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             CIVILIZATION II / FANTASTIC WORLDS / TEST OF TIME FAQ
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                                Civilization 2,
                       Civilization 2: Fantastic Worlds
                                     and
                        Civilization 2: Test of Time 
                              FAQ/STRATEGY GUIDE
                                For PC-Windows
                          By: AlaskaFox(Ronan Murphy)
                            Created: July 17, 2001
                       Date last Updated: July 19, 2001
                                 Version 1.1
                       Mail me at: frozenfox@hotmail.com
                      Home Page: http://www.delta-blue.net



                           -=-=-=-=-=-=-=-=-=-=-=
                                 DISCLAIMER
                           =-=-=-=-=-=-=-=-=-=-=-

This Game Guide / FAQ is created for personal use only. You must not use it 
for anything that gains profit. Specifically Magazines, Game Guides, 
Commercial Web Sites, unless you have my written permission. 
Youre also not allowed to rip off part/s of this Game Guide / FAQ and put it
on your own Game Guide / FAQ. Anyone doing this is guilty of "plagiarism", 
the act of stealing and passing off of ideas and words of another as ones 
own without crediting the source.

You also cannot use this Game Guide / FAQ as a guide for you to make your own 
Game Guide / FAQ, you must do everything there is to do in the game yourself 
or have others give info about your game and give them proper credit. You can
copy the layout though. 

You can put this Game Guide / FAQ on your non-commercial or non-profit web 
site provided that not a single character has been edited or removed and you 
MUST have permission from me in order to do so. You can also, print a copy of
the entire FAQ / Guide or a part of it, provided you only use it for personal 
purposes. Remember "You dont have to steal, just ask." - B.O.F.III

                           -=-=-=-=-=-=-=-=-=-=-=
                                EMAIL NOTICE
                           =-=-=-=-=-=-=-=-=-=-=-

If you wish to send me an email asking any questions, pointing out mistakes
or whatever: Make sure you put the words Civilization 2" or "Civ:TOT" or
something that lets me know which game your email is about. I have many FAQs
and if you don't do this your email may be ignored.

                           -=-=-=-=-=-=-=-=-=-=-=
                                  CONTENTS
                           =-=-=-=-=-=-=-=-=-=-=-


                     i.     Disclaimer                      
                     ii.    Email Notice                   
                     I.     Updates/Revisions
                     II.    Technical Stuff
                     III.   Changes between Civ and Civ2
                     IV.    Changes between Civ2 and TOT
                     V.     Game Setup
                     VI.    First Things, First
                     VII.   Cities
                     VIII.  Units
                     IX.    Units In-Depth
                     X.     Improvements
                     XI.    Wonders
                     XII.   Governments
                     XIII.  Fanatastic Worlds Scenarios
                            A. Age of Dinosaurs/Reptiles
                            B. Atlantis
                            C. Ice Planet
                     XIV.   Discovery Effects
                     XV.    Strategies
                     XVI.   Outro



                          -=-=-=-=-=-=-=-=-=-=-=-=-
                              UPDATES/REVISIONS
                          =-=-=-=-=-=-=-=-=-=-=-=-=

Current Progress:
-----------------

Guide: 65% complete

File Size: 
151K

Version 1.1 (Started: July 18, 2001)
-------------------------------------

        - Fantastic Worlds: Atlantis Added
        - Fantastic Worlds: Ice Planet Added
        - Discovery Effects Added
        - Startegies: 1 Early Game Strategy Added
        - Ascii art at bottom added
        - File Size: 151k

Version 1.0 (Started: June 11, 2001)
            (First Submitted: July 17,2001)
-------------------------------------------

        - Technical Stuff Added
        - Changes I, II Added
        - Game Setup Added
        - First Things, First Added
        - Cities Added
        - Units, Units In-Depth Added
        - Improvements, Wonders Added
        - Governments Added
        - Fantastic Worlds: Age of Dinosaurs Added
        - Disclaimer, Email Notice Added
        - Outro, Credits Added
        - File Size: 129k



                          -=-=-=-=-=-=-=-=-=-=-=-=
                              TECHNICAL STUFF
                          =-=-=-=-=-=-=-=-=-=-=-=-


This is what you'll need to play Civilization II and/or Test of Time:

Minimum:     166 MHz Pentium. 
Recommended: 200 MHz Pentium with MMX.

Minimum:     16 Mb of RAM. 
Recommended: 32 Mb or more.

Minimum:     4x speed CD-ROM drive.

Minimum Installation: 60 Mb.

Minimum:      SVGA (16 bit) graphics card

Required:     Mouse

Required:     DirectX 6.0 (included in installation, if necessary)

Required:     Compatable Sound Card




For Multiplayer Games you'll need:

Minimum:      28k Modem
Recommended:  56k Modem

Access to the Internet with the Winsock protocol and a 28.8 kps connection


                          -=-=-=-=-=-=-=-=-=-=-=-=
                                  CHANGES I
                          =-=-=-=-=-=-=-=-=-=-=-=-

These are the changes from the original Civilization to Civilization II:

A New Look:
-Uses an Isometric Grid instead of a square one(diamond terrain)
-Shield indicates Unit civilization
-Coloured Health Bar
-Changes in Architecute of Cities

New in Combat:
-Hit Points
-Firepower
-Spacebar restores units
-New versions of old units(e.g. Settlers -> Engineers)

New in Production:
-Waste Production Shields
-50% Penalty for Changing Production
-New Improvements(e.g. Supermarket)

New in Terrain
-Rivers appear everywhere
-Special Terrain yields two resources
-When adjacent squares are upgraded, city square is also.

New in Movement:
-Rivers have same movement as roads
-Alpine Troops, Explorers treat every square as road
-2 settlers work together to finish jobs quicker
-Settlers/Engineers can use Transform Command

New in Government:
-Fundamentalism has been added
-In Monarchy the first 3 units cost no shield support
-No corruption occurs under Communism
-All spy units are veteran under Communism
-The first unit away from city doesn't cause unrest in a Republic
-After a revolution, you can change to as many government types that turn

New in Diplomacy:
-AI remembers past actions
-New diplomatic states: cease fire, neutrality, alliance
-Cease fires expire after 16 turns

New in Wonders:
-Pyramids now are a granary in all your cities
-Lighthouse never lets Triremes be lost at sea
-Great Wall now acts as a City Wall in each city and, forces peace
-Magellan's Expedition gives a +2 movement bonus to all ships
-Michaelangelo's Chapel counts as a Chatedral in all cities
-United Nations gives democracies a 50% chance to overrule senate
-SETI Program counts as a Research Lab in all cities
-Colossus expires with Flight
-Great Library expires with Electronics
-Great Wall expires with Metallurgy
-JS Bach's Catherdral now requires Theology to build.

New elsewhere:
-Computer opponents now have to "Build" wonders
-Civlopedia/Advance Tree changed
-Disbanding adds 50% production to city


                          -=-=-=-=-=-=-=-=-=-=-=-=
                                 CHANGES II
                          =-=-=-=-=-=-=-=-=-=-=-=-

There are many changes between Civilization II and Civilization II: TOT
If you come across any which I have not listed please feel free to email
me them.

From Civ2 to TOT the overall look has completely changed.
The units, terrain, cities, improvements and screen all look different.

Changes from Civ2 to TOT:
-Engineers and Settlers no longer ignore zones of control
-You can now automate Settlers
-New menu Options: [Insert]
-Cruise missile attack is 18 in TOT and 20 in Civ2
-Defence of all Stealth units has increased
-Colossus affects sea as well as land
-In the SciFi, Midgard and Fantasy games the Civlopedia has changed
-Impassable Terrain
-Levels(also called Multiple Maps, or Worlds on top of each other)
-Some Adavnces are Restricted




                          -=-=-=-=-=-=-=-=-=-=-=-=
                                 GAME SETUP
                          =-=-=-=-=-=-=-=-=-=-=-=-

This is the part where I tell you how to setup a new game.
Menu screens are listed numerically e.g 1-0, 3-2

Civilization II
Fantastic Worlds
----------------

[1-0]
Start a New Game: Begins a new game -> 1-2
Start on a Premade World: Play on a custom Map -> 1-2
Customise World: Choose how you want your world to look -> 1-1
Begin Scenario: Begin a pre-set scenario -> 1-2
Load a Game: Load a previously saved game -> To game
View Hall of Fame: View previous high scores

[1-1]
Select Size of World:
Small(for short, quick games)
Normal(the standard size)
Large(for longer games)
Custom(select the height and width of your map)
-> 1-1b 

[1-1b]
Select Land Mass:
Small(less land, more Ocean)
Normal(default)
Large(more land, less Ocean)
-> 1-1c

[1-1c]
Select Land Form:
Archipelago(numerous small continents)
Varied(a mix between Archipelago and Continents)
Continents(One or Two Large continents)
-> 1-1d

[1-1d]
Select Climate:
Arid(more dry squares e.g. Plains, Desert)
Normal(equal numbers of arid/wet squares)
Wet(more wet squares e.g. Forest, Swamp. Also increase river numbers)
-> 1-1e

[1-1e]
Select Temperature:
Cool(more cold squares e.g. Tundra, Glacier)
Temperate(an average number of each terrain type)
Warm(more warm squares e.g. Desert, Jungle)
-> 1-1f

[1-1f]
Select Age:
3 Billion Years(terrain squares appear in clusters)
4 Billion Years(not as clustered as 3 Billion Years)
5 Billion Years(randomised terrain locations)
-> 1-2

[1-2]
Difficulty Levels:
Chieftan: The easiest level, provides advice
Warlord:  A slight bit more difficult
Prince:   More difficult, slower advances
King:     Difficult, unstable citizens, slow advances
Emperor:  Very Difficult, slow advances
Diety:    Extremely Difficult
-> 1-3

[1-3]
Select Number of Civilizations:
Between 3 and 7
(lower means each Civilization is large, whereas higher means smaller civs)
-> 1-4

[1-4]
Select Ammount of Barbarians:
Villages Only: No roaming barbarians
Roving Bands: Few Barbarians
Restless Tribes: Standard Level
Raging Hordes: The world is full of them
-> 1-5

[1-5]
Select Game Rules:
Standard Rules: The normal Rules -> 1-6
Customise Rules: Select them yourself -> 1-5b

[1-5b]
Customise Rules:
Simplified Combat: Units either lose all damage or none in combat
Flat World: you can't circumnavigate the world
Select Computer Opponents: This will bring through numerous screens selecting
     your opponents.
Accelerated Start-up: If you select this cities and units will be built
Bloodlust: No player can built spaceships, to win you must conquer the world
Don't Restart Eliminated Opponents: When they die, they die!
-> 1-6

[1-6]
Select Gender:
Male/Female: This is sorta obvious
-> 1-7

[1-7]
Select Your Tribe:
Select which tribe you want to be e.g Celts
-> 1-8

[1-8]
Select City Style:
This only effects the way your cities look
Bronze Age Monolith / Classical Forum / Far East Pavillion / Medieval Castle

