[ADVANCE_ADVANCED_COMPOSITES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CONSERVATION>Conservation<e>
<L:DATABASE_ADVANCES,ADVANCE_SUPERSONIC_FLIGHT>Supersonic Flight<e>
[END]

[ADVANCE_ADVANCED_COMPOSITES_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_STEALTH_FIGHTER>Stealth Fighter<e>
<L:DATABASE_UNITS,UNIT_STEALTH_BOMBER>Stealth Bomber<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.  The <L:DATABASE_UNITS,UNIT_STEALTH_FIGHTER>Stealth Fighter<e> and <L:DATABASE_UNITS,UNIT_STEALTH_BOMBER>Stealth Bomber<e> are comprised almost entirely of composite materials, allowing engineers to construct their bizarre radar-evading shapes and still maintain structural integrity.
[END]

[ADVANCE_ADVANCED_COMPOSITES_HISTORICAL]
[END]

[ADVANCE_ADV_INFANTRY_TACTICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_VERTICAL_FLIGHT_AIRCRAFT>Vertical-Flight Aircraft<e>
<L:DATABASE_ADVANCES,ADVANCE_NAVAL_AVIATION>Naval Aviation<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.
[END]

[ADVANCE_ADV_INFANTRY_TACTICS_HISTORICAL]
[END]

[ADVANCE_ADV_NAVAL_TACTICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<e>
<L:DATABASE_ADVANCES,ADVANCE_EXPLOSIVES>Explosives<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]
[END]

[ADVANCE_ADV_URBAN_PLANNING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MODERN_METALLURGY>Modern Metallurgy<e>
<L:DATABASE_ADVANCES,ADVANCE_MASS_TRANSIT>Mass Transit<e>
[END]

[ADVANCE_ADV_URBAN_PLANNING_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_URBAN_PLANNER>Urban Planner<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MEGA_MINES>Mega Mines<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]
[END]

[ADVANCE_AERODYNAMICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_INTERNAL_COMBUSTION>Internal Combustion<e>
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<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]
[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]
[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>.
[END]

[ADVANCE_AGRICULTURAL_REVOLUTION_HISTORICAL]
[END]

[ADVANCE_AGRICULTURE_PREREQ]
Requires:
Nothing
[END]

[ADVANCE_AGRICULTURE_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_WARRIOR>Warrior<e>
[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.
[END]

[ADVANCE_AGRICULTURE_HISTORICAL]
[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]
[END]

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

[ADVANCE_ALCHEMY_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_TRIREME>Trireme<e>
[END]

[ADVANCE_ALCHEMY_GAMEPLAY]
Alchemy was a science fused of many disparate sources.  The primary objective of alchemy was the discovery of a method to turn base metals into precious ones.  Though this quest proved futile, its pursuit contributed to a deeper understanding of the nature and composition of many elements.  Early metallurgy benefited from the results of alchemic experiments.
[END]

[ADVANCE_ALCHEMY_HISTORICAL]
[END]

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

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

[ADVANCE_AQUEDUCTS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GRANARIES>Granaries<e>
<L:DATABASE_ADVANCES,ADVANCE_MASONRY>Masonry<e>
[END]

[ADVANCE_AQUEDUCTS_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_AQUEDUCT>Aqueduct<e>
<L:DATABASE_WONDERS,WONDER_HANGING_GARDENS>Hanging Gardens<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_LATIFUNDIA>Latifundia<e>
[END]

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

[ADVANCE_AQUEDUCTS_HISTORICAL]
[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]
[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>
[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. 
[END]

[ADVANCE_ARCHITECTURE_HISTORICAL]
[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>.
[END]

[ADVANCE_ARCOLOGIES_HISTORICAL]
[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>
[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]
[END]

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

[ADVANCE_ASTRONOMY_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_ZIGGURAT>Ziggurat<e>
<L:DATABASE_WONDERS,WONDER_STONEHENGE>Stonehenge<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]
[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>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_WATCH_TOWER>Watch Tower<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]
[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_BELFROI>Belfroi<e>
[END]

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

[ADVANCE_BALLISTICS_HISTORICAL]
[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_UNITS,UNIT_PIKEMEN>Pikemen<e>
<L:DATABASE_BUILDINGS,IMPROVE_BANK>Bank<e>
<L:DATABASE_WONDERS,WONDER_SILK_ROAD>Silk Road<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]
[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.
[END]

[ADVANCE_BARRACKS_HISTORICAL]
[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>
<L:DATABASE_WONDERS,WONDER_PYRAMIDS>Pyramids<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]
[END]

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

[ADVANCE_BRONZE_WORKING_STATISTICS]
Gives:
<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.
[END]

[ADVANCE_BRONZE_WORKING_HISTORICAL]
[END]

[ADVANCE_BUREAUCRACY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OLIGARCHY>Oligarchy<e>
<L:DATABASE_ADVANCES,ADVANCE_JURISPRUDENCE>Jurisprudence<e>
[END]

[ADVANCE_BUREAUCRACY_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_SILO>Silo<e>
<L:DATABASE_WONDERS,WONDER_THE_APPIAN_WAY>The Appian Way<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.  
<L:DATABASE_WONDERS,WONDER_THE_APPIAN_WAY>The Appian Way<e> is one of the most famous roads in history, allowing an efficient bureaucracy to manage the affairs of a growing Empire.
[END]

[ADVANCE_BUREAUCRACY_HISTORICAL]
[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_UNITS,UNIT_JANISSARY>Janissary<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 decendants of Muhammad.
[END]

[ADVANCE_CALIPHATE_HISTORICAL]
[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]
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]
[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]
[END]

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

[ADVANCE_CEREMONIAL_BURIAL_STATISTICS]
Gives:
Access to new <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<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]
[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.
[END]

[ADVANCE_CHAOS_THEORY_HISTORICAL] 
[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 dependant upon favorable terrain.
[END]

[ADVANCE_CHARIOTS_HISTORICAL]
[END]

[ADVANCE_CHEMISTRY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OPTICS>Optics<e>
<L:DATABASE_ADVANCES,ADVANCE_ALCHEMY>Alchemy<e>
[END]

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

[ADVANCE_CHEMISTRY_GAMEPLAY]
The discovery of Chemistry stripped away the mystery associated with <L:DATABASE_ADVANCES,ADVANCE_ALCHEMY>Alchemy<e> 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]
[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. 
[END]

[ADVANCE_CHIVALRY_HISTORICAL]
[END]

[ADVANCE_CHRISTIANITY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ETHICS>Ethics<e>
<L:DATABASE_ADVANCES,ADVANCE_MONOTHEISM>Monotheism<e>
[END]

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

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

[ADVANCE_CHRISTIANITY_HISTORICAL]
For the wages of sin is death, but the gift of God is eternal life through Christ Jesus our Lord.
[END]

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

[ADVANCE_CHRONOMETER_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_GALLEON>Galleon<e>
<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]
[END]

[ADVANCE_CITY_STATE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_JURISPRUDENCE>Jurisprudence<e>
<L:DATABASE_ADVANCES,ADVANCE_TRADE>Trade<e>
[END]

[ADVANCE_CITY_STATE_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_CITY_STATE>City State<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]
[END]

[ADVANCE_CIVIC_ENGINEERING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CONCRETE>Concrete<e>
<L:DATABASE_ADVANCES,ADVANCE_GEOMETRY>Geometry<e>
[END]

[ADVANCE_CIVIC_ENGINEERING_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_CONSCRIPTED_LABOR>Conscripted Labor<e>
<L:DATABASE_WONDERS,WONDER_COLISEUM>Coliseum<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.
[END]

[ADVANCE_CIVIC_ENGINEERING_HISTORICAL]
[END]

[ADVANCE_CLASSICAL_EDUCATION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GEOMETRY>Geometry<e>
<L:DATABASE_ADVANCES,ADVANCE_THEOLOGY>Theology<e>
[END]

[ADVANCE_CLASSICAL_EDUCATION_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_ABOLITIONIST>Abolitionist<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.
[END]

[ADVANCE_CLASSICAL_EDUCATION_HISTORICAL]
[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_REVOLUTIONARY>Revolutionary<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]
[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]
[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]
[END]

[ADVANCE_COMPUTER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ELECTRICITY>Electricity<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.
[END]

[ADVANCE_COMPUTER_HISTORICAL]
[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>
[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.
[END]

[ADVANCE_CONCRETE_HISTORICAL]
[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>.
[END]

[ADVANCE_CONSERVATION_HISTORICAL]
[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>
<L:DATABASE_UNITS,UNIT_SLAVEMASTER>Slavemaster<e>
[END]

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

[ADVANCE_COPPER_SMELTING_HISTORICAL]
[END]

[ADVANCE_CORPORATE_REPUBLIC_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CRIMINAL_CODE>Criminal Code<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]
[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_UNITS,UNIT_CORPORATE_BRANCH>Corporate Branch<e>
<L:DATABASE_WONDERS,WONDER_EMPIRE_STATE_BUILDING>Empire State Building<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.  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]
[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_BUILDINGS,IMPROVE_ACADEMY>Academy<e>
<L:DATABASE_WONDERS,WONDER_ARISTOTLES_LYCEUM>Aristotle's Lyceum<e>
[END]

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

[ADVANCE_COSMOLOGY_HISTORICAL]
[END]

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

[ADVANCE_CRIMINAL_CODE_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_LAWYER>Lawyer<e>
<L:DATABASE_BUILDINGS,IMPROVE_CORRECTIONAL_FACILITY>Correctional Facility<e>
<L:DATABASE_WONDERS,WONDER_ZERO_CRIME_BILL>Zero-Crime Bill<e>
[END]

[ADVANCE_CRIMINAL_CODE_GAMEPLAY]
The modern 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>File 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.  The <L:DATABASE_WONDERS,WONDER_ZERO_CRIME_BILL>Zero-Crime Bill<e> Wonder decriminalizes many petty crimes, reducing prison populations and crime empire-wide.
[END]

[ADVANCE_CRIMINAL_CODE_HISTORICAL]
[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]
[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_MARKETPLACE>Marketplace<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_TRADING_POST>Trading Post<e>
[END]

[ADVANCE_CURRENCY_GAMEPLAY]
Currency was useful in the measurement of wealth and allowed for the fair tranfer of wealth from one party to another.
[END]

[ADVANCE_CURRENCY_HISTORICAL]
[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]
[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_MAN_AT_ARMS>Man at Arms<e>
[END]

[ADVANCE_DARK_AGES_GAMEPLAY]
With the internal collaspe of empires, the world falls into a time of slow scientific and economic advancement.
[END]

[ADVANCE_DARK_AGES_HISTORICAL]
[END]

[ADVANCE_DEMOCRACY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NATIONALISM>Nationalism<e>
<L:DATABASE_ADVANCES,ADVANCE_AGE_OF_REASON>Age of Reason<e>
[END]

[ADVANCE_DEMOCRACY_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_DEMOCRACY>Democracy<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]
[END]

[ADVANCE_DICTATORSHIP_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CITY_STATE>City State<e>
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>
[END]

[ADVANCE_DICTATORSHIP_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_CENTURION>Centurion<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]
[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>
[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]
[END]

[ADVANCE_DOMESTICATION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AGRICULTURE>Agriculture<e>
[END]

[ADVANCE_DOMESTICATION_STATISTICS]
Gives:
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PASTURE>Pasture<e>
Access to new <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>
[END]

[ADVANCE_DOMESTICATION_GAMEPLAY]
With the domestification of animals, men could farm the land more efficiently, have a supply of dependable food, and could move faster and farther than before.
[END]

[ADVANCE_DOMESTICATION_HISTORICAL]
[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_OLYMPICS>Olympics<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]
[END]

[ADVANCE_DYNASTY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_WRITING>Writing<e>
<L:DATABASE_ADVANCES,ADVANCE_RELIGION>Religion<e>
[END]

[ADVANCE_DYNASTY_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_DIPLOMAT>Diplomat<e>
<L:DATABASE_GOVERNMENTS,GOVERNMENT_DYNASTY>Dynasty<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]
[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 commodification 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]
[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_UNITS,UNIT_ECO_TERRORIST>Eco-Terrorist<e>
<L:DATABASE_WONDERS,WONDER_CENTRAL_MATTER_DECOMPILER>Central Matter Decompiler<e>
<L:DATABASE_GOVERNMENTS,GOVERNMENT_ECOTOPIA>Ecotopia<e>
[END]

[ADVANCE_ECOTOPIA_GAMEPLAY]
Fanatically dedicated to eliminating the detrimental impact of human beings on the ecology, 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 endow themselves with self-righteousness, and usually seek to wage war against nations that do not meet their severe environmental standards.
[END]

[ADVANCE_ECOTOPIA_HISTORICAL] 
[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_BUILDINGS,IMPROVE_MOVIE_PALACE>Movie Palace<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_LISTENING_POSTS>Listening Post<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.
[END]

[ADVANCE_ELECTRICITY_HISTORICAL]
[END]

[ADVANCE_ETHICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_REPUBLIC>Republic<e>
<L:DATABASE_ADVANCES,ADVANCE_JURISPRUDENCE>Jurisprudence<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]
[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_ARTILLERY>Artillery<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_ARTILLERY>Artillery<e> unit uses its <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged Attack<e> to launch explosive charges across the land.
[END]

[ADVANCE_EXPLOSIVES_HISTORICAL]
[END]

[ADVANCE_FASCISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_MEDIA>Mass Media<e>
<L:DATABASE_ADVANCES,ADVANCE_GUNPOWDER>Gunpowder<e>
[END]

[ADVANCE_FASCISM_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_FASCIST>Fascist<e>
<L:DATABASE_GOVERNMENTS,GOVERNMENT_FASCISM>Fascism<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]
[END]

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

[ADVANCE_FEUDALISM_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_CASTLE>Castle<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.
[END]

[ADVANCE_FEUDALISM_HISTORICAL]
[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 Medieval firearms, and were more dependable than the earlier matchlock.
[END]

[ADVANCE_FLINTLOCK_HISTORICAL]
[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]
[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> without increasing <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]
[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:
<L:DATABASE_WONDERS,WONDER_THE_SOLARIS_PROJECT>The Solaris Project<e>
<L:DATABASE_BUILDINGS,IMPROVE_GAIA_COMPUTER>Gaia Controller Core<e>
<L:DATABASE_BUILDINGS,IMPROVE_POWER_SATELLITE>Gaia Satellites<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PROCESSING_TOWER>Obelisks<e>
[END]

[ADVANCE_GAIA_CONTROLLER_GAMEPLAY]
The Gaia Controller enables the conversion of matter into energy and back.  <L:DATABASE_BUILDINGS,IMPROVE_POWER_SATELLITE>Gaia Satellites<e> collect space debris and solar radiation, convert it to energy, and beam it down to <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PROCESSING_TOWER>Obelisks<e> on the ground.  The <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_PROCESSING_TOWER>Obelisks<e> channel the energy into <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> with Gaia Controller Cores, which allow <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> to process the energy into any matter they choose.

Once people have this limitless supply of energy and resources, it eliminates the strife and conflict that comes from scarcity.  The empire that successfully constructs the Gaia Controller has control of the most powerful device in the world, and thus wins the game.
[END]

[ADVANCE_GAIA_CONTROLLER_HISTORICAL] 
[END]

[ADVANCE_GAIA_THEORY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NANO_MACHINES>Nano-Machines<e>
<L:DATABASE_ADVANCES,ADVANCE_ECOTOPIA>Ecotopia<e>
[END]

[ADVANCE_GAIA_THEORY_STATISTICS]
Gives:
<L:DATABASE_WONDERS,WONDER_THE_EDEN_PROJECT>Eden Project<e>
<L:DATABASE_UNITS,UNIT_ECO_RANGER>Eco-Ranger<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]
[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]
[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]
[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_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]
[END]

[ADVANCE_GEOMETRY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ALCHEMY>Alchemy<e>
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>
[END]

[ADVANCE_GEOMETRY_STATISTICS]
Gives:
Access to new <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<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]
[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]
[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_UNITS,UNIT_Z_FREIGHT_TRANSPORT>Freight Transport<e>
<L:DATABASE_CONCEPTS,CONCEPT_CAPITALIZATION>Capitalization<e>
<L:DATABASE_WONDERS,WONDER_HOLLYWOOD>Hollywood<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.  <L:DATABASE_UNITS,UNIT_Z_FREIGHT_TRANSPORT>Freight Transports<e> can carry more than <L:DATABASE_UNITS,UNIT_CARAVAN>Caravans<e>, making <L:DATABASE_CONCEPTS,CONCEPT_TRADE>Trade<e> easier and cheaper.  <L:DATABASE_CONCEPTS,CONCEPT_CAPITALIZATION>Capitalization<e> enables <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> to convert <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> into <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e>.  <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.
[END]

[ADVANCE_GLOBAL_ECONOMICS_HISTORICAL]
[END]

[ADVANCE_GLOBAL_COMMUNICATIONS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NUCLEAR_POWER>Nuclear Power<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]
[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>Bascilica<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]
[END]

[ADVANCE_GRANARIES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_WATER_LIFTS>Water Lifts<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]
[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]

[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]
[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>
[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.
[END]

[ADVANCE_GUNPOWDER_HISTORICAL]
[END]

[ADVANCE_HERBALISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CEREMONIAL_BURIAL>Ceremonial Burial<e>
<L:DATABASE_ADVANCES,ADVANCE_GRANARIES>Granaries<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]
[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]
[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]
[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]
[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]
[END]

[ADVANCE_HULL_MAKING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MAP_MAKING>Map Making<e>
<L:DATABASE_ADVANCES,ADVANCE_GEOMETRY>Geometry<e>
[END]

[ADVANCE_HULL_MAKING_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_HEPTIREME>Heptireme<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FISHERIES>Fisheries<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_HEPTIREME>Heptireme<e> is one of the most powerful units, capable of traveling across any kind of ocean.

