONCEPTS,CONCEPT_TRADE_ROUTE>Trade Route<e>.
[END]

[WONDER_DATA_HAVEN_HISTORICAL]
In the early years of the 21st century, the prevalence of the Internet and the digital economy was a clear indication of a new, fully wired, computer driven world.  The world was in the midst of what some called the Information Revolution - a world power structure that was starting to rely less on money or military might but on the control of data and information.  Challenges to intellectual property and copyright laws filled the courts of the world as government and industry scrambled to cope with a sudden explosion of unregulated commerce, personal freedom and criminal activity.

The concept of a data haven, an ultra-secure, high-speed, collocation hosting facility became increasingly popular.  The notion of hosting data and facilitating transactions outside the jurisdiction of some of the more restrictive nations appealed to many.  In early 2000, the first data haven was created.  Many of the world's nations and business entities seized the opportunity of the data haven, and the host country prospered from the proliferation of worldwide trade.
[END]

[WONDER_DINOSAUR_PARK_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GENETIC_TAILORING>Genetic Tailoring<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_DINOSAUR_PARK_STATISTICS]
Gives:
+{WonderDB(Wonder[0]).IncHappinessEmpire} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for entire empire.
Science Specialists in the Host City will each generate an additional 5 points of <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>.
[END]

[WONDER_DINOSAUR_PARK_GAMEPLAY]
The incredible allure of the Dinosaur Park attracts tourists from around the world and increases happiness across the nation. At the same time, the genetic research necessary to develop new Dinosaur attactions employs a number of scientists full time at the park.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Dinosaur Park appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_DINOSAUR_PARK_HISTORICAL]
Since the Genome Project scientists have held the blueprints to life, but the Dinosaur Park announced a new power of creation: life raised outside of the womb and beyond the memory of any mother. Since the early 22nd century scientists began decoding DNA, and while Dinosaur DNA fragments preserved in amber provided critical clues, these proved more tantalizing than conclusive.  With the development of artificial wombs, however, the field of Extinction Revival found its stride at last. Man had finally answered the question of which came first.  Answer: the chicken - or at least her womb.
[END]

[WONDER_EAST_INDIA_COMPANY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHRONOMETER>Chronometer<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_EAST_INDIA_COMPANY_STATISTICS]
Gives:
+{WonderDB(Wonder[0]).GoldPerWaterTradeRoute} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> for each trade route across water.
Gives all naval units 1 extra move point.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_ECONOMICS>Global Economics<e>
[END]

[WONDER_EAST_INDIA_COMPANY_GAMEPLAY]
The East India Company is the largest transcontinental shipping organization in the world.  It uses this influence to demand higher prices for its goods and uses its considerable resources to make naval cargo units more equipped for high-seas travel.

The discovery of the <L:DATABASE_ADVANCES,ADVANCE_GLOBAL_ECONOMICS>Global Economics<e> <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advance<e> renders the East India Company obsolete.
[END]

[WONDER_EAST_INDIA_COMPANY_HISTORICAL]
Until the defeat of the Spanish Armada in 1588 at the hands of the British, Spain and Portugal monopolized the trading of spices from East India.  On December 31, 1600, a royal charter incorporated the English East India Company as a monopolistic trading body formed for the exploitation of trade with East and Southeast Asia and India.  Although they were successful, the company met with opposition from the Dutch in the Dutch East Indies (modern-day Indonesia) and the Portuguese.  In 1623, Dutch authorities executed English, Japanese and Portuguese traders in what became known as the Amboina Massacre.  After that, the Dutch excluded company members from the East Indies.  Earlier, in 1612, the company defeated the Portuguese in India and won trading concessions from the Mughal Empire.  They traded cotton, silk, indigo and saltpeter, in addition to spices from South India.  It also extended its operations to the Persian Gulf, Southeast Asia and East Asia.  Eventually, it involved itself in politics, acting on behalf of British imperialistic interests in India from the early 18th century to the mid-19th century, and expanding British influence in China in the 19th century.
[END]

[WONDER_THE_EDEN_PROJECT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GAIA_THEORY>Gaia Theory<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_THE_EDEN_PROJECT_STATISTICS]
Gives:
Destroys the 3 most <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Polluting<e> <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>
Allows <L:DATABASE_GOVERNMENTS,GOVERNMENT_ECOTOPIA>Ecotopian<e> empires to make <L:DATABASE_UNITS,UNIT_ECO_RANGER>Eco-Rangers<e>
[END]

[WONDER_THE_EDEN_PROJECT_GAMEPLAY]
The Eden Project is a victory for environmentalists the world over.  With its discovery, the three most <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Polluting<e> <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> in the world are destroyed, regardless of nationality.  <L:DATABASE_GOVERNMENTS,GOVERNMENT_ECOTOPIA>Ecotopian<e> empires gain the ability to make <L:DATABASE_UNITS,UNIT_ECO_RANGER>Eco-Ranger<e> units, who, with their <L:DATABASE_ORDERS,ORDER_CREATE_PARK>Nanite Cleansing<e> attack, are the most feared attackers in the game.
[END]

[WONDER_THE_EDEN_PROJECT_HISTORICAL]
The Eden Project was one of the most controversial research projects of the <L:DATABASE_CONCEPTS,CONCEPT_DIAMOND_AGE>Diamond Age<e>.  It was originally conceived as a theoretical exploration of the potential applications of nano-machines in cleaning up pollution, a branch of science that became known as Gaia Theory.  Ecotopian scientists involved in the multi-national project, however, harbored sinister intentions for the technology.  Researchers discovered the key to enabling prototypical nanites to target pollution lied in designing them to seek a narrow range of chemicals that comprised the bulk of polluting agents.  Since most of these chemicals were synthetic - products of humanity rather than nature - the Ecotopians in the research group seized on the opportunity to develop a nanite that targeted and destroyed any man-made entity within a set area.  This shift in focus turned the "ecology cleanser" from a beneficent tool of world climactic and environmental repair to a device of mass destruction.  The Eco-Ranger raised the specter of the first truly efficient, large-scale annihilator of humanity.  It was particularly attractive to ecology-minded governments because it not only produced no pollution, it actually eliminated pollution within the area of effect.  Although commercial applications of Gaia Theory led to advances in pollution control systems, the destructive uses prevailed, and the arena of nanotechnological combat reached large-scale, terrifying proportions.
[END]

[WONDER_EGALITARIAN_ACT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_VIRTUAL_DEMOCRACY>Virtual Democracy<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_EGALITARIAN_ACT_STATISTICS]
Gives:
Cities in host empire celebrate for 5 turns
Enemy cities join host empire if they <L:DATABASE_CONCEPTS,CONCEPT_REVOLUTION>revolt<e>
[END]

[WONDER_EGALITARIAN_ACT_GAMEPLAY]
The Egalitarian Act is a major step towards equality for all people.  The magnanimity of this act brings people together in celebration for an extended period.  After the Egalitarian Act is enacted, any foreign city that chooses to break with its own <L:DATABASE_CONCEPTS,CONCEPT_GOVERNMENTS>Government<e> automatically join the host empire.
[END]

[WONDER_EGALITARIAN_ACT_HISTORICAL]
The development of the Virtual Democracy form of government signaled a new age in human rights and equality.  Even though democratic governments existed as early as ancient Greece, they often perpetuated some kind of inequality, be it racial, social or economic.  Modern democracies of the late 20th century were often rife with some of the same injustices present in the most oppressive regimes.  The thrust behind developing a true democracy, free from the easily corruptible institution of representation, was an ardent desire to empower the disenfranchised masses to take control of their government.  Political theorists envisioned a democracy unburdened by the pernicious influence of corporations and special interest groups on the political process.  By eliminating the representatives who often compromised their commitment to the constituencies of citizens in favor of the sums of money dangled before them, a nation of individuals could determine their own futures directly.  The first virtual democracies achieved this aim, powerfully utilizing technology to enabled a true "one-human-one-vote" system.

Long the dreams of human rights activists who struggled to equalize the balance of social, political and economic power in the world's democratic societies, the Egalitarian Act was a fictional document.  They envisioned a bold proclamation reaffirming the equal rights for all citizens, regardless of race, age, gender, and religion.  Even more, they wanted to guarantee access to information, which had become the most important commodity of the modern and genetic ages, for all people.  The virtual democracy had stripped corporations of much of their political power.  As a result, citizens passed sweeping changes to the tax codes and stripped corporations of many of their legal and economic favoritism, which considerably flattened the distribution of wealth.  People who were once poor took advantage of their new economic power to educate themselves, purchase computers and begin participating in the new digital economy.  The Egalitarian Act was the final step in solidifying equal political and social rights for everyone.  On December 5th, 2031, the European Union became the first political entity to enact the Egalitarian Act.  As word spread through the global community, cities around the world teetering on the brink of revolution clamored to join such a progressive nation.  Leaders of oppressive governments found a new challenge from outside of their borders, and many struggled to retain control of their people.
[END]

[WONDER_EIFFEL_TOWER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ELECTRICITY>Electricity<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_EIFFEL_TOWER_STATISTICS]
Gives:
+200 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> per turn.
Enhances <L:DATABASE_CONCEPTS,CONCEPT_REGARD>regard<e> amongst other empires.
[END]

[WONDER_EIFFEL_TOWER_GAMEPLAY]
A popular tourist destination, the Eiffel Tower provides a gold bonus for the Empire, while its unique presence earns the host empire respect and increased diplomatic <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e>.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Eiffel Tower appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_EIFFEL_TOWER_HISTORICAL]
The Eiffel Tower is an iron tower built on the Champ de Mars, beside the River Seine in Paris. It is among the most recognized symbols of France. Named after its designer, engineer Gustave Eiffel, it is a premier tourist destination, with over 5.5 million visitors per year.

The tower stands 300 m (986 feet) high, which is about 108 stories. Including the 24 m (72 feet) antenna, the structure is 324 m (1058 feet) high. At the time of its construction in 1889, the Eiffel Tower was the tallest structure in the world, a title it retained until 1930, when New York City's Chrysler Building (319 m/1046 feet tall) in was completed.

The structure was built between 1887 and 1889 as the entrance arch for the Exposition Universelle (1889), a World's fair marking the centennial celebration of the French revolution. The tower was inaugurated on March 31, 1889, and opened on May 6. Three hundred workers joined together 18,038 pieces of puddled iron, using two and a half million rivets, in a structural design by Maurice Koechlin. The risk of accident was great, for unlike modern skyscrapers the tower is an open frame without any intermediate floors except the two platforms. Yet, because Eiffel took good care of his workers with movable stagings, guard-rails and screens, only one man died (during the installation of Otis Elevator's lifts).
[END]

[WONDER_EMANCIPATION_PROCLAMATION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AGE_OF_REASON>Age of Reason<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_EMANCIPATION_PROCLAMATION_STATISTICS]
Gives:
Converts <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>Slaves<e> to citizens worldwide. 
Special unit - <L:DATABASE_UNITS,UNIT_ULYSSES_GRANT>Ulysses Grant<e>

[END]

[WONDER_EMANCIPATION_PROCLAMATION_GAMEPLAY]
Gives Special unit - <L:DATABASE_UNITS,UNIT_ULYSSES_GRANT>Ulysses Grant<e>

The Emancipation Act is a major step forward in the struggle for human rights.  With its signing, all slaves the world over are immediately converted to citizen status.
[END]

[WONDER_EMANCIPATION_PROCLAMATION_HISTORICAL]
Before the start of the American Civil War, Northern political leaders and abolitionists sought merely to stop the spread of slavery into the western territories that were destined for statehood.  When the Southern states seceded from the Union, marking the beginning of the Civil War, Northerners saw little political purpose in tolerating slavery any further.  The concept of Emancipation suddenly changed from a remote possibility to an eventuality.  Union president Abraham Lincoln declared his intention to preserve the Union however he could - by preserving slavery, by destroying it, or by destroying part and preserving part.  After the Battle of Antietam on September 17, 1862, he issued a proclamation calling on the revolted states to return their allegiance by the end of the year or their slaves would be declared free men.  When no state returned, he issued the declaration on Jan. 1, 1863.

Some historians, and, doubtless some of Lincoln's contemporaries, questioned the validity of the Emancipation Proclamation.  As president, Lincoln lacked the power to issue such a declaration, and, as commander-in-chief of U.S. Armed Forces, he could only issue directions regarding the territory within his lines.  Because the Emancipation Proclamation applied only to territory outside his lines, it was a dubious declaration, lacking any real force.  However, it was significant as a statement of policy to guide the army and as a declaration of freedom that would take effect as the lines advanced.