-> To Game

Civilization II: Test of Time Setup
-----------------------------------

[1-0]
Start a Single Player Game: Exactly what it says on the tin. -> 1-1
Start a MultiPlayer Game: Begin a game with other human players. -> 3-0
View Hall of Fame: Look at the high scores you've set.
View Credits: Find out who is responsible for this travesty!(j/k)


[1-1]
Original Game: Starts a new game like the Original Civ2 game -> 1-2
Science Fiction Game: Starts a new game on a far off planet -> 1-2
Fantasy Game: Start a game in a fantasy world -> 1-2
    (pity it isn't the Final Fantasy world, that'd be cool)
Extended Original Game: An extended version of the normal game. -> 1-2
Begin Midgard Scenario: Enter the mystical world of Midgard ->1-4
Begin a Scenario: Begin a game from a Scenario of your choice. ->1-4
Load a Saved Game: Load a previously saved game. -> To game

[1-2]
Start a new game: I wonder what this one is? -> 1-3
Start on a premade world: Play on a map of your choice -> 1-4
Customise World: Choose how everything is -> 1-3

[1-3]
Select Size of World:
Small(for short, quick games)
Normal(the standard size)
Large(for longer games)
Custom(select the height and width of your map)
-> 1-3b (if you selected Customize World)
-> 1-4  (if you selected Start a New Game)

[1-3b]
Select Land Mass:
Small(less land, more Ocean)
Normal(default)
Large(more land, less Ocean)
-> 1-3c

[1-3c]
Select Land Form:
Archipelago(numerous small continents)
Varied(a mix between Archipelago and Continents)
Continents(One or Two Large continents)
-> 1-3d

[1-3d]
Select Climate:
Arid(more dry squares e.g. Plains, Desert)
Normal(equal numbers of arid/wet squares)
Wet(more wet squares e.g. Forest, Swamp. Also increase river numbers)
-> 1-3e

[1-3e]
Select Temperature:
Cool(more cold squares e.g. Tundra, Glacier)
Temperate(an average number of each terrain type)
Warm(more warm squares e.g. Desert, Jungle)
-> 1-3f

[1-3f]
Select Age:
3 Billion Years(terrain squares appear in clusters)
4 Billion Years(not as clustered as 3 Billion Years)
5 Billion Years(randomised terrain locations)
-> 1-4

[1-4]
Difficulty Levels:
Chieftan: The easiest level, provides advice
Warlord:  A slight bit more difficult
Prince:   More difficult, slower advances
King:     Difficult, unstable citizens, slow advances
Emperor:  Very Difficult, slow advances
Diety:    Extremely Difficult
-> 1-5

[1-5]
Select Number of Civilizations:
Between 3 and 7
(lower means each Civilization is large, whereas higher means smaller civs)
-> 1-6

[1-6]
Select Ammount of Barbarians:
Villages Only: No roaming barbarians
Roving Bands: Few Barbarians
Restless Tribes: Standard Level
Raging Hordes: The world is full of them
-> 1-7

[1-7]
Select Game Rules:
Standard Rules: The normal Rules -> 1-8
Customise Rules: Select them yourself -> 1-7b

[1-7b]
Customise Rules:
Simplified Combat: Units either lose all damage or none in combat
Flat World: you can't circumnavigate the world
Select Computer Opponents: This will bring through numerous screens selecting
     your opponents.
Accelerated Start-up: If you select this cities and units will be built
Bloodlust: No player can built spaceships, to win you must conquer the world
Don't Restart Eliminated Opponents: When they die, they die!
-> 1-8

[1-8]
Select Gender:
Male/Female: This is sorta obvious
-> 1-9

[1-9]
Select Your Tribe:
Select which tribe you want to be e.g Celts
-> 2-0

[2-0]
Select City Style:
This only effects the way your cities look
Normal Game: Bronze Age Monolith / Classical Forum / Far East Pavillion / 
             Medieval Castle
Fantasy Game: Elf Town / Buteo Town / Infidel Town / Human Town
Science Fiction Game: Jury-rigged Community / Defensible Compound / 
                      Harmonious Pods / Biophilic Structure

-> On to the game Itself!


[3-0]
Hot Seat: Take turns using the smae computer
Network Game: Play against computers around you
Internet Game: Play across the internet
Dial-Up Networking: Play with 2 computers connected to each other
-> 3-1

[3-1]
This is just like the single player game menu, with Join Game added
Join Game: allows you to join someone elses game(not in Hot Seat mode)
-> 3-2

[3-2]
Most of the screens are the same except for this one:
Select Multiplayer Features:
Open Game: Others can join in your game
Kill Civilization on Retirement: When someone leaves it's game over
Show starting Positions: You can see where everybody started
All Humans can chat from start: You should leave this disabled
Double Production: If you don't have much time turn this on
Double movemnet: Same as above

-> If there are any menus  left out, tell me, I don't play multiplayer.
-> On to the game!



                          -=-=-=-=-=-=-=-=-=-=-=-=
                            FIRST THINGS, FIRST
                          =-=-=-=-=-=-=-=-=-=-=-=-

Does anyone realise that the above expression makes no sense at all?
We know the first things are first. If they weren't first, they'd be
called second things or something. Still, it does sound good, so...

I guess you're wondering what this section is about, then?
It's what you do when you've ventured into the world of Civilization
for the first time.

Your First City
---------------
You'll see a screen with a flashing man on a terrain square surrounded
by other black terrain. This man is your settler, he's there to settle,
to build new cities and irrigate the land, and build roads. But, we
don't need to do some of them yet. The first thing to do, is look for a
place to build your first city(your capital). I usually build my first
city beside the sea, but sometimes that's not possible, so we'll look
for a good spot(seaside, or inland).

Seaside Cities
--------------
When building cities beside the sea, look in the sea for Whales or Fish.
These will help your city grow, as they will provide well-needed food and
production. Also, more mineral squares on the land close by would be a
help.

Inland Cities
-------------
When building an inland city you must have a river closeby, or under the
city. If you don't it will be difficult to irrigate around it. Also, a few
mineral squares would be a valuable help.

Improving your Capital
----------------------
Next we want your city to improve, so you should build a unit to defend
the city, and another to search the surrounding area for villages(goody
huts), and sites for other cities, and to discover your opposition.
If you don't have the development pottery already, I highly recommend
you discover it, so that you can build a Granary in your cities.
A Granary is useful because it helps the population increase quicker.
If you got two settlers at the start, or found one in a hut, it would be
wise to get the settler to irrigate(press "i") the plains/grassland around
your cities(I say cities because your Explorer should have found an
advanced tribe by now). You should also get that settler to build Roads(R)
in the sqaures around your cities(even if they do lead nowhere) for extra
trade, and a road between your cities. It is recommended that you build
all the new city improvemnets as the come onstream(that's another unusual
expression, that one).

Next Things, Next
-----------------
You didn't think I could get any worse, did you? According to the Manual
(you should read it, it's that thing you threw in the corner with the box)
there are four priorities you should keep in mind early in the game.
These are:
-Defense: You've already covered this by building your defensive unit
-Research: You should discover new advances to build better units, improve
           your city, allow you to build Wonders of the World
-Growth: You've covered that with your second settler irrigating your city
-Exploration: You've also covered this one with that unit you sent out
So there's one I didn't cover yet

Research
--------
Well, I've already told you to learn pottery, so... You should have!
The first goal I try to achieve is building the Great Library, so next
time the "What discovery shall our wise men pursue, sire?" screen comes up
click on Goal, and on this screen choose Improvements(if it isn't up already)
and select Great Library, and it will tell you what you need to research
next to progress towards it.(In Test of Time there's an option "AutoResearch"
which lets you automatically research until you reach that advance).
If you wish to discover something else first, you don't need to follow
my advice in Research.

Chatting with Opponents
-----------------------
Hopefully you should have met some other tribes by now, and have a peace
agreement with them. But if you haven't, here what to do when talking to
other leaders. When they wish to talk to you, click OK. When they
offer a Peace Treaty click Accept offer, you don't want enemies this
early in the game. If you wish you can ask them for a Permanent Strategic
Alliance, they may reject if their attitude is poor, but this early, they
nearly always say yes. When they discover something you can then ask to
exchange knowledge, or if you think they have more of the map than you,
you can ask to share world maps(their attitude must be very high for them
to accept this).

I'll end this tutorial section here, because I don't want to be deciding
your game outcome for you. Where's the fun in that?


                          -=-=-=-=-=-=-=-=-=-=-=-=
                                   CITIES
                          =-=-=-=-=-=-=-=-=-=-=-=-

This section covers everything about cities, not just the basics(as above).


Choosing A Site
---------------
When deciding a site for your cities there are a few things you must have:
Water - River / Ocean
Minerals - Any Square containing Special Resources
There are also things that are helpful to have/not have:
Many plains/grassland - easiest to irrigate
Some Forests - provide well needed shields
Lots of sheilded grassland - (Test of Time only) this helps production
No swamps - this may be difficult, but it makes roadbuilding,irrigation
            easier
Few hills/mountains - you don't want any hills in the squares adjacent to
                      the city, they raise attack rates against you


The City Display
----------------
The city displays in both Civilization 2 and Test of Time are different in
layout, but thats all. 

Population Roster
Civ: Top Left   TOT: Bottom Left 
Basically, this tells you the Population of your city. If you look closely
at the citizens in the Population Roster you can see that they appear
different. Thats right, not everyone in your city looks the same. The
way they look changes on their mood or if they are assigned a role.
Usually, the first set of people in your roster are happy people(sometimes
there may not be happy people in your city, but thats your fault!).
The next group are the content people. The next group are the unhappy
people(try and have as few of these as possible), if the number of unhappy
people exceeds the number of happy people in your city, the city enters
civil disorder. The last group are Specialists:

Specialists
Civ/TOT: Part of the Population Roster
If you click on a square in the city radius that is producing, you will
get a specialist instead of one of your citizens. Specialists have three
roles:(to change roles, click on the picture of the specialist)
Entertainers
Every Entertainer adds 2 more luxury icons to the resource bar(explained
later). The main role of Entertainers is to make your citizens happy, and
to stop the city falling into disorder.
Taxmen
Each Taxman adds 3 more tax icons to the resource bar. The main role of
Taxmen is to gain more tax from your people, to gain more money. This is
something you may need to do near the beginning of the game, if you are
losing money.
Scientists
Each Scientist adds 3 science icons to the resource bar. This helps if
you are in a government type which has a slow advancement rate.

Food Storage Box
Civ: Top Right   TOT: Bottom Right
When your citizens work in city squares they create food, if they have more
food than is needed for themselves it is added to the Food Storage Box.
When the Food Storage Box fills, an extra citizen is added to the Population
Roster.  If you have built the Granary in your city, you will get a
population increase when the box is full, but it will only be reset halfway.
If your citizens do not have enough food, they will take it from the Food
Storage Box, and when it empties any settlers or engineers supported by
the city will be disbanded. If after this happens, there is still a shortage
there will be a population decrease.