Hull Making also gives the <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvement<e> <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FISHERIES>Fisheries<e>, which increase the <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> yield from fishing tiles.
[END]

[ADVANCE_HULL_MAKING_HISTORICAL]
[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]
[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]
[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]
[END]

[ADVANCE_IRON_WORKING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BARRACKS>Barracks<e>
<L:DATABASE_ADVANCES,ADVANCE_ALCHEMY>Alchemy<e>
[END]

[ADVANCE_IRON_WORKING_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_LEGION>Legion<e>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MINE_SHAFT>Mine Shaft<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 <L:DATABASE_UNITS,UNIT_LEGION>Legion<e> is an excellent unit, well suited to both attack and defense.
[END]

[ADVANCE_IRON_WORKING_HISTORICAL]
[END]

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

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

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

[ADVANCE_ISLAM_HISTORICAL]
[END]

[ADVANCE_JET_PROPULSION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MODERN_METALLURGY>Modern Metallurgy<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]
[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>
<L:DATABASE_WONDERS,WONDER_CODE_OF_HAMMURABI<Code of Hammurabi<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.  The <L:DATABASE_WONDERS,WONDER_CODE_OF_HAMMURABI<>Code of Hammurabi<e> Wonder is a powerful deterrent against crime.
[END]

[ADVANCE_JURISPRUDENCE_HISTORICAL]
[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.
[END]

[ADVANCE_LIFE_EXTENSION_HISTORICAL]
[END]

[ADVANCE_LIQUID_BREATHING_APPARATUS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MEDICINE>Medicine<e>
<L:DATABASE_ADVANCES,ADVANCE_ADVANCED_COMPOSITES>Advanced Composites<e>
[END]

[ADVANCE_LIQUID_BREATHING_APPARATUS_STATISTICS]
Gives:
<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]
[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 helped increase technological advances.
[END]

[ADVANCE_MACHINE_TOOLS_HISTORICAL]
[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>
[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]
[END]

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

[ADVANCE_MASONRY_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_CITY_WALLS>City Walls<e>
<L:DATABASE_WONDERS,WONDER_TEMPLE_OF_ZEUS>Temple of Zeus<e>
[END]

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

[ADVANCE_MASONRY_HISTORICAL]
[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>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_OUTLET_MALL>Shopping Mall<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]
[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>PT Boat<e>
<L:DATABASE_UNITS,UNIT_DESTROYER>Destroyer<e>
<L:DATABASE_UNITS,UNIT_MACHINE_GUNNER>Machine Gunner<e>
<L:DATABASE_CONCEPTS,CONCEPT_INFRASTRUCTURE>Infrastructure<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>PT Boat<e> and the <L:DATABASE_UNITS,UNIT_DESTROYER>Destroyer<e> available.  Players can redirect <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> into <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>Public Works<e> with infrastructure.  The <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_SONAR_BUOYS>Sonar Buoy<e> is a strong defensive weapon in naval combat.
[END]

[ADVANCE_MASS_PRODUCTION_HISTORICAL]
[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]
[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]
[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]
[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]
[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_MINES>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]
[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]
[END]

[ADVANCE_MODERN_METALLURGY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PERSPECTIVE>Perspectiv<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]
[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>
[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]
[END]

[ADVANCE_MONOTHEISM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SLAVE_LABOR>Slave Labor<e>
<L:DATABASE_ADVANCES,ADVANCE_CEREMONIAL_BURIAL>Ceremonial Burial<e>
[END]

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

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

[ADVANCE_MONOTHEISM_HISTORICAL]
[END]

[ADVANCE_NANO_ASSEMBLY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ROBOTICS>Robotics<e>
<L:DATABASE_ADVANCES,ADVANCE_DIGITAL_ENCRYPTION>Digital Encryption<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>
[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 across water.
[END]

[ADVANCE_NANO_ASSEMBLY_HISTORICAL]
[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>
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_MINES>Undersea Mines<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.

<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_UNDERSEA_MINES>Undersea Mines<e> utilize Nano-Machines to increase Production on the ocean floor.
[END]

[ADVANCE_NANO_MACHINES_HISTORICAL]
[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_UNITS,UNIT_INFECTOR>Infector<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]
[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]
[END]

[ADVANCE_NAVAL_AVIATION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NAVAL_TACTICS>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]
[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 <L:DATABASE_ADVANCES,ADVANCE_HULL_MAKING>Hull Making<e> advances that allowed ships to safely carry and utilize multiple <L:DATABASE_UNITS,UNIT_CANNON>Cannons<e> in battle.
[END]

[ADVANCE_NAVAL_TACTICS_HISTORICAL]
[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_BUILDINGS,IMPROVE_VR_AMUSEMENT_PARK>VR Amusement Park<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.

The <L:DATABASE_BUILDINGS,IMPROVE_VR_AMUSEMENT_PARK>VR Amusement Park<e> is an entertainment venue like no other, enabling people to transport themselves into any consciousness they desire.
[END]

[ADVANCE_NEURAL_INTERFACE_HISTORICAL]
[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]
[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>
<L:DATABASE_WONDERS,WONDER_INTERNET>Internet<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 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.

The <L:DATABASE_WONDERS,WONDER_INTERNET>Internet<e> represents a fundamental alteration in the way human beings communicate, learn, do business and entertain themselves. 
[END]

[ADVANCE_NUCLEAR_POWER_HISTORICAL]
[END]

[ADVANCE_OCEAN_FARING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HULL_MAKING>Hull Making<e>
<L:DATABASE_ADVANCES,ADVANCE_SIEGE_WEAPONS>Siege Weapons<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]
[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]
[END]

[ADVANCE_OLIGARCHY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CURRENCY>Currency<e>
<L:DATABASE_ADVANCES,ADVANCE_PHILOSOPHY>Philosophy<e>
[END]

[ADVANCE_OLIGARCHY_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_ELEPHANT_WARRIOR>Elephant Warrior<e>
<L:DATABASE_GOVERNMENTS,GOVERNMENT_OLIGARCHY>Oligarchy<e>
[END]

[ADVANCE_OLIGARCHY_GAMEPLAY]
As men accumulated wealth, they were able to exert more influence in the realm of government. Wise rulers utilized these men for their own gain.
[END]

[ADVANCE_OLIGARCHY_HISTORICAL]
[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]
[END]

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

[ADVANCE_PERSPECTIVE_STATISTICS]
Gives:
Access to new <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<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]
[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.

The <L:DATABASE_BUILDINGS,IMPROVE_DRUG_STORE>Drug Store<e> makes pharmaceuticals available to people, making for a healthier, and therefore faster growing, city.

<L:DATABASE_WONDERS,WONDER_PENICILLIN>Penicillin<e> is one of the most versatile and widely used of drugs, and its discovery contributes to the growth of the empire as a whole.
[END]

[ADVANCE_PHARMACEUTICALS_HISTORICAL]
[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:
Access to new <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<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]
[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]
[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>
<L:DATABASE_UNITS,UNIT_LEVIATHON>Leviathan<e>
[END]

[ADVANCE_PLASMA_WEAPONRY_GAMEPLAY]
Plasma weapons take conventional warfare to a new level.  Capable of delivering extreme amounts of damage, units like the <L:DATABASE_UNITS,UNIT_PLASMA_DESTROYER>Plasma Destroyer<e> and the <L:DATABASE_UNITS,UNIT_LEVIATHON>Leviathan<e> dominate the battlefield with their terror-inspiring weapons.
[END]

[ADVANCE_PLASMA_WEAPONRY_HISTORICAL]
[END]

[ADVANCE_PLUMBING_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HIPPOCRATIC_SCHOOL>Hippocratic School<e>
<L:DATABASE_ADVANCES,ADVANCE_CONCRETE>Concrete<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]
[END]

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

[ADVANCE_POTTERY_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_BAZAAR>Bazaar<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]
[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]
[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]
[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:
Access to other <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<e>
<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]
[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]
[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.
[END]

[ADVANCE_RAILROAD_HISTORICAL]
[END]

[ADVANCE_RELIGION_PREREQ]
Requires:
Nothing
[END]

[ADVANCE_RELIGION_STATISTICS]
Gives:
<L:DATABASE_BUILDINGS,IMPROVE_SHRINE>Shrine<e>
[END]

[ADVANCE_RELIGION_GAMEPLAY]
Religion is one of the basic components of human culture.  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.
[END]

[ADVANCE_RELIGION_HISTORICAL]
[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]
[END]

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

[ADVANCE_REPUBLIC_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_SPY>Spy<e>
<L:DATABASE_UNITS,UNIT_PEZHETEROI>Pezheteroi<e>
<L:DATABASE_GOVERNMENTS,GOVERNMENT_REPUBLIC>Republic<e>
[END]

[ADVANCE_REPUBLIC_GAMEPLAY]
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_REPUBLIC_HISTORICAL]
[END]

[ADVANCE_ROBOTICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NUCLEAR_POWER>Nuclear Power<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_AUTOMATED_FISHERIES>Automated Fisheries<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_AUTOMATED_FISHERIES>Automated Fisheries<e> take advantage of Robotics technology to produce considerable amounts of <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> on the tiles in which they are placed.
[END]

[ADVANCE_ROBOTICS_HISTORICAL]
[END]

[ADVANCE_SAILS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SHIP_BUILDING>Ship Building<e>
<L:DATABASE_ADVANCES,ADVANCE_ASTRONOMY>Astronomy<e>
[END]

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

[ADVANCE_SIEGE_WEAPONS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMPOSITE_BOW>Composite Bow<e>
<L:DATABASE_ADVANCES,ADVANCE_GEOMETRY>Geometry<e>
[END]

[ADVANCE_SIEGE_WEAPONS_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_CATAPULT>Catapult<e>
[END]

[ADVANCE_SIEGE_WEAPONS_GAMEPLAY]
Catapults were powerful projectile weapons, and were useful against walled cities.
[END]

[ADVANCE_SIEGE_WEAPONS_HISTORICAL]
[END]

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

[ADVANCE_SHIP_BUILDING_STATISTICS]
Gives:
<L:DATABASE_UNITS,UNIT_CATAMARAN>Coracle<e>
[END]

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

[ADVANCE_SHIP_BUILDING_HISTORICAL]
[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 citizens as slaves.
[END]

[ADVANCE_SLAVE_LABOR_HISTORICAL]
[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]
[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_UNITS,UNIT_SPACE_PLANE>Space Plane<e>
<L:DATABASE_BUILDINGS,IMPROVE_ORBITAL_LABORATORY>Orbital Laboratory<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_BUILDINGS,IMPROVE_ORBITAL_LABORATORY>Orbital Laboratory<e> gives scientists a facility to perform experiments outside of the limitations imposed by Earth's atmosphere, giving a boost to a host city's <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in the process.
[END]

[ADVANCE_SPACE_FLIGHT_HISTORICAL]
[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>
[END]

[ADVANCE_STIRRUP_GAMEPLAY]
The Stirrup allowed a rider the ability to brace himself against the impact of battle.
[END]

[ADVANCE_STIRRUP_HISTORICAL]
[END]

[ADVANCE_STONE_WORKING_PREREQ]
Requires:
Nothing
[END]

[ADVANCE_STONE_WORKING_STATISTICS]
Gives:
<L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_FORTIFICATIONS>Fortification<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]
[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]

[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>Tanks<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]
[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]
[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_WONDERS,WONDER_HAGIA_SOPHIA>Hagia Sophia<e>
<L:DATABASE_GOVERNMENTS,GOVERNMENT_THEOCRACY>Theocracy<e>
[END]

[ADVANCE_THEOLOGY_GAMEPLAY]
Theology is the study of religious faith and practice.

It also enables the <L:DATABASE_WONDERS,WONDER_HAGIA_SOPHIA>Hagia Sophia<e> <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>wonder<e>.
[END]

[ADVANCE_THEOLOGY_HISTORICAL]
[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 makes available the <L:DATABASE_UNITS,UNIT_SPEARMAN>Spearman<e> unit, which is one of the first armed units in the game.
[END]

[ADVANCE_TOOLMAKING_HISTORICAL]
[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>
<L:DATABASE_BUILDINGS,IMPROVE_AGORA>Agora<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.  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_TRADE_HISTORICAL]
[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.
[END]

[ADVANCE_TRADE_GUILDS_HISTORICAL]
[END]

[ADVANCE_TRIBUNAL_EMPIRE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BUREAUCRACY>Bureaucracy<e>
<L:DATABASE_ADVANCES,ADVANCE_ETHICS>Ethics<e>
[END]

[ADVANCE_TRIBUNAL_EMPIRE_STATISTICS]
Gives:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_TRIBUNAL_EMPIRE>Tribunal Empire<e>
[END]

[ADVANCE_TRIBUNAL_EMPIRE_GAMEPLAY]
An Empire-style of government allowed a ruler to rule a vast realm, but demands from the citizenry were also high.
[END]

[ADVANCE_TRIBUNAL_EMPIRE_HISTORICAL]
[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_WONDERS,WONDER_NATIONAL_SHIELD>National Shield<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 <L:DATABASE_WONDERS,WONDER_NATIONAL_SHIELD>National Shield<e> <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>Wonder<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.  The <L:DATABASE_WONDERS,WONDER_NATIONAL_SHIELD>National Shield<e> grants a <L:DATABASE_BUILDINGS,IMPROVE_FORCEFIELD>Forcefield<e> to every city in the host empire.
[END]

[ADVANCE_UNIFIED_PHYSICS_HISTORICAL]
[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]
[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]
[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]
[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_WONDERS,WONDER_EGALITARIAN_ACT>Egalitarian Act<e>
<L:DATABASE_GOVERNMENTS,GOVERNMENT_VIRTUAL_DEMOCRACY>Virtual Democracy<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]
[END]

[ADVANCE_WATER_LIFTS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AGRICULTURE>Agriculture<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 bacame possible to transfer large amounts of water from a river or a lake to a nearby field for farming.
[END]

[ADVANCE_WATER_LIFTS_HISTORICAL]
[END]

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

[ADVANCE_WRITING_PREREQ]
Requires:
Nothing
[END]

[ADVANCE_WRITING_STATISTICS]
Gives:
Access to other <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advances<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]
[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 zone of control 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, proving 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, 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_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_CLASSIC_AGE_GAMEPLAY]
The Classical Age ushered in a time of conquest and economic growth, as man developed new and more durable weapons, scienctific discovery was encouraged and men became more independant from the gods.
[END]

[CONCEPT_CLASSIC_AGE_HISTORICAL]
[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 limits (represented by a white dotted line drawn on the map) indicate 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_TRADING_POST>Trading Post<e> and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_OUTLET_MALL>Shopping Mall<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_SPECIALISTS>Workers<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]
The efficient processing of information through the discovery of computers help bring about a boon in enconmoy and contributed to the betterment of society as a whole.
[END]

[CONCEPT_COMPUTER_AGE_HISTORICAL]
[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 undue 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 by either 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_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 3 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_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_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 limits (represented by a white dotted line drawn on the map) indicate 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]
Who knows what marvels are in store for mankind...
[END]

[CONCEPT_FUTURE_AGE_HISTORICAL]
[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 an 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 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 area of influence.  <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>.  Each terrain type has 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_GOVERNMENTS_GAMEPLAY]
Government is the complex of political institutions, laws, and customs through which the function of governing is carried out.  