The Emancipation Proclamation inadvertently lifted the American Civil War to the level of a crusade for human freedom.  It also had many effects on the direction and eventual outcome of the war.  From an international perspective, the Civil War was an unfortunate and calamitous event, as it locked up the world's main source of cotton.  In fact, the Confederate government had expected the English and French governments to intervene in the war.  The transformation of the war into a crusade against slavery precluded any European intervention.  The Emancipation Proclamation also allowed the Union to recruit black soldiers.  Nearly 180,000 black men enlisted during the remainder of the war, significantly bolstering Northern ranks and enabling the Union to crush the rebellion.  

In February 1865, two months before the war ended, Lincoln told portrait painter Francis B. Carpenter that the Emancipation Proclamation was "the central act of my administration, and the greatest event of the nineteenth century."  Lincoln and his compatriots had dealt a deathblow to slavery in the United States, and in December 1865, the Thirteenth Amendment was ratified.
[END]

[WONDER_EMPIRE_STATE_BUILDING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CORPORATION>Corporation<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_EMPIRE_STATE_BUILDING_STATISTICS]
Gives:
+200 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> per turn.
Enhances <L:DATABASE_CONCEPTS,CONCEPT_REGARD>regard<e> amongst other empires.
[END]

[WONDER_EMPIRE_STATE_BUILDING_GAMEPLAY]
The Empire State Building is a monument to the strength and glory of the corporate world and this includes a Gold Bonus to represent the additional Commercial activity.  Though non-governmental in purpose, its towering presence earns the host empire respect and increased diplomatic <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e>.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Empire State Building appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_EMPIRE_STATE_BUILDING_HISTORICAL]
One of the architectural marvels of the twentieth century, the Empire State Building, a 1,454-foot high skyscraper at the corner of 5th Avenue and 34th Street in New York City, was a symbol of the majestic power of corporate America.  Built during the Great Depression, it was the center of a competition between Walter Chrysler (of Chrysler Corporation) and John Jakob Raskob (creator of General Motors) to see who could build the tallest building.  In 1929, Raskob, along with Coleman du Pont, Pierre S. du Pont (president of E.I. Du Pont de Nemours), Louis G. Kaufman and Ellis P. Earl, formed Empire State, Inc. and named Alfred E. Smith, former Governor of New York and Presidential Candidate, to head the corporation.   Construction commenced on March 17, 1930 and was completed on November 13, 1930, ahead of schedule.  Besides being a towering architectural achievement (it was the tallest building in the world until 1954), it acted as an ambassador to many of the world's most prominent political figures.
[END]

[WONDER_FIELD_DYNAMICS_LABORATORY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HT_SUPERCONDUCTOR>Superconductor<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_FIELD_DYNAMICS_LABORATORY_STATISTICS]
Gives:
+{WonderDB(Wonder[0]).IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in host empire.
[END]

[WONDER_FIELD_DYNAMICS_LABORATORY_GAMEPLAY]
The Field Dynamics Laboratory represents the zenith of <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e> scientific achievement.  It becomes the center of breakthrough research and increases <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> throughout the host empire.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Field Dynamics Laboratory appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_FIELD_DYNAMICS_LABORATORY_HISTORICAL]
In 2034, after the discovery of high temperature superconductors, scientists at Stockholm-based Lemur Systems, Ltd. began constructing a research facility for the study of Chaos Theory, Unified Field Theory and Fusion Power.  Once the Field Dynamics Laboratory was finished in 2036, the Swedish scientific community began to accelerate their research progress at a rate substantially higher than their rivals.  It utilized superconductors for highly sensitive diagnostic and monitoring equipment, as well as in experimental fusion reactors.  They attempted to employ high temperature superconductors to create magnetic fields sufficiently strong enough to confine ionized gasses in the reactor.  Their research put them ahead of the pack and led to the eventual discovery of Fusion.
[END]

[WONDER_FORBIDDEN_CITY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_FORBIDDEN_CITY_STATISTICS]
Gives:
Closes foreign <L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Embassies<e> in host empire.
Improves <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Growth<e> of empire.
Gives Special unit - <L:DATABASE_UNITS,UNIT_SUN_TZU>Sun Tzu<e>

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_COMMUNISM>Communism<e>
[END]

[WONDER_FORBIDDEN_CITY_GAMEPLAY]
The Forbidden City wonder ushers in a new era of isolationism, closing all foreign embassies in the host empire.  Although the Forbidden City does prevent foreign empires from establishing <L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Embassies<e> in the host empire the host empire can still create <L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Embassies<e> in foreign nations.  The focus turns inward, with a greater emphasis on internal growth.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Forbidden City appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_FORBIDDEN_CITY_HISTORICAL]
For over five hundred years the Emperors of the Ming and Qing Dynasties spent their days behind the 175 foot moat and thirty foot walls of the Forbidden City of Beijing. Built according to the strict and elaborate system of feng shui, the palace was designed to represent China and the body of the Emperor as one, a paradigm of the Middle Kingdom between heaven and earth. Life there was a mystery to outsiders, as it was meant to be. Even when the Chinese Revolution ended the dynastic rule of the Emperor Puyi in 1911, he and his family were free to remain in the Forbidden City, though this ended by order of the army in 1924.
[END]

[WONDER_GALILEOS_TELESCOPE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OPTICS>Optics<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_GALILEOS_TELESCOPE_STATISTICS]
Gives:
Science Specialists in the Host City will each generate an additional 5 points of <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_QUANTUM_MECHANICS>Quantum Physics<e>
[END]

[WONDER_GALILEOS_TELESCOPE_GAMEPLAY]
Galileo's ingenious adaptation of existing telescope technology led to revolutionary new breakthroughs in science and learning.  The empire that builds this wonder experiences an increase in <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>.
[END]

[WONDER_GALILEOS_TELESCOPE_HISTORICAL]
Contrary to popular belief, Galileo Galilei, the noted Italian astronomer and physicist, did not invent the telescope.  In 1609, he caught wind of a device in the Netherlands that could show distant things as though they were close by.  Galileo quickly figured out the secret of the invention and made his own three-powered spyglass from lenses purchased at a spectacle maker's shop.  Though others did the same, what distinguished Galileo was that he figured out ways to improve the instrument.  After teaching himself the art of lens grinding, he created increasingly powerful telescopes, and in August of that year he presented an eight-powered instrument to the Venetian Senate.  They awarded him a life tenure and doubled his salary, making him one of the highest paid professors at the University of Padua, where he taught from 1592 until 1610.  

In late 1609, he developed a telescope that magnified up to 20 times.  With it, he observed the heavens and drew the phases of the moon.  He discovered the moon's surface was not smooth, as most thought, but rough and uneven.  In 1610, he discovered several of Jupiter's moons and realized that his telescope showed many more stars than were visible to the naked eye.  He was an adherent of the Copernican heliocentric view of the universe, which stated that the Earth and other planets revolved around the sun.  This earned him enemies in Rome, as Copernicanism was considered heretically inconsistent with Holy Scripture.  A poorly executed Inquisition procedure against other adherents of Copernicanism forced Galileo to recant his assertions.  Despite the official reprimand, his alliances with wealthy and powerful Tuscan and Florentine enabled him to continue working.  His pioneering work in astronomy resonated for centuries, in the sciences of optics, navigation, astronomy and physics.  Galileo's contribution to the human understanding of the universe could not be overstated.
[END]

[WONDER_GENOME_PROJECT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GENETICS>Genetics<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_GENOME_PROJECT_STATISTICS]
Gives:
+{WonderDB(Wonder[0]).IncreaseProduction}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+10% health for all units.
[END]

[WONDER_GENOME_PROJECT_GAMEPLAY]
The Genome Project reveals many of the mysteries behind human genetics.  This insight enables medical science to begin developing genetic solutions to common ailments, making people stronger and healthier.  Units gain a health bonus and citizens become more <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Productive<e>.
[END]

[WONDER_GENOME_PROJECT_HISTORICAL]
On June 26, 2000, scientists involved in two separate projects - the publicly funded Human Genome Project, an international collaboration coordinated by the United States Department of Energy and the National Institutes of Health (NIH), and Celera Genomics, a private company based in Rockville, Maryland, jointly announced that they had completed a rough draft of the human genome (the complete genetic makeup of human beings).

Researchers approximated the order of 85 percent of the roughly 3.1 billion chemical subunits, called nucleotide base pairs, which constituted the human genome.  However, they had yet to determine the exact count of the estimated 25,000 and 150,000 genes that comprised the human genome.  The US government launched the Human Genome Project in 1990, intending it to last 15 years.  Eventually, research centers in the US, Europe and Japan joined the effort throughout the 90s.  In 1998, Celera began their decoding operation, employing the world's largest group of supercomputers.  The rivalry between the government's Genome Project and the Celera's effort heated up, with allegations of profiteering, flawed strategies and moving too slowly from both sides.  Experts concluded, however, that the sometimes publicly harsh rivalry prompted both sides to work faster.
[END]

[WONDER_GLOBAL_SURVEILLANCE_CENTER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_EUGENICS>Gene Therapy<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_GLOBAL_SURVEILLANCE_CENTER_STATISTICS]
Gives:
Establishes a Permanent <L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Embassy<e> in each foreign empire.
Enhances <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e> amongst other empires.
[END]

[WONDER_GLOBAL_SURVEILLANCE_CENTER_GAMEPLAY]
The World Peace Center is an institution dedicated to the preservation of peace and harmony between all nations.  Empathic Diplomats from around the world gather and, using special empathic translation headsets, communicate with each other outside the bounds of language and nationality.  The empire that hosts this wonder gains a regard bonus with all other nations, as well as a permanent embassy that never closes, not even in the event of war.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the World Peace Center appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_GLOBAL_SURVEILLANCE_CENTER_HISTORICAL]
On October 24, 1945, an international organization of Diplomats created the United Nations Center, dedicated to the preservation of peace and the pursuit of global harmony.  Representatives of every nation in the world convened regularly and, using specially designed headsets, could communicate without difficulty, regardless of native language.  The event marked a turning point in foreign relations for many of the countries involved and several nations established permanent embassies with each other.
[END]

[WONDER_GLOBESAT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_COMMUNICATIONS>Global Communications<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_GLOBESAT_STATISTICS]
Gives:
Worldwide radar coverage for the host empire.
[END]

[WONDER_GLOBESAT_GAMEPLAY]
Gives Special unit - <L:DATABASE_UNITS,UNIT_NORMAN_SCHWARZKOPF>Norman Schwarzkopf<e>

A network of satellites allow for round-the-clock surveillance and tracking for the entire planet.  The host empire that discovers the GlobeSat can track every city and unit in the game.  This provides enormous strategic and tactical advantages.
[END]

[WONDER_GLOBESAT_HISTORICAL]
In the 1950s, as the United States and the Soviet Union expanded their espionage and surveillance efforts, both nations launched a series of rockets into space which deployed spy satellites. By 1960, the Corona, the first US surveillance satellite, successfully dropped a canister from orbit containing 3000 feet of exposed film.  By the 1990s, spy satellites added extremely sensitive digital cameras and electronic listening equipment. When mobile satellites were deployed that could change orbital paths to avoid anti-satellite targeting, both nations possessed the capability to observe every square foot of the world, vastly increasing their snooping potential.
[END]

[WONDER_GREAT_LIBRARY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GEOMETRY>Geometry<e>
Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_GREAT_LIBRARY_STATISTICS]
Gives:
Science Specialists in the Host City will each generate an additional 5 points of <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_GREEK_FIRE>Greek Fire<e>
[END]

[WONDER_GREAT_LIBRARY_GAMEPLAY]
As was true in Ancient Times, the city containing the Great Library serves as the residence for many of the greatest scientists in the world.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Great Library appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_GREAT_LIBRARY_HISTORICAL]
The Great Library of Alexandria in Egypt, was one of the largest and most significant libraries of the ancient world. The Library was part of a larger research institution called the Mouseion, which was dedicated to the Muses, the nine goddesses of the arts. The idea of a universal library in Alexandria may have been proposed by Demetrius of Phalerum, an exiled Athenian statesman living in Alexandria, to Ptolemy I Soter, who may have established plans for the Library, but the Library itself was probably not built until the reign of his son Ptolemy II Philadelphus. The Library quickly acquired many papyrus scrolls, owing largely to the Ptolemaic kings' aggressive and well-funded policies for procuring texts. It is unknown precisely how many such scrolls were housed at any given time, but estimates range from 40,000 to 400,000 at its height.