Reosurce Bars
Civ: Top Middle  TOT: Top Left
In Test of Time click the box to bring up a more detailed view.
The resource bars show all the resources generated by the city's workers
each turn. There are 4 Resource Bars:
Food
This shows how much food is generated each turn. Each citizen of your
city eats two food each turn, and Settlers and Engineers use food as
support. The surplus/loss of food is shown to the right. If there is a
surplus it will be added to the Food Storage Box. If there is a loss it will
be taken from the Food Storage Box.
Trade
This contains the Trade Bar and the Apportionment Bar. The Trade Bar lists
the ammount of trade goods produced on the left, and if there is any
corruption it will listed to the right.
Apportionment Bar
This shows how much Trade is divided between Taxes, Luxuries, and Research.
Tax is represented by gold coins, luxuries by cups, and research by beakers.
These numbers depend on your tax rate, any developments in the city, any
wonders in the city, and any specialist citizens.
Shields:
The bottom bar represents the Production of your workers each turn. The
shields on the left are used up supporting units. Sometimes, in the centre
of the bar there may be waste shileds. Production is listed on the right,
the more shields here the better. These go towards building the Improvement/
Unit in the Production Box(below). If your city cannot support your units
they will be disbanded at the end of the turn.

Resource Map
Civ: Left   TOT: Centre
This shows the terrain squares being used in the cities production. Depending
on the terrain, the ammount of production will vary. The citizens can
produce food, production shields, and/or trade. When your population 
increases another square(if available) will be use for resources. To change
your citizens to specialists you must click one of the producing squares.
To change producing squares you click the one you want to change, and then
the one you want to change it to.

Production Box
Civ: Right   TOT: Left
This shows a picture and name of the improvemnet you're producing. It shows
how many shields of the total, that have been produced so far, and in Test
of Time, tells how many turns are remaining. To change the unit/improvement
click the Change Box and select from the pop-down menu what you want to
produce. If you want to finish the current production by the next turn,
click buy and if you wish purchase the improvement. In Civilization II, the
buy screen tells how many turns are remaining before the current improvement
is finished. On the Production Menu you can select Auto: this makes the
Military Advisor, or Domestic Advisor decide which units/improvements are
to be built. Help brings up the revelant civilopedia entry for whatever is
highlighted. Cheat(only when cheats are enabled) builds a unit/improvement/
wonder instantly.

Unit Roster
Civ: Left  TOT: In Info Box
This shows which units are supported by the city. Food and Shield icons
below the Units show the support needed by the unit. Clicking on the Unit
brings up a window telling it's exact location, and what you wish to do
with the unit: No changes, Centre map on unit, Centre map on unit and
close city screen, order Unit to return home, Disband Unit. I shouldn't
need to explain these.

Improvement Roster
Civ: Bottom Left  TOT: In Info Box
This lists all the improvements/wonders currently in the city. If the
improvement can be sold, a gold coin icon appears next to the improvement.
Click the improvemnt to sell the improvemnt. You can only sell one
improvemnt per city each turn.

General Information Box
Civ: Bottom Middle  TOT: Top Right
In Test of Time, this also contains the Unit and Improvement Rosters. To
change the info to view click the buttons to the right in Civ2, and to
the left in TOT. 
Info
This shows the units currently in the city and the supplies
and demands of the city, also any pollution in the city. If you click on
one of the units the Unit Information screen will appear. The orders on this
screen available are: No changes, Clear orders, Sleep / Board next ship,
Disband, Activate Unit, Activate Unit and close City Display
Happiness
This shows the happiness of the citizens in the city. In Civ2: The first row
shows the happiness of the citizens before any adjustments. The second shows
the happiness after luxuries. The third after city improvements. The fourth
row shows the citizens happiness after martial law and field duty. The
fifth row adds the effects of any wonders you control, and is the view
shown in the Population Roster.
Map
This is in Civilization II only. This shows a small map of the world,
showing all of its supported units' locations.
View
Civilization II only. This shows a view of your city, with all the Wonders
and Improvements.

Getting the best from your surroundings
---------------------------------------
Try and build a road in every square, and when you acquire railroads build
them instead. Try to irrigate all plains/grassland, and when you acquire
Refrigeration change them to farmalnds. In the beginning, leave forests
as they are because they provide shields. Mine all hills and mountains.
Build Harbours and Offshore Platforms to harvest the sea. Build Supermarkets,
Factories, Hydro Plants, Electric Plants, and Solar Plants to increase land
prodcution.

City Defense
------------
The terrain you build your city on also has a defensive value, as well as
providing you with food, production and trade. The best defensive
terrain squares are: Hills, Mountains, Jungle. But(there's always a but),
the production of these terrain squares is not as good as other squares.
If you don't want to build on poor-production squares, Grassland or
Plains with rivers through them are recommended. This has good production
and has a 50 percent defense bonus. Improvements can also increase city
defense: City Wall triples the defense factors of military units in the
city, Barracks allow damaged units to heal quicker. Coastal Fortress
raise the city defense against coastal attacks in seaside cities. SDI
Defense protects your city against Nuclear Attacks. There are alos certain
units you should have stationed in your city: A Spy/Diplomat will protect
from espionage, A Destroyer can be brought out to destroy incoming ships,
because when a city is attacked from sea, all units attack is lowered to
one.

City Growth
-----------
As mentioned above, you should irrigate the land surrounding your city to
increase crop yield. You should develop Explosives and Refrigeration, so
you can build Settlers and irrigate the land to farmland. Also, Farmland
is useless without a Supermarket in the city, so you should build one as
early as possible. Harbours should be built in seaside cities to gain
increased food from the sea. Also, your population can increase, if your
city has a "We love the ---- day", while your government type is either a
Republic or a Democracy.

Tax/Trade
---------
This section is all about ways to increase trade. It's not really all
about Tax. Trade is gained - basically - from the terrain surrounding
your cities. Trade is represented by the arrow icon. Oceans/Sea gain
large ammounts of trade. In the beginning, it seems that your city
does not produce enough trade, in order to raise Trade production,
you should get settlers to build roads (and railroads when you get
them) all around your city. Improvements to increase Trade are:
a Marketplace increases overall trade, a Bank increases the Tax
section of Trade, as does a Stock Exchange. A Library increases
Research, as does a University and a Research Lab. A Temple, a
Cathedral, and a Colosseum increase Luxuries. The Colossus Wonder
also improves Trade in a city, as does Capitalisation.
Other ways to increase Tax are building Caravans or Freight, and
sending them to cities far, far away. You can also increase your
cash by building Adam Smith's Trading Company which pays for all
one-cost improvement maintenance. Also, selling and rebuilding
improvements can increase your bank account.
Oh yeah, I better tell you how to change Tax Rates. First, click
on Kingdom, then on Tax Rates(at the top of your screen). You
now can increase and decrese whichever rates you wish, clicking
the boxes to the right, temporarily sets one of the sliders.

Happiness
---------
You have enough because your playing the game, but what about your
citizens? Are they happy enough? You can check by looking at your
population roster. You always should have more happy people than
unhappy people, if you don't, you're in trouble! The temperament
of your citizens is based on improvements, military units, and
government types. It is also based on which difficulty level you
are playing. In chieftan level, your first 6 citizens start out
content, in Warlord it's 5, and so on until Deity, where only
one citizen starts out content. As I was saying, your governement
also can cause unhappiness. Under a Despotism citizen unhappiness
increases with the number of cities you have. In Republics and
Democracies every ground or naval unit not in a friendly city may
create unhappiness. If your cities have more unhappy people than
happy people, they go into Civil Disorder, while in disorder your
cities won't produce tax, food, production. And if you don't
sort out the problem your government will collapse. If your
city has no unhappy citizens, and at least as many happy ones as
content ones, you will have a "We love the --- day". In Anarchy
this has no effect, in Despotism your city collects resources as
if it was a Monarchy. In a Monarchy/Communism/Fundamentalism your
city produces as if it was a Democracy. In a Republic or a 
Democracy your city gains an extra citizen.
To increase happiness there are many thing you can do:
-Increase Luxuries in your tax rate
-Build Temples, Cathedrals, Colosseums
-Build Wonders: Hanging Gardens, Oracle, Michaelangelo's Chapel,
                Shakespeare's Theatre, JS Bach's Cathdral
                Cure for Cancer
-Have Entertainers in your cities

Terrain Basics
--------------
Rivers: Rivers work just like roads when travelling along them.
        The movement cost is 1/3. You cannot build roads on
        Rivers until you have discovered Bridge Building.
        Rivers are needed for irrigation. Rivers produce
        an extra trade icon.
Tundra: A Musk Ox provides additional food.
        Fur provides Fur, more trade
Swamps: Peat - more shields, Spice - Spice, more food, tade
Jungle: Gems - more Trade, Fruits - more Food, Fruits
Plains: Buffalo - more shields, Grain - more Food, Grain
Hills:  Coal - more shields, Wine - Grapes, more trade
Mountains: Gold - more trade, Iron - more shields
Ocean:  Fish - more food, Whales - more food, trade
Desert: Oasis - more food, Oil - petrol, more shields
Forest: Pheasant - more food, Silk - more trade
Pollution: decreases production output, caused by large production
           rates.
Villages: Villages are the home of minor tribes, when you come across
          these, be sure to enter the square with the hut. There are
          numerous outcomes that can happen upon entering a village:
          A new city is formed, gain knowledge, gain gold, gain
          military unit, gain settlers, nothing, Find Barabarians.

                          -=-=-=-=-=-=-=-=-=-=-=-=
                                    UNITS
                          =-=-=-=-=-=-=-=-=-=-=-=-

This Section will discuss the Basics of Units, whereas the next Section
will discuss Units Individually.

-----------------
Unit Introduction
-----------------

Units are the "little men" you use to build, settler, fight, and transport.
Everything that moves, in other words. There are three basic unit principles
(A) Ground  (B) Sea(Naval) (C) Air
Ground units must stay on the ground. Sea units can only occupy sea squares
and city squares. Air units can occupy any square(well, in TOT, that's not
exactly true, but I'll discuss that later), but must return to a city to
re-fuel.

---------------
Unit Statistics
---------------

Units have many statistics, but I will discuss the major ones first.

Attack Strength
This shows the attacking power of a unit(well, duh!). Units with a high
attack strength are better at attacking than ones with a low att. strength.

Defense Strength
This shows the defensive capabilities of a unit. I.E. How well it can
defend itself. Units with high defense strengths are good at defending
cities.

Movement Points
This indicates how many squares the unit can move each turn. This is
subject to terrain.

Hit Points
This indicates how much damage a unit can substain before dying. A units'
current hit points is represented by a coloured bar above their heads.
If it is green, the unit has over two-thirds hp(hit points) remaining.
If it is yellow, the unit has between a third and two thirds hp. If the
bar is red, the unit has less than a third hp remaining, and needs to
be healed.

Firepower
This indicates how much damage a unit inflicts in each round of combat.
The higher the better in attacking units.