Twelve 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, Martial Law, National Loyalty and Anti-Pollution Measures.
[END]

[CONCEPT_GOVERNMENTS_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]
The creation of machines that could do the work of many men helped usher in a period of economic prosperity.
[END]

[CONCEPT_INDUSTRIAL_AGE_HISTORICAL]
[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_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_MEDIEVAL_AGE_GAMEPLAY]
[END]

[CONCEPT_MEDIEVAL_AGE_HISTORICAL]
The collaspe of the Roman Empire brought about the collaspe of a stable society - which was filled with the rise and the rule of the Church and the rise of Feudal Monarchies.
[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_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_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 make an affect on Global Pollution.  Nations may propose Pollution Pacts and demand that 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_CONSERVATION>Conservation<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 citizens who live there.  As a city's Population grows, so does it's productivity.  With each increase in Population, another <L:DATABASE_CONCEPTS,CONCEPT_WORKER>Worker<e> adds to the resource-gathering potential of a 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 limits (represented by a white dotted line drawn on the map) indicate 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> 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 citizen.  The longer the <L:DATABASE_CONCEPTS,CONCEPT_WORK_HOURS>Workday<e>, the more <L:DATABASE_CONCEPTS,CONCEPT_WORKER>Workers<e> produce.  <L:DATABASE_CONCEPTS,CONCEPT_WORK_HOURS>Workday<e> length has a direct impact on <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>, so it is wise to not overwork one's citizens.
[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_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_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> or <L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja<e> incites a Revolution.  <L:DATABASE_UNITS,UNIT_ABOLITIONIST>Abolitionists<e> can aid a slave revolt in a city that has slaves as well.
[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 martial law.
[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.
[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.
[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_WORKER>Workers<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 citizenship.  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 only acquire slaves by sending <L:DATABASE_UNITS,UNIT_SLAVER>Slavers<e> on slave raids in neighboring empires.  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 represent groups of citizens who are not primarily involved in the collection of resources.  Rather, they can help boost certain specific resources in order to achieve a particular goal in the city.  Each specialist is enabled by a specific <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advance<e> and will be unavailable 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
Merchants - enabled by <L:DATABASE_ADVANCES,ADVANCE_BUREAUCRACY>Bureaucracy<e> - Increase <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> in the city
Scientists - enabled by <L:DATABASE_ADVANCES,ADVANCE_PHILOSOPHY>Philosophy<e> - Increase <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<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
Farms - enabled by <L:DATABASE_ADVANCES,ADVANCE_AGRICULTURE>Agriculture<e> - Increase <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<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 five turns; the <L:DATABASE_BUILDINGS,IMPROVE_FOOD_SILO>Food Silo<e> increases it to ten turns. Build a <L:DATABASE_BUILDINGS,IMPROVE_CORNUCOPIC_VATS>Cornucopic Vats<e> improvement will insure that a city will never starve.
[END]

[CONCEPT_STARVATION_HISTORICAL]
[END]

[CONCEPT_STEALTH_UNITS_GAMEPLAY]
Stealth Units are some of the more powerful units in Call To Power II.  Primarily, any entity with normal vision (standard units, cities, listening posts) cannot see stealth units - they are only visible to each other.  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_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.  One may jeopardize their diplomatic <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e> if the 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> area of influence, they can set up a <L:DATABASE_CONCEPTS,CONCEPT_TRADE_ROUTE>Trade Route<e> either within their empire or with a foreign city.

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 that the profits for that turn.  Piracy is considered an act of aggression and usually has diplomatic consequences.
[END]

[CONCEPT_TRADE_ROUTE_HISTORICAL]
[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_VETERANS_GAMEPLAY]
When a military Unit survives a battle, it becomes a Veteran Unit.  This status bestows a small bonus to the Unit's <L:DATABASE_ORDERS,ORDER_ATTACK>Attack<e> capabilities.
[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_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_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_SCIENCE_GAMEPLAY]
Much of scientific research is in the pursuit of ways to improve the world, end its problems and make it more efficient.  Throughout Call To Power II, you will have the opportunity to research new scientific <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>advances<e>, which will, in turn, give you and your people the access to better ways of living through art, culture, technology and understanding.  The <L:DATABASE_ADVANCES,ADVANCE_GAIA_CONTROLLER>Gaia Controller<e> is the culmination of more than six millennia of human determination, ingenuity and perseverance in the field of science.  A device that makes a limitless supply of energy available, its creation is the opening of a door to a true world utopia, free from want, conflict, scarcity and strife.  In order to achieve this magnificent creation, you must wind your way through the "technology tree" of scientific advances in the game.  Once you research the Gaia Controller advance, you will be able to build the <L:DATABASE_WONDERS,WONDER_THE_SOLARIS_PROJECT>Solaris Project<e>, a <L:DATABASE_CONCEPTS,CONCEPT_WONDERS>wonder of the world<e>.  Once the Solaris Project is built, the whole world can race to build the Gaia Controller.  The first nation to build all the components of the Gaia Controller wins the game.
[END]

[CONCEPT_VICTORY_SCIENCE_HISTORICAL]
[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_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.
[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 citizens in a <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e>.  In a <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e>, there is a 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.  Workers are invisible to the player, in the sense that one cannot assign them to specific tiles.  They can, however, be reassigned to be <L:DATABASE_CONCEPTS,CONCEPT_SPECIALISTS>Specialists<e>.
[END]

[CONCEPT_WORKER_HISTORICAL]
[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, among the last living remnants of the dinosaurs.  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_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, Bears are hunted for their pelts, their claws and even their internal organs, which have medicinal value.
[END]

[TERRAIN_FOREST_GOOD_TWO_HISTORICAL]
[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_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 the other countries combined.
[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_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 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_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_ARCTIC_MOUNTAIN_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WHITE_MOUNTAIN>Polar Mountain<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_VOLCANO>Submarine Volcano<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> and <L:DATABASE_TERRAIN,TERRAIN_WATER_VOLCANO>Submarine Volcanoes<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_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_MOUNTAIN_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Montain<e>
<L:DATABASE_TERRAIN,TERRAIN_BROWN_MOUNTAIN>Desert Mountain<e>
<L:DATABASE_TERRAIN,TERRAIN_WHITE_MOUNTAIN>Alpine Montain<e>
<L:DATABASE_TERRAIN,TERRAIN_WHITE_HILL>Alpine Hill<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_VOLCANO>Submarine Volcano<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>Montains<e>, <L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Alpine Mountains<e>, <L:DATABASE_TERRAIN,TERRAIN_BROWN_MOUNTAIN>Desert Mountains<e>, <L:DATABASE_TERRAIN,TERRAIN_WHITE_HILL>Alpine Hills<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_VOLCANO>Submarine Volcano<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_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_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 <L:DATABASE_TERRAIN,TERRAIN_BROWN_HILL>Sand 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_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_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_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_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_DESERT_GOOD_TWO_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_DESERT>Desert<e>
<L:DATABASE_TERRAIN,TERRAIN_BROWN_HILL>Sand Dunes<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>Deserts<e> and <L:DATABASE_TERRAIN,TERRAIN_BROWN_HILL>Sand Dunes<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_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 Shelfs<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 Espiratu Santo Island in the Mexican Gulf of California, leading to the science of pearl cultivation.
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_WHITE_MOUNTAIN>Polar Mountain<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_VOLCANO>Submarine Volcano<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> and <L:DATABASE_TERRAIN,TERRAIN_WATER_VOLCANO>Submarine Volcanoes<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_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> is 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_MOUNTAIN_GOOD_ONE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Alpine Mountain<e>
<L:DATABASE_TERRAIN,TERRAIN_BROWN_MOUNTAIN>Desert 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> and <L:DATABASE_TERRAIN,TERRAIN_BROWN_MOUNTAIN>Desert 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_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_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 increased whaling might yield.
[END]

####Added for GoodMod###

[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]
Chilli can be found in  <L:DATABASE_TERRAIN,TERRAIN_SWAMP>Swamps<e>. 
[END]

[TERRAIN_SWAMP_GOOD_THREE_HISTORICAL]
[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]
[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_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_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. 
[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. Auatralia has rich deposits of uranium in its Northern Territory. South Africa and Canada have been the chief suppliers of uranium.
[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]
[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_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_PLAINS_GOOD_FOUR_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_PLAINS>Plains<e>
[END]

[TERRAIN_PLAINS_GOOD_FOUR_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
[END]

[TERRAIN_PLAINS_GOOD_FOUR_GAMEPLAY]
Buffalos live in the <L:DATABASE_TERRAIN,TERRAIN_PLAINS>Plains<e>.
[END]

[TERRAIN_PLAINS_GOOD_FOUR_HISTORICAL]
[END]

[TERRAIN_MOUNTAIN_GOOD_THREE_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>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>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_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_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_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 grow on <L:DATABASE_TERRAIN,TERRAIN_HILL>Hill<e>.
[END]

[TERRAIN_HILL_GOOD_FOUR_HISTORICAL]
[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_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_DESERT_GOOD_FOUR_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_DESERT>Desert<e>
<L:DATABASE_TERRAIN,TERRAIN_DESERT>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 lives in the <L:DATABASE_TERRAIN,TERRAIN_DESERT>Desert<e> and on <L:DATABASE_TERRAIN,TERRAIN_BROWN_HILL>Sand Dunes<e>.
[END]

[TERRAIN_DESERT_GOOD_FOUR_HISTORICAL]
[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_ARCTIC_MOUNTAIN_GOOD_FOUR_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Montain<e>
<L:DATABASE_TERRAIN,TERRAIN_BROWN_MOUNTAIN>Desert Montain<e>
<L:DATABASE_TERRAIN,TERRAIN_WHITE_MOUNTAIN>Alpine Montain<e>
<L:DATABASE_TERRAIN,TERRAIN_WHITE_HILL>Alpine Hill<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_VOLCANO>Submarine Volcano<e>
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR_GAMEPLAY]
Emeralds are valuable gems that can be found in <L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Montains<e>, <L:DATABASE_TERRAIN,TERRAIN_BROWN_MOUNTAIN>Desert Montains<e>, <L:DATABASE_TERRAIN,TERRAIN_WHITE_MOUNTAIN>Alpine Montains<e>, <L:DATABASE_TERRAIN,TERRAIN_WHITE_HILL>Alpine Hills<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_VOLCANO>Submarine Volcanos<e> .
[END]

[TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR_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_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>Plain<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_MOUNTAIN_GOOD_FOUR_PREREQ]
Location:

<L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Mountain<e>
[END]

[TERRAIN_MOUNTAIN_GOOD_FOUR_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+15 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_MOUNTAIN_GOOD_FOUR_GAMEPLAY]
Gold is found on <L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Mountain<e> tiles. 
[END]

[TERRAIN_MOUNTAIN_GOOD_FOUR_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 baser metals into gold. The search for gold stimulated European exploration of the Western Hemisphere.
[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_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_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 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_MOUNTAIN>Desert Mountain<e>
[END]

[TERRAIN_BROWN_HILL_GOOD_TWO_STATISTICS]
+10 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_BROWN_HILL_GOOD_TWO_GAMEPLAY]
Silver is a precious metal that is found on <L:DATABASE_TERRAIN,TERRAIN_BROWN_MOUNTAIN>Desert Mountains<e>.
[END]

[TERRAIN_BROWN_HILL_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_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_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_MOUNTAIN>Montain<e>
<L:DATABASE_TERRAIN,TERRAIN_BROWN_MOUNTAIN>Desert Mountain<e>
<L:DATABASE_TERRAIN,TERRAIN_WHITE_MOUNTAIN>Alpine Montain<e>
<L:DATABASE_TERRAIN,TERRAIN_WHITE_HILL>Alpine Hill<e>
<L:DATABASE_TERRAIN,TERRAIN_WATER_VOLCANO>Submarine Volcano<e>
[END]

[TERRAIN_WHITE_HILL_GOOD_TWO_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
[END]

[TERRAIN_WHITE_HILL_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>Montains<e>, <L:DATABASE_TERRAIN,TERRAIN_MOUNTAIN>Alpine Mountains<e>, <L:DATABASE_TERRAIN,TERRAIN_BROWN_MOUNTAIN>Desert Mountains<e>, <L:DATABASE_TERRAIN,TERRAIN_WHITE_HILL>Alpine Hills<e> and <L:DATABASE_TERRAIN,TERRAIN_WATER_VOLCANO>Submarine Volcano<e>.
[END]

[TERRAIN_WHITE_HILL_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_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]

[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>Produktion<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_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_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 Shelf<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 in <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]
Dye can be found on <L:DATABASE_TERRAIN,TERRAIN_WATER_BEACH>Beach<e> tiles.
[END]

[TERRAIN_WATER_BEACH_GOOD_THREE_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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent 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]
[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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent Per Unit:   0.75
[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>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_CITY_STATE_STATISTICS]
[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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent Per Unit:   0.75
[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]
[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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent 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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent Per Unit:   1.25
[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]
[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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent Per Unit:   1.25
[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>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_DICTATORSHIP_STATISTICS]
[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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent Per Unit:   0.75
[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>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_DYNASTY_STATISTICS]
[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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent 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]
[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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent Per Unit:   0.75
[END]

[GOVERNMENT_ECOTOPIA_HISTORICAL]
Fanatically dedicated to eliminating the detrimental impact of human beings on the ecology, 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]
[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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent 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]
[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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent Per Unit:   1.0
[END]

[GOVERNMENT_MONARCHY_HISTORICAL]
Monarchies were established as a means to protect the interests of a country, and were passsed 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>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_OLIGARCHY_STATISTICS]
[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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent Per Unit:   0.75
[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 prevent discontent in these men.
[END]

[GOVERNMENT_REPUBLIC_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BUREAUCRACY>Bureaucracy<e>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_REPUBLIC_STATISTICS]
[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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent Per Unit:   1.1
[END]

[GOVERNMENT_REPUBLIC_HISTORICAL]
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_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]
[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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent 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]
[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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent Per Unit:   0.75
[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>

Max Cities:  {GovernmentDB(Government[0]).TooManyCitiesThreshold}
Max <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_TRIBUNAL_EMPIRE_STATISTICS]
[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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent Per Unit:   1.0
[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 <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE_SETTING>Science<e>: {GovernmentDB(Government[0]).MaxScienceRate}
[END]

[GOVERNMENT_TYRANNY_STATISTICS]
[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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent 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]
[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}%

Martial Law:  {GovernmentDB(Government[0]).MartialLawEffect / 100}
Martial Law Units:   {GovernmentDB(Government[0]).MaxMartialLawUnits}

War Discontent Max Units:   {GovernmentDB(Government[0]).WarDiscontentMaxUnits}
War Discontent Per Unit:   1.25
[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]
[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]
[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]
[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]
[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]
[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 10 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 10 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]
[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
Increases Max Size of City to 76
[END]

[IMPROVE_ARCOLOGIES_GAMEPLAY]
Gives:
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effects
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]
[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]
[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]
[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]
[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.
[END]

[IMPROVE_BASCILICA_HISTORICAL]
[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:
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effects
Increases Max Size of City to 40
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
[END]

[IMPROVE_BATH_HOUSE_GAMEPLAY]
Gives:
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effects
Increases Max Size of City to 40
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)

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]
[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 <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> offensive bonuses against attacks by naval units.
[END]

[IMPROVE_BATTLEMENTS_HISTORICAL]
[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]
[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]
[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:
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:
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]
[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]
[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]
[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]
[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]
[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}% War Discontent
[END]

[IMPROVE_CITY_WALLS_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).DefendersPercent / 100} City <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defense<e>
{BuildingDB(Building[0]).LowerPeaceMovement}% War Discontent

City Walls provide the simplest form of protection for city dwellers.  Military units <L:DATABASE_ORDERS,ORDER_FORTIFY>Garrisoned<e> within a city with walls get a defensive bonus when attacked.  City Walls thwart the effectiveness of unconventional units, like <L:DATABASE_UNITS,UNIT_SLAVER>Slavers<e> and <L:DATABASE_UNITS,UNIT_CLERIC>Clerics<e>.
[END]

[IMPROVE_CITY_WALLS_HISTORICAL]
[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]
[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]
[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]
[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]
[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]
[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]).GoldPerCitizen} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> per Citizen
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[IMPROVE_CRAFT_GUILD_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).GoldPerCitizen} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> per Citizen
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>

Craft Guilds were formed to maximise the benefits of working with merchants, and thus, increase the benefits of trading. They also allowed for the continual training of new workers, which helped production.
[END]

[IMPROVE_CRAFT_GUILD_HISTORICAL]
[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:
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effect
Increases Max Size of City to 50
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
[END]

[IMPROVE_DRUG_STORE_GAMEPLAY]
Gives:
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effect
Increases Max Size of City to 50
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)

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]
[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]
[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)
[END]

[IMPROVE_ECO_TRANSIT_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)

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]
[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]
[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]
[END]

[IMPROVE_FOOD_SILO_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RAILROAD>Railroad<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_SILO>Silo<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 15 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 15 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]
[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]
[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]
[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]
[END]