Alexandria came to be regarded as the capital of knowledge and learning, in part because of the Great Library. Many important and influential scholars worked at the Library during the third and second centuries BC, including, among many others: Zenodotus of Ephesus, who worked towards standardizing the texts of the Homeric poems; Callimachus, who wrote the Pinakes, sometimes considered to be the world's first library catalogue; Apollonius of Rhodes, who composed the epic poem the Argonautica; Eratosthenes of Cyrene, who calculated the circumference of the earth within a few hundred kilometers of accuracy; Aristophanes of Byzantium, who invented the system of Greek diacritics and was the first to divide poetic texts into lines; and Aristarchus of Samothrace, who produced the definitive texts of the Homeric poems as well as extensive commentaries on them.

Despite the widespread modern belief that the Library of Alexandria was burned once and cataclysmically destroyed, the Library actually declined gradually over the course of several centuries, between 145 BC and 260 AD, during which many of the most famous scholars departed and the building itself experienced several instances of partial destruction during civil wars and invasions.
[END]

[WONDER_GREAT_WALL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASONRY>Masonry<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_GREAT_WALL_STATISTICS]
Gives:
One free <L:DATABASE_BUILDINGS,IMPROVE_WALL>Wall<e> in every city.
[END]

[WONDER_GREAT_WALL_GAMEPLAY]
The Great Wall creates a series of walls to protect the cities of your Empire.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Great Wall appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_GREAT_WALL_HISTORICAL]
One of the most incredible wonders of the world, the Great Wall of China stretches for 1,500 miles along the border between Northern China and Mongolia.  It is an amalgamation of many walls built at different points in ancient history; the first unified wall was built in the 3rd century BC by the Ch'in dynasty.  Many of the laborers, conscripted from all over China, died during the project.  The Ming dynasty (1368-1644) later added to it.  Guard stations and watchtowers are placed at regular intervals.  It averages 25 ft in height and is 15 ft to 30 ft thick at the base, sloping to 12 ft at the top.  Although the western part of the wall is just an earth mound, the eastern part is earth and stone faced with brick.  China suffered many invasions from the North, which unfortunately proved the Great Wall to be of little military significance.  The fact that much of it still stands in modern times is a testament to the durability of masonry.
[END]

[WONDER_GUTTENBERGS_BIBLE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PRINTING_PRESS>Printing Press<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_GUTTENBERGS_BIBLE_STATISTICS]
Gives:
+{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in host empire.
<L:DATABASE_ORDERS,ORDER_REFORM>Reforms<e> all <L:DATABASE_ORDERS,ORDER_CONVERT>Converted<e> cities in the host empire.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_COMPUTER>Computer<e>
[END]

[WONDER_GUTTENBERGS_BIBLE_GAMEPLAY]
Gutenberg's printing press made possible the mass production of scientific and religious works.  While this assisted religious leaders in spreading their doctrines, the larger impact came from the ease by which Scientific thinkers could disseminate their ideas.
[END]

[WONDER_GUTTENBERGS_BIBLE_HISTORICAL]
The Gutenberg Bible, also known as the Mazarin Bible and the 42-line Bible, was the first volume known to have been printed with movable metal type.  A Latin edition of the Bible, it was printed at some point between 1450 and 1456 in Mainz, Germany.  Although German bibliographers claim that it was printed by Gutenberg, the edition may have been finished and perfected by Peter Scheiffer, Gutenberg's assistant, and Johann Fust, a wealthy financier who acquired Gutenberg's share of the business in a lawsuit.  Regardless of its exact origins, the Gutenberg Bible was one of the first religious texts mass-produced by machine.  Although many copies were thought to have been printed, less than 50 copies survived into the 20th century.
[END]

[WONDER_HADRIANS_WALL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TRIBUNAL_EMPIRE>Tribunal Empire<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_HADRIANS_WALL_STATISTICS]
Gives:
-{WonderDB(Wonder[0]).ReduceReadinessCost}%<L:DATABASE_CONCEPTS,CONCEPT_MILITARY_READINESS>Military Readiness<e> costs
Protects against <L:DATABASE_CONCEPTS,CONCEPT_BARBARIANS>Barbarian<e> attacks.
+1 hp per unit

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CANNON_MAKING>Cannon Making<e>
[END]

[WONDER_HADRIANS_WALL_GAMEPLAY]
The Romans protected their frontier provinces with walls and fortifications, giving their troops an advantage against Barbarians and other attackers. These positions were manned primarily by militia units, thus reducing the overall cost of the military. In game terms, Barbarians are unable to attack your units, but they can still <L:DATABASE_ORDERS,ORDER_PILLAGE>Pillage<e> your tile improvements and <L:DATABASE_ORDERS,ORDER_INTERCEPT_TRADE>Pirate<e> your trade routes.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, Hadrian's Wall appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_HADRIANS_WALL_HISTORICAL]
At the time of Julius Caesar's first small invasion of the south coast of Britain in 55 BC, the British Isles, like much of mainland Europe was inhabited by many Celtic tribes loosely united by a similar language and culture but nevertheless each distinct. He returned the next year and encountered the 4000 war chariots of the Catevellauni in a land "protected by forests and marshes, and filled with a great number of men and cattle." He defeated the Catevellauni and then withdrew, though not before establishing treaties and alliances. Thus began the Roman occupation of Britain. 

Nearly 100 years later, in 43 AD, the Emperor Claudius sent Aulus Plautius and about 24,000 soldiers to Britain, this time to establish control under a military presence. Although subjugation of southern Britain proceeded fairly smoothly by a combination of military might and clever diplomacy, and by 79 AD what is now England and Wales were firmly under control, the far North remained a problem.

By the time Hadrian became Emperor in 117 AD the Roman Empire had ceased to expand. Hadrian was concerned to consolidate his boundaries. He visited Britain in 122 AD, and ordered a wall to be built between the Solway Firth in the West and the River Tyne in the east "to separate Romans from Barbarians".
[END]

[WONDER_HAGIA_SOPHIA_PREREQ]
Requires:
5000 Religious Influence points
<L:DATABASE_ADVANCES,ADVANCE_THEOLOGY>Theology<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_HAGIA_SOPHIA_STATISTICS]
Gives:
Ability to construct the <L:DATABASE_BUILDINGS,IMPROVE_RELIGIOUS_VICTORY>Religious Victory<e>
+{WonderDB(Wonder[0]).IncHappinessEmpire} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for entire empire.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_ECONOMICS>Global Economics<e>
[END]

[WONDER_HAGIA_SOPHIA_GAMEPLAY]
Gives Special unit - <L:DATABASE_UNITS,UNIT_CHARLEMAGNE>Charlemagne<e>

The Hagia Sophia is a monument to many religious faiths, and has the effect of raising <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> in all cities. But more importantly, construction of this Wonder allows the owner to <L:DATABASE_CONCEPTS,CONCEPT_CULTURE>win the game<e> by building the <L:DATABASE_BUILDINGS,IMPROVE_RELIGIOUS_VICTORY>Religious Victory<e> improvement. However, in order to build this Wonder, the player must have BOTH 5000+ religous influence points AND the <L:DATABASE_ADVANCES,ADVANCE_THEOLOGY>Theology<e> Advance.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, Hagia Sophia appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_HAGIA_SOPHIA_HISTORICAL]
Hagia Sophia, or Aya Sofia, was one of the world's greatest religious monuments and considered by many to be the supreme example of Byzantine architecture.  In AD 360, 30 or so years after Byzantium became the capital of the Roman Empire, Constantius II erected a basilican church.  This church, which burned in 404, was rebuilt by Theodosius II in 415, and was again destroyed by fire in 532.  The Holy Roman Emperor Justinian rebuilt the church from 532-537, rechristening it the Hagia Sophia, or "Church of Holy Wisdom."  Designed by his architects Anthemius of Tralles and Isidorus of Miletus, the new structure was fireproof, but, in 558, severe earthquakes caused the magnificent domed ceiling to collapse.  It was rebuilt in 563 and remained as a Christian monument and holy place for centuries.

The Turks converted Hagia Sophia into a mosque when the conquered Constantinople in 1453.  In later years, they gradually removed or obliterated the Christian symbols, plastering and painting over interior figure mosaics, replacing the altar and pulpit with customary Muslim accoutrements and supplanting the cross on the top of the dome with a crescent.  The four minarets that rise at the corners of the building were added one by one over the years.  In 1935, Hagia Sophia was opened as a museum and dedicated as a non-denominational monument to all faiths. This decision was reversed in 2020, and Hagia Sophia is once again a mosque.
[END]

[WONDER_HANGING_GARDENS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_APPLIED_MATH>Applied Math<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_HANGING_GARDENS_STATISTICS]
Gives:
+{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in host empire.
Science Specialists in the Host City will each generate an additional 3 points of <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>.
Special unit - <L:DATABASE_UNITS,UNIT_NEBUCHADNEZZER>Nebuchadnezzer<e>

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>
[END]

[WONDER_HANGING_GARDENS_GAMEPLAY]
One of the Seven Ancient Wonders of the world, Nebuchadnezzer built an enormous Ziggurat in his capital city of Babylon, that may have featured a series of terraced gardens on the lower levels.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Hanging Gardens appear in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_HANGING_GARDENS_HISTORICAL]
The ancient city of Babylon, under King Nebuchadnezzar II, must have been a wonder to the traveler's eyes. "In addition to its size," wrote Herodotus, a historian in 450 BC, "Babylon surpasses in splendor any city in the known world." 

Herodotus claimed the outer walls were 56 miles in length, 80 feet thick and 320 feet high. Wide enough, he said, to allow a four-horse chariot to turn. The inner walls were "not so thick as the first, but hardly less strong." Inside the walls were fortresses and temples containing immense statues of solid gold. Rising above the city was the famous Tower of Babel, a temple to the god Marduk, that seemed to reach to the heavens.
[END]

[WONDER_HOLLYWOOD_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_ECONOMICS>Global Economics<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_HOLLYWOOD_STATISTICS]
Gives:
+{WonderDB(Wonder[0]).GoldPerTelevision} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> for foreign <L:DATABASE_BUILDINGS,IMPROVE_MOVIE_PALACE>Movie Palace<e> & <L:DATABASE_BUILDINGS,IMPROVE_TELEVISION>Television<e> improvements

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_NEURAL_INTERFACE>Neural Interface<e>
[END]

[WONDER_HOLLYWOOD_GAMEPLAY]
The center of entertainment in the <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e>, Hollywood revolutionized the motion picture industry, taking it from a fringe venue to the single most prevalent form of entertainment in the world.  Each foreign city with a <L:DATABASE_BUILDINGS,IMPROVE_MOVIE_PALACE>Movie Palace<e> or <L:DATABASE_BUILDINGS,IMPROVE_TELEVISION>Television<e> <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e> will give the host empire a <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> bonus.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, Hollywood appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_HOLLYWOOD_HISTORICAL]
When Los Angeles was a small city in the new state of California, a prohibitionist from Kansas named Horace Wilcox created Hollywood as a real-estate subdivision in 1887.  He originally envisioned it as a community based on his rather strict religious principles.  Over the next century, however, it would become an internationally recognized symbol of the film and television industry itself, representing, ironically, some of the worst excesses of modern American culture.

Although the earliest movie production studios existed in New York and Chicago, a determined group of filmmakers transferred their operations to Southern California in the early 1900s, laying the foundation for the development of an entertainment industry of mammoth proportions and success.  Hollywood provided ample sunshine, a mild climate, access to varied terrain and a large labor market.  In 1908, one of the first storytelling movies, The Count of Monte Cristo, was completed in Hollywood after filming began in Chicago.  The first Hollywood studio was founded on Sunset Boulevard in 1911, and soon 20 companies began film production in and around Hollywood.  By 1915, it became the center of the United States motion picture industry as more filmmakers relocated from the East Coast.  Such men as D.W. Griffith, Samuel Goldwyn, Cecil B. de Mille, William Fox Adolph Zukor, Darryl F. Zanuck, Harry Cohn and Louis B. Mayer presided over the great film studios - 20th Century Fox, Metro-Goldywn-Mayer, Paramount Pictures, Columbia, Warner Brothers and others.  Despite robust and thriving film communities all of the world, Hollywood continued to dominate global entertainment well into the 21st century.
[END]

[WONDER_INTERNET_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NUCLEAR_POWER>Nuclear Power<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_INTERNET_STATISTICS]
Gives:
One free <L:DATABASE_BUILDINGS,IMPROVE_COMPUTER_CENTER>Computer Center<e> building in each city
[END]

[WONDER_INTERNET_GAMEPLAY]
The Internet represents the single greatest collection of information and services in human history.  People are able to research, communicate, collaborate, and transact business at high speeds, across national borders, with unprecedented freedom.  The empire with the Internet <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Wonder<e> gets a <L:DATABASE_BUILDINGS,IMPROVE_COMPUTER_CENTER>Computer Center<e> <L:DATABASE_CONCEPTS,CONCEPT_IMPROVEMENTS>Improvement<e> in every one of its <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.
[END]

[WONDER_INTERNET_HISTORICAL]
In 1973, the United States Defense Advanced Research Project Agency (DARPA) began a project designed to research technologies for interlinking computer networks of various kinds.  Its objective was to develop protocols to allow computers to communicate transparently across multiple linked networks.  The system of networks that emerged from the "Internetting" project was known as the "Internet."  The protocols system that emerged from this research project was known as the TCP/IP (Transmission Control Protocol/Internet Protocol) protocol suite.