Range
Only Air units have range. This is the ammount of moves they can be out
of a city without needing to refuel.

Holds
Only certain naval units have "holds". "Holds" are used to carry ground
units, and in some cases missiles or air units. The more "holds" a sea 
unit has the more units it can carry.


-----------------
Unit Modes/Status
-----------------

How do I heal a unit, you ask. Units are healed when they are in sleep mode,
when you skip a turn, and when they are fortified in a city.

Active Status
Active status is the normal status for a unit, you can move them only
when they are active.

Sleep Status
Sleep Status is used to heal units and for them to board ships, to send
a unit to sleep press the 'S' button. Sleeping units wake up when an
enemy unit comes close to them. They then turn to Active Status

Fortified Status
Fortified units are used to defend cities. To fortify units press the
'F' button. Fortifying a unit increases its defense.

-----------
Specialties
-----------

There are many special features, and most are unique to certain units.

Two Space Visibilty
Most units only have one space of visibility, i.e. they can only see
opposing units and cities in the immediate surrounding squares.

Ignore Zones of Control
This might be a good place to explain Zones of Control

 ______________________________________________________________________
|Zones of Control                                                      |
|Ground units cannot move directly from one square adjacent to an enemy|
|army or city to another such square. In other words, if your unit is  |
|either beside a non-allied opponent unit or city, then it cannot move |
|to another square next to an opponent. This ascii art should help:    |
|     ######      Key:                                                 |
|     #EXXe#      ----                                                 |
|     ##XUC#      e: Enemy Unit                                        |
|     ##YYY#      E: Enemy City                                        |
|     ######      C: Your City                                         |
|                 U: Your unit(the one you're moving)                  |
|                 X: Moves not allowed                                 |
|                 Y: Moves allowed                                     |
|The squares marked X are restricted to move into, unless you already  |
|have a unit in that square. The squares marked Y are free to move to. |
 ----------------------------------------------------------------------

Ignore Zones of Control
Now you get the idea of Zones of Control, you can see that there are certain
squares you cannot move to, units with the ability Ignore ZOC, avoid these
rules, and can enter any squares of its type(e.g. Ground units with Ignore
ZOC cannot enter sea squares).

Can make amphibious assaults
Just like the US Navy SEALs, there are ground units that can attack from
ships. Units with this ability can also capture opposing cities from ships.

Submarine advantages
Submarines are invisible to all ships except ones with a certain ability,
explained later.

Can attack air units
Most ground units cannot attack air units, but as you progress you will
get units which allow you to attack the steel birds of the sky.

Ships must stay near land
Only a trireme has this ability. It is the first ship you can build, if
you are not adjacent to a land sqaure at the turns end, there is a 50%
chance of your ships loss. This does not mean you cannot move away from
land at any time, it just means that if the ship does not end the turn
beside land, it may be lost at sea.

Negates City Walls
City Walls improve your city defense. Some units bypass that addition to
defense, citys which can do this, have the ability "Negates City Walls".

Can carry air units
When you discover flight, you will need somewhere to refuel your planes
for long journeys which cross the sea. Units with this ability can hold
and move your air units.

Can make paradrops
Units with the Paradrop ability can move to a square within 10 spaces
without the use of a movement point, by the use of the 'P' button.
This can only be done once each turn.

Alpine-Treat all squares as road
Road squares only take a third of a move to go through, and units with
this ability can move their alloted movement points times three.

x2 on defense versus Horse
This ability is misleading. The unit with it gets a 50% defense bonus
against any unit with the movement rate of two, not just units on 
horseback.

Free support for Fundamentalism
This is also misleading. Units with this ability can only be build under
fundamentalist governments.

Destroyed after attacking
Exactly what it syas on the tin. Only missiles have this ability.

x2 defense versus air
Units with this ability get a 100% defense bonus against all air and
missile units.

Unit can spot submarines
Units with this ability can see adjacent units with the Submarine Advantages
ability.

Settles
Only Settlers and Engineers can perform this function. They can build roads
and RailRoads with 'R', Irrigate with 'I', mine with 'M' and transform
terrain with 'T'

May transport ground units
Many ships have this ability. The "holds" ammount, shows the number of
units the ship can hold.

                          -=-=-=-=-=-=-=-=-=-=-=-=
                               UNITS IN-DEPTH
                          =-=-=-=-=-=-=-=-=-=-=-=-

--------
Settlers
--------
Advance Required:    None
Obsolescence:        Explosives
Domain:              Ground
Movement:            1
Attack:              0
Defense:             1
Hit Points:          20
Fire Power:          1
Cost to Build:       40 Shields
AI Role:             Settle
Ability:             Settles

Description:
When cities grew to a size where the resources were insufficient to
adequately insure a decent standard of living for the populace,
adventerous groups of citizens set out on their own search of
a place to build a new city. Once a suitable site was found, the
settlers would build their new homes, and develop the land surrounding
the city. Eventually, the whole process repeated, and the new city
would send out settlers of its own. This process allowed civilizations
to grow throughout history, from the empires of the ancient world to
the discovery and settlement of the New World.

Comments:
Settlers are your primary tool in the early game, they let you build new
cities and expand current ones. They also let you build roads between your
cities.

---------
Engineers
---------
Advance Required:    Explosives
Obsolescence:        None
Domain:              Ground
Movement:            2
Attack:              0
Defense:             2
Hit Points:          20
Fire Power:          1
Cost to Build:       40 Shields
AI Role:             Settle
Ability:             Settles, Ignores ZOC

Description:
As technology progressed throughout the centuries, people began to
specialize in a single skill or field of knowledge. The early pioneers
who acted in the multiple roles of farmers, builders, and just about
any other occupation required by their situation, were replaced by
engineers specifically trained in a single discipline. Specilized
training provided engineers the time and the skill necessary to
accomplish feats of construction and environmental manipulation never
before experienced in history.

Comments:
Engineers are the advanced form of Settlers, they settle twice as fast as
Settlers.

--------
Warriors
--------
Advance Required:    None
Obsolescence:        Feudalism
Domain:              Ground
Movement:            1
Attack:              1
Defense:             1
Hit Points:          10
Fire Power:          1
Cost to Build:       10 Shields
AI Role:             Defend
Ability:             None

Comments:
Use these to explore the surrounding lands at the beginning of the game, as
they are the cheapest unit in the game.

-------
Phalanx
-------
Advance Required:    Bronze Working
Obsolescence:        Feudalism
Domain:              Ground
Movement:            1
Attack:              1
Defense:             2
Hit Points:          10
Fire Power:          1
Cost to Build:       20 Shields
AI Role:             Defend
Ability:             None

Description:
The phalanx was a military formation developed in Greece, and perfected
in Macedonia. It consisted of a large group of soldiers in ranks and
files, usually from 8 to 32 men deep, armed with spears, swords, and
large shields. The first five ranks of men pointed their weapons
forward, forming a bristling barrier of spearpoints, while the others
kept their spears upright to deflect incoming missiles. An enemy had
difficulty approaching this formation. The attacking army was faced with
a densely packed body of warriors, who were often advancing on the
run. This usually caused the attackers to give ground rather than risk
being impaled. Unfortunately, the phalanx lacked maneuverability,
and became less prevalent when enemy forces became more professional
and learned to outflank the formation.

Comments:
Build a few of these to defend each of you cities in the early-game.

-------
Archers
-------
Advance Required:    Warrior Code
Obsolescence:        Gun Powder
Domain:              Ground
Movement:            1
Attack:              3
Defense:             2
Hit Points:          10
Fire Power:          1
Cost to Build:       30 Shields
AI Role:             Defend
Ability:             None

Description:
The bow and arrow, invented in prehistoric times, greatly improved
the hunting skills of early man, allowing him to kill his targets
from a distance. The bow was eventaully adapted for use in battle,
and was first used by Egyptian, Persian and Assyrian armies as
early as 5000 BC. The range provided by the bow allowed small
forces of archers torout armies of a superior number who were armed
with hand-to-hand weapons. Archers were often used to soften enemy
resistance prior to sending in mounted and skirmishing forces.
Refinements in design and construction allowed the bow to remain
an effective weapon until it was finally replaced by firearms in
the 1500's.

Comments:
If you plan on mounting an early attack on an opponent, Archers will
be your number one choice because of their low cost.

------
Legion
------
Advance Required:    Iron Working
Obsolescence:        Gun Powder
Domain:              Ground
Movement:            1
Attack:              4
Defense:             2
Hit Points:          10
Fire Power:          1
Cost to Build:       40 Shields
AI Role:             Defend
Ability:             None

Description:
The Roman Legions, created during the early wars of the Republic and
tested during the three Punic Wars against Carthage, were the
fighting force that conquered and held the Roman Empire for five
centuries. Each legion was composed of 6000 men, divided into 60
smaller groups known as centuries. Nearly unstoppable on the attack,
the legion was relatively weak on defense. The legion's demise
as a military unit was accelerated by the destruction of the
Emperor's Valens' army by gothic knights in the 4th Century. 

Comments:
As well as Archers, Legions(or is it Legionaires?) should be used in
early combat situations.

-------
Pikeman
-------
Advance Required:    Feudalism
Obsolescence:        Gun Powder
Domain:              Ground
Movement:            1
Attack:              1
Defense:             2
Hit Points:          10
Fire Power:          1
Cost to Build:       20 Shields
AI Role:             Defend
Ability:             x2 on Defense vs. Horse

Description:
The growing deployment of knights on the battlefield demanded that
foot soldiers develop new means of fighting that would lessen their
vulnerability against mounted opponents. One of the best ways to do
this was to lengthen the reach of the infantrymen by arming them
with long sturdy spears known as pikes. Massed infantry armed with
pikes, in conjunction with archers, managed to even the battlefield
odds. Armies equipped in this manner managed to hold their own until
the invention of gunpowder made knights a thing of the past.

Comments:
These replace Warriors and Phalanx(es). They will become the new defenders
of your city.

----------
Musketeers
----------
Advance Required:    Gun Powder
Obsolescence:        Conscription
Domain:              Ground
Movement:            1
Attack:              3
Defense:             3
Hit Points:          20
Fire Power:          1
Cost to Build:       30 Shields
AI Role:             Defend
Ability:             None

Description:
One of the most important developments in the history of warfare was
the invention of firearms. Originally developed in the 14th Century,
firearms eveolved quickly, and by the late 17th Century flintlock
muskets had become commonplace in battle. Musketeers, who were
relatively inexpensive to equip and train, proved a deadly foe for
the knights who had dominated the battlefield for so many years.
Armies were often comprised of a cobination of musketeers, cannon,
and knights, each complimenting the strengths and weaknesses of
one another. Large forces of musketeers within a fortress or behind
city walls proved an exceedingly difficult obstacle to an attacking
army. Muskets were the primary firearm in use until they were
replaced by repeating rifles in the Mid-19th Century.

Comments:
Musketeers replace Pikemen as your city defenders, and also become
one of your primary attackers.