[IMPROVE_FUSION_PLANT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FUSION>Fusion<e>
Buildings Required:
<L:DATABASE_BUILDINGS,IMPROVE_NUCLEAR_PLANT>Nuclear Plant<e>
<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>
[END]

[IMPROVE_FUSION_PLANT_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>

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.
[END]

[IMPROVE_FUSION_PLANT_HISTORICAL]
[END]

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

[IMPROVE_GAIA_COMPUTER_GAMEPLAY]
Required element for the <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_SCIENCE>Gaia Controller<e>

The Gaia Controller Core Improvement is an integral part of the Gaia Controller device.  Once there are Controller Cores in several <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>, they act as a distributed system, coordinating the Gaia Satellites and Obelisks in a grand-scale matter-to-energy conversion operation.  Controller Cores also process energy back into matter, giving <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> a limitless supply of raw materials.
[END]

[IMPROVE_GAIA_COMPUTER_HISTORICAL]
[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 5 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 5 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]
[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:
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effect
Increases City Max Size to 64
[END]

[IMPROVE_HOSPITAL_GAMEPLAY]
Gives:
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]
[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:
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 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]
[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]
[END]

[IMPROVE_MATTER_DECOMPILER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HEXTAPUL>Hextapul<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]
[END]

[IMPROVE_MICRO_DEFENSE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HEXTAPUL>Hextapul<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_NANO_INFECT>Nano-Attack<e> and <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Infect City<e> and Plague attacks.
[END]

[IMPROVE_MICRO_DEFENSE_HISTORICAL]
[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]
[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}% War Discontent
[END]

[IMPROVE_MONASTERY_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).SciencePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>
{BuildingDB(Building[0]).LowerPeaceMovement}% War Discontent

Monasteries were the reservoir of Ancient knowledge during the Dark Ages.
[END]

[IMPROVE_MONASTERY_HISTORICAL]
[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>
[END]

[IMPROVE_MOSQUE_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>

A mosque served as a place of worship for those of the Islam faith, and boosts their happiness.
[END]

[IMPROVE_MOSQUE_HISTORICAL]
[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}% War Discontent
+{BuildingDB(Building[0]).HappyInc} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e>
[END]

[IMPROVE_MOVIE_PALACE_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).LowerPeaceMovement}% War Discontent
+{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]
[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]
[END]

[IMPROVE_NUCLEAR_PLANT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NUCLEAR_POWER>Nuclear Power<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>
[END]

[IMPROVE_NUCLEAR_PLANT_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>

Nuclear Plants provide enormous amounts of power for <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  The liabilities associated with them are an increase in <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> and a risk of environmentally catastrophic meltdown.  Nuclear Plants create radioactive waste by-products, which are costly to properly dispose of.
[END]

[IMPROVE_NUCLEAR_PLANT_HISTORICAL]
[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]
[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]
[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:
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effects
Increases Max Size of City to 30
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)
[END]

[IMPROVE_PHYSICIAN_GAMEPLAY]
Gives:
Reduces <L:DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>Overcrowding<e> Effects
Increases Max Size of City to 30
{BuildingDB(Building[0]).PopulationPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Population)

Athough crude by today's standards, ancient physicians did serve a purpose to help increase the health of the general populace.
[END]

[IMPROVE_PHYSICIAN_HISTORICAL]
[END]

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

[IMPROVE_POWER_SATELLITE_GAMEPLAY]
Required element for the <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_SCIENCE>Gaia Controller<e>

Orbiting the Earth at high speed, the Gaia Satellites collect solar radiation and space debris, converts it to energy and beams it down to Obelisks on the ground below.  It is one of the three components of the Gaia Controller device. 
[END]

[IMPROVE_POWER_SATELLITE_HISTORICAL]
[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]
[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]
[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]).ProductionPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Production)
[END]

[IMPROVE_RECYCLING_PLANT_GAMEPLAY]
Gives:
{BuildingDB(Building[0]).ProductionPollutionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_POLLUTION>Pollution<e> (from Production)
+{BuildingDB(Building[0]).ProductionPercent}% <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>

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]
[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]
[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 failsafe measure against nuclear missile attacks.
[END]

[IMPROVE_ANTI_BALLISTIC_MISSILES_HISTORICAL]
[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]
[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.
[END]

[IMPROVE_SHRINE_HISTORICAL]
[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>
[END]

[IMPROVE_SILO_GAMEPLAY]
Gives:
+{BuildingDB(Building[0]).FoodPercent}% <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>

As civilizations grew, the need for larger storehouses for grain became important.
[END]

[IMPROVE_SILO_HISTORICAL]
[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]
[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]
[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]
[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]
[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>
{BuildingDB(Building[0]).LowerPeaceMovement}% War Discontent

Walls were the earliest form of static city defense.
[END]

[IMPROVE_WALL_HISTORICAL]
[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]
[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]
[END]

[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_FISHERIES>Fisheries<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 any 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_CONSERVATION>Conservation<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.

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>Bear<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 substantial bonus to the <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> output of <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  However, one cannot build any <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> except for <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_ROAD>Roads<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_AGRICULTURAL_REVOLUTION>Agricultural Revolution<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>Bears<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 any land-based <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvements<e> on Grasslands, and <L:DATABASE_CONCEPTS,CONCEPT_RIVER>Rivers<e> that flow through Grassland tiles bring even greater bonuses.

Discovery of the <L:DATABASE_ADVANCES,ADVANCE_TOOLMAKING>Tool Making<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_TRADING_POST>Trading Posts<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_ADVANCED_COMPOSITES>Advanced Composites<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>Gold<e>
[END]

[TERRAIN_MOUNTAIN_STATISTICS]
Movement: 4
Defense: +100%
[END]

[TERRAIN_MOUNTAIN_GAMEPLAY]
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>Gold<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>Emeralds<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_EXPLOSIVES>Explosives<e> are 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>Emeralds<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>Emeralds<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_FUSION>Fusion<e> is required to <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> Polar Mountains.

<L:DATABASE_RESOURCE,TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE>Rubies<e> and <L:DATABASE_RESOURCE,TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO>Diamonds<e> are the Goods found in 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>Emeralds<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_TRADING_POST>Trading Posts<e> and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_OUTLET_MALL>Shopping Malls<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>Silver<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 moderately, <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>Silver<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>Buffalo<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, 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_TOOLMAKING>Tool Making<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>Buffalo<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>Chilli<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>, <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_RAILROAD>Railroads<e> and <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_MAGLEV>Maglevs<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>Chilli<e> and <L:DATABASE_RESOURCE,TERRAIN_SWAMP_GOOD_FOUR>Peat<e> are <L:DATABASE_CONCEPTS,CONCEPT_GOODS>Good<e> found on 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>Saphires<e>
<L:DATABASE_RESOURCE,TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR>Emeralds<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>, <L:DATABASE_RESOURCE,TERRAIN_WHITE_HILL_GOOD_ONE>Saphires<e> and <L:DATABASE_RESOURCE,TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR>Emeralds<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>
[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_ADVANCED_COMPOSITES>Advanced Composites<e> allow one to <L:DATABASE_CONCEPTS,CONCEPT_TERRAFORM>Terraform<e> Tundra.

<L:DATABASE_RESOURCE,TERRAIN_TUNDRA_GOOD_ONE>Caribou<e> is the only <L:DATABASE_CONCEPTS,CONCEPT_GOODS>Good<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]

[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>
750-1000 <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>.
One can build them on <L:DATABASE_TERRAIN,TERRAIN_GRASSLAND>Grassland<e>, <L:DATABASE_TERRAIN,TERRAIN_PLAINS>Plains<e>, <L:DATABASE_TERRAIN,TERRAIN_DESERT>Desert<e>, <L:DATABASE_TERRAIN,TERRAIN_FOREST>Forest<e>, <L:DATABASE_TERRAIN,TERRAIN_SWAMP>Swamp<e>, and <L:DATABASE_TERRAIN,TERRAIN_JUNGLE>Jungle<e> terrain.
[END]

[TILEIMP_ADVANCED_FARMS_HISTORICAL]
[END]

[TILEIMP_ADVANCED_MINES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MODERN_METALLURGY>Modern Metullurgy<e>
[END]

[TILEIMP_ADVANCED_MINES_STATISTICS]
+15-30 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
1200-2100 <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 10 to 30 (depending on terrain type) and Commerce by 5.  They can be built on most land tiles.
[END]

[TILEIMP_ADVANCED_MINES_HISTORICAL]
[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>
2500-5000 <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_AUTOMATED_FISHERIES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ROBOTICS>Robotics<e>
[END]

[TILEIMP_AUTOMATED_FISHERIES_STATISTICS]
+30-50 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
1500-2500 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_AUTOMATED_FISHERIES_GAMEPLAY]
Automated fisheries are the most advanced oceanic <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> tile improvement.  They increase Food from a single tile 30.
[END]

[TILEIMP_AUTOMATED_FISHERIES_HISTORICAL]
[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>
2100 <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.  Build them on any ocean tile.
[END]

[TILEIMP_DRILLING_PLATFORM_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>
250-500 <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 land by 5 to 10 food.  One can build them on <L:DATABASE_TERRAIN,TERRAIN_GRASSLAND>Grassland<e>, <L:DATABASE_TERRAIN,TERRAIN_PLAINS>Plains<e> and <L:DATABASE_TERRAIN,TERRAIN_DESERT>Desert<e>.
[END]

[TILEIMP_FARMS_HISTORICAL]
[END]

[TILEIMP_FISHERIES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HULL_MAKING>Hullmaking<e>
[END]

[TILEIMP_FISHERIES_STATISTICS]
+15-30 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
750-1500 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_FISHERIES_GAMEPLAY]
Fisheries are improved versions of <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_NETS>Nets<e>, increasing the fishing catch by up to 25 food.  Players can build them on any ocean tile within the borders of their empire.
[END]

[TILEIMP_FISHERIES_HISTORICAL]
[END]

[TILEIMP_FORTIFICATIONS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASONRY>Masonry<e>
[END]

[TILEIMP_FORTIFICATIONS_STATISTICS]
+50% Defense
3600 <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>
1000-2500 <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 30 increase) per tile.
[END]

[TILEIMP_HYDROPONIC_FARMS_HISTORICAL]
[END]

[TILEIMP_LATIFUNDIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AQUEDUCTS>Aqueducts<e>
[END]

[TILEIMP_LATIFUNDIA_STATISTICS]
+5-10 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
+5-10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
900 <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]
2000 <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 any land tile at the perimeter of your empire.  Each Listening Post has a vision of 6.
[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.
[END]

[TILEIMP_MAGLEV_HISTORICAL]
[END]

[TILEIMP_MEGA_MINES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADV_URBAN_PLANNING>Advanced Urban Planning<e>
[END]

[TILEIMP_MEGA_MINES_STATISTICS]
+20-45 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
1500-3000 <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 15 to 45 (depending on terrain type).  They also increase Commerce by 5.
[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>
3000-6000 <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_MINING>Mining<e>
[END]

[TILEIMP_MINES_STATISTICS]
+5-10 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
600-900 <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 5 to 15 (depending on terrain type) increase in <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> on each tile with a Mine on it.
[END]

[TILEIMP_MINES_HISTORICAL]
[END]

[TILEIMP_MINE_SHAFT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<e>
[END]

[TILEIMP_MINE_SHAFT_STATISTICS]
+10-20 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
900-1500 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4-5 Turns
[END]

[TILEIMP_MINE_SHAFT_GAMEPLAY]
Mine Shafts extract ore and precious metals from the earth for use as raw materials.  The net effect of Mining is a 15 to 20 increase in <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> on each tile with a Mine Shaft on it.
[END]

[TILEIMP_MINE_SHAFT_HISTORICAL]
[END]

[TILEIMP_NATURE_PRESERVE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CONSERVATION>Conservation<e>
[END]

[TILEIMP_NATURE_PRESERVE_STATISTICS]
+15 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
+10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
1800 <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 keep free from the detrimental effects of human civilization.  They are popular tourist destinations, and increase the <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commercial<e> yield from a tile by 30.
[END]

[TILEIMP_NATURE_PRESERVE_HISTORICAL]
[END]

[TILEIMP_NETS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SAILS>Sails<e>
[END]

[TILEIMP_NETS_STATISTICS]
+5-10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
250-600 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_NETS_GAMEPLAY]
Nets can be built on any ocean tile.  They increase the <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> yield by 5-10.
[END]

[TILEIMP_NETS_HISTORICAL]
[END]

[TILEIMP_OUTLET_MALL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_MEDIA>Mass Media<e>
[END]

[TILEIMP_OUTLET_MALL_STATISTICS]
+5-10 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
+5-10 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
1200-1500 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4-5 Turns
[END]

[TILEIMP_OUTLET_MALL_GAMEPLAY]
Major commercial destinations such as Shopping Malls attract locals and tourists alike.  They bring in a <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e> increase of 20.
[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>
250-500 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_PASTURE_GAMEPLAY]
With the domesication of animals, mankind had a means to produce a stable supply of food.
[END]

[TILEIMP_PASTURE_HISTORICAL]
[END]


[TILEIMP_PORT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MAP_MAKING>Map Making<e>
[END]

[TILEIMP_PORT_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+10 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
900 <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_GAIA_CONTROLLER>Gaia Controller<e>
[END]

[TILEIMP_PROCESSING_TOWER_STATISTICS]
4000 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
5 Turns
[END]

[TILEIMP_PROCESSING_TOWER_GAMEPLAY]
Obelisks are one of three elements that make up the <L:DATABASE_BUILDINGS,IMPROVE_GAIA_COMPUTER>Gaia Controller<e> device.  They distribute the energy beamed down from Gaia Satellites to the Controller Cores.
[END]

[TILEIMP_PROCESSING_TOWER_HISTORICAL]
[END]

[TILEIMP_RADAR_STATIONS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RADAR>Radar<e>
[END]

[TILEIMP_RADAR_STATIONS_STATISTICS]
2500 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
4 Turns
[END]

[TILEIMP_RADAR_STATIONS_GAMEPLAY]
Radar stations are capable of detecting enemy units from very far distances.  They can "see," by way of radar, enemy units from as far as 9 tiles off.
[END]

[TILEIMP_RADAR_STATIONS_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_ROAD>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 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.
[END]

[TILEIMP_SONAR_BUOYS_HISTORICAL]
[END]

[TILEIMP_TRADING_POST_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CURRENCY>Currency<e>
[END]

[TILEIMP_TRADING_POST_STATISTICS]
+5 <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>
+5 <L:DATABASE_CONCEPTS,CONCEPT_COMMERCE>Commerce<e>
600-700 <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 10 and <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e> by 5.
[END]

[TILEIMP_TRADING_POST_HISTORICAL]
[END]

[TILEIMP_UNDERSEA_FORTIFICATIONS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NANO_ASSEMBLY>Nano Assembly<e>
[END]

[TILEIMP_UNDERSEA_FORTIFICATIONS_STATISTICS]
+50% Defense
3600 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
6 Turns
[END]

[TILEIMP_UNDERSEA_FORTIFICATIONS_GAMEPLAY]
Undersea Fortifications significantly increase the Defense bonus of a Sea tile.  Units garrisoned within a Undersea Fortification add this 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 Undersea Fortifications to extend their borders.
[END]

[TILEIMP_UNDERSEA_FORTIFICATIONS_HISTORICAL]
[END]

[TILEIMP_UNDERSEA_MINES_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NANO_MACHINES>Nano-Machines<e>
[END]

[TILEIMP_UNDERSEA_MINES_STATISTICS]
+15-25 <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
1200-1800 <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 to 25 (depending on terrain type).
[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 provide an opportunity for land units to travel between continents without the need for a <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> unit.
[END]

[TILEIMP_UNDERSEA_TUNNEL_HISTORICAL]
[END]

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

[TILEIMP_WATCH_TOWER_STATISTICS]
1200-1500 <L:DATABASE_CONCEPTS,CONCEPT_PUBLIC_WORKS>PW<e>
+3 vision to flat terrain 
+4 vision to hilly/mountainous terrain 
+25% Defensive bonus
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.  They also add a 25% defensive bonus to all units.  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>

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}
[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}
[END]

[UNIT_ABOLITIONIST_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_UNDERGROUND_RAILWAY>Frees Slaves<e>
<L:DATABASE_ORDERS,ORDER_INCITE_UPRISING>Aids Uprisings<e>
<L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>
Sees <L:DATABASE_UNITS,UNIT_SLAVER>Slavers<e>
[END]

[UNIT_ABOLITIONIST_HISTORICAL]
The Abolitionist is your primary weapon against the insidious attacks of foreign <L:DATABASE_UNITS,UNIT_SLAVER>Slavers<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 <L:DATABASE_ORDERS,ORDER_INCITE_UPRISING>Aid Uprising<e>, which can help propel a restless enemy city into full-scale <L:DATABASE_CONCEPTS,CONCEPT_RIOTS>Rioting<e>.