In 1986, the U.S. National Science Foundation (NSF) began development on the NSFNET, which, with its 45 megabit per second facilities, became a major "backbone" of the modern-day Internet.  Eventually, the National Aeronautics and Space Administration (NASA) and the U.S. Department of Energy added backbone facilities known as NSINET and ESNET, respectively.  By 1991, the Internet had grown to include over 5,000 networks in almost 40 countries, serving and connecting more than 700,000 host computers used by more than 4,000,000 people.

Although initially, a large percentage of the support for the Internet community came from the U.S. Federal Government, due to its roots as a government-funded research project, private commercial facilities began to take over in the 1980s and, eventually, comprised the bulk of the system.  Several non-governmental organizations, such as the Internet Activities Board, were formed to supervise progress, organize research and development projects and provide a semblance of central direction to what was essentially a cooperative effort on the part of multiple agencies.

In the 1990s, the Internet was expanded beyond government and university research uses to bring millions of individuals together.  Several companies, called Internet Service Providers (ISPs), began to lease access to the Internet for the purposes of electronic mail and access to the World Wide Web.  The gradual explosion of Internet users expanded the potential of the Internet in the realms of communication, business, marketing and entertainment.
[END]

[WONDER_LIGHTHOUSE_OF_ALEXANDRIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MAP_MAKING>Map Making<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_LIGHTHOUSE_OF_ALEXANDRIA_STATISTICS]
Gives:
+{WonderDB(Wonder[0]).GoldPerWaterTradeRoute} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> for each trade route across water.
Gives all naval units 1 extra move point.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_ECONOMICS>Economics<e> 
[END]

[WONDER_LIGHTHOUSE_OF_ALEXANDRIA_GAMEPLAY]
The Lighthouse of Alexandria was one of the Seven Wonders of the Ancient world.  It served as a guide for trading ships and upon completion, gives:
+{WonderDB(Wonder[0]).GoldPerWaterTradeRoute} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> for each trade route across water and gives all naval units 1 extra move point.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Lighthouse of Alexandria can only be built in Coastal Cities, and appears in an adjacent tile, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_LIGHTHOUSE_OF_ALEXANDRIA_HISTORICAL]
Of the Seven Wonders of the Ancient World, only one had a practical use in addition to its architectural elegance: The Lighthouse of Alexandria. For sailors, it ensured a safe return to the Great Harbor. For architects, it meant even more: it was the tallest building on Earth. And for scientists, it was the mysterious mirror that fascinated them most... The mirror whose reflection could be seen more than 50 km (35 miles) off-shore. 

Shortly after the death of Alexander the Great, his commander Ptolemy Soter assumed power in Egypt. He had witnessed the founding of Alexandria, and established his capital there.

The project was conceived and initiated by Ptolemy Soter around 290 BC, but was completed after his death, during the reign of his son Ptolemy Philadelphus. Sostratus, a contemporary of Euclid, was the architect, but detailed calculations for the structure and its accessories were carried out at the Alexandria Library/Mouseion. The monument was dedicated to the Savior Gods: Ptolemy Soter (lit. savior) and his wife Berenice. For centuries, the Lighthouse of Alexandria (occasionally referred to as the Pharos Lighthouse) was used to mark the harbor, using fire at night and reflecting sun rays during the day. It was even shown on Roman coins, just as famous monuments are depicted on currency today.
[END]

[WONDER_LONDON_EXCHANGE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ECONOMICS>Economics<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_LONDON_EXCHANGE_STATISTICS]
Gives:
Increases effectiveness of <L:DATABASE_BUILDINGS,IMPROVE_BROKERAGE>Brokerages<e> (+{WonderDB(Wonder[0]).IncreaseBrokerages}%)
[END]

[WONDER_LONDON_EXCHANGE_GAMEPLAY]
The London Exchange centralizes the trading of commodities and stocks, increasing the effectiveness and profits from <L:DATABASE_BUILDINGS,IMPROVE_BROKERAGE>Brokerages<e> in the host empire.
[END]

[WONDER_LONDON_EXCHANGE_HISTORICAL]
Though officially founded in 1773, the London Stock Exchange evolved from the coffee houses of 17th century London where traders first met to raise money and shares for joint stock trading companies. In 1773, in response to growing business, traders opened the London Stock Exchange on Threadneedle Street. By the middle of the 19th century over twenty other exchanges had opened in Britain, but the London Stock Exchange remained a center of international commerce through the 21st century.
[END]

[WONDER_MAGELLANS_VOYAGE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AGE_OF_DISCOVERY>Age of Discovery<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_MAGELLANS_VOYAGE_STATISTICS]
Gives:
+{WonderDB(Wonder[0]).GoldPerInternationalTradeRoute} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> for each trade route between any 2 nations.
Eliminates unhappiness associated with distance from capitol.
Special unit - <L:DATABASE_UNITS,UNIT_HERNAN_CORTES>Hernan Cortes<e>
Unit - <L:DATABASE_UNITS,UNIT_GALLEON>Galleon<e>

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_ELECTRICITY>Electricity<e> 
[END]

[WONDER_MAGELLANS_VOYAGE_GAMEPLAY]
The builder of Magellan's Voyage has firm knowledge that all portions of the planet are reachable from either East or West which grants additional gold from every international Trade Route. In addition, <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> on the fringes of the empire no longer experience <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Unhappiness<e> associated with their distance from the capital city.

Can only be built in coastal cities.
[END]

[WONDER_MAGELLANS_VOYAGE_HISTORICAL]
The Magellan expedition was a 16th-century Spanish expedition planned and led by Portuguese explorer Ferdinand Magellan with the initial objective of reaching the Moluccas. The expedition departed from Spain in 1519, and was completed in 1522 by Spanish navigator Juan Sebastian Elcano after Magellan's death, crossing the Atlantic, Pacific, and Indian oceans, culminating in the first circumnavigation of the world.

The expedition accomplished its primary goal - to find a western route to the Moluccas (Spice Islands). The fleet left Spain on 20 September 1519, sailed across the Atlantic ocean and down the eastern coast of South America, eventually discovering the Strait of Magellan, allowing them to pass through to the Pacific Ocean (which Magellan named). The fleet completed the first Pacific crossing, stopping in the Philippines, and eventually reached the Moluccas after two years. A much-depleted crew led by Elcano finally returned to Spain on 6 September 1522, having sailed west across the great Indian Ocean, then around the Cape of Good Hope through waters controlled by the Portuguese and north along the West African coast to eventually arrive in Spain.
[END]

[WONDER_MANHATTAN_PROJECT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_QUANTUM_MECHANICS>Quantum Physics<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_MANHATTAN_PROJECT_STATISTICS]
Gives:
Science Specialists in the Host City will each generate an additional 5 points of <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_NANO_MACHINES>Nano Machines<e>
[END]

[WONDER_MANHATTAN_PROJECT_GAMEPLAY]
Gives Special unit - <L:DATABASE_UNITS,UNIT_DWIGHT_EISENHOWER>Dwight Eisenhower<e>

A top secret project which led to the development of the atomic bomb.
[END]

[WONDER_MANHATTAN_PROJECT_HISTORICAL]
The United States in late 1941 established a secret program, which came to be known as the Manhattan Project, to develop an atomic bomb, a powerful explosive nuclear weapon. The aim of the project, directed by physicist J. Robert Oppenheimer, was to build an atom bomb before Germany did. After Roosevelt's death in April 1945, Harry S. Truman became president and inherited the bomb-development program. At this point, the new weapon had two purposes. First, it could be used to force Japan to surrender. Second, possession of the bomb would enable the United States, and not the USSR, to control postwar policy.
[END]

[WONDER_MAUSOLEUM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OLIGARCHY>Oligarchy<e>
Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_MAUSOLEUM_STATISTICS]
Gives:
+100 Gold per turn

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CALIPHATE>Caliphate<e>
[END]

[WONDER_MAUSOLEUM_GAMEPLAY]
In tribute to themselves, Oligarchs built grand structures such as the Mausoleum. In the centuries that followed it drew visitors from across the region, providing - as an unintended side effect - significant financial advantages for its host city.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Mausoleum appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_MAUSOLEUM_HISTORICAL]
The Mausoleum at Halicarnassus was a tomb built between 353 and 350 BC in Halicarnassus for Mausolus, an Anatolian from Caria and a satrap in the Achaemenid Empire, and his sister-wife Artemisia II of Caria. The structure was designed by the Greek architects Satyros and Pythius of Priene. Its elevated tomb structure is derived from the tombs of neighbouring Lycia, a territory Mausolus had invaded and annexed c. 360 BC, such as the Nereid Monument.

The Mausoleum was approximately 45 m (148 ft) in height, and the four sides were adorned with sculptural reliefs, each created by one of four Greek sculptors: Leochares, Bryaxis, Scopas of Paros, and Timotheus. The Mausoleum contained a total of 400 freestanding sculptures. The mausoleum was considered to be such an aesthetic triumph that Antipater of Sidon identified it as one of his Seven Wonders of the Ancient World. It was destroyed by successive earthquakes from the 12th to the 15th century, and was the last surviving of the six destroyed wonders.
[END]

[WONDER_MECCA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ISLAM>Islam<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_MECCA_STATISTICS]
Gives:
+{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in host empire.
Science Specialists in the Host City will each generate an additional 2 points of <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>.
Special unit - <L:DATABASE_UNITS,UNIT_KHALID>Khalid ibn al-Walid<e>

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_MASS_MEDIA>Mass Media<e>
[END]

[WONDER_MECCA_GAMEPLAY]
Gives Special unit - <L:DATABASE_UNITS,UNIT_KHALID>Khalid ibn al-Walid<e>

Mecca is the Holy City of Islam. The rise of Islam also fostered a growth in scientific discovery as the pursuit of knowledge was actively encouraged.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, Mecca appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_MECCA_HISTORICAL]
Mecca is the holiest city of Islam. The city is revered as being the first place created on earth, as well as the place where Ibrahim together with his son Isma'il, built the Ka'ba. The Ka'ba, the centre of Islam, is a rectangular building made of bricks. Around the Ka'ba is the great mosque, al-Haram, and around the mosque, in between the mountains, are the houses of the city. Mecca was a central point on the caravan routes running over the Arabian peninsula, and was revered as a holy city even before the first revelations came to Muhammad.