--------
Fanatics
--------
Advance Required:    Fundamentalism
Obsolescence:        None
Domain:              Ground
Movement:            1
Attack:              4
Defense:             4
Hit Points:          20
Fire Power:          1
Cost to Build:       20 Shields
AI Role:             Defend
Ability:             Free support under fundamentalism

Description:
Certain circumstances, such as strong religious beliefs or a 
totalitarian system of governement, can "inspire" citizens or
factions to nationalism that approaches maniacal fervor.
Fanatical Groups can often suceed in seemingly hopeless situations,
fighting and defeating superior enemy forces. Often, fanatics
pursue military and terrorist activity for years, even decades,
before they can be caught or stopped. Their strength for both attack
and defense comes from their willingness to fight for the ideals they
believe in, and, if necessary, sacrifice their lives in the name of
their cause.

Comments:
I don't really use Fanatics, but they're a cheap army under a
fundamentalist government.

---------
Partisans
---------
Advance Required:    Guerrila Warfare
Obsolescence:        None
Domain:              Ground
Movement:            1
Attack:              4
Defense:             4
Hit Points:          20
Fire Power:          1
Cost to Build:       50 Shields
AI Role:             Defend
Ability:             Treats all squares as road, Ignores ZOC

Description:
Partisans are militant groups who pledge their support to a leader or
a system of government. Partisans differ from fanatics in their
methods. Whereas fanatics are usually radicals prone to use terrorist
tactics, partisans are usually trained soldiers who practice the more
organised tactics of guerrila warfare. Partisan groups have existed
at various times throughout history. Parisans were particularly
active in the Nazi occupied countries of Europe during World War II,
where their acts of sabotage against their conquerors often kept
german troops busy quelling partisan uprisings while they should have
been fighting on the front lines. Because of their unflagging
dedication to their cause, partisans make formidable opponents.

Comments:
Partisans a.k.a. The most annoying unit in the game. I never build
these. But everytime you capture an opponent city in the late game,
these appear and try to take it back.

-------------
Alpine Troops
-------------
Advance Required:    Tactics
Obsolescence:        None
Domain:              Ground
Movement:            1
Attack:              5
Defense:             5
Hit Points:          20
Fire Power:          1
Cost to Build:       50 Shields
AI Role:             Defend
Ability:             Treat all squares as road

Description:
In the colder regions of the world, where winter months tend to leave
the ground snow covered, skiing often became one of the most reliable
means of transportation. In the alpine countries of Europe, it became
commonplace to train special groups of soldiers to take advantage
of the snow covered, mountainous terrain by travelling on skis.
This proved to be a huge advantage, especially if the enemy forces
were not likewise equipped. In November 1939, for example, during
the Russo-Finnish War, the Finns managed to cut off the supply and
communication lines of the vastly superior Russian army through the
use of their extremely mobile ski troops, and the Finns continued
to hold an advantage throughout the winter months. Alpine Troops
continue to be trained and utilized in military forces of the
present day.

Comments:
One of the most useful units in the late game, because of their
maneuvarability. They are guaranteed to move 3 squares each turn,
no matter what terrain.

--------
Riflemen
--------
Advance Required:    Conscription
Obsolescence:        None
Domain:              Ground
Movement:            1
Attack:              5
Defense:             4
Hit Points:          20
Fire Power:          1
Cost to Build:       40 Shields
AI Role:             Defend
Ability:             None

Description:
Two developments in the 19th Century made early firearms such as the 
muskets obsolete. The first was the use of a spiral grrove, or
"rifling", inside the barrel of a gun. Second, was the development of
the repeating rifle, which could fire multiple shots before it
required reloading. The rifle was a better weapon than its ancestors,
with much more accuracy over a greater range than the musket.
Riflemen were first employed in large numbers during the American
Civil War. The rifle gave a strong defensive advantage, since riflemen
could fire several times while the attackers advanced. This was normally
enough to hold any position. Riflemen held the advantage on the
battlefield until the appearance of armoured attack vehicles.

Comments:
Riflemen replace Musketeers as the defenders of your city. You always
should have at least 2 of these in each city.

-------
Marines
-------
Advance Required:    Amphibious Warfare
Obsolescence:        None
Domain:              Ground
Movement:            1
Attack:              8
Defense:             5
Hit Points:          20
Fire Power:          1
Cost to Build:       60 Shields
AI Role:             Attack
Ability:             Can make amphibious assaults

Description:
The marines are the branch of the military service that operates
seperately, but is under the ultimate control of the secretary of
the navy. The Marine Corps is a combined branch of the military;
their training prepares them to carry out integrated land, sea, 
and air operations. The first marines were comissioned during
the American Revolution, only to be inactivated after the war.
The Marine Corps was then permanently reestablished by Congress
in July 1798. Legendary for their toughness, rigid codes of
behaviour, and adaptability, they have played an important role
in almost every major war and conflict of the 19th and 20th
centuries.

Comments:
These will be your primary attack force in the late game, put them
on a transport and attack from it.

------------
Paratroopers
------------
Advance Required:    Combined Arms
Obsolescence:        None
Domain:              Ground
Movement:            1
Attack:              6
Defense:             4
Hit Points:          20
Fire Power:          1
Cost to Build:       60 Shields
AI Role:             Defend
Ability:             Can make paradrops

Description:
Although the idea of the parachute was suggested in the 16th Century
drwaings of Leonardo da Vinci, the first parachute was not invented
until the late 1700's. For years, parachutes were standard emergency
equipment for balloonists. Claire Chennault, an American pioneer of
aviation pursuit tactics during World War I, was the first to suggest
using parachutes to drop troops behind enemy lines. This idea was
widely used. Paratroopers were flown behind enemy lines in transport
planes and dropped from low altitude, allowing them to attack the
enemy from behind. Today, paratroopers are usually highly-trained
special forces personnel, trained to covertly infiltrate enemy
territory.

Comments:
Paratroopers are one of the best units in the game, after attacking
a city with your forces and taking out the defense, you then Paradrop
in and take the city.

-------------------
Mechanized Infantry
-------------------
Advance Required:    Labor Union
Obsolescence:        None
Domain:              Ground
Movement:            3
Attack:              6
Defense:             6
Hit Points:          30
Fire Power:          1
Cost to Build:       50 Shields
AI Role:             Defend
Ability:             None

Description:
The introduction of armored tanks meant that armies could quickly
break through enemy defensive positions and move agressiveley forward
on the battlefield. Such a quick advance, however, left the ground
won in the advance largely undefended. Mechanized Infantry, which was
first used during World War II, was designed to be able to move in
quickly and defend the area behind the tanks. Infantry were mounted
in armored vehicles, such as half-tracks and Armored Personnel Carriers
(APCs), to carry them quickly and safely along with the rapidly
advancing armored divisions.

Comments:
Get these early because they can turn the game around for whoever gets
them. They have good attack and defense and are not too expensive.

--------
Horsemen
--------
Advance Required:    Horseback Riding
Obsolescence:        Chivalry
Domain:              Ground
Movement:            2
Attack:              2
Defense:             1
Hit Points:          10
Fire Power:          1
Cost to Build:       20 Shields
AI Role:             Attack
Ability:             None

Description:
The necessity for speed and mobility in times of war was recognised
even in ancient times. The infantrymen of some ancient armies would
ride horses to get from one engagement to another, dismounting to
fight when they reached the battlefield. Because of their speed,
horsemen could also be used as scouts to pinpoint enemy positions.
In the second century BC, the Chinese invention of the stirrup
allowed this concept of mobility to go one step further. Stirrups
provided the stability and leverage necessary to allow soldiers to
fight from horseback, leading to the earliest examples of cavalry
units. Continuous developments in arms and armor eventually led
to knights, dragoons, and finally the advanced cavalry of the
18th and 19th Century.

Comments:
I don't really use Horsemen, because of their poor attack against
Pikemen. And, anyway, the early game is not where the wars should
happen, it is for discovery and learning.

-------
Chariot
-------
Advance Required:    The Wheel
Obsolescence:        Polytheism
Domain:              Ground
Movement:            2
Attack:              3
Defense:             1
Hit Points:          10
Fire Power:          1
Cost to Build:       30 Shields
AI Role:             Attack
Ability:             None

Description:
The chariot was the first true fighting vehicle. It was used by ancient
armies to transport archers and other troops to the battlefield,
where they would disembark and fight. The chariot was turned into a
fearsome offensive weapon by the Assyrians, whose archers and spearmen
fought from inside the chariot itself. Few enemies were able to
withstand the onslaught of Assyrian Chariots. This devasting form
of attack was soon adopted by many of the Assyrian's enemies, who
used the chariot against them with good effect.

Comments:
I never use chariots. Like I said above, I don't fight in the early game.

--------
Elephant
--------
Advance Required:    Polytheism
Obsolescence:        Monotheism
Domain:              Ground
Movement:            2
Attack:              4
Defense:             1
Hit Points:          10
Fire Power:          1
Cost to Build:       40 Shields
AI Role:             Attack
Ability:             None

Description:
The elephant is the largest living land mammal, reaching a size of
10 to 13 feet in height depending on the species. Descended from the
ancient mammoths and mastodons, elephants can be trained to serve
humans in many fields of endeavor. One such use of elephants in ancient
times was as beasts of war. Elephants were used in battle against
Alexander the Great in 326 BC, and they were used both as pack animals
and in battle by Hannibal of Carthage in his famous alpine crossing in
218 BC. Although generally impractical as mounts due to their slow speed,
the mere mental impact of seeing such massive beasts included in the
advancing enemy ranks could provide the attacker with an element of
surprise.

Comment:
They may have good attack strength, but if they get attacked they die
easily. 

---------
Crusaders
---------
Advance Required:    Monotheism
Obsolescence:        Leadership
Domain:              Ground
Movement:            2
Attack:              5
Defense:             1
Hit Points:          10
Fire Power:          1
Cost to Build:       40 Shields
AI Role:             Attack
Ability:             None

Description:
Between 1095 and 1270, European Christians waged a series of wars known
as the Crusades. These holy wars, sanctioned by the Pope, were fought to
free the Christian Holy Lands from Muslim control. The crusaders
themselves were a mixed lot, with many different backgrounds and reasons
for fighting. However, most of them joined the ranks out of religious
fervor, and a feeling that their personal salvation was guaranteed when
fighting for such a holy cause. Despite the fact that the crusaders fought
with all the strength of their religious conviction, the Crusades
accomplished very little in a military sense; however, the European
economy and a desire for exploration was greatly increased.

Comments:
I use rarely, but when I do they come in truckloads. If you are at war,
and you can build these, go ahead.