Because the Abolitionist is a <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>, it is able to see other stealth units.
[END]

[UNIT_AIRCRAFT_CARRIER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NAVAL_AVIATION>Naval Aviation<e>

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}
[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}
[END]

[UNIT_AIRCRAFT_CARRIER_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> up to 2 air units
[END]

[UNIT_AIRCRAFT_CARRIER_HISTORICAL]
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_ARCHER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ARCHERY>Archery<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}
[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}
[END]

[UNIT_ARCHER_GAMEPLAY]
Bronze Age <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged<e> unit
[END]

[UNIT_ARCHER_HISTORICAL]
The Archer is one of the first <L:DATABASE_ORDERS,ORDER_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_ARQUEBUSIER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GUNPOWDER>Gunpowder<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}
[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}
[END]

[UNIT_ARQUEBUSIER_GAMEPLAY]
Medieval <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged<e> unit
[END]

[UNIT_ARQUEBUSIER_HISTORICAL]
With the discovery of Gunpowder, the Arquebusier ushered in a new type of weaponry - the gun.
[END]

[UNIT_ARTILLERY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_EXPLOSIVES>Explosives<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_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}
[END]

[UNIT_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}
[END]

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

[UNIT_ARTILLERY_HISTORICAL]
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_TANK>Tanks<e> and <L:DATABASE_UNITS,UNIT_MACHINE_GUNNER>Machine Gunners<e>.  Though they pack a wallop from a distance, Artillery has weak defensive and close-range capabilities.

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_BATTLESHIP_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADV_NAVAL_TACTICS>Adv. Naval Tactics<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}
[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}
[END]

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

[UNIT_BATTLESHIP_HISTORICAL]
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_BELFROI_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BALLISTICS>Ballistics<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_BELFROI_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}
[END]

[UNIT_BELFROI_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}
[END]

[UNIT_BELFROI_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e>
[END]

[UNIT_BELFROI_HISTORICAL]
The Belfroi is the earliest siege warfare weapon. It is a giant tower that can be moved against fortified postions, allowing ranged units to fire with greater accuracy and infantry units to cross those fortified barriers.
[END]

[UNIT_BIREME_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SAILS>Sails<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}
[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}}
[END]

[UNIT_BIREME_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> two land units
[END]

[UNIT_BIREME_HISTORICAL]
The Bireme is the first naval unit with attack capabilities.
[END]

[UNIT_BOMBER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_JET_PROPULSION>Jet Propulsion<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}
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}
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 
[END]

[UNIT_BOMBER_HISTORICAL]
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_CANNON_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CANNON_MAKING>Cannon Making<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}
[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}
[END]

[UNIT_CANNON_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> units
[END]

[UNIT_CANNON_HISTORICAL]
With its formidable Ranged Attack, the Cannon is a step above the <L:DATABASE_UNITS,UNIT_CATAPULT>Catapult<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.  While Cannon can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> land based units and cities, they lack the range to <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> naval vessels.
[END]

[UNIT_CARAVAN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TRADE>Trade<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}
[END]

[UNIT_CARAVAN_GAMEPLAY]
Gives:
Creates 1 <L:DATABASE_CONCEPTS,CONCEPT_TRADE_ROUTE>Trade Route<e> Point 
[END]

[UNIT_CARAVAN_HISTORICAL]
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_CARGO_HELICOPTER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_VERTICAL_FLIGHT_AIRCRAFT>Vertical-Flight Aircraft<e>

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}
[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}
[END]

[UNIT_CARGO_HELICOPTER_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> up to 5 infantry units
[END]

[UNIT_CARGO_HELICOPTER_HISTORICAL]
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_CARRACK_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMPASS>Compass<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}
[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}
[END]

[UNIT_CARRACK_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> up to five land units
[END]

[UNIT_CARRACK_HISTORICAL]
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_CORACLE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SHIP_BUILDING>Shipbuilding<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}
[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}
[END]

[UNIT_CORACLE_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> two land units
[END]

[UNIT_CORACLE_HISTORICAL]
The Coracle is the first naval <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> unit made 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>.
[END]

[UNIT_CATAPHRACT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_STIRRUP>Stirrup<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}
[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}
[END]

[UNIT_CATAPHRACT_GAMEPLAY]
Iron Age <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged<e> and flanker unit
[END]

[UNIT_CATAPHRACT_HISTORICAL]
The Cataphract combines movement, vision and military capabilities to make it the most-feared Ancient unit.
[END]

[UNIT_CATAPULT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SIEGE_WEAPONS>Siege Weapons<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_CATAPULT_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}
[END]

[UNIT_CATAPULT_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}
[END]

[UNIT_CATAPULT_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Units
[END]

[UNIT_CATAPULT_HISTORICAL]
An early <L:DATABASE_CONCEPTS,CONCEPT_RATIONS>Ranged Attack<e> unit utilizing the <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> capability, Catapults represent 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_CAVALRY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CAVALRY_TACTICS>Cavalry Tactics<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}
[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} 
[END]

[UNIT_CAVALRY_GAMEPLAY]
Renaissance <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged<e> and flanker unit
[END]

[UNIT_CAVALRY_HISTORICAL]
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>.
[END]

[UNIT_CHARIOT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHARIOTS>Chariots<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}
[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}
[END]

[UNIT_CHARIOT_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>
Early Bronze Age <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged<e> and flanker unit.  
[END]

[UNIT_CHARIOT_HISTORICAL]
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.
[END]

[UNIT_CLERIC_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHRISTIANITY>Christianity<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}
[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}
[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>
[END]

[UNIT_CLERIC_HISTORICAL]
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_COMPOSITE_ARCHER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMPOSITE_BOW>Composite Bow<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}
[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}
[END]

[UNIT_COMPOSITE_ARCHER_GAMEPLAY]
Bronze Age <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged<e> unit
[END]

[UNIT_COMPOSITE_ARCHER_HISTORICAL]
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_CORPORATE_BRANCH_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CORPORATION>Corporation<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}
[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}
[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>
[END]

[UNIT_CORPORATE_BRANCH_HISTORICAL]
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>.

The <L:DATABASE_UNITS,UNIT_LAWYER>Lawyer<e> is the only unit that can properly combat the Corporate Branch, by <L:DATABASE_ORDERS,ORDER_INJOIN>Filing an Injunction<e>.
[END]

[UNIT_CRAWLER_PREREQ]
Requires: 
<L:DATABASE_ADVANCES,ADVANCE_ULTRAPRESSURE_MACHINERY>Ultra-Pressure Machinery<e>

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}
[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}
[END]

[UNIT_CRAWLER_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> up to 5 land units
[END]

[UNIT_CRAWLER_HISTORICAL]
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_CROSSBOWMAN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CROSSBOW>Crossbow<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}
[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}
[END]

[UNIT_CROSSBOWMAN_GAMEPLAY]
Medieval <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged<e> unit
[END]

[UNIT_CROSSBOWMAN_HISTORICAL]
Although available since ancient times, the crossbow was used extensively in the Medieval Ages as a powerful ranged unit.
[END]

[UNIT_CRUISE_MISSILE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GUIDED_WEAPON_SYSTEMS>Guided Weapon Systems<e>

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}
[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}
[END]

[UNIT_CRUISE_MISSILE_GAMEPLAY]
Can be carried by units that can transport missiles
[END]

[UNIT_CRUISE_MISSILE_HISTORICAL]
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_CYBER_NINJA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NEURAL_INTERFACE>Neural Interface<e>

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}
[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}
[END]

[UNIT_CYBER_NINJA_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_INCITE_REVOLUTION>Incites Revolutions<e>
<L:DATABASE_ORDERS,ORDER_INVESTIGATE_CITY>Spies<e>
<L:DATABASE_ORDERS,ORDER_STEAL_TECHNOLOGY>Stealing Advances<e>
<L:DATABASE_ORDERS,ORDER_PLANT_NUKE>Plants Nukes<e>
<L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>
[END]

[UNIT_CYBER_NINJA_HISTORICAL]
The Cyber Ninja is the zenith of espionage technology.  Picking up where the <L:DATABASE_UNITS,UNIT_SPY>Spy<e> leaves off, it <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.  It uses the combined skills of cracking, espionage and covert operations to complete its nefarious tasks.

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 his or her Cyber Ninja be discovered.
[END]

[UNIT_DESTROYER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<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}
[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}
[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>
[END]

[UNIT_DESTROYER_HISTORICAL]
The Destroyer is a well-rounded naval assault unit.  Equally gifted in <L:DATABASE_ORDERS,ORDER_ATTACK>Attack<e>, <L:DATABASE_ORDERS,ORDER_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_DIPLOMAT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DYNASTY>Dynasty<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}
[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}
[END]

[UNIT_DIPLOMAT_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Establishes Embassies<e>
<L:DATABASE_ORDERS,ORDER_THROW_PARTY>Holds Receptions<e>
[END]

[UNIT_DIPLOMAT_HISTORICAL]
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>.
[END]

[UNIT_DREADNAUGHT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SMART_MATERIALS>Smart Materials<e>

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}
[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}
[END]

[UNIT_DREADNAUGHT_GAMEPLAY]
Extremely powerful Underwater unit
[END]

[UNIT_DREADNAUGHT_HISTORICAL]
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_DROMON_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ASTROLABE>Astrolabe<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}
[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}
[END]

[UNIT_DROMON_GAMEPLAY]
Medieval <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged<e> and flanker unit
<L:DATABASE_ORDERS,ORDER_BOMBARD>Bombards<e>
[END]

[UNIT_DROMON_HISTORICAL]
With the discovery of Greek fire, ships such as the Dromon were created to utilize this fearful weapon on the high seas.
[END]

[UNIT_ECO_RANGER_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_THE_EDEN_PROJECT>The Eden Project<e>

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}
[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}
[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 
[END]

[UNIT_ECO_RANGER_HISTORICAL]
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.

An <L:DATABASE_GOVERNMENTS,GOVERNMENT_ECOTOPIA>Ecotopia<e> empire can only build the Eco-Ranger.  It is also a <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>stealth unit<e>.

Players should consider the ramifications associated with such destructive force.  Its attack constitutes an <L:DATABASE_CONCEPTS,CONCEPT_ATROCITY>Atrocity<e>, one that will assuredly invite condemnation in the world diplomatic community.
[END]

[UNIT_ECO_TERRORIST_PREREQ]
Requires:
<L:DATABASE_GOVERNMENTS,GOVERNMENT_ECOTOPIA>Ecotopia<e>

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}
[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}
[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>
[END]

[UNIT_ECO_TERRORIST_HISTORICAL]
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_ELEPHANT_WARRIOR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OLIGARCHY>Oligarchy<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}
[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}
[END]

[UNIT_ELEPHANT_WARRIOR_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>
Bronze Age <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged<e> unit 
[END]

[UNIT_ELEPHANT_WARRIOR_HISTORICAL]
The Elephant Warrior is the elite force of an Oligarchy, and it can take a lot of damage on the front lines of battle.
[END]

[UNIT_EMPATHIC_DIPLOMAT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_EUGENICS>Gene Therapy<e>

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}
[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}
[END]

[UNIT_EMPATHIC_DIPLOMAT_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Establishes Embassies<e>
<L:DATABASE_ORDERS,ORDER_THROW_PARTY>Holds Receptions<e>
See <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Units<e>
[END]

[UNIT_EMPATHIC_DIPLOMAT_HISTORICAL]
The Empathic Diplomat is the product of the research 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.
[END]

[UNIT_FASCIST_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FASCISM>Fascism<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}
[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}
[END]

[UNIT_FASCIST_GAMEPLAY]
Defends against <L:DATABASE_UNITS,UNIT_SPY>Spies<e>
Can only be built by <L:DATABASE_GOVERNMENTS,GOVERNMENT_FASCISM>Fascism<e> government 
[END]

[UNIT_FASCIST_HISTORICAL]
<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.
[END]

[UNIT_FIGHTER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AERODYNAMICS>Aerodynamics<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}
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}
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 Carrier<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>.
[END]

[UNIT_FIGHTER_HISTORICAL]
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_Z_FREIGHT_TRANSPORT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_ECONOMICS>Global Economics<e>

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}
[END]

[UNIT_Z_FREIGHT_TRANSPORT_GAMEPLAY]
Creates 3 <L:DATABASE_CONCEPTS,CONCEPT_TRADE_ROUTE>Trade Route<e> Points
[END]

[UNIT_Z_FREIGHT_TRANSPORT_HISTORICAL]
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_FRIGATE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<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}
[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}
[END]

[UNIT_FRIGATE_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Sea Units
Sees <L:DATABASE_UNITS,UNIT_SUBMARINE>Submarines<e>
[END]

[UNIT_FRIGATE_HISTORICAL]
The PT (Patrol Torpedo) Boat is a vigilant defender of the high seas.  Although it is capable of <L:DATABASE_ORDERS,ORDER_BOMBARD>bombarding<e> other naval targets, its prime function is <L:DATABASE_UNITS,UNIT_SUBMARINE>submarine<e> hunting.  Fast and deadly, the PT Boat is essential for naval sorties.
[END]

[UNIT_FUSION_TANK_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FUSION>Fusion<e>

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}
[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}
[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>
[END]

[UNIT_FUSION_TANK_HISTORICAL]
The Fusion Tank is one of the most versatile land-based assault units in the game.  It possesses <L:DATABASE_ORDERS,ORDER_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_GALLEON_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHRONOMETER>Chronometer<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}
[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}
[END]

[UNIT_GALLEON_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e>
<L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> four land units 
[END]

[UNIT_GALLEON_HISTORICAL]
The Galleon combine attack/defend capabilities with transport abilities.
[END]

[UNIT_HEPTIREME_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HULL_MAKING>Hullmaking<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_HEPTIREME_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}
[END]

[UNIT_HEPTIREME_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}
[END]

[UNIT_HEPTIREME_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e>
[END]

[UNIT_HEPTIREME_HISTORICAL]
Heptiremes combine the bombard ability of a Trireme with a stronger and more durable hull, making it an ideal naval attack unit.
[END]

[UNIT_HOPLITE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BRONZE_WORKING>Bronze Working<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}
[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}
[END]

[UNIT_HOPLITE_GAMEPLAY]
Bronze Age defensive unit.
[END]

[UNIT_HOPLITE_HISTORICAL]
The Hoplite is an excellent defender.  The Hoplite 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_MILITIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BRONZE_WORKING>Bronze 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}
[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}]
[END]

[UNIT_HOPLITE_MILITIA_GAMEPLAY]
Bronze Age militia unit.
[END]

[UNIT_HOPLITE_MILITIA_HISTORICAL]
[END]

[UNIT_HORSEMAN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HORSE_ARMOR>Horse Armor<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}
[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}
[END]

[UNIT_HORSEMAN_GAMEPLAY]
Bronze Age <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged<e> and flanker unit.
[END]

[UNIT_HORSEMAN_HISTORICAL]
The Horseman is the most effective Bronze-Age unit, combining a variety of mobile and military skills.
[END]

[UNIT_HOVER_INFANTRY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHAOS_THEORY>Chaos Theory<e>

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}
[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}
[END]

[UNIT_HOVER_INFANTRY_GAMEPLAY]
Diamond Age infantry unit
[END]

[UNIT_HOVER_INFANTRY_HISTORICAL]
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_MILITIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHAOS_THEORY>Chaos Theory<e>
[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}
[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}
[END]

[UNIT_HOVER_INFANTRY_MILITIA_GAMEPLAY]
Diamond Age militia unit
[END]

[UNIT_HOVER_INFANTRY_MILITIA_HISTORICAL]
[END]

[UNIT_HYPASPISTS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BARRACKS>Barracks<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}
[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}
[END]

[UNIT_HYPASPISTS_GAMEPLAY]
Bronze Age offensive infantry unit
[END]

[UNIT_HYPASPISTS_HISTORICAL]
Training in the Barracks created a more-powerful Hoplite unit, capable of employing the phalanx formation in battle.
[END]

[UNIT_INFANTRYMAN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FLINTLOCK>Flintlock<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}
[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}
[END]

[UNIT_INFANTRYMAN_GAMEPLAY]
Renaissance <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged<e> unit. 
Amphibious assault
[END]

[UNIT_INFANTRYMAN_HISTORICAL]
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_MILITIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FLINTLOCK>Flintlock<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}
[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}
[END]

[UNIT_INFANTRYMAN_MILITIA_GAMEPLAY]
Renaissance militia unit
[END]

[UNIT_INFANTRYMAN_MILITIA_HISTORICAL]
[END]