Mecca's importance as a centre of religious teaching should not be exaggerated. Very soon in the beginning of the Muslim expansion, religious teaching moved to other places in the Muslim world. Mecca is important in two points: Centre of the compulsory pilgrimage and a focal point for the prayers of all Muslims worldwide.
[END]

[WONDER_NANITE_DEFUSER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NANO_MACHINES>Nano-Machines<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_NANITE_DEFUSER_STATISTICS]
Gives:
Eliminates <L:DATABASE_UNITS,UNIT_NUKE>Nukes<e> worldwide
[END]

[WONDER_NANITE_DEFUSER_GAMEPLAY]
Using nanotechnological means, the nanite defuser eliminates the threat of nuclear war by defusing every nuclear weapon in the world.
[END]

[WONDER_NANITE_DEFUSER_HISTORICAL]
In the mid-21st century, nanotechnology had found applications in countless realms, from science and engineering to manufacturing and construction.  One of the most dramatic and far-reaching uses of nano-machines was the invention of the nanite defuser.  Developed by a coalition of nations, the nanite defuser consisted of a timed release of 2 million nanites into the air for seeking out weapons-grade plutonium and uranium.  Guided by gamma rays, the nanites honed in on the highly radioactive substances contained in nuclear missiles around the world and rendered their triggers inoperative.  The nanites then continued to attack the radioactive substances, working to break them down.  The reaction of the world community to the nanite defuser was overwhelmingly positive.  People rejoiced, as the world was once again free from the frightening and destructive power of nuclear weapons.  What had been a dream for centuries was finally a reality.
[END]

[WONDER_NATIONAL_SHIELD_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_UNIFIED_PHYSICS>Unified Physics<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_NATIONAL_SHIELD_STATISTICS]
Gives:
Creates a free <L:DATABASE_BUILDINGS,IMPROVE_FORCEFIELD>Forcefield<e> in each city in the host empire.
[END]

[WONDER_NATIONAL_SHIELD_GAMEPLAY]
The national shield creates a <L:DATABASE_BUILDINGS,IMPROVE_FORCEFIELD>Forcefield<e> in every city, increasing city <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defenses<e> considerably.
[END]

[WONDER_NATIONAL_SHIELD_HISTORICAL]
Shortly after the invention of the forcefield, many governments initiated discussions on implementing a nation-wide forcefield system to protect all cities, regardless of size.  Large metropolises had little trouble finding the financing and construction resources to build their own forcefields, leaving the mayors of smaller cities to appeal to their national leaders for support.  The Viking Empire inaugurated the first "National Shield" program on March 1, 2067.  By adding satellite maintenance and monitoring systems, the vast empire was able to protect each city from attack.
[END]

[WONDER_NEWTONS_THEORIES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PHYSICS>Physics<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_NEWTONS_THEORIES_STATISTICS]
Gives:
+{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in host empire.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_HT_SUPERCONDUCTOR>Superconductor<e>
[END]

[WONDER_NEWTONS_THEORIES_GAMEPLAY]
Newton proposed a series of theories that revolutionized scientific knowledge, and became the foundation for many future discoveries.  This Wonder will increase <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> across the host empire.
[END]

[WONDER_NEWTONS_THEORIES_HISTORICAL]
Isaac Newton was born in Lincolnshire, near Grantham, England, on December 25, 1642, and died at Kensington, London, on March 20, 1727. He was educated at Trinity College, Cambridge, and lived there from 1661 till 1696, during which time he produced the bulk of his work in mathematics; in 1696 he was appointed to a valuable Government office, and moved to London, where he resided till his death. 

Newton invented a scientific method which was truly universal in its scope. Newton presented his methodology as a set of four rules for scientific reasoning. These rules were stated in the Principia and proposed that (1) we are to admit no more causes of natural things such as are both true and sufficient to explain their appearances, (2) the same natural effects must be assigned to the same causes, (3) qualities of bodies are to be esteemed as universal, and (4) propositions deduced from observation of phenomena should be viewed as accurate until other phenomena contradict them.

Newton defined the three laws of motion now known as Newton's laws; the laws of inertia, action and reaction, and acceleration proportional to force. 
[END]

[WONDER_OLYMPICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BRONZE_WORKING>Bronze Working<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_OLYMPICS_STATISTICS]
Gives:
+2 hp per unit

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_PHARMACEUTICALS>Pharmaceuticals<e>
[END]

[WONDER_OLYMPICS_GAMEPLAY]
The Olympics started as a simple competition of athletic prowess between Greek cities.  With training, men were able to accomplish greater and greater feats of athleticism, so upon completion of this Wonder, a player's military units gain hitpoints.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Olympics appear in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_OLYMPICS_HISTORICAL]
The Olympic festival was the most important and ancient of all other Greek festivals. It was the greater religious festival among others, dedicated to Zeus, the supreme of all gods. The sanctuary of Olympia imposed its authority throughout the Greek world, whereas soon the Olympic games became the symbol of Panhellenic unity. 

The site and the sanctuary of Olympia gradually developed through time. From a simple cult place, it evolved to an elaborated sanctuary adorned with temples, the greatest among them being the Temple of Zeus, secular buildings and statues. New games were added in the festival and new athletic facilities were built in order to facilitate the athletes who participated in the games. 

The Olympic festival was held once every four years in the most hot days of the summer. During the five days of the festivals, a number of sacrifices were dedicated to the altars of the gods of Olympia, the most magnificent of all being the sacrifice of one hundred cattle in front of Zeus' altar. A series of athletic contests were held in the stadium, the hippodrome and other areas of the site in front of thousands of spectators from all cities of the known-Greek world. The victors were crowned with a wreath of wild olive and enjoyed special honors from their hometown.
[END]

[WONDER_PENICILLIN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PHARMACEUTICALS>Pharmaceuticals<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_PENICILLIN_STATISTICS]
Gives:
Improves <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Growth<e> of empire

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_HUMAN_CLONING>Human Cloning<e>
[END]

[WONDER_PENICILLIN_GAMEPLAY]
Penicillin is one of the most effective and inexpensive pharmaceuticals of the modern age.  Its low cost, wide range of uses and low risk of side effects makes overall health in the host empire higher.  This decreases infant mortality and allows people to live longer, increasing the <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Growth<e> rate of <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.
[END]

[WONDER_PENICILLIN_HISTORICAL]
Penicillin was one of the first antibiotic agents, and continued to be used throughout the modern age, until genetic and nanotechnological breakthroughs in disease control rendered it no longer necessary.  In 1928, Alexander Fleming observed that colonies of the bacterium Staphylococcus aureus failed to grow in those areas of a culture that had been accidentally contaminated by the green mold Penicillium notatum.  He grew the mold in a fluid medium and found that the substance it produced killed many of the most common forms of bacteria ailing humans.  In the late 1930s, Howard Florey and Ernst Boris Chain purified penicillin and, by 1941, an injectable form of the drug became available.

Doctors used penicillin to treat a range of bacterial infections, including those that caused pneumonia, spinal meningitis, syphilis and staphylococcus infections of the throat.  Although some people were violently allergic to it, penicillin became a principal drug in the war against bacterial infection and widespread use throughout the twentieth century contributed to a healthier population wherever it became available.
[END]

[WONDER_PYRAMIDS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CEREMONIAL_BURIAL>Ceremonial Burial<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_PYRAMIDS_STATISTICS]
Gives:
<L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>10% Production<e> increase for Empire.
Special unit - <L:DATABASE_UNITS,UNIT_KHUFU>Khufu<e>

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CHRISTIANITY>Christianity<e>
[END]

[WONDER_PYRAMIDS_GAMEPLAY]
The Pyramids stand as a testament to the devotion of a people to their leader, and required a well organized labor force. This organization helps boost productivity throughout the empire. 

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Pyramids appear in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_PYRAMIDS_HISTORICAL]
Built over a period of 2,700 years, from the beginning of the Old Kingdom to the end of the Ptolemaic Period in Egypt, pyramids were the largest, most elaborate funerary edifices in history.  Built as tombs to honor Egyptian royalty, they were often part of a vast architectural complex that included a mortuary temple and a causeway leading down to a pavilion that was probably connected to the Nile by canal.

Although about 80 royal pyramids have been found in Egypt, the most famous of all pyramids are the three 4th-dynasty (c. 2575-c. 2465 BC) pyramids erected on a rocky plateau on the west bank of the Nile River near Al-Jizah (Giza), northern Egypt.  Of the three, the northernmost, oldest and largest was built for the king Khufu (also known by the Greek name Cheops), the second king of the 4th dynasty.  Known as the Great Pyramid, it is probably the single largest structure ever built on the planet.  The length of each side averages 755 feet at its base and it originally stood more than 480 feet high.  Its sides are all correctly oriented to the four cardinal points of the compass.  The other two pyramids, named for Khafre and Menkaure (in Greek, Chephren and Mykerinus, respectively), the fourth and fifth of the eight kings of the 4th dynasty were smaller.

The Great Pyramid's core was made of yellowish limestone blocks, the outer casing and the inner passages were of finer light-colored limestone, and the interior burial chamber was built of huge blocks of granite. Approximately 2.3 million blocks of stone were cut, transported, and assembled to create the 5,750,000-ton masterpiece of technical skill and engineering ability. The internal walls as well as those few outer-casing stones that still remained in place showed finer joints than any other masonry constructed in ancient Egypt.
[END]

[WONDER_RAMAYANA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DRAMA>Drama<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_RAMAYANA_STATISTICS]
Gives:
+{WonderDB(Wonder[0]).IncHappinessEmpire} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for entire empire. 

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>
[END]

[WONDER_RAMAYANA_GAMEPLAY]
Considered one of the greatest Sanskrit epics and a cornerstone of Hindu religion and culture, the Ramayana enlightens and entertains the world with timeless tales.  The attendant pride in one's cultural heritage increases <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> across the entire host empire.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, an ancient temple of the Indus culture appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_RAMAYANA_HISTORICAL]
Together with the Mahabharata, the Ramayana is considered to be the finest example of Sanskrit epic ever created. In seven books and 24,000 couplets, the hermit Valmiki tells of Prince Rama, the seventh incarnation of Vishnu.  Considered to have been written first around 300 BC about events in 4500 BC, the Ramayana, like the Odyssey and the Iliad, is a text meant to entertain and inform. Dances and temple art describing the events of the Ramayana have spread with Hinduism, while the Ramayana itself has survived and thrived through reprints, translations, and dramatic interpretations.
[END]

[WONDER_RESURRECTION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_THEOLOGY>Theology<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_RESURRECTION_STATISTICS]
Gives:
+{WonderDB(Wonder[0]).IncHappinessEmpire} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for entire empire. 
[END]

[WONDER_RESURRECTION_GAMEPLAY]
The resurrection of Jesus Christ was the foundation of Christianity. It brought hope to the lower-class and downtrodden people of the Roman Empire, thus boosting personal happiness, and eventually became the state religion of Rome.
[END]

[WONDER_RESURRECTION_HISTORICAL]
Resurrection or anastasis is the concept of coming back to life after death. In a number of religions, a dying-and-rising god is a deity which dies and is resurrected. Reincarnation is a similar process hypothesized by other religions, which involves the same person or deity coming back to live in a different body, rather than the same one.

The resurrection of the dead is a standard eschatological belief in the Abrahamic religions. As a religious concept, it is used in two distinct respects: a belief in the resurrection of individual souls that is current and ongoing, or else a belief in a singular resurrection of the dead at the end of the world. Some believe the soul is the actual vehicle by which people are resurrected.

The death and resurrection of Jesus is a central focus of Christianity. Christian theological debate ensues with regard to what kind of resurrection is factual - either a spiritual resurrection with a spirit body into Heaven, or a material resurrection with a restored human body. While most Christians believe Jesus' resurrection from the dead and ascension to Heaven was in a material body, some believe it was spiritual.

Like the Abrahamic religions, Hinduism also has a core belief in resurrection and reincarnation. This is known as samsara.
[END]

[WONDER_SHAKESPEARE_THEATRE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_VERNACULAR_PROSE>Vernacular Prose<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_SHAKESPEARE_THEATRE_STATISTICS]
Gives:
+{WonderDB(Wonder[0]).IncHappinessEmpire} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for entire empire.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_ECONOMICS>Global Economics<e>
[END]

[WONDER_SHAKESPEARE_THEATRE_GAMEPLAY]
Shakespeare is considered to be the greatest playwright who ever lived.  His plays will help raise the <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> of your empire.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, Shakespeare's Globe Theatre appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_SHAKESPEARE_THEATRE_HISTORICAL]
Although Shakespeare's plays were performed at other venues during the playwright's career, the Globe Theatre in the Southwark district of London was the venue at which the Bard's best known stage works (including his four great tragedies) were first produced. The Globe was built during Shakespeare's early period in 1599 by one of his long-standing associates, Cuthbert Burbage.