-------
Knights
-------
Advance Required:    Chivalry
Obsolescence:        Leadership
Domain:              Ground
Movement:            2
Attack:              4
Defense:             2
Hit Points:          10
Fire Power:          1
Cost to Build:       40 Shields
AI Role:             Attack
Ability:             None

Description:
Knights were heavily armored, mounted men-at-arms in medieval Europe.
Like the samurai of ancient Japan, knights followed a strict code
that covered their behaviour both in battle and in their personal
pursuits. Fighting astride powerful horses, armored knights had a
distinct advantage over enemies on foot and remained the dominant
force on the battlefield when battles were primarily fought hand-to-
hand. Occasionally, brilliant tactics allowed kinghts to be
outmaneuvered, but it wasn't until the development of gunpowder that
knights were rendered obsolete.

Comment:
How I love knights, its not like the are a mean fighting unit, it's
just that I am enthralled by the medieval era. If you are waging a
war in the mid-game, use knights for their high attack strength.

--------
Dragoons
--------
Advance Required:    Leadership
Obsolescence:        Tactics
Domain:              Ground
Movement:            2
Attack:              5
Defense:             2
Hit Points:          20
Fire Power:          1
Cost to Build:       50 Shields
AI Role:             Attack
Ability:             None

Description:
Dragoons wer mounted soldiers armed with short muskets who fought,
both on horseback and on foot, during the time of the American
Revolution. The name comes from the French word for "dragon", and
refers to the "fire breathing weapons" used by these troops.
British general John Burgoyne utilized a force of Hessian dragoons
to attack an American Supply base at the Battle of Bennington in 1777.
Despit their large numbers, the dragoon mercenaries were severely
routed by several detachments from the New Hampshire militia.

Comment:
These replace Knights as your primary mid-game attack unit. In a war,
you'll need many of these to survive.

-------
Cavalry
-------
Advance Required:    Tactics
Obsolescence:        Mobile Warfare
Domain:              Ground
Movement:            2
Attack:              8
Defense:             3
Hit Points:          20
Fire Power:          1
Cost to Build:       60 Shields
AI Role:             Attack
Ability:             None

Description:
Cavalry are mounted soldiers trained to fight on horseback. Because of
their speed, cavalry units were often used for reconnaissance missions
and hit-and-run raids on enemy installations and troops. Although
warriors figthing from horseback with a variety of weapons dates back
to ancient Egypt, horse mounted cavalry as we generally think of it
today actually began in the late 1700's. Under Napoleon, the cavalry
became an elite force, freqeuntly deployed simultaneously with foot
soldiers, to mask the movements of the main battle force. Cavalry were
used extensively in the American Civil War, and in other conflicts
throughout the mid to late 19th Century. When the repeating rifle
replaced earlier single-shot firearms, horse-mounted troops became
easy targets for infantrymen. The South African War from 1899 to 1902,
was the last major conflict wherecavalry played a major role. Today,
the roles once performed by horse-mounted cavalry have been assumed
by troops utilizing armored assault vehicles and aircraft.

Comments:
Cavalry have a great attack stregth, so use it to your adavantage.

-----
Armor
-----
Advance Required:    Mobile Warfare
Obsolescence:        None
Domain:              Ground
Movement:            3
Attack:              10
Defense:             5
Hit Points:          30
Fire Power:          1
Cost to Build:       80 Shields
AI Role:             Attack
Ability:             None

Description:
The rise in the use of semi-automatic and automatic firearms in the late
19th and early 20th century led to the demise of horse-mounted cavalry.
Attackers lost a significant adavantage in both scouting and
deployment as a result of the cavalry's vulnerability. It was only with
the development of tanks, armored mobile attack vehicles equipped with
jigh-caliber guns, that a weapon was found which could once more be used
to punch a hole through enemy field forces. First appearing in World
War I, armored attack vehicles moved quickly and struck with power,
while still possessing an effective defense strength. Tanks are a powerful
weapon against any ground unit.

Comments:
These replace Cavalry, and are a much better attack force. You will use
these in many of your late-game attacks.

--------
Catapult
--------
Advance Required:    Mathematics
Obsolescence:        Metallurgy
Domain:              Ground
Movement:            1
Attack:              6
Defense:             1
Hit Points:          10
Fire Power:          1
Cost to Build:       40 Shields
AI Role:             Attack
Ability:             None

Description:
The catapult was on of the earliest forms of atillery. It was a large
mechanical arm that propelled heavy stones and other missiles from a
great distance, battering down wallsand inflicting damage on buildings
and defenders. Though cumbersome and nearly useless on the battlefield,
the catapult was an effective weapon for attacking cities and fortified
enemies.

Comments:
These are used in early-game combat situations but always must be
accompanied by a good defensive unit, because of their vulnerability.

------
Cannon
------
Advance Required:    Metallurgy
Obsolescence:        Machine Tools
Domain:              Ground
Movement:            1
Attack:              8
Defense:             1
Hit Points:          20
Fire Power:          1
Cost to Build:       40 Shields
AI Role:             Attack
Ability:             None

Description:
Closely following the invention of Gunpowder, the development of the
cannon caused a revolution in seige warfare. Invented by a German Monk
in the 14th century, early cannons used gunpowder charges to fire rocks
or metal balls. The cannon forced a redesign of most fortifications
because the straight, high walls surrounding most cities could be easily
destroyed by direct fire. This was the fate of the walls of
Constatinople, which had held against countless seiges for over a
thousand years. The cannon quickly assumed an important position on the
battlefield.

Comments:
Cannons replace Catapults, and when used should always be accompanied
by a defensive unit.

---------
Artillery
---------
Advance Required:    Machine Tools
Obsolescence:        Robotics
Domain:              Ground
Movement:            1
Attack:              10
Defense:             1
Hit Points:          20
Fire Power:          2
Cost to Build:       50 Shields
AI Role:             Attack
Ability:             None

Description:
Artillery is a general term covering several varities of large caliber
weapons including mortars and field guns. Mortars fire an explosive
projectile in a high arc, and are particularly effective against small
concealed targets. Feild guns, long-range weapons that fire their
prokectiles in a flat arc, are used primarily for their ability to
penetrate hard targets. Powerful enough to batter opposing forces even
behind the strongest fortifications, artillery is also able to move
quickly from one firing position to another. This is an important
capability when fighting a moving battle or avoiding enemy fire.

Comments:
These replace Cannon, and are another good improvement. They have an
increased attack rate, as well as increased Firepower.

--------
Howitzer
--------
Advance Required:    Robotics
Obsolescence:        None
Domain:              Ground
Movement:            2
Attack:              12
Defense:             2
Hit Points:          30
Fire Power:          2
Cost to Build:       70 Shields
AI Role:             Attack
Ability:             Ignores city walls

Description:
The howitzer is a specially designed piece of atillery. As originally
designed, the howitzer was a cross between the short-ranged mortar and
the long-ranged field gun. When fired in a high arc, the howitzer shell
was able to achieve the mortar's effectiveness against small,
concealed targets. When fired in a flat trajectory, the shell had more
range than the mortar and the penetration power of the field gun.
Howitzers were easier to transport than other types of heavy artillery
due to their smaller size, and could be mounted on wheels and towed
by a truck. Modern light howizters fire a variety of specialised
ammunition, and their accuracy now makes them more effiecent and lethal
than older heavy howitzers and field guns.

Comments:
The howitzer replaces the artillery. The howitzer has the highest attack
strength of any ground unit, and also can move two squares each turn. It
also has the added bonus of being able to move two squares a turn.

-------
Fighter
-------
Advance Required:    Flight
Obsolescence:        Stealth
Domain:              Air
Movement:            10
Range:               1
Attack:              4
Defense:             3
Hit Points:          20
Fire Power:          2
Cost to Build:       60 Shields
AI Role:             Air Superiority
Ability:             Ignores ZOC, Ignores City Walls, Can attack aircraft

Description:
The earliest military aircraft were used primarily in a reconnaissance
role. In 1915, during World War I, aircraft designer Anthony Fokker
developed a gear system that allowed a plane-mounted machine gun to
fire through the propellor, giving birth to the first fighter aircraft.
The fighter's mission was to shoot down enemy reconaissance and fighter
planes. Later, as the use of bombers became more widespread, fighters
were called upon to act as interceptors against enemy bombing runs and
escorts for friendly bombers. The best way to ensure the safe passage
of friendly bombers to their selected targets is the destruction of
enemy fighters.

Comments:
When you discover flight, build these! Send them out, attack, return.
And again...and again...and again....

------
Bomber
------
Advance Required:    Advanced Flight
Obsolescence:        Stealth
Domain:              Air
Movement:            8
Range:               2
Attack:              12
Defense:             1
Hit Points:          20
Fire Power:          2
Cost to Build:       120 Shields
AI Role:             Air Superiority
Ability:             Ignores ZOC, Ignores City Walls

Description:
The bombing of strategic targets from the air dates back to the
beginning of World War I, when the Germans used Zepplins to bomb
Paris and London. Because zepplins proved to be extremely vulnerable,
they were withdrawn from war in favour of airplanes. By the end of
World War I, planes were being designed specifically as bombers. The
bomber's job is to carry bombs into enemy territory, normally beyond
the range of artillery, and destroy targets of military and economic
value. Bombers were often designed for specific missions, such as
attacking ships, bombing vehicles and railroads, daylight precision
bombing, and carpet bombing.

Comments:
These will be your primary attack force for a lengthy period until
you discover stealth, but until you do, use these to capture cities.

----------
Helicopter
----------
Advance Required:    Combined Arms
Obsolescence:        None
Domain:              Air
Movement:            6
Range:               Infinite
Attack:              10
Defense:             3
Hit Points:          20
Fire Power:          2
Cost to Build:       100 Shields
AI Role:             Air Superiority
Ability:             Ignores ZOC, Ignores City Walls, Can spot submarines

Description:
The concept that was to become the modern helicopter was first
explored by artist/engineer Leonardo da Vinci. He made sketches of
rotor-driven aircraft in the early 16th century. It was not until 1939,
however, that the first practical helicopter design was developed.
Helicopters have a distinct adavntage over fixed-wing aircraft in that
they can take off and land vertically. This makes it possible for
helicopters to operate in many places that would be too small to
accomodate a runway. Today, helicopters are used in civilian roles as
rescue vehicles and by law enforcement agencies. All branches of the
military utilize many different types of helicopters, from giant cargo
and troop carriers to fast and maneuvarble gunships used asair support
for ground troop operations.

Comments:
This, in my humble opinion, is the best unit in the game. It has an
attack of 10, it can take enemy cities, and it doesn't need to refuel.

---------------
Stealth Fighter
---------------
Advance Required:    Stealth
Obsolescence:        None
Domain:              Air
Movement:            14
Range:               1
Attack:              8
Defense:             4
Hit Points:          20
Fire Power:          2
Cost to Build:       80 Shields
AI Role:             Air Superiority
Ability:             Ignores ZOC, Ignores City Walls, Can attack aircraft

Description:
Starting in the second world war, radar technology came into widespread
use both for detection and targeting of aircraft. Beacuse of this,
aeronautical engineers beagn searching for ways to make aircraft less
"visible" to electronic tracking and weapon systems. The earliest stealth
technologies consisted of coating aircraft with materials that would
absorb rather than deflect a radar signal. In the late 1970s, designs
incorporating this technology, as well as a unique fuselage shape
designed to defelct radar away from its source, were prototyped. The
first true stealth fighter, the Lockheed F-117A, flew for the first time
on June 18, 1981. This fighter, incorporating the latest anti-radar and
anti-thermal innovations, is capable of entering enemy territory,
delivering its payload, and returning to base with little chance of
detection. These unique, black aircraft served wellin the Persian Gulf
War in 1991, and have served as a basis for further development of
stealth aircaft technology.