[UNIT_INFECTOR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NANO_WARFARE>Nano-Warfare<e>

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}
[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}
[END]

[UNIT_INFECTOR_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_BIO_INFECT>Infect City<e>
<L:DATABASE_ORDERS,ORDER_PLAGUE>Plague<e>
<L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Unit<e>
[END]

[UNIT_INFECTOR_HISTORICAL]
The Infector is a pernicious unit, attacking a <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> with devastating biological weapons.  The <L:DATABASE_ORDERS,ORDER_BIO_INFECT>Infect City<e> attack deals quite a blow, reducing <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> and <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> in the target city for several turns.  The <L:DATABASE_ORDERS,ORDER_PLAGUE>Plague<e> attack, on the other hand, 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_INTERCEPTOR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SUPERSONIC_FLIGHT>Supersonic Flight<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}
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}
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>
[END]

[UNIT_INTERCEPTOR_HISTORICAL]
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_IRONCLAD_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_INDUSTRIAL_REVOLUTION>Industrial Revolution<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}
[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}
[END]

[UNIT_IRONCLAD_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Sea Units
[END]

[UNIT_IRONCLAD_HISTORICAL]
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_ORDERS,ORDER_RANGED_ATTACK>Ranged Attack<e>.
[END]

[UNIT_JANISSARY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CALIPHATE>Caliphate<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}
[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}
[END]

[UNIT_JANISSARY_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>
Amphibeous assault
[END]

[UNIT_JANISSARY_HISTORICAL]
Janissaries were the children of captured Christian noblemen, trained as elite warriors in Medieval Islamic empires. They can only be built by players in a<L:DATABASE_GOVERNMENTS,GOVERNMENT_CALIPHATE>Caliphate<e> government.
[END]

[UNIT_JAVELIN_CAVALRY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HORSE_RIDING>Horse Riding<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}
[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}
[END]

[UNIT_JAVELIN_CAVALRY_GAMEPLAY]
Ancient flanking unit
[END]

[UNIT_JAVELIN_CAVALRY_HISTORICAL]
The Javelin Cavalry is the first Ancient flanking unit available.
[END]

[UNIT_KNIGHT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_FEUDALISM>Feudalism<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}
[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}
[END]

[UNIT_KNIGHT_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>
Medieval flanking unit 
[END]

[UNIT_KNIGHT_HISTORICAL]
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.
[END]

[UNIT_KRAKEN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GENETIC_TAILORING>Genetic Tailoring<e>

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}
[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}
[END]

[UNIT_KRAKEN_GAMEPLAY]
Genetic Age underwater unit
[END]

[UNIT_KRAKEN_HISTORICAL]
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_LAWYER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CRIMINAL_CODE>Criminal Code<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}
[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}
[END]

[UNIT_LAWYER_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_INJOIN>Files Injunctions<e>
<L:DATABASE_ORDERS,ORDER_SUE>Sues<e>
[END]

[UNIT_LAWYER_HISTORICAL]
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>Trade Units<e>, such as <L:DATABASE_UNITS,UNIT_CORPORATE_BRANCH>Corporate Branches<e>.  The Lawyer is the only unit that can sue to remove a <L:DATABASE_ORDERS,ORDER_FRANCHISE>Franchise<e> from a city.  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_LEGION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<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}
[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} 
[END]

[UNIT_LEGION_GAMEPLAY]
Iron Age Infantry unit.  Amphibeous assault.
[END]

[UNIT_LEGION_HISTORICAL]
The first Iron Age military unit available.
[END]

[UNIT_LEGION_MILITIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_IRON_WORKING>Iron Working<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}
[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}
[END]

[UNIT_LEGION_MILITIA_GAMEPLAY]
Iron Age militia unit.
[END]

[UNIT_LEGION_MILITIA_HISTORICAL]
[END]

[UNIT_LEVIATHON_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_UNIFIED_PHYSICS>Unified Physics<e>

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}
[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} 
[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>
[END]

[UNIT_LEVIATHON_HISTORICAL]
Superior <L:DATABASE_ORDERS,ORDER_ATTACK>Attack<e>, <L:DATABASE_ORDERS,ORDER_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_LONGSHIP_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OCEAN_FARING>Ocean Faring<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}
[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} 
[END]

[UNIT_LONGSHIP_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transport<e> 1 unit.
[END]

[UNIT_LONGSHIP_HISTORICAL]
Built to survive the punishment of the high seas, the Longship is capable of moving great distances.
[END]

[UNIT_MACHINE_GUNNER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<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}
[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} 
[END]

[UNIT_MACHINE_GUNNER_GAMEPLAY]
Modern Infantry unit.
[END]

[UNIT_MACHINE_GUNNER_HISTORICAL]
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_MILITIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_PRODUCTION>Mass Production<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}
[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}
[END]

[UNIT_MACHINE_GUNNER_MILITIA_GAMEPLAY]
Modern Militia unit.
[END]

[UNIT_MACHINE_GUNNER_MILITIA_HISTORICAL]
[END]

[UNIT_MAN_AT_ARMS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DARK_AGES>Dark Ages<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}
[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} 
[END]

[UNIT_MAN_AT_ARMS_GAMEPLAY]
Medieval Infantry unit.
[END]

[UNIT_MAN_AT_ARMS_HISTORICAL]
Early Medieval defensive military unit.
[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}
[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}
[END]

[UNIT_MAN_AT_ARMS_MILITIA_GAMEPLAY]
Early Medieval defensive military unit.
[END]

[UNIT_MAN_AT_ARMS_MILITIA_HISTORICAL]
[END]

[UNIT_MARINE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADV_INFANTRY_TACTICS>Adv. Infantry Tactics<e>

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}
[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} 
[END]

[UNIT_MARINE_GAMEPLAY]
Can attack immediately after unloading from naval transport vessels
[END]

[UNIT_MARINE_HISTORICAL]
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_MERCHANT_TRADER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TRADE_GUILDS>Trade Guilds<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} 
[END]

[UNIT_MERCHANT_TRADER_GAMEPLAY]
Gives:
<L:DATABASE_CONCEPTS,CONCEPT_TRADE_ROUTE>Trade Route<e> Points.
[END]

[UNIT_MERCHANT_TRADER_HISTORICAL]
Merchant Traders replace Caravans.
[END]

[UNIT_MOBILE_SAM_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_RADAR>Radar<e>

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}
[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} 
[END]

[UNIT_MOBILE_SAM_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_ACTIVE_DEFENSE>Anti-Air Active Defense<e>
[END]

[UNIT_MOBILE_SAM_HISTORICAL]
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_MOREY_STRIKER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GENETICS>Genetics<e>

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}
[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} 
[END]

[UNIT_MOREY_STRIKER_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_ACTIVE_DEFENSE>Anti-Naval Active Defense<e>
[END]

[UNIT_MOREY_STRIKER_HISTORICAL]
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_MOUNTED_ARCHER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MOBILE_TACTICS>Mobile Tactics<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}
[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} 
[END]

[UNIT_MOUNTED_ARCHER_GAMEPLAY]
Bronze Age <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged<e> unit.
[END]

[UNIT_MOUNTED_ARCHER_HISTORICAL]
Speed and <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged Attack<e> capabilities make the Mounted Archer an effective <L:DATABASE_CONCEPTS,CONCEPT_ANCIENT_AGE>Ancient Age<e> unit.  Better suited to support than direct combat, the Mounted Archer is an ideal unit to accompany <L:DATABASE_UNITS,UNIT_HOPLITE>Hoplites<e> and <L:DATABASE_UNITS,UNIT_PHALANX>Phalanxes<e>.
[END]

[UNIT_NOMAD_PREREQ]
Requires:
Nothing

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}
[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} 
[END]

[UNIT_NOMAD_GAMEPLAY]
Creates <L:DATABASE_CONCEPTS,CONCEPT_CITY>Land Cities<e>
[END]

[UNIT_NOMAD_HISTORICAL]
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_POPULATION>Population<e> point.
[END]

[UNIT_NUCLEAR_SUBMARINE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NUCLEAR_POWER>Nuclear Power<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}
[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} 
[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> Sea Units 
[END]

[UNIT_NUCLEAR_SUBMARINE_HISTORICAL]
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.

The <L:DATABASE_UNITS,UNIT_FRIGATE>PT Boat<e> is the only <L:DATABASE_CONCEPTS,CONCEPT_MODERN_AGE>Modern Age<e> naval unit that is capable of detecting submarines.
[END]

[UNIT_NUKE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NUCLEAR_POWER>Nuclear Power<e>

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}
[END]

[UNIT_NUKE_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} 
[END]

[UNIT_NUKE_GAMEPLAY]
Destroys target and reduces surrounding area to dead tiles.
[END]

[UNIT_NUKE_HISTORICAL]
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.
[END]

[UNIT_PARATROOPER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADV_INFANTRY_TACTICS>Adv. Infantry Tactics<e>

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}
[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} 
[END]

[UNIT_PARATROOPER_GAMEPLAY]
Can attack immediately after unloading from aerial transport vessels
[END]

[UNIT_PARATROOPER_HISTORICAL]
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_PEZHETEROI_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_REPUBLIC>Republic<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}
[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} 
[END]

[UNIT_PEZHETEROI_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>
Amphibeous assault
Can enslave a defeated foe.
[END]

[UNIT_PEZHETEROI_HISTORICAL]
A Bronze Age pikeman unit, utilized by King Philip of Macedonia. Can only be built by <L:DATABASE_GOVERNMENTS,GOVERNMENT_REPUBLIC>Republic<e> government.
[END]

[UNIT_PIKEMEN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_BANKING>Banking<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}
[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} 
[END]

[UNIT_PIKEMEN_GAMEPLAY]
Defensive bonus vs. mounted units
[END]

[UNIT_PIKEMEN_HISTORICAL]
The Pikeman is the bane of any mounted units' existence.  He is particularly adept at taking down <L:DATABASE_UNITS,UNIT_KNIGHT>Knights<e> and <L:DATABASE_UNITS,UNIT_MOUNTED_ARCHER>Mounted Archers<e> with the bladed polearm he wields.  Though lacking a <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged Attack<e>, Pikemen are effective at both standard offense and defense.
[END]

[UNIT_PLASMA_DESTROYER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PLASMA_WEAPONRY>Plasma Weaponry<e>

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}
[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} 
[END]

[UNIT_PLASMA_DESTROYER_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land & Sea Units
<L:DATABASE_CONCEPTS,CONCEPT_ACTIVE_DEFENSE>Anti-Naval Active Defense<e>
[END]

[UNIT_PLASMA_DESTROYER_HISTORICAL]
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_PRAETORIANS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DICTATORSHIP>Dictatorship<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_PRAETORIANS_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}
[END]

[UNIT_PRAETORIANS_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} 
[END]

[UNIT_PRAETORIANS_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>
Can enslave a defeated foe.
[END]

[UNIT_PRAETORIANS_HISTORICAL]
The Praetorians are the elite legionary force of a Dictator, and as such, is a useful unit to use to conquer rival civilizations.
[END]

[UNIT_PROPHET_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MONOTHEISM>Monotheism<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}
[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} 
[END]

[UNIT_PROPHET_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_INCITE_REVOLUTION>Incites Revolutions<e>
<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>
[END]

[UNIT_PROPHET_HISTORICAL]
The prophet is useful to sow discord among rival nations.
[END]

[UNIT_REVOLUTIONARY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COMMUNISM>Communism<e>

Cost: {UnitDB(UnitRecord[0]).ShieldCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> 
[END]

[UNIT_REVOLUTIONARY_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}
[END]

[UNIT_REVOLUTIONARY_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} 
[END]

[UNIT_REVOLUTIONARY_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_INCITE_REVOLUTION>Incites Revolutions<e>
<L:DATABASE_ORDERS,ORDER_INVESTIGATE_CITY>Spies<e>
<L:DATABASE_ORDERS,ORDER_PARADROP>Steals Advances<e>
<L:DATABASE_ORDERS,ORDER_PLANT_NUKE>Plants Nukes<e>
[END]

[UNIT_REVOLUTIONARY_HISTORICAL]
As citizens became discontented with their social standing, the Revolutionary could forment that discontent into actual revolution.
[END]

[UNIT_SCOUT_SUB_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_LIQUID_BREATHING_APPARATUS>Fluid Breathing<e>

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}
[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} 
[END]

[UNIT_SCOUT_SUB_GAMEPLAY]
Sees Underwater Units
[END]

[UNIT_SCOUT_SUB_HISTORICAL]
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_SEA_ENGINEER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NANO_ASSEMBLY>Nano-Assembly<e>

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}
[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} 
[END]

[UNIT_SEA_ENGINEER_GAMEPLAY]
Creates <L:DATABASE_CONCEPTS,CONCEPT_SEA_COLONIES>Sea Colonies<e>
[END]

[UNIT_SEA_ENGINEER_HISTORICAL]
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 a <L:DATABASE_CONCEPTS,CONCEPT_POPULATION>Population<e> point from the <L:DATABASE_CONCEPTS,CONCEPT_CITY>City<e> in which it is built.
[END]

[UNIT_SETTLER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TRIBUNAL_EMPIRE>Tribunal Empire<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}
[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} 
[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 estabilshed cities, so Settlers require more production than Nomads.
[END]

[UNIT_SETTLER_HISTORICAL]
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_POPULATION>Population<e> point.
[END]

[UNIT_SHIP_OF_THE_LINE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NAVAL_TACTICS>Naval Tactics<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}
[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} 
[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>
[END]

[UNIT_SHIP_OF_THE_LINE_HISTORICAL]
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_SLAVER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SLAVE_LABOR>Slave Labor<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}
[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} 
[END]

[UNIT_SLAVER_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_SLAVE_RAID>Captures Slaves<e>, but it cannot be stacked with an army to capture defeated foes. Slavemasters are available for that purpose with the discovery of Copper Smelting. 
[END]

[UNIT_SLAVER_HISTORICAL]
[END]

[UNIT_SLAVEMASTER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_COPPER_SMELTING>Copper Smelting<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}
[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} 
[END]

[UNIT_SLAVEMASTER_GAMEPLAY]
The Slavemaster is a military unit that specializes in the capture of enemy troops for slavery - if part of a victorious army, the Slavemaster will take some of the defeated army as slaves..
[END]

[UNIT_SLAVEMASTER_HISTORICAL]
[END]

[UNIT_SLINGER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_PROJECTILE_WEAPONS>Projectile Weapons<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}
[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} 
[END]

[UNIT_SLINGER_GAMEPLAY]
Ancient <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged<e> unit
[END]

[UNIT_SLINGER_HISTORICAL]
The slinger is the first ranged military  unit available.
[END]

[UNIT_SPACE_PLANE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_SPACE_FLIGHT>Space Flight<e>

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}
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}
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.
[END]

[UNIT_SPACE_PLANE_HISTORICAL]
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_SPEARMAN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TOOL_MAKING>Toolmaking<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}
[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} 
[END]

[UNIT_SPEARMAN_GAMEPLAY]
Ancient defensive unit.
[END]

[UNIT_SPEARMAN_HISTORICAL]
The Spearman is the first Ancient Age defensive unit available.
[END]

[UNIT_SPEARMAN_MILITIA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TOOL_MAKING>Toolmaking<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}
[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} 
[END]

[UNIT_SPEARMAN_MILITIA_GAMEPLAY]
The Spearman is the first Ancient Age militia unit available.
[END]

[UNIT_SPEARMAN_MILITIA_HISTORICAL]
[END]

[UNIT_SPY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_REPUBLIC>Republic<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}
[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} 
[END]

[UNIT_SPY_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_INCITE_REVOLUTION>Incites Revolutions<e>
<L:DATABASE_ORDERS,ORDER_INVESTIGATE_CITY>Spies<e>
<L:DATABASE_ORDERS,ORDER_PARADROP>Steals Advances<e>
<L:DATABASE_ORDERS,ORDER_PLANT_NUKE>Plants Nukes<e>
[END]

[UNIT_SPY_HISTORICAL]
The Spy is a powerful <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth Units<e> with many special attacks at his disposal.  He can single-handedly <L:DATABASE_ORDERS,ORDER_INCITE_REVOLUTION>Incite a Revolution<e> in a City.  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. Perhaps most insidious of all, he can plant a nuke in a city.
[END]

[UNIT_SPY_PLANE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AI_SURVEILLANCE>AI Surveillance<e>

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}
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
[END]

[UNIT_SPY_PLANE_HISTORICAL]
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 no attack capabilities, and its <L:DATABASE_CONCEPTS,CONCEPT_DEFENSE>Defenses<e> are minimal.
[END]

[UNIT_STEALTH_BOMBER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADVANCED_COMPOSITES>Advanced Composites<e>

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}
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}
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>
[END]

[UNIT_STEALTH_BOMBER_HISTORICAL]
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 up to two <L:DATABASE_UNITS,UNIT_NUKE>Nuclear Missiles<e>.
[END]

[UNIT_STEALTH_FIGHTER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADVANCED_COMPOSITES>Advanced Composites<e>

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}
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}
Move/Fuel: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000} / {UnitDB(UnitRecord[0]).MaxFuel / 100}
[END]

[UNIT_STEALTH_FIGHTER_GAMEPLAY]
Advanced aerial combat unit
[END]

[UNIT_STEALTH_FIGHTER_HISTORICAL]
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_SUBMARINE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_OIL_REFINING>Oil Refining<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}
[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} 
[END]

[UNIT_SUBMARINE_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Sea Units
[END]

[UNIT_SUBMARINE_HISTORICAL]
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 navy flotillas.