After some initial successes in the early years of the 1590s with the three parts of Henry VI, The Comedy of Errors and (most importantly) Richard III, during the seasons of 1592 and 1593 an outbreak of plague struck London and shuttered its theaters, causing Shakespeare to turn from the playwright's trade to the composition of poetry. It was in 1594 when the theaters of London, including the Theatre and soon the Swan Theatre (1595), reopened that Shakespeare emerged as the powerhouse of a revitalized and extraordinarily vibrant Elizabethan stage world.
[END]

[WONDER_SILK_ROAD_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BANKING>Banking<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_SILK_ROAD_STATISTICS]
Gives:
+{WonderDB(Wonder[0]).IncreaseProduction}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e>
[END]

[WONDER_SILK_ROAD_GAMEPLAY]
The Silk Road allowed for the free flow of trade and knowledge among different empires.  Upon completion, a player will be able to use that knowledge to increase his production capabilities, and thus, spur greater growth.
[END]

[WONDER_SILK_ROAD_HISTORICAL]
The Silk Road was the fabled trade route from Europe to China. It is first recorded during Greek times but came to prominence later. It was a major route rather than a single road and many goods passed over it. In addition to silk, the route carried many other precious commodities. Caravans heading towards China carried gold and other precious metals, ivory, precious stones, and glass, which was not manufactured in China until the fifth century. In the opposite direction furs, ceramics, jade, bronze objects, lacquer and iron were carried. Many of these goods were bartered for others along the way, and objects often changed hands several times. Bandits soon learnt of the precious goods travelling and took advantage of the terrain to plunder these caravans. Caravans of goods needed their own defence forces, and this was an added cost for the merchants making the trip. The route took the caravans to the farthest extent of the Han Empire, and policing this route became a big problem. This was partially overcome by building forts and defensive walls along part of the route.
[END]

[WONDER_SPACE_STATION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SPACE_FLIGHT>Space Flight<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_SPACE_STATION_STATISTICS]
Gives:
+{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in host empire.
Science Specialists in the Host City will each generate an additional 3 points of <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>.
Unit - <L:DATABASE_UNITS,UNIT_SPACE_PLANE>Space Plane<e>
[END]

[WONDER_SPACE_STATION_GAMEPLAY]
The Solarius Space Station enables scientists to conduct experiments outside the confines of <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, atmospheres and ecologies. This allows for cutting-edge experiments which could prove dangerous in conventional, earth-bound laboratories. The nation which controls the Space Station gets a significant boost in <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>.
[END]

[WONDER_SPACE_STATION_HISTORICAL]
As the advancement of science in the 21st century continued to gain momentum, researchers began to bump up against the limitations of the world - atmospheric conditions, environmental regulations and the omnipresence of gravity.  Seeking a research facility in which they could conduct experiments with no regard for these considerations, scientists looked to the stars and the ISS (International Space Station) became operational in 2000. But some had bigger dreams, and in 2037, a privately funded research group headed by the noted entrepreneur Elon Musk began construction of the vastly larger Solarius Space Station, one which supports both scientific research and serves as a gateway to the new colonies on the Moon and Mars.
[END]

[WONDER_SPARTAN_PHILOSOPHY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BARRACKS>Barracks<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_SPARTAN_PHILOSOPHY_STATISTICS]
Gives:
-{WonderDB(Wonder[0]).ReduceReadinessCost}%<L:DATABASE_CONCEPTS,CONCEPT_MILITARY_READINESS>Military Readiness<e> costs
+2 hp per unit
Special unit - <L:DATABASE_UNITS,UNIT_LEONIDAS>Leonidas<e>

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_AGE_OF_REASON>Age of Reason<e> 
[END]

[WONDER_SPARTAN_PHILOSOPHY_GAMEPLAY]
The Spartans were a people well-versed in the ways of war.  This Wonder is a reflection of their skill and preparedness by reducing their readiness costs, as well as boosting unit strength.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Statue of a Spartan warrior appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_SPARTAN_PHILOSOPHY_HISTORICAL]
In the eighth century BC, Sparta, like all her neighbors, was a monarchy with a limited oligarchy. In 725, however, needing land to feed a dramatically growing population, the Spartans marched over the Taygetus mountains and annexed all the territory of their neighbor, Messenia. The Messenians occupied a fertile plain and the Spartans found themselves with more than enough land to support themselves and their newly conquered people. However, like all conquered people, the Messenians did not appreciate the loss of their independence. With the help of the city-state of Argos, the Messenians revolted in 640 BC. The Messenians were turned into agricultural slaves called helots . Their lives were those of a "serf," for they worked small plots of land on estates owned by Spartans; part of their produce went to the master of the estate, and the remainder went to the helot farmer and his family. There's no question that the life of the helots was a miserable life. Labor was long and hard and the helots always lived right on the border of subsistence.

The military and the city-state became the center of Spartan existence. The state determined whether children, both male and female, were strong when they were born; weakling infants were left in the hills to die of exposure. Exposing weak or sickly children was a common practice in the Greek world, but Sparta institutionalized it as a state activity rather than a domestic activity. At the age of seven, every male Spartan was sent to military and athletic school. These schools taught toughness, discipline, endurance of pain (often severe pain), and survival skills. At twenty, after thirteen years of training, the Spartan became a soldier. The Spartan soldier spent his life with his fellow soldiers; he lived in barracks and ate all his meals with his fellow soldiers. He also married, but he didn't live with his wife.

The life of a Spartan male was a life of discipline, self-denial, and simplicity. The Spartans viewed themselves as the true inheritors of the Greek tradition. The entire Spartan system became focused on producing the perfect hoplite warrior.
[END]

[WONDER_STONEHENGE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MEGALITHS>Megaliths<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_STONEHENGE_STATISTICS]
Gives:
Improves <L:DATABASE_CONCEPTS,CONCEPT_GROWTH>Growth<e> of empire.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_AGRICULTURAL_REVOLUTION>Agricultural Revolution<e>
[END]

[WONDER_STONEHENGE_GAMEPLAY]
Although shrouded in mystery, Stonehenge was thought to be a way for men to measure the passing of seasons.  It improves the food supply of your empire by 10%.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, Stonehenge appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_STONEHENGE_HISTORICAL]
More than 4,000 years ago, the people of the Neolithic period decided to build a massive monument using earth, timber and eventually, stones, placing it high on Salisbury Plain in Wiltshire, England -- about 137 kilometres southwest of London. Why anyone ever decided to build Stonehenge remains a mystery, with theories ranging from religion to astronomy. Some of what was Stonehenge still stands today, as mysterious and sacred as it must have been to the hundreds of people who helped build the site.

Stonehenge was constructed in three phases, over a 2,000 year period between 3000 BCE and 1400 BCE. Erosion, time and human invasion has worn it down, leaving many of the stones in stumps similar to a set of baby teeth.
[END]

[WONDER_THE_SOLARIS_PROJECT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TRIBUNAL_EMPIRE>Tribunal Empire<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_THE_SOLARIS_PROJECT_STATISTICS]
Required element for the <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_SCIENCE>Birth of an Empire Victory option<e>. 
[END]

[WONDER_THE_SOLARIS_PROJECT_GAMEPLAY]
Once any civ builds the Pax Romana Wonder, it allows all players to pursue the Birth of an Empire Victory. Completing this Wonder allows all players with the <L:DATABASE_ADVANCES,ADVANCE_CONCRETE>Concrete<e> Advance to construct <L:DATABASE_BUILDINGS,IMPROVE_GAIA_COMPUTER>Arches<e> while those with the <L:DATABASE_ADVANCES,ADVANCE_BUREAUCRACY>Bureaucracy<e> Advance can build <L:DATABASE_BUILDINGS,IMPROVE_POWER_SATELLITE>Magistrates<e>. Similarly, even though the discovery of <L:DATABASE_ADVANCES,ADVANCE_CIVIC_ENGINEERING>Civic Engineering<e> reveals the <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PROCESSING_TOWER>Colony<e> button, it will remain "greyed out" and unusable until one of the civs builds Pax Romana.

Players can track their progress toward achieving this Victory by clicking the "Empire" button at the top left of the screen and then clicking the "Birth of an Empire" selection (or use the ctrl+g hotkeys)

When all required elements have been completed, the player must click the "Declare Empire" button on the tracking screen and maintain their Empire for 5 turns.
[END]

[WONDER_THE_SOLARIS_PROJECT_HISTORICAL]
The Roman Empire was the post-Republican period of ancient Rome. As a polity, it included large territorial holdings around the Mediterranean Sea in Europe, North Africa, and Western Asia, and was ruled by emperors. From the accession of Caesar Augustus as the first Roman emperor to the military anarchy of the 3rd century, it was a principate with Italia as the metropole of its provinces and the city of Rome as its sole capital. The Empire was later ruled by multiple emperors who shared control over the Western Roman Empire and the Eastern Roman Empire. The city of Rome remained the nominal capital of both parts until AD 476 when the imperial insignia were sent to Constantinople following the capture of the Western capital of Ravenna by the Germanic barbarians. The adoption of Christianity as the state church of the Roman Empire in AD 380 and the fall of the Western Roman Empire to Germanic kings conventionally marks the end of classical antiquity and the beginning of the Middle Ages. Because of these events, along with the gradual Hellenization of the Eastern Roman Empire, historians distinguish the medieval Roman Empire that remained in the Eastern provinces as the Byzantine Empire.
[END]

[WONDER_TAJ_MAHAL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PERSPECTIVE>Perspective<e>
Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_TAJ_MAHAL_STATISTICS]
Gives:
+{WonderDB(Wonder[0]).IncHappinessEmpire} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for the entire empire.
[END]

[WONDER_TAJ_MAHAL_GAMEPLAY]
The wondrous beauty of the Taj Mahal brings happiness to the Empire.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Taj Mahal appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_TAJ_MAHAL_HISTORICAL]
The Taj Mahal is an ivory-white marble mausoleum on the right bank of the river Yamuna in Agra, India. It was commissioned in 1631 by the fifth Mughal emperor, Shah Jahan to house the tomb of his favourite wife, Mumtaz Mahal; it also houses the tomb of Shah Jahan himself. The tomb is the centrepiece of a 42 acre complex, which includes a mosque and a guest house, and is set in formal gardens bounded on three sides by a crenellated wall.

Construction of the mausoleum was essentially completed in 1643, but work continued on other phases of the project for another 10 years. The Taj Mahal complex is believed to have been completed in its entirety in 1653 at a cost estimated at the time to be around 32 million rupees, which in 2020 would be approximately $1 billion (US). The construction project employed some 20,000 artisans under the guidance of a board of architects led by Ustad Ahmad Lahori, the emperor's court architect. Various types of symbolism have been employed in the Taj to reflect natural beauty and divinity.
[END]

[WONDER_TEMPLE_OF_ARTEMIS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CITY_STATE>City State<e>
Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_TEMPLE_OF_ARTEMIS_STATISTICS]
Gives:
+{WonderDB(Wonder[0]).IncHappinessEmpire} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for the entire empire. 

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_THEOLOGY>Theology<e>
[END]

[WONDER_TEMPLE_OF_ARTEMIS_GAMEPLAY]
The wondrous beauty of the Temple of Artemis brings happiness to the Empire.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Temple of Artemis appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_TEMPLE_OF_ARTEMIS_HISTORICAL]
The Temple of Artemis, was a Greek temple dedicated to an ancient, local form of the goddess Artemis (also identified with Diana, a Roman goddess). It was located in Ephesus on the west coast of Asia Minor (present-day Turkey). By 401 AD it had been ruined or destroyed. Only foundations and fragments of the last temple remain at the site.

The earliest version of the temple (a Bronze Age temenos) antedated the Ionic immigration by many years. Callimachus, in his Hymn to Artemis, attributed it to the Amazons. In the 7th century BC, it was destroyed by a flood.

Its reconstruction, in more grandiose form, began around 550 BC, under Chersiphron, the Cretan architect, and his son Metagenes. The project was funded by Croesus of Lydia, and took 10 years to complete. This version of the temple was destroyed in 356 BC by an arsonist.

The next, greatest, and last form of the temple, funded by the Ephesians themselves, is the one described in Antipater of Sidon's list of the world's Seven Wonders.
[END]

[WONDER_TEMPLE_OF_SOLOMON_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MONOTHEISM>Monotheism<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_TEMPLE_OF_SOLOMON_STATISTICS]
Gives:
+75 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Gold<e> per turn
Gives Special unit - <L:DATABASE_UNITS,UNIT_DAVID>David<e>

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CHRISTIANITY>Christianity<e>
[END]

[WONDER_TEMPLE_OF_SOLOMON_GAMEPLAY]
Solomon was reputed to be one of the wisest men who ever lived.  He also was blessed with great wealth and ruled during a time of peace.  His temple to Jehovah was a marvelous structure whose foundations still exist. With its completion, your empire's <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Gold<e> will be increased.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Temple of Solomon appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_TEMPLE_OF_SOLOMON_HISTORICAL]
After the conquest of the land and the death of that great leader Joshua, the tribes of Israel settled into the chaotic, disjointed, and disorganized period. The first king chosen, Saul of the tribe of Benjamin, a son of Kish - though a man of proven military ability - failed the tests God gave him and was soon disqualified. Young David, a Bethlehemite shepherd lad from the tribe of Judah was then chosen after slaying Goliath in single combat with his sling. As everyone knows, he proved by his wise choices to be a man "after God's own heart." As a great military strategist David united the tribes and extended the national boundaries so that in his time Israel enjoyed a greater fraction of the land promised to Abraham than has ever since been the case. David, a man of war, was not, however, to build the First Temple. That task was given to his son Solomon, although David drew up the plans.