Comments:
These replace Fighters, and have twice the attack strength and a greater
range, which makes them a formidable unit in the late-game.

--------------
Stealth Bomber
--------------
Advance Required:    Stealth
Obsolescence:        None
Domain:              Air
Movement:            12
Range:               2
Attack:              14
Defense:             5
Hit Points:          20
Fire Power:          2
Cost to Build:       160 Shields
AI Role:             Air Superiority
Ability:             Ignores ZOC, Ignores City Walls

Description:
Concurrent with the development of a stealth fighter, aeronautical 
engineers began to apply stealth technology to a full-scale bomber.
The B-1B Bomber, which went into service in 1986 as a replacement
for the B-52, incorporated some of these innovations. The radar
signature of the B-1B was reduced to a mere 1 percent that of the B-52
due to its low cross-section and its minimal use of radar-reflective,
hard-edged services. Soon afterthe B-1B entered service, the U.S. Air
Force comissioned Northrop to develop a true stealth bomber as an
eventual replacement. First revealed to the public in 1988, the B-2
Stealth Bomber uses a flying wing similar in shape to the F-117A
Stealth Fighter. The flying wing design reduces the profile of the
B-2 by incorporating its engines into the body of the plane. The
engine exhausts and intakes are shielded to prevent infrared tracking.
The B-2 also makes use of curved surfaces and radar-absorbing materials
to enhance its "invisibilty", and make it far less detectable than the
B-1B. As of the late 1980s, it was announced that the 132 B-2's would
be constructed, and would enter service sometime in the 1990s.

Comment:
These are absolutely magnificent, if you haven't got these in the late
game, get them, and lots of them. Whats better than a 14 attack strength?
You may say a missile, but they can't be re-used. You'll get to attack the
city every turn until its falls into your hands.

-------
Trireme
-------
Advance Required:    Map Making
Obsolescence:        Navagation
Domain:              Sea
Movement:            3
Attack:              1
Defense:             1
Hit Points:          10
Fire Power:          1
Cost to Build:       40 Shields
Holds:               2
AI Role:             Sea Transport
Ability:             Must stay near land, Transports ground units

Description:
The trireme was the first ship designed for war. Introduced by the
Greeks, triremes were powered by three banks of oars on each side,
manned by well-trained oarsmen. These oarsmen were highly paid
professionals or patriotic citizens, not slaves and prisoners as
depicted in fiction. A huge bronze "beak", mounted on the bow of the
ship was used to ram and sink enemy ships. Because of its long, narrow
hull, the trireme was very unstable in all but the calmest waters, and
as a consequence its crew rarely ventured out of sight of land for long
periods of time, lest the ship be caught in a storm and sunk.

Comments:
Don't bother building these, because you can discover ones that can
stray from land, a short time later.

-------
Caravel
-------
Advance Required:    Navigation
Obsolescence:        Magnetism
Domain:              Sea
Movement:            3
Attack:              2
Defense:             1
Hit Points:          10
Fire Power:          1
Cost to Build:       40 Shields
Holds:               3
AI Role:             Sea Transport
Ability:             Transports ground units

Description:
The caravel was a small sailing ship with three or four masts, a broad
bow, and a high narrow stern. Though often used as a warship, the caravel
could also carry over 100 metric tons of cargo. Caravels were commonly
used by the Spanish and Portuguese for both commerce and exploration.
Christopher Colombus' three ships, the "Nina", "Pinta", and "Santa Maria"
were all caravels.

Comments:
These replace triremes, and are much, much better. They can stray away
from land and even have a better attack. These will be used to explore
other islands in the early-game.

-------
Galleon
-------
Advance Required:    Magnetism
Obsolescence:        Industrialization
Domain:              Sea
Movement:            4
Attack:              0
Defense:             2
Hit Points:          20
Fire Power:          1
Cost to Build:       40 Shields
Holds:               4
AI Role:             Sea Transport
Ability:             Transports ground units

Description:
By the late 15th century, oar-powered vessels had all but disappeared
from the world's oceans, to be replaced by sailing vessels of various
types. The galleon was one such vessel. Galleons were three- or
four-masted ships, built high in both the forecastle and the stern.
Developed in the 15th and 16th century, these versatile ships were
mainly used as cargo vessels, although they were sometimes outfitted
as light warships as well. Ships of this type served European nations
well in to the 1700s.

Comment:
These replace the caravel, with a higher hold capacity, but they have
no attack rate. They are only used for exploration.

-------
Frigate
-------
Advance Required:    Magnetism
Obsolescence:        Electricity
Domain:              Sea
Movement:            4
Attack:              4
Defense:             2
Hit Points:          20
Fire Power:          1
Cost to Build:       50 Shields
Holds:               2
AI Role:             Naval Superiority
Ability:             Transports ground units

Description:
The frigate was a fast and powerful sailing warship that eveolved
to fill several important naval roles, primarily to raid enemy
shipping. These three masted ships were lighter and faster than the
European great ship or man-of-war, and usually carried 36 or fewer
guns. The frigate was powerful enough to overcome most of its
prospective opponents and fast enough to escape those it could not
outgun. Because of their speed and strength, frigates were often employed
as escorts for merchant vessels during times of war. The frigate remained
the most useful and domininant naval vessel until the development of
the Ironclad.

Comments:
These also replace the Caravel, and become the ruler of the seas in
all battles. If you plan on waging a naval war, these'll be your
primary assault force.

--------
Ironclad
--------
Advance Required:    Steam Engine
Obsolescence:        Electricity
Domain:              Sea
Movement:            4
Attack:              4
Defense:             4
Hit Points:          30
Fire Power:          1
Cost to Build:       60 Shields
Holds:               0
AI Role:             Naval Superiority
Ability:             None

Description:
Ironclads were the forerunners of future generations of armored naval
vessels. Instead of simple wooden hulls found on other ships at the time,
Ironclads were covered with strong metal plating. This plating made
them nearly impervious to large-caliber exlosive shells that would
easily penetrate and destroy wooden vessels. Ironclads made their first
appearance during the American Civil War, and quickly gained dominance
over other ships of that era. Perhaps the most famous naval battle of
the Civil War was the battle between the confederate ironclad "Merrimack",
and the union ironclad "Monitor", which lasted for several hours before
the "Merrimack" was forced to withdraw.

Comments:
Only build these if you are deep in war, because better ships will come
along quickly(if you're a democracy, anyway).

---------
Destroyer
---------
Advance Required:    Electricity
Obsolescence:        None
Domain:              Sea
Movement:            6
Attack:              4
Defense:             4
Hit Points:          30
Fire Power:          1
Cost to Build:       60 Shields
Holds:               0
AI Role:             Naval Superiority
Ability:             Can spot enemy submarines

Description:
Destroyers are small escort ships that serve a variety of useful
functions. These light, fast vessels were used extensively in World
War II to provide air and sea cover for carrier groups. One of the
primary functions of the destroyeris to locate and destroy enemy
submarines. Using their sonar equipment to locate the subs, and their
batteries of depth charges and torpedoes to destroy them, the destroyer
forces of World War II were the key to the sucess of many crucial
naval operations. Modern destroyers are still used in much the same
role, as escorts for larger vessels and as submarine hunters. In
addition to five-inch guns, the arsenal of today's destroyer includes
antisubmarine helicopters, anti-ship cruise missiles, and the Phalanx
system for defence against anti-ship missiles.

Comments:
Destroyers are not build for their sheer power, you build them to
patrol the seas. You use other slower ships for their attack power. 

-------
Cruiser
-------
Advance Required:    Steel
Obsolescence:        Rocketry
Domain:              Sea
Movement:            5
Attack:              6
Defense:             6
Hit Points:          30
Fire Power:          2
Cost to Build:       80 Shields
Holds:               2
AI Role:             Naval Superiority
Ability:             Can spot enemy submarines

Description:
The cruiser is the modern equivalent of the frigate. Although much
more powerful than its sailing forebearer, it is designed for much
the same type of mission: to act as a sea raider and escort. Cruisers
can conduct shore bombardments, though their firepower cannot match
the destructive forces of the battleship. The cruisers defensive
capabilities are also inferior to those of the battleship. These
shortcomings are balanced by the cruisers lower cost and higher speed.
Cruisers serve an important role in scouting missions, convey escorts,
and the attack of the transport vessels.

Comment:
These are a good attacker until you get the battleship, and will do
you proud in attack.

-------------
AEGIS Cruiser
-------------
Advance Required:    Rocketry
Obsolescence:        None
Domain:              Sea
Movement:            5
Attack:              8
Defense:             8
Hit Points:          30
Fire Power:          2
Cost to Build:       100 Shields
Holds:               0
AI Role:             Naval Superiority
Ability:             x2 defense vs air, can spot submarines

Description:
Cruisers have long served in the role of escort and defensive vessels,
screening carrier task forces and amphibious assaults from enemy
ships and aircraft. In recent years, the abilities of the cruiser have
been upgarded significantly. In addition to their traditional five-inch
guns, cruisers also carry batteries of Harpoon and Tomahawk missiles.
The latest development in cruiser armament is the AEGIS surface-to-air
missile system, which allows cruisers to target and fire their missiles
more accurately and more effectively than ever before. The cruisers
of today are highly capable of intercepting and destroying enemy
submarines, surface ships, aircraft, and missiles.

Comment:
AEGIS cruisers are a hepful addition to your navy because of their
rounded stats and lower cost.

----------
Battleship
----------
Advance Required:    Automobile
Obsolescence:        None
Domain:              Sea
Movement:            4
Attack:              12
Defense:             12
Hit Points:          40
Fire Power:          2
Cost to Build:       160 Shields
Holds:               0
AI Role:             Naval Superiority
Ability:             None

Description:
The battleship was once the most powerful vessel on the seas. Heavily
armored and difficult to destroy, its massive guns could accurately
fire heavy projectiles at tagets miles away. The battleship had two
primary functions: clearing the seas of enemy ships and bombarding
enemy coastal targets, usually in preperation for an invasion. The
battleship's importance began to decline in World War II, when the
increasing number of aircraft carriers greatly extended the range
of naval conflicts. Ship-to-ship combat became less frequent than
long-range air attacks against enemy battle groups. The last of
the U.S. Navy's battleships was decomissioned shortly after the
Vietnam war, but the four battleships in the Iowa class were
remodelled and recomissioned in the 1980s.

Comment:
The BEST naval unit! No doubt about it, what other unit has a 12 attack
and a 12 defense? If it had a higher movement rate this would be
unstoppable.