The Submarine is a <L:DATABASE_CONCEPTS,CONCEPT_STEALTH_UNITS>Stealth unit<e>.
[END]

[UNIT_SWORDSMAN_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_NEURAL_INTERFACE>Neural Interface<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}
[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} 
[END]

[UNIT_SWORDSMAN_GAMEPLAY]
[END]

[UNIT_SWORDSMAN_HISTORICAL]
[END]

[UNIT_TANK_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_TANK_WARFARE>Tank Warfare<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}
[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} 
[END]

[UNIT_TANK_GAMEPLAY]
Modern Age flanking unit
[END]

[UNIT_TANK_HISTORICAL]
Superior <L:DATABASE_ORDERS,ORDER_ATTACK>Attack<e> and <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged Attack<e> capabilities make the Tank the most powerful <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_TELEVANGELIST_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASS_MEDIA>Mass Media<e>

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}
[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} 
[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_SOOTHSAY>Soothsays<e>
Can only be built by <L:DATABASE_GOVERNMENTS,GOVERNMENT_THEOCRACY>Theocracy<e> 
[END]

[UNIT_TELEVANGELIST_HISTORICAL]
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_SOOTHSAY>Soothsay<e>, predicting the impending Armageddon and thereby causing <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Unhappiness<e>.
[END]

[UNIT_TEUTONIC_KNIGHT_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_THEOLOGY>Theology<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}
[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} 
[END]

[UNIT_TEUTONIC_KNIGHT_GAMEPLAY]
<L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>
Medieval flanking unit available to a Theocratic government.
[END]

[UNIT_TEUTONIC_KNIGHT_HISTORICAL]
<L:DATABASE_CONCEPTS,CONCEPT_SPECIAL_FORCES>Special Forces<e>
Can only be built by a <L:DATABASE_GOVERNMENTS,GOVERNMENT_THEOCRACY>Theocracy<e>  Teutonic Knights were the soldiers loyal to the Medieval Church.
[END]

[UNIT_TREBUCHET_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_GREEK_FIRE>Greek Fire<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}
[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} 
[END]

[UNIT_TREBUCHET_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e>
[END]

[UNIT_TREBUCHET_HISTORICAL]
Using a fearful chemical mixture called Greek Fire, the Trebuchet can rain a fiery death on enemy troops.
[END]

[UNIT_TRIREME_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ALCHEMY>Alchemy<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}
[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} 
[END]

[UNIT_TRIREME_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e>
[END]

[UNIT_TRIREME_HISTORICAL]
The Trireme is one of the most powerful naval unit of the <L:DATABASE_CONCEPTS,CONCEPT_ANCIENT_AGE>Ancient Age<e>.  It rams other ships, sprays them with fire and leaves them crippled and burning.  It can also employ a <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged Attack<e>.
[END]

[UNIT_TROOP_SHIP_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_INTERNAL_COMBUSTION>Internal Combustion<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}
[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} 
[END]

[UNIT_TROOP_SHIP_GAMEPLAY]
<L:DATABASE_ORDERS,ORDER_BOARD_TRANSPORT>Transports<e> up to 5 Land units
[END]

[UNIT_TROOP_SHIP_HISTORICAL]
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_URBAN_PLANNER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ADV_NAVAL_TACTICS>Advanced Urban Planning<e>

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}
[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} 
[END]

[UNIT_URBAN_PLANNER_GAMEPLAY]
Creates Advanced <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>
[END]

[UNIT_URBAN_PLANNER_HISTORICAL]
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.

Once the Urban Planner is available, the <L:DATABASE_UNITS,UNIT_SETTLER>Settler<e> becomes obsolete.
[END]

[UNIT_WARRIOR_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AGICULTURE>Agriculture<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}
[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} 
[END]

[UNIT_WARRIOR_GAMEPLAY]
Ancient Infantry unit.
[END]

[UNIT_WARRIOR_HISTORICAL]
The Warrior is the first offensive Ancient Age military unit available in the game.
[END]

[UNIT_WAR_WALKER_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CYBERNETICS>Cybernetics<e>

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}
[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} 
[END]

[UNIT_WAR_WALKER_GAMEPLAY]
Can <L:DATABASE_ORDERS,ORDER_BOMBARD>Bombard<e> Land & Air Units
<L:DATABASE_CONCEPTS,CONCEPT_ACTIVE_DEFENSE>Anti-Air Active Defense<e>
[END]

[UNIT_WAR_WALKER_HISTORICAL]
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_ORDERS,ORDER_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]

[ORDER_ADVERTISE_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_CORPORATE_BRANCH>Corporate Branch<e>

Costs:
500 <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
[END]

[ORDER_ADVERTISE_GAMEPLAY]
Corporate Branches can advertise in foreign <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.  They run ads for products that foreigners have no access to, heightening desire for material goods and causing people to be 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:
Causes slave <L:DATABASE_CONCEPTS,CONCEPT_REVOLUTION>Revolt<e>
[END]

[ORDER_INCITE_UPRISING_GAMEPLAY]
The <L:DATABASE_UNITS,UNIT_ABOLITIONIST>Abolitionist<e> can aid a <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>Slave<e> 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.

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 <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>Slaves<e> need not be the same nationality as the <L:DATABASE_UNITS,UNIT_ABOLITIONIST>Abolitionist<e> to <L:DATABASE_CONCEPTS,CONCEPT_REVOLUTION>Revolt<e>. 
[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_ORDERS,ORDER_RANGED_ATTACK><e> long distance attack.  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_CATAPULT>Catapults<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>

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>.
[END]

[ORDER_SLAVE_RAID_HISTORICAL]
[END]

[ORDER_ASSASSINATE_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_ECO_TERRORIST>Eco-Terrorist<e>

Costs:
1000 <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_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>.
[END]

[ORDER_ASSASSINATE_HISTORICAL]
[END]

[ORDER_CONVERT_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_CLERIC>Cleric<e>
<L:DATABASE_UNITS,UNIT_TELEVANGELIST>Televangelist<e> 

Costs:
100 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_CONVERT_STATISTICS]
Effect:
Extracts Gold from target city.
Televangelist more effective in <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> with <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_ESTABLISH_EMBASSY_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_DIPLOMAT>Diplomat<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> 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:
Moves 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.  It is simply moved to the nearest friendly city.  This action does not affect diplomatic <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e> in any way.
[END]

[ORDER_EXPEL_HISTORICAL]
[END]

[ORDER_FAITH_HEALING_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_TELEVANGELIST>Televangelist<e>

Costs:
500 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> 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>

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 a few turns to complete.  Once a unit is fortified (a small wall around the unit, similar to the Fortification <L:DATABASE_CONCEPTS,CONCEPT_TILE_IMPROVEMENTS>Tile Improvement<e>, indicates that the unit is Fortified) 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>

Costs:
250 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_FRANCHISE_STATISTICS]
Effect:
Transfers <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> from target city to host empire
[END]

[ORDER_FRANCHISE_GAMEPLAY]
<L:DATABASE_UNITS,UNIT_CORPORATE_BRANCH>Corporate Branches<e> can Establish a Franchise in an enemy city.  If successful, the Franchise extracts 10% of the <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> from that city and gives it to the attacking empire.  This Production will be diverted not to cities, but 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>.
[END]

[ORDER_FRANCHISE_HISTORICAL]
[END]

[ORDER_UNDERGROUND_RAILWAY_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_ABOLITIONIST>Abolitionist<e>

Costs:
50 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_UNDERGROUND_RAILWAY_STATISTICS]
Effect:
[END]

[ORDER_UNDERGROUND_RAILWAY_GAMEPLAY]
An <L:DATABASE_UNITS,UNIT_ABOLITIONIST>Abolitionist<e> unit can perform the free <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>Slaves<e> 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.
[END]

[ORDER_UNDERGROUND_RAILWAY_HISTORICAL]
[END]

[ORDER_INCITE_REVOLUTION_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_SPY>Spy<e>
<L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja<e>

Costs:
Variable <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
Cost based on several factors
[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> 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.  The <L:DATABASE_UNITS,UNIT_SPY>Spy<e> has a 25% chance of success, with a 50% chance of getting caught.  The <L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja<e> has a 35% chance of success, with a 25% chance of getting caught.  If either unit is caught, they are killed.

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_INFECTOR>Infector<e>

Costs:
1000 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_BIO_INFECT_STATISTICS]
Effect:
Causes unhappiness
Reduces Production
[END]

[ORDER_BIO_INFECT_GAMEPLAY]
The Infector's primary attack releases a bio-weapons attack on unsuspecting citizens.  This attack does not kill people.  Rather, it makes a large percentage of the populace extremely ill.  They are unhappy and unable to work for 5 turns.  There is a sharp reduction in <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> and <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> as a result.

Any city trading with the target city has a 30% chance of being infected as well.
[END]

[ORDER_BIO_INFECT_HISTORICAL]
[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
[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%.  Any city trading with the target city has a 30% chance of being infected as well.

This attack is considered an <L:DATABASE_CONCEPTS,CONCEPT_ATROCITY>Atrocity<e>.
[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.

This attack constitutes an <L:DATABASE_CONCEPTS,CONCEPT_ATROCITY>Atrocity<e>.
[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 land-based military unit can Pillage a tile.  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_SPY>Spy<e>
<L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja<e>

Costs:
5000 <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_SPY>Spy<e> or <L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja<e> can perform.  There is a 25% chance of success for the Spy, and a 35% chance of success for the Cyber Ninja.  The risk of capture is significant - 75% for the Spy 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 Spy 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:
Unit with ranged attack
[END]

[ORDER_RANGED_ATTACK_STATISTICS]
Effect:
Variable
[END]

[ORDER_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]

[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 unhappiness
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 cleric or televangelist's <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_REFUEL_PREREQ]
Requires:
<L:DATABASE_BUILDINGS,IMPROVE_AIRPORT>Airport<e> or <L:DATABASE_TILE_IMPROVEMENTS,TILEIMP_AIR_BASES>Airbase<e>
[END]

[ORDER_REFUEL_STATISTICS]
Effect:
Restores aircraft's movement range
[END]

[ORDER_REFUEL_GAMEPLAY]
When an air unit comes to rest 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 unit's full movement range.
[END]

[ORDER_REFUEL_HISTORICAL]
[END]

[ORDER_INDULGENCE_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_CLERIC>Cleric<e>
<L:DATABASE_UNITS,UNIT_TELEVANGELIST>Televangelist<e>
[END]

[ORDER_INDULGENCE_STATISTICS]
Effect:
Raises Happiness 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_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 three "settler" units in the game - the <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_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 1, 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.

Consult the game's tutorial for tips on finding the best locations to build <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e>.
[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 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.
[END]

[ORDER_SLEEP_HISTORICAL]
[END]

[ORDER_SOOTHSAY_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_CLERIC>Cleric<e>

Costs:
500 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_SOOTHSAY_STATISTICS]
Effect:
Causes unhappiness for one turn
[END]

[ORDER_SOOTHSAY_GAMEPLAY]
People look to <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.  A <L:DATABASE_UNITS,UNIT_CLERIC>Cleric<e> can Soothsay, preaching doom and damnation for the people 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 500 <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_CYBER_NINJA>Cyber Ninja<e>
[END]

[ORDER_INVESTIGATE_CITY_STATISTICS]
Effect:
Reveals city's statistics
[END]

[ORDER_INVESTIGATE_CITY_GAMEPLAY]
One of the more powerful attacks of the <L:DATABASE_UNITS,UNIT_SPY>Spy<e> and <L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja<e> is the spy attack.  If successful, the <L:DATABASE_UNITS,UNIT_SPY>Spy<e> attack reveals everything about the city - what is being built, how many people live there, how many military units are garrisoned, how much <L:DATABASE_CONCEPTS,CONCEPT_FOOD>Food<e>, <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> and <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e> are produced.

This information is vital for preparing to attack a city.  However, <L:DATABASE_UNITS,UNIT_SPY>Spies<e> and <L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninjas<e> have a chance of being captured if they are not successful.
[END]

[ORDER_INVESTIGATE_CITY_HISTORICAL]
[END]

[ORDER_STEAL_TECHNOLOGY_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_SPY>Spy<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]
<L:DATABASE_UNITS,UNIT_SPY>Spies<e> or <L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninjas<e> can attempt to Steal an <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advance<e> from a rival empire.  The chances of success are 35% for the <L:DATABASE_UNITS,UNIT_SPY>Spy<e> and 50% for the <L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja<e>.  If successful, the attacker gains the <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advance<e> immediately, including any new building options.  There is a 50% that the <L:DATABASE_UNITS,UNIT_SPY>Spy<e> will be captured and killed.  The <L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninja's<e> chances of capture are 25%.
[END]

[ORDER_STEAL_TECHNOLOGY_HISTORICAL]
[END]

[ORDER_SUE_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_LAWYER>Lawyer<e>

Costs:
500 <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> to perform
[END]

[ORDER_SUE_STATISTICS]
Effect:
Rids city of franchise
Destroys enemy <L:DATABASE_UNITS,UNIT_LAWYER>Lawyers<e> and <L:DATABASE_UNITS,UNIT_CORPORATE_BRANCH>Corporate Branches<e>
[END]

[ORDER_SUE_GAMEPLAY]
The Sue function has two purposes.  <L:DATABASE_UNITS,UNIT_LAWYER>Lawyers<e> can rid friendly <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> of enemy Franchises.  <L:DATABASE_UNITS,UNIT_LAWYER>Lawyers<e> can also Sue other <L:DATABASE_UNITS,UNIT_LAWYER>Lawyer<e> or <L:DATABASE_UNITS,UNIT_CORPORATE_BRANCH>Corporate Branch<e> units to destroy them.

The attack costs 500 Gold to perform and always succeeds.
[END]

[ORDER_SUE_HISTORICAL]
[END]

[ORDER_THROW_PARTY_PREREQ]
Requires:
<L:DATABASE_UNITS,UNIT_DIPLOMAT>Diplomat<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> and <L:DATABASE_UNITS,UNIT_EMPATHIC_DIPLOMAT>Empathic Diplomat<e> that use the Hold Reception action increase the host nation's diplomatic <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e>.

Each subsequent Reception held has a lesser effect.
[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]

[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_SPY>Spies<e> and <L:DATABASE_UNITS,UNIT_CYBER_NINJA>Cyber Ninjas<e> in the act of espionage.
[END]

[WONDER_THE_AGENCY_HISTORICAL]
[END]

[WONDER_THE_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_THE_APPIAN_WAY_STATISTICS]
Gives:
Eliminates unhappiness associated with distance from capitol.
Special unit - <L:DATABASE_UNITS,UNIT_CAESAR>Caesar<e>.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_MASS_MEDIA>Mass Media<e>
[END]

[WONDER_THE_APPIAN_WAY_GAMEPLAY]
Gives Special unit - <L:DATABASE_UNITS,UNIT_CAESAR>Caesar<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 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_AGE_OF_REASON>Age Of Reason<e> <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advance<e> renders The Appian Way obsolete.
[END]

[WONDER_THE_APPIAN_WAY_HISTORICAL]
[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.
[END]

[WONDER_ARISTOTLES_LYCEUM_HISTORICAL]
[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]
[END]

[WONDER_CHICHEN_ITZA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HEXTAPUL>Hextapul<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.
[END]

[WONDER_CHICHEN_ITZA_GAMEPLAY]
The Chich_n Itz_ 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 Chich_n Itz_ in an empire serves as a deterrent, reducing <L:DATABASE_CONCEPTS,CONCEPT_CRIME>Crime<e> across the empire.
[END]

[WONDER_CHICHEN_ITZA_HISTORICAL]
[END]

[WONDER_CODE_OF_HAMMURABI_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_JURISPRUDENCE>Juriprudence<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_CRIMINAL_CODE>Criminal Code<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.
[END]

[WONDER_CODE_OF_HAMMURABI_HISTORICAL]
[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:
One free <L:DATABASE_BUILDINGS,IMPROVE_ARENA>Arena<e> in every city.  
[END]

[WONDER_COLISEUM_GAMEPLAY]
One of the most spectacular structures in the Ancient world, the Coliseum was a visible symbol of the might of Rome and served as a vast entertainment center for the common people.
[END]

[WONDER_COLISEUM_HISTORICAL]
[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]
[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]
Gives Special unit - <L:DATABASE_UNITS,UNIT_HERNAN_CORTES>Hernan Cortes<e>

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]
[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]
[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]
[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. 
Causes revolts in slave-holding cities.
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.  The newly free citizens rise up against their former oppressors, rioting in all <L:DATABASE_CONCEPTS,CONCEPT_CITY>Cities<e> on the map that employ <L:DATABASE_CONCEPTS,CONCEPT_SLAVE>Slaves<e>.
[END]

[WONDER_EMANCIPATION_PROCLAMATION_HISTORICAL]
[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:
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.  Though non-governmental in purpose, its towering presence earns the host empire respect and increased diplomatic <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e>.
[END]

[WONDER_EMPIRE_STATE_BUILDING_HISTORICAL]
[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.
[END]

[WONDER_FIELD_DYNAMICS_LABORATORY_HISTORICAL]
[END]

[WONDER_THE_FORBIDDEN_CITY_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HEXTAPUL>Hextapul<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_THE_FORBIDDEN_CITY_STATISTICS]
Gives:
Closes foreign <L:DATABASE_ORDERS,ORDER_ESTABLISH_EMBASSY>Embassies<e> in host empire.
Enhances <L:DATABASE_CONCEPTS,CONCEPT_REGARD>Regard<e> amongst other empires.
[END]

[WONDER_THE_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.  It also prevents enemies from starting wars with the host empire.