After David and his people were punished by God with "three terrible days of pestilence from the Angel of the Lord" for doubting God, he then called for Solomon his son, and charged him to build a house for the LORD, the God of Israel. After the death of his father David, Solomon issued the orders for the building of the First Temple to commence. The building of the First Temple was a monumental task. Phoenician craftsmen were employed to build the Temple. Construction began in the fourth year of Solomon's reign and took seven years. The stones were hewn from a quarry and brought to the Temple. And Solomon overlaid the inside of the house with pure gold, and he drew chains of gold across, in front of the inner sanctuary, and overlaid it with gold. And he overlaid the whole house with gold, until all the house was finished. Also the whole altar that belonged to the inner sanctuary he overlaid with gold. In the inner sanctuary he made two cherubim of olive wood, each ten cubits high. 

After the completion of the Temple it was dedicated by King Solomon in 953 BC Solomon's speech to the people and his marvelous prayers were followed by an enormous offering of 22,000 oxen and 120,000 sheep. A great public feast followed.
[END]

[WONDER_TEMPLE_OF_ZEUS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PHILOSOPHY>Philosophy<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_TEMPLE_OF_ZEUS_STATISTICS]
Gives:
+{WonderDB(Wonder[0]).IncHappinessEmpire} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for the entire empire.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_THEOLOGY>Theology<e>
[END]

[WONDER_TEMPLE_OF_ZEUS_GAMEPLAY]
The Temple of Zeus was one of the Seven Wonders of the Ancient world.  As ruler of all the gods in the Greek Pantheon, Zeus' Temple was accorded the most lavish ornamentation. Your people will gain a measure of Happiness because of its magnificence.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Temple of Zeus appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_TEMPLE_OF_ZEUS_HISTORICAL]
The temple of Zeus at Olympia was constructed between 470 and 456 B.C. It was built using funds provided by the Elean defeat of neighboring Pisatis, an example of the ongoing struggle for power in ancient Greece. The architect was a local man named Libon, and he designed the structure in the pure Doric style. The temple stood on a three step stylobate with a masonry ramp leading up to the center of the east facade. There were six columns on each facade and thirty-four in the entire colonnade. The temple was constructed of local limestone coated with a fine white stucco and had marble roof tiles. While it is known that the sculptor Phidias made the giant chryselephantine statue of the god for the temple's interior in the 430s BC.
[END]

[WONDER_VALLEY_OF_THE_KINGS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HERBALISM>Herbalism<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_VALLEY_OF_THE_KINGS_STATISTICS]
Gives:
One free <L:DATABASE_BUILDINGS,IMPROVE_APOTHECARY>Apothecary<e> in every city.
Gives Special unit - <L:DATABASE_UNITS,UNIT_RAMSES>Ramesses<e>
[END]

[WONDER_VALLEY_OF_THE_KINGS_GAMEPLAY]
Gives Special unit - <L:DATABASE_UNITS,UNIT_RAMSES>Ramesses<e>

The Egyptians had a deeply held belief in the afterlife. As such, the process of mummification became an important profession, and the study of medicinal herbs became an offshoot science because of that.

A <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Visible Wonder<e>, the Valley of the Kings appears in a tile adjacent to the city, providing substantial <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>tile-based<e> food, production, and commerce benefits.
[END]

[WONDER_VALLEY_OF_THE_KINGS_HISTORICAL]
The Valley of the Kings in Upper Egypt contains many of the tombs of pharaohs from the New Kingdom, including Tutankhamun and Ramesses the Great. The Valley of the Kings actually has two components - the East Valley and the West Valley. The tomb of Tuthmose III is at the far end of the East Valley and is one of the earliest in the Valley. Its burial chamber is in the shape of a cartouche (oval-shaped) and its inscriptions are interspersed with stick figures.

Horemheb's tomb shows a transition through to the Ramesside-style of tombs. Just a little further down the main path is the tomb of Ramesses III. While in a state of ruin deep within (the burial chamber is off limits), it is definitely worth a visit and one of the small side chambers contains the famous painting of two blind harpists. 

Ramesses VI's tomb has a magnificent burial chamber in which lie the broken remains of the large stone sarcophagus. Along the length of the chamber's ceiling are two images of the sky goddess Nut which depict both the swallowing and rebirth of the sun disc. 

Adjacent to Ramesses VI's tomb is that of Tutankhamun. Although far smaller than most, it remains the only intact Pharaonic burial chamber ever discovered.
[END]

[WONDER_ZERO_CRIME_BILL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_LEGAL_SYSTEM>Legal System<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ZERO_CRIME_BILL_STATISTICS]
Gives:
-{WonderDB(Wonder[0]).DecCrimePercent}% <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e> in host empire

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_AI_SURVEILLANCE>AI Surveillance<e>
[END]

[WONDER_ZERO_CRIME_BILL_GAMEPLAY]
By re-examining the criminal code, the Zero Crime Bill decriminalizes a range of petty crimes, bringing with it a dramatic reduction in nationwide <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e>.  The criminal justice system, from police to courts, becomes free of the burden of minor crimes and can concentrate on crimes that are more nefarious.  It also reduces the criminal population and recidivism.
[END]

[WONDER_ZERO_CRIME_BILL_HISTORICAL]
In the late 20th century, the criminal justice system, bogged down by the massive burden of prosecuting petty offenses was poised to collapse under the weight of its own labyrinthine depth.  Countries like the United States constituted a small fraction of the world's population, but employed half of its lawyers.  The Drug Rehabilitation Act sought to decriminalize narcotics use.  This ridded prisons of hundreds of thousands of petty criminals, freeing up the justice system to concentrate on criminals and crimes that were more heinous.
[END]

[WONDER_ALEXANDER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CITY_STATE>City State<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ALEXANDER_STATISTICS]
Gives Special unit - <L:DATABASE_UNITS,UNIT_ALEXANDER_THE_GREAT>Alexander<e>
[END]

[WONDER_ALEXANDER_GAMEPLAY]
The Second Great Dynasty in the game...
Gives Special unit - <L:DATABASE_UNITS,UNIT_ALEXANDER_THE_GREAT>Alexander<e>
Unit - <L:DATABASE_UNITS,UNIT_HORSEMAN>Horseman<e>
Unit - <L:DATABASE_UNITS,UNIT_HYPASPISTS>Hypaspist<e>
[END]

[WONDER_ALEXANDER_HISTORICAL]
[END]

[WONDER_ATILLA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ATILLA_STATISTICS]
Gives Special unit - <L:DATABASE_UNITS,UNIT_ATILLA>Attila<e>
[END]

[WONDER_ATILLA_GAMEPLAY]
The Fifth Great Dynasty in the game...
Gives Special unit - <L:DATABASE_UNITS,UNIT_ATILLA>Attila<e>
Unit - <L:DATABASE_UNITS,UNIT_CATAPHRACT>Cataphract<e>
Unit - <L:DATABASE_UNITS,UNIT_MAN_AT_ARMS>Man at Arms<e>
[END]

[WONDER_ATILLA_HISTORICAL]
[END]

[WONDER_CAESAR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DICTATORSHIP>Dictatorship<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_CAESAR_STATISTICS]
Gives Special unit - <L:DATABASE_UNITS,UNIT_CAESAR>Caesar<e>
[END]

[WONDER_CAESAR_GAMEPLAY]
The Fourth Great Dynasty in the game...
Gives Special unit - <L:DATABASE_UNITS,UNIT_CAESAR>Caesar<e>
Unit - <L:DATABASE_UNITS,UNIT_LEGION>Legion<e>
Unit - <L:DATABASE_UNITS,UNIT_PRAETORIAN>Praetorians<e>
[END]

[WONDER_CAESAR_HISTORICAL]
[END]

[WONDER_CHARLEMAGNE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_THEOLOGY>Theology<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_CHARLEMAGNE_STATISTICS]
Gives Special unit - <L:DATABASE_UNITS,UNIT_CHARLEMAGNE>Charlemagne<e>
[END]

[WONDER_CHARLEMAGNE_GAMEPLAY]
The Sixth Great Dynasty in the game...
Gives Special unit - <L:DATABASE_UNITS,UNIT_CHARLEMAGNE>Charlemagne<e>
Unit - <L:DATABASE_UNITS,UNIT_KNIGHT>Knight<e>
Unit - <L:DATABASE_UNITS,UNIT_PIKEMEN>Pikeman<e>
[END]

[WONDER_CHARLEMAGNE_HISTORICAL]
[END]

[WONDER_GHENGIS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MONARCHY>Monarchy<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_GHENGIS_STATISTICS]
Gives Special unit - <L:DATABASE_UNITS,UNIT_GHENGIS>Genghis<e>
[END]

[WONDER_GHENGIS_GAMEPLAY]
The Eighth Great Dynasty in the game...
Gives Special unit - <L:DATABASE_UNITS,UNIT_GHENGIS>Genghis<e>
Unit - <L:DATABASE_UNITS,UNIT_MOUNTED_ARCHER>Mounted Archer<e>
Unit - <L:DATABASE_UNITS,UNIT_CATAPHRACT>Cataphract<e>
[END]

[WONDER_GHENGIS_HISTORICAL]
[END]

[WONDER_HANNIBAL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OLIGARCHY>Oligarchy<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_HANNIBAL_STATISTICS]
Gives Special unit - <L:DATABASE_UNITS,UNIT_HANNIBAL>Hannibal<e>
[END]

[WONDER_HANNIBAL_GAMEPLAY]
The Third Great Dynasty in the game...
Gives Special unit - <L:DATABASE_UNITS,UNIT_HANNIBAL>Hannibal<e>
Unit - <L:DATABASE_UNITS,UNIT_ELEPHANT_WARRIOR>War Elephant<e>
Unit - <L:DATABASE_UNITS,UNIT_HYPASPISTS>Hypaspist<e>
[END]

[WONDER_HANNIBAL_HISTORICAL]
[END]

[WONDER_SALADIN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CALIPHATE>Caliphate<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_SALADIN_STATISTICS]
Gives Special unit - <L:DATABASE_UNITS,UNIT_SALADIN>Saladin<e>
[END]

[WONDER_SALADIN_GAMEPLAY]
The Seventh Great Dynasty in the game...
Gives Special unit - <L:DATABASE_UNITS,UNIT_SALADIN>Saladin<e>
Unit - <L:DATABASE_UNITS,UNIT_JANISSARY>Janissary<e>
Unit - <L:DATABASE_UNITS,UNIT_CATAPHRACT>Cataphract<e>
[END]

[WONDER_SALADIN_HISTORICAL]
[END]

[WONDER_SARGON_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DYNASTY>Dynasty<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_SARGON_STATISTICS]
Gives Special unit - <L:DATABASE_UNITS,UNIT_SARGON>Sargon<e>
[END]

[WONDER_SARGON_GAMEPLAY]
The First Great Dynasty in the game...
Gives Special unit - <L:DATABASE_UNITS,UNIT_SARGON>Sargon<e>
Unit - <L:DATABASE_UNITS,UNIT_SLINGER>Slinger<e>
Unit - <L:DATABASE_UNITS,UNIT_SWORDSMAN>Swordsman<e>
[END]

[WONDER_SARGON_HISTORICAL]
[END]

[WONDER_SARGON2_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DYNASTY>Dynasty<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_SARGON2_STATISTICS]
Gives Special unit - <L:DATABASE_UNITS,UNIT_SARGON>Sargon<e>
[END]

[WONDER_SARGON2_GAMEPLAY]
The First Great Dynasty in the game...
Gives Special unit - <L:DATABASE_UNITS,UNIT_SARGON>Sargon<e>
Unit - <L:DATABASE_UNITS,UNIT_ARCHER>Archer<e>
Unit - <L:DATABASE_UNITS,UNIT_SPEARMAN>Spearman<e>
[END]

[WONDER_SARGON2_HISTORICAL]
[END]

[WONDER_BUDDHISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BUDDHISM>Buddhism<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_BUDDHISM_STATISTICS]
Gives:
Establishes a Permanent <L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Embassy<e> in each foreign empire (except when at war)
+{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in host empire.
Unit - <L:DATABASE_UNITS,UNIT_PROPHET>Prophet<e>
Unit - <L:DATABASE_UNITS,UNIT_PATRIARCH>Patriarch<e>
[END]

[WONDER_BUDDHISM_GAMEPLAY]
The collected wisdom of Buddha, the Pali Canon gives +{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> to the host empire.