The discovery of the <L:DATABASE_ADVANCES,ADVANCE_RAILROAD>Railroad<e> <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advance<e> renders the Forbidden City obsolete.
[END]

[WONDER_THE_FORBIDDEN_CITY_HISTORICAL]
[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:
Boosts <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in host city.

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]
[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 unconceals 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]
[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.
[END]

[WONDER_GLOBAL_SURVEILLANCE_CENTER_HISTORICAL]
[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]
[END]

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

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_GREAT_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
[END]

[WONDER_GREAT_WALL_GAMEPLAY]
An impenetrable bulwark that spans the borders of an empire, the Great Wall eliminates the possibility of a <L:DATABASE_CONCEPTS,CONCEPT_BARBARIANS>Barbarian<e> invasion of the host empire.  It also reduces <L:DATABASE_CONCEPTS,CONCEPT_MILITARY_READINESS>Military Readiness<e> costs.

The discovery of the <L:DATABASE_ADVANCES,ADVANCE_CAVALRY_TACTICS>Cavalry Tactics<e> <L:DATABASE_CONCEPTS,CONCEPT_ADVANCES>Advance<e> renders the Great Wall obsolete.
[END]

[WONDER_GREAT_WALL_HISTORICAL]
[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:
Eliminates <L:DATABASE_ORDERS,ORDER_CONVERT>Conversion<e> in host empire.
+{WonderDB(Wonder[0]). IncKnowledgePercent}% <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in 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 literature and religious works.  Religious leaders were better able to spread their doctrines, making multiple copies of their tomes faster and cheaper than the traditional method of having monks transcribe works painstakingly by hand.  An empire with Gutenberg's Bible is a more religious empire, and therefore happier.  The citizens resist <L:DATABASE_ORDERS,ORDER_CONVERT>Conversion<e> from foreign <L:DATABASE_UNITS,UNIT_CLERIC>Clerics<e>.
[END]

[WONDER_GUTTENBERGS_BIBLE_HISTORICAL]
[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]
Protects against <L:DATABASE_CONCEPTS,CONCEPT_BARBARIANS>Barbarian<e> attacks.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_RADAR>Radar<e>
[END]

[WONDER_HADRIANS_WALL_GAMEPLAY]
-{WonderDB(Wonder[0]).ReduceReadinessCost}%<L:DATABASE_CONCEPTS,CONCEPT_MILITARY_READINESS>Military Readiness<e> costs.
Protects against <L:DATABASE_CONCEPTS,CONCEPT_BARBARIANS>Barbarian<e> attacks.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_RADAR>Radar<e>
[END]

[WONDER_HADRIANS_WALL_HISTORICAL]
Hadrian's Wall served as a barrier against the people of northern ancient England.  It will protect against <L:DATABASE_CONCEPTS,CONCEPT_BARBARIANS>Barbarian<e> attacks and also help reduce your readiness costs.
[END]

[WONDER_HAGIA_SOPHIA_PREREQ]
Requires:
<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:
+{WonderDB(Wonder[0]).IncHappinessEmpire} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for entire empire.
Special unit - <L:DATABASE_UNITS,UNIT_CHARLEMANGE>Charlemange<e>.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_GLOBAL_ECONOMICS>Global Economics<e>
[END]

[WONDER_HAGIA_SOPHIA_GAMEPLAY]
Gives Special unit - <L:DATABASE_UNITS,UNIT_CHARLEMANGE>Charlemange<e>

The Hagia Sophia is a monument to all religious faiths, and has the effect of raising <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> in all cities.
[END]

[WONDER_HAGIA_SOPHIA_HISTORICAL]
[END]

[WONDER_HANGING_GARDENS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_AQUEDUCTS>Aqueducts<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_HANGING_GARDENS_STATISTICS]
Gives:
One free <L:DATABASE_BUILDINGS,IMPROVE_AQUEDUCT>Aqueduct<e> in every city
Special unit - <L:DATABASE_UNITS,UNIT_NEBUCHADNEZZER>Nebuchadnezzer<e>.

[END]

[WONDER_HANGING_GARDENS_GAMEPLAY]
Gives Special unit - <L:DATABASE_UNITS,UNIT_NEBUCHADNEZZER>Nebuchadnezzer<e>

One of the Seven Ancient Wonders of the world, Nebuchadnezzer built a series of terraced gardens in his capital city of Babylon, giving the city the appearance of Eden.
[END]

[WONDER_HANGING_GARDENS_HISTORICAL]
[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.
[END]

[WONDER_HOLLYWOOD_HISTORICAL]
[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]
[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]).GoldPerInternationalTradeRoute} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> for each trade route between any 2 nations.
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]).GoldPerInternationalTradeRoute} <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> for each trade route between any 2 nations and gives all naval units 1 extra move point.
[END]

[WONDER_LIGHTHOUSE_OF_ALEXANDRIA_HISTORICAL]
[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]
[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:
Boosts <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in host city.

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 that brought about a weapon of mass destruction - the atomic bomb.
[END]

[WONDER_MANHATTAN_PROJECT_HISTORICAL]
[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.
Boosts <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e> in host city.
Special unit - <L:DATABASE_UNITS,UNIT_MUHAMMAD>Muhammad<e>.


Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_MASS_MEDIA>Mass Media<e>
[END]

[WONDER_MECCA_GAMEPLAY]
Gives Special unit - <L:DATABASE_UNITS,UNIT_MUHAMMAD>Muhammad<e>

Mecca is the Holy city of Islam. The rise of Islam also fostered a growth in scientific discovery, and the pursuit of knowledge was actively encouraged.
[END]

[WONDER_MECCA_HISTORICAL]
[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]
[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]
[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 stands as a foundation for many future discoveries.  A player will receive a increase in his <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>. 
[END]

[WONDER_NEWTONS_THEORIES_HISTORICAL]
[END]

[WONDER_OLYMPICS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_DRAMA>Drama<e>

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_OLYMPICS_STATISTICS]
Gives:
+10% health for all units.

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 gains +10% health bonus.
[END]

[WONDER_OLYMPICS_HISTORICAL]
[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]
[END]

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

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_PYRAMIDS_STATISTICS]
Gives:
<L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> increase for Empire.

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_TRADE_GUILDS>Trade Guilds<e>
[END]

[WONDER_PYRAMIDS_GAMEPLAY]
The Pyramids stand as a testament to the devotion of a people to their leader.  Built with eternity in mind, the Pyramids attract tourists to the region in which they are built.  This steady influx of visitors brings a <L:DATABASE_CONCEPTS,CONCEPT_GOLD>Gold<e> bonus to the coffers of the host empire.
[END]

[WONDER_PYRAMIDS_HISTORICAL]
[END]

[WONDER_RAMAYANA_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_HEXTAPUL>Hextapul<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. 
[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.
[END]

[WONDER_RAMAYANA_HISTORICAL]
[END]

[WONDER_RESURRECTION_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CHRISTIANITY>Christianity<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 Christianty. It brought hope to the lower-class and downtrodden people of the Roman Empire, and eventually became the state religion of Rome.
[END]

[WONDER_RESURRECTION_HISTORICAL]
[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.
[END]

[WONDER_SHAKESPEARE_THEATRE_HISTORICAL]
[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]
[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
Special unit - <L:DATABASE_UNITS,UNIT_ALEXANDER_THE_GREAT>Alexander the Great<e>.

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

[WONDER_SPARTAN_PHILOSOPHY_GAMEPLAY]
Gives Special unit - <L:DATABASE_UNITS,UNIT_ALEXANDER_THE_GREAT>Alexander the Great<e>

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.
[END]

[WONDER_SPARTAN_PHILOSOPHY_HISTORICAL]
[END]

[WONDER_STONEHENGE_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_ASTRONOMY>Astronomy<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%.
[END]

[WONDER_STONEHENGE_HISTORICAL]
[END]

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

Costs:
{WonderDB(Wonder[0]).ProductionCost} <L:DATABASE_CONCEPTS,CONCEPT_PRODUCTION>Production<e>
[END]

[WONDER_THE_SOLARIS_PROJECT_STATISTICS]
Gives:
Allows start of Gaia Controller Victory.
[END]

[WONDER_THE_SOLARIS_PROJECT_GAMEPLAY]
The Solaris Project was an experiment that proved that safe conversion from matter to energy was possible.  This discovery opened the doors to new possibilities for utopian society - because people could convert any matter to energy, people would not want for energy.  This boundless resource eliminates the conflict and strife associated with natural resource scarcity.

Discovery of the Solaris Project allows the beginning of the <L:DATABASE_CONCEPTS,CONCEPT_VICTORY_SCIENCE>Science Fiction Victory<e>, and enables all empires to begin construction on the <L:DATABASE_ADVANCES,ADVANCE_GAIA_CONTROLLER>Gaia Controller<e>.
[END]

[WONDER_THE_SOLARIS_PROJECT_HISTORICAL]
[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:
+{WonderDB(Wonder[0]).IncHappinessEmpire} <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> for entire empire

Obsolete:
<L:DATABASE_ADVANCES,ADVANCE_VERNACULAR_PROSE>Vernacular Prose<e>
[END]

[WONDER_TEMPLE_OF_SOLOMON_GAMEPLAY]
Solomon was considered to be the wisest man who ever lived.  He also was blessed with great wealth and a period of peace.  His temple to Jehovah was a monument to those blessings he received from God. With its completion, your empire's <L:DATABASE_CONCEPTS,CONCEPT_HAPPINESS>Happiness<e> will be increased.
[END]

[WONDER_TEMPLE_OF_SOLOMON_HISTORICAL]
[END]

[WONDER_TEMPLE_OF_ZEUS_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_MASONRY>Masonry<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 entire empire.

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

[WONDER_TEMPLE_OF_ZEUS_GAMEPLAY]
The Temple of Zeus was considered 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.
[END]

[WONDER_TEMPLE_OF_ZEUS_HISTORICAL]
[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>Ramses<e>.

[END]

[WONDER_VALLEY_OF_THE_KINGS_GAMEPLAY]
Gives Special unit - <L:DATABASE_UNITS,UNIT_RAMSES>Ramses<e>

The Egyptians had a deeply held belief in the afterlife. As such, the process of mummification became an important profession, and the discovery of medicinal herbs became an offshoot science because of that.
[END]

[WONDER_VALLEY_OF_THE_KINGS_HISTORICAL]
[END]

[WONDER_ZERO_CRIME_BILL_PREREQ]
Requires:
<L:DATABASE_ADVANCES,ADVANCE_CRIMINAL_CODE>Criminal Code<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]
[END]

[UNIT_ALEXANDER_THE_GREAT_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_SPARTAN_PHILOSOPHY>Spartan Philosophy<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}
[END]

[UNIT_ALEXANDER_THE_GREAT_SUMMARY]
[END]

[UNIT_ALEXANDER_THE_GREAT_GAMEPLAY]
Special Wonder unit - When stacked with a military unit, Alexander the Great will automatically raise that unit to veteran status- and if victorious in battle, Alexander will enslave the defeated force..
[END]

[UNIT_ALEXANDER_THE_GREAT_HISTORICAL]
[END]

[UNIT_CAESAR_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_THE_APPIAN_WAY>The Appian Way<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}
[END]

[UNIT_CAESAR_SUMMARY]
[END]

[UNIT_CAESAR_GAMEPLAY]
Special Wonder unit - When stacked with a military unit, Caesar will automatically raise that unit to veteran status - - and if victorious in battle, Caesar will enslave the defeated force..
[END]

[UNIT_CAESAR_HISTORICAL]
[END]

[UNIT_CHARLEMANGE_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_HAGIA_SOPHIA>Hagia Sophia<e>
[END]

[UNIT_CHARLEMANGE_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}
[END]

[UNIT_CHARLEMANGE_SUMMARY]
[END]

[UNIT_CHARLEMANGE_HISTORICAL]
[END]

[UNIT_CHARLEMANGE_GAMEPLAY]
Special Wonder unit - When stacked with a military unit, Charlemagne will automatically raise that unit to veteran status.
[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}
[END]

[UNIT_DWIGHT_EISENHOWER_SUMMARY]
[END]

[UNIT_DWIGHT_EISENHOWER_GAMEPLAY]
Special Wonder unit - When stacked with a military unit, Dwight Eisenhower will automatically raise that unit to veteran status.
[END]

[UNIT_DWIGHT_EISENHOWER_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}
[END]

[UNIT_HAMMURABI_SUMMARY]
[END]

[UNIT_HAMMURABI_GAMEPLAY]
Special Wonder unit - When stacked with a military unit, Hammurabi will automatically raise that unit to veteran status - and if victorious in battle, Hammurabi will enslave the defeated force..
[END]

[UNIT_HAMMURABI_HISTORICAL]
[END]

[UNIT_HERNAN_CORTES_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_EAST_INDIA_COMPANY>East India Company<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}
[END]

[UNIT_HERNAN_CORTES_SUMMARY]
[END]

[UNIT_HERNAN_CORTES_GAMEPLAY]
Special Wonder unit - When stacked with a military unit, Hernan Cortes will automatically raise that unit to veteran status.
[END]

[UNIT_HERNAN_CORTES_HISTORICAL]
[END]

[UNIT_MUHAMMAD_PREREQ]
Requires:
<L:DATABASE_WONDERS,WONDER_MECCA>Mecca<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}
[END]

[UNIT_MUHAMMAD_SUMMARY]
[END]

[UNIT_MUHAMMAD_GAMEPLAY]
Special Wonder unit - When stacked with a military unit, Muhammad will automatically raise that unit to veteran status.
[END]

[UNIT_MUHAMMAD_HISTORICAL]
[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}
[END]

[UNIT_NEBUCHADNEZZER_SUMMARY]
[END]

[UNIT_NEBUCHADNEZZER_GAMEPLAY]
Special Wonder unit - When stacked with a military unit, Nebuchadnezzer will automatically raise that unit to veteran status - and if victorious in battle, Nebuchadnezzer will enslave the defeated force..
[END]

[UNIT_NEBUCHADNEZZER_HISTORICAL]
[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}
[END]

[UNIT_NORMAN_SCHWARZKOPF_SUMMARY]
[END]

[UNIT_NORMAN_SCHWARZKOPF_GAMEPLAY]
Special Wonder unit - When stacked with a military unit, Norman Schwarzkopf will automatically raise that unit to veteran status.
[END]

[UNIT_NORMAN_SCHWARZKOPF_HISTORICAL]
[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}
[END]

[UNIT_RAMSES_SUMMARY]
[END]

[UNIT_RAMSES_GAMEPLAY]
Special Wonder unit - When stacked with a military unit, Ramses will automatically raise that unit to veteran status - and if victorious in battle, Ramses will enslave the defeated force.
[END]

[UNIT_RAMSES_HISTORICAL]
[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}
[END]

[UNIT_ULYSSES_GRANT_SUMMARY]
[END]

[UNIT_ULYSSES_GRANT_GAMEPLAY]
Special Wonder unit - When stacked with a military unit, Ulysses Grant will automatically raise that unit to veteran status.
[END]

[UNIT_ULYSSES_GRANT_HISTORICAL]
[END]