As one of the "world religions", Buddhism has adherents present in every nation and this provides <L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Embassy<e>-level insight into the workings of their various governments. However, this flow of information is disrupted during war-time since it is provided by normal citizens rather than intelligence agents.
[END]

[WONDER_BUDDHISM_HISTORICAL]
Buddhism, also known as Buddha Dharma or Dharmavinaya, is an Indian religion or philosophical tradition based on a series of original teachings attributed to Gautama Buddha. Originating in ancient India as a movement professing sramana between the 6th and 4th centuries BC, it gradually spread throughout much of Asia via the Silk Road. Presently, it is the world's fourth-largest religion, with over 520 million followers (Buddhists) who comprise seven percent of the global population. Buddhism encompasses a variety of traditions, beliefs, and spiritual practices that are largely based on the Buddha's teachings and their resulting interpreted philosophies.

As expressed in the "Four Noble Truths" of the Buddha, the goal of Buddhism is to overcome suffering (duhkha) caused by ignorance about the three marks of existence: desire (tanha), impermanence (anitya), and non-self (anatman). The Buddha taught the Middle Way, a path of spiritual development that avoids both extreme asceticism and sensual indulgence. Most Buddhist traditions emphasize transcending the individual self through the attainment of nirvana or by following the path of Buddhahood, ending the cycle of death and rebirth (samsara). Buddhist schools vary in their interpretation of the paths to liberation (marga) as well as the relative importance and canonicity assigned to various Buddhist texts, and their specific teachings and practices. Widely observed practices include: meditation; observance of moral precepts; monasticism; "taking refuge" in the Buddha, the dharma, and the sangha; and the cultivation of perfections (paramita).
[END]

[WONDER_CHRISTIANITY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHRISTIANITY>Christianity<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_CHRISTIANITY_STATISTICS]
Gives:
Establishes a Permanent <L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Embassy<e> in each foreign empire (except when at war)
+{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in host empire.
Unit - <L:DATABASE_UNITS,UNIT_CLERIC>Cleric<e>
Unit - <L:DATABASE_UNITS,UNIT_PATRIARCH>Patriarch<e>
[END]

[WONDER_CHRISTIANITY_GAMEPLAY]
The Holy Scriptures build off and expand upon the Torah, through the teachings of Christ and his Apostles. It gives +{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> to the host empire.

As one of the "world religions", Christianity has adherents present in every nation and this provides <L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Embassy<e>-level insight into the workings of their various governments. However, this flow of information is disrupted during war-time since it is provided by normal citizens rather than intelligence agents.
[END]

[WONDER_CHRISTIANITY_HISTORICAL]
Christianity is an Abrahamic monotheistic religion based on the life and teachings of Jesus of Nazareth. It is the world's largest religion with roughly 2.38 billion followers representing one-third of the global population. Its adherents, known as Christians, are estimated to make up a majority of the population in 157 countries and territories and are a minority in all others. Most Christians believe that Jesus is the Son of God, whose coming as the messiah was prophesied in the Hebrew Bible (called the Old Testament in Christianity) and chronicled in the New Testament.

Christianity remains culturally diverse in its Western and Eastern branches, as well as in its doctrines concerning justification of sin and the nature of salvation, Christianity's origins, the election of common people into the clergy, and the study of Christ. The creeds of various Christian denominations, such as the Apostle's creed, generally hold in common Jesus as the Son of God - the Logos incarnated - who ministered, suffered, and died on a cross, but rose from the dead for the salvation of mankind. This is referred to as the gospel, a calque of the Latin bona annuntiatio, itself from Ancient Greek evangelion. Describing Jesus' life and teachings are the four canonical gospels of Matthew, Mark, Luke and John, with the Old Testament as the gospel's respected background.
[END]

[WONDER_CONFUCIANISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CONFUCIANISM>Confucianism<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_CONFUCIANISM_STATISTICS]
Gives:
+{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in host empire.
Unit - <L:DATABASE_UNITS,UNIT_PROPHET>Prophet<e>
Unit - <L:DATABASE_UNITS,UNIT_PATRIARCH>Patriarch<e>
[END]

[WONDER_CONFUCIANISM_GAMEPLAY]
The collected wisdom of Confucius, the Doctrine of the Mean gives +{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> to the host empire.
[END]

[WONDER_CONFUCIANISM_HISTORICAL]
Confucianism, also known as Ruism or Ru classicism, is a system of thought and behavior originating in ancient China. Variously described as tradition, a philosophy, a religion, a humanistic or rationalistic religion, a way of governing, or a way of life, Confucianism developed from what was later called the Hundred Schools of Thought from the teachings of the Chinese philosopher Confucius (551-479 BC).

Confucius considered himself a transmitter of cultural values inherited from the Xia (2070-1600 BC), Shang (1600-1046 BC) and Western Zhou dynasties (1046-771 BC). Confucianism was suppressed during the Legalist and autocratic Qin dynasty (221-206 BC), but survived. During the Han dynasty (206 BC-220 AD), Confucian approaches edged out the "proto-Taoist" Huang-Lao as the official ideology, while the emperors mixed both with the realist techniques of Legalism.

The worldly concern of Confucianism rests upon the belief that human beings are fundamentally good, and teachable, improvable, and perfectible through personal and communal endeavor, especially self-cultivation and self-creation. Confucian thought focuses on the cultivation of virtue in a morally organised world. Some of the basic Confucian ethical concepts and practices include ren, yi, li, and zhi. Ren ('benevolence' or 'humaneness') is the essence of the human being which manifests as compassion. It is the virtue-form of Heaven. Yi is the upholding of righteousness and the moral disposition to do good. Li is a system of ritual norms and propriety that determines how a person should properly act in everyday life in harmony with the law of Heaven. Zhi is the ability to see what is right and fair, or the converse, in the behaviors exhibited by others. Confucianism holds one in contempt, either passively or actively, for failure to uphold the cardinal moral values of ren and yi.
[END]

[WONDER_ISLAM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ISLAM>Islam<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_ISLAM_STATISTICS]
Gives:
Establishes a Permanent <L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Embassy<e> in each foreign empire (except when at war)
+{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in host empire.
Unit - <L:DATABASE_UNITS,UNIT_CLERIC>Cleric<e>
Unit - <L:DATABASE_UNITS,UNIT_PATRIARCH>Patriarch<e>
[END]

[WONDER_ISLAM_GAMEPLAY]
Given by God through his prophet Muhammed, the Koran is a set of laws governing society. It gives +{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> to the host empire.

As one of the "world religions", Islam has adherents present in every nation and this provides <L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Embassy<e>-level insight into the workings of their various governments. However, this flow of information is disrupted during war-time since it is provided by normal citizens rather than intelligence agents.
[END]

[WONDER_ISLAM_HISTORICAL]
Islam is an Abrahamic monotheistic religion centred primarily around the Quran, a religious text considered by Muslims to be the direct word of God (or Allah) as it was revealed to Muhammad, the main and final Islamic prophet. It is the world's second-largest religion behind Christianity, with its followers ranging between 1-1.8 billion globally, or around a quarter of the world's population. Due to the average younger age and higher fertility rate, Islam is the world's fastest growing major religious group, and is projected to be the world's largest religion by the end of the 21st century, surpassing that of Christianity. It teaches that God is merciful, all-powerful, and unique, and has guided humanity through various prophets, revealed scriptures, and natural signs, with the Quran serving as the final and universal revelation and Muhammad serving as the "Seal of the Prophets" (the last prophet of God). The teachings and practices of Muhammad (sunnah) documented in traditional collected accounts (hadith) provide a secondary constitutional model for Muslims to follow after the Quran.

Muslims believe that Islam is the complete and universal version of a primordial faith that was revealed many times through earlier prophets such as Adam, Noah, Abraham, Moses, and Jesus, among others; these earlier revelations are attributed to Judaism and Christianity, which are regarded in Islam as spiritual predecessor faiths. They also consider the Quran, when preserved in Classical Arabic, to be the unaltered and final revelation of God to humanity. Like other Abrahamic religions, Islam also teaches of a "Final Judgment" wherein the righteous will be rewarded in paradise (Jannah) and the unrighteous will be punished in hell (Jahannam). The religious concepts and practices of Islam include the Five Pillars of Islam - considered obligatory acts of worship - and following Islamic law, sharia, which touches on virtually every aspect of life, from banking and finance and welfare to women's roles and the environment. The Five Pillars comprise Shahada, the Islamic oath and creed; Salah, daily prayers; Zakat, forms of almsgiving; Sawm, religious fasting; and Hajj, a mandated once-in-a-lifetime pilgrimage to Mecca during the 12th month of the lunar calendar. Khitan, the religious rite of circumcision, is seen as obligatory or recommendable for male followers. Prominent religious festivals include Ramadan, Eid al-Fitr, and Eid al-Adha. The cities of Mecca, Medina, and Jerusalem are home to the three holiest sites in Islam, in descending order: Masjid al-Haram, Al-Masjid an-Nabawi, and Al-Aqsa Mosque, respectively.
[END]

[WONDER_JUDAISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_JUDAISM>Judaism<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_JUDAISM_STATISTICS]
Gives:
Establishes a Permanent <L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Embassy<e> in each foreign empire (except when at war)
+{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in host empire.
Unit - <L:DATABASE_UNITS,UNIT_PROPHET>Prophet<e>
Unit - <L:DATABASE_UNITS,UNIT_PATRIARCH>Patriarch<e>
[END]

[WONDER_JUDAISM_GAMEPLAY]
Given by God, the Torah is a set of laws governing society. It gives +{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> to the host empire.

As one of the "world religions", Judaism has adherents present in every nation and this provides <L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Embassy<e>-level insight into the workings of their various governments. However, this flow of information is disrupted during war-time since it is provided by normal citizens rather than intelligence agents.
[END]

[WONDER_JUDAISM_HISTORICAL]
Judaism is an Abrahamic, monotheistic, and ethnic religion comprising the collective religious, cultural, and legal tradition and civilization of the Jewish people. It has its roots as an organized religion in the Middle East during the Bronze Age. Modern Judaism evolved from Yahwism, the religion of ancient Israel and Judah, by the late 6th century BC, and is thus considered to be one of the oldest monotheistic religions. Judaism is considered by religious Jews to be the expression of the covenant that God established with the Israelites, their ancestors. It encompasses a wide body of texts, practices, theological positions, and forms of organization.

The Torah, as it is commonly understood by Jews, is part of the larger text known as the Tanakh. The Tanakh is also known to secular scholars of religion as the Hebrew Bible, and to Christians as the "Old Testament". The Torah's supplemental oral tradition is represented by later texts such as the Midrash and the Talmud. The Hebrew word torah can mean "teaching", "law", or "instruction", although "Torah" can also be used as a general term that refers to any Jewish text that expands or elaborates on the original Five Books of Moses. Representing the core of the Jewish spiritual and religious tradition, the Torah is a term and a set of teachings that are explicitly self-positioned as encompassing at least seventy, and potentially infinite, facets and interpretations. Judaism's texts, traditions, and values strongly influenced later Abrahamic religions, including Christianity and Islam. Hebraism, like Hellenism, played a seminal role in the formation of Western civilization through its impact as a core background element of Early Christianity.
[END]

[WONDER_POLYTHEISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_POLYTHEISM>Polytheism<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_POLYTHEISM_STATISTICS]
Gives:
+{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in host empire.
Unit - <L:DATABASE_UNITS,UNIT_PROPHET>Prophet<e>
Unit - <L:DATABASE_UNITS,UNIT_PATRIARCH>Patriarch<e>

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_CHRISTIANITY>Christianity<e>
[END]

[WONDER_POLYTHEISM_GAMEPLAY]
The Epic of Gilgamesh
One of the first myths, the Epic of Gilgamesh gives insight into how the ancients viewed the world and their society. It gives +{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> to the host empire.
[END]

[WONDER_POLYTHEISM_HISTORICAL]
Polytheism is the belief in multiple deities, which are usually assembled into a pantheon of gods and goddesses, along with their own religious sects and rituals. Polytheism is a type of theism. Within theism, it contrasts with monotheism, the belief in a singular God who is, in most cases, transcendent. In religions that accept polytheism, the different gods and goddesses may be representations of forces of nature or ancestral principles; they can be viewed either as autonomous or as aspects or emanations of a creator deity or transcendental absolute principle (monistic theologies), which manifests immanently in nature (panentheistic and pantheistic theologies). Polytheists do not always worship all the gods equally; they can be henotheists, specializing in the worship of one particular deity, or kathenotheists, worshiping different deities at different times.

Polytheism was the typical form of religion before the development and spread of the Abrahamic religions of Judaism, Christianity, and Islam, which enforce monotheism. It is well documented throughout history, from prehistory and the earliest records of ancient Egyptian religion and ancient Mesopotamian religion to the religions prevalent during Classical antiquity, such as ancient Greek religion and ancient Roman religion, and in ethnic religions such as Germanic, Slavic, and Baltic paganism and most aboriginal religions.
[END]