---------
Submarine
---------
Advance Required:    Combustion
Obsolescence:        None
Domain:              Sea
Movement:            3
Attack:              10
Defense:             2
Hit Points:          30
Fire Power:          2
Cost to Build:       60 Shields
Holds:               0
AI Role:             Naval Superiority
Ability:             Invisible to enemy ships, Transports missiles

Description:
A submarine is a submersible warship, designed to attack enemy vessels
while remaining hidden underwater. Although defensively weak,
submarines are feared because of their ability to make a stealthy
approach and attack without warning. Often the presence of a submarine
is not detected until the first of the sub's torpedoes strikes its
target. Submarine warfare was first used extensively by the Germans
during World War I. Developments after the war, such as sonar, made
the submarine even more effective. During World War II, submarines
were used extensively by all the world's naval powers. Today's
submarines in addition to their role as fast attack vessels, also
carry nuclear weapons that can be fired from underwater positions
just off the coast of an enemy country.

Comment:
Submarines are excellent units, because of their invisibilty and
their ability to carry missiles. Although the submarine is
invisible, unfortunately the missiles can be seen.

-------
Carrier
-------
Advance Required:    Advanced Flight
Obsolescence:        None
Domain:              Sea
Movement:            5
Attack:              1
Defense:             9
Hit Points:          40
Fire Power:          2
Cost to Build:       160 Shields
Holds:               0
AI Role:             Naval Superiority
Ability:             Transports air units

Description:
The aircaft carrier first came into widespread use during World War II.
Carriers act as floating airfields, carrying fighters and bombers
far from friendly territory to be launched against enemy targets. This
allows an air strike against targets both on land and on sea that
would otherwise be far out of range. Carriers also have the capability
to launch nuclear weapons. The range of the aircraft launched from
carriers forever changed the methodology of naval battles. Opposing
fleets could now engage in battle without either fleet ever entering
the other's visual range, ending the dominance of the battleship as
the strongest vessel on the sea.

Comments:
Whats better than a ship which holds missiles? A one that works as
an airport, too. These are indespensible units and should be the
launching pad of your attacks.

---------
Transport
---------
Advance Required:    Industrialization
Obsolescence:        None
Domain:              Sea
Movement:            5
Attack:              0
Defense:             3
Hit Points:          30
Fire Power:          1
Cost to Build:       50 Shields
Holds:               8
AI Role:             Sea Transport
Ability:             Transports ground units

Description:
A troop transport ship, which in peacetime serves as a cargo or
passenger vessel, is the principle means used by modern powers to
move large quantities of military equipment and personnel over large
distances. Because transports lack offensive weaponry, they require
armed vessels as escorts during times of war. A properly escorted
transport can move large military forces to a new area quickly to
act as reinforcements or as an attacking force.

Comment:
This is what you've been waiting for, a high-defense sea transport,
with a high holds rate. Put on your tanks, deliver to enemy soil,
attack.... What more can I say?

--------------
Cruise Missile
--------------
Advance Required:    Rocketry
Obsolescence:        None
Domain:              Air
Movement:            12
Range:               1
Attack:              18
Defense:             0
Hit Points:          10
Fire Power:          3
Cost to Build:       60 Shields
AI Role:             Attack
Ability:             Destroyed after attacking, Ignores ZOC & City Walls

Description:
One of the most effective weapons in modern military arsenals is the
cruise missile. Cruise missiles such as the AGM-86 and the Tomahawk
can be launched against a strategic target hundreds of miles away,
travelling low to avoid radar and other means of detection, and
hitting its target with unnerving accuracy. They can also be used
against short-range, tactical targets such as ships. In this role,
it is often possible, for a single $1 million missile to seriously
damage or even destroy $80 million warships. These versatile
weapons can be launched from air, sea, or land with equal effectiveness.

Comment:
These are excellent, high attack, no-pollution, missiles. I always use
these because I don't like Nuking people, because I'll just have to
clean up the pollution.

----------------
Nuclear Missiles
----------------
Advance Required:    Rocketry
Obsolescence:        None
Domain:              Air
Movement:            16
Range:               1
Attack:              99
Defense:             0
Hit Points:          10
Fire Power:          1
Cost to Build:       160 Shields
AI Role:             Attack
Ability:             Destroyed after attacking, Ignores ZOC

Description:
The deployment of atomic bombs at Nagasaki and Hiroshima at the end
of World War II changed the world's standards for measuring military
power. Nuclear weapons can eradicate ground forces and armored
divisions, and flatten cities with their awesome explosive power.
In the years following World War II, arsenals of nuclear weapons
were built up rapidly by opposing nations, each fearing the
capabilities of the other. This massive arms build up has acted
as a detterent to a full-scale war, since all the governments involved
are aware of the consequences should such a war take place. The threat
imposed by the huge nuclear arsenals of the world powers may one day
be eradicated by the deveopment of the development of the Strategic
Defense Initiave, or SDI, a system designed to destroy enemy missiles
in flight before they can reach their targets.

Comment:
I hate using these, the pollution they cause is terrible and takes an
age to clean up. There are easier ways of attacking cities...

--------
Diplomat
--------
Advance Required:    Writing
Obsolescence:        Espionage
Domain:              Ground
Movement:            2
Attack:              0
Defense:             0
Hit Points:          10
Fire Power:          1
Cost to Build:       30 Shields
AI Role:             Diplomacy
Ability:             Ignores ZOC

Description:
Diplomats serve their homeland in a variety of ways. Their primary
function is to maintain contact with other civilizations, and report
on any deveopments of interest. Diplomats are also capable of
engaing in less reputable activities, including sabotage of enemy
production; the theft of civilization adavances; and the subversion
of enemy troops and cities. Although they have no cobat value,
diplomats are nevertheless powerful weapons if utilized properly.

Comment:
Diplomats are very good units: They steal technology and can subvert
enemy cities, although nowhere as good as spys, they will do for the
time-being.

---
Spy
---
Advance Required:    Espionage
Obsolescence:        None
Domain:              Ground
Movement:            3
Attack:              0
Defense:             0
Hit Points:          10
Fire Power:          1
Cost to Build:       60 Shields
AI Role:             Diplomacy
Ability:             Ignores ZOC

Description:
One of the most effective ways to comile information about an enemy
(or potential enemy) is by infiltarting the enemy's ranks. This is
the job of the spy. Spies can bring back all sorts of information
concerning the size and strength of an enemy army. They can also
find dissidents within the enemy's forces and influence them to
defect. In times of crisis, spies can also be used to steal
technology and to sabotage the enemy in various ways. Counterintelligence
opeartives can feed false information to enemy spies, protecting
important domestic secrest and preventing attempts at subversion.
Nearly every society has very strict laws concerning espionage, and
the penalty for being caught is often death. However, the benefits
that can be gained through espionage are generally felt to outweigh
the risks.

Comments:
These are one of my favourite units, buying enemy cities from under their
feet is excellent, and can also be a cheap way of doing it.

-------
Caravan
-------
Advance Required:    Trade
Obsolescence:        Corporation
Domain:              Ground
Movement:            1
Attack:              0
Defense:             1
Hit Points:          10
Fire Power:          1
Cost to Build:       50 Shields
AI Role:             Trade
Ability:             Ignores ZOC

Description:
Trade has been a major source of income to civilizations throughout
history. Journeying to distant lands, caravans exchanged their loads
of goods for money or other items of value. In addition, the traders
who accompanied the caravans often brought back new knowledge about the
advances made by the civilizations with whom they did business.
Marco Polo, for example, went with traders to China. He remained
there for many years, and brought back much valuable information to
the west.

Comments:
I don't really build these unless I really need the money. If you
need money build a few, if not, concentrate on more important
matters.

-------
Freight
-------
Advance Required:    Corporation
Obsolescence:        None
Domain:              Ground
Movement:            2
Attack:              0
Defense:             1
Hit Points:          10
Fire Power:          1
Cost to Build:       50 Shields
AI Role:             Trade
Ability:             Ignores ZOC

Description:
Freight units are the modern day equivalent of the trade caravans in
the ancient world. Whereas in early history raw materials, trade
good, food, and manufactured itemswere transported by camel or wagon,
modern shipments are transported by a variety of methods including
trucks and railroads. The speed and convenience of modern transportation
methods allows civilizations to set up supply routes and move larger
quantities of mercahndise and trade goods farther and faster than ever.

Comments:
I don't build these, either, because I'm either democracy or fundamentalist
by the time I get them, and have lots of money.

--------
Explorer
--------
Advance Required:    Seafaring
Obsolescence:        Guerilla Warfare
Domain:              Ground
Movement:            1
Attack:              0
Defense:             1
Hit Points:          10
Fire Power:          1
Cost to Build:       30 Shields
AI Role:             Attack
Ability:             Ignores ZOC, treats all squares as road

Description:
Since the dawn of history, there has been a need for humans to
investigate their surroundings and expand their knowledge of the world
around them. Even the eralist civilizations sent people in search of
wealth and resources in distant lands. With the advent of extensive
sea travel, explorers such as Christopher Colombus and Amerigo Vespucci
mapped and chartered territories far from their homelands. These early
explorers opened the New World to trade and colonization.

Comment:
These are good units to use to explore the world as you start out,
because they treat all squares as road.

                          -=-=-=-=-=-=-=-=-=-=-=-=
                                IMPROVEMENTS
                          =-=-=-=-=-=-=-=-=-=-=-=-

------
Palace
------
Advance Required: Masonry
Building Cost:    100
Upkeep Cost:      0

Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

--------
Barracks
--------
Advance Required: None
Building Cost:    40
Upkeep Cost:      1

City produces Veteran ground units. Ground units can
be completely repaired in a single turn.

-------
Granary
-------
Advance Required: Pottery
Building Cost:    60
Upkeep Cost:      1

Only half of city's food store is depleted when
city increases in size.

------
Temple
------
Advance Required: Ceremonial Burial
Building Cost:    40
Upkeep Cost:      1

Up to two discontented citizens are made content.

-----------
MarketPlace
-----------
Advance Required: Currency
Building Cost:    80
Upkeep Cost:      1

Increases tax and luxury output by 50%.

-------
Library
-------
Advance Required: Writing
Building Cost:    80
Upkeep Cost:      1

Increases science output by 50%.

---------
Couthouse
---------
Advance Required: Code of Laws
Building Cost:    80
Upkeep Cost:      1

Decreases corruption by 50%. Makes city more resistant
to bribery by enemy diplomats and spies. Under Democracy,
one content citizen becomes happy.

----------
City Walls
----------
Advance Required: Masonry
Building Cost:    80
Upkeep Cost:      0

Units in city are tripled on defense versus ground attacks.

--------
Aqueduct
--------
Advance Required: Construction
Building Cost:    80
Upkeep Cost:      2

Allows city to increase beyond size 8.

----
Bank
----
Advance Required: Banking
Building Cost:    120
Upkeep Cost:      3

Increases tax and luxury output by an
additional 50% (cumulative w/ Marketplace).

---------
Cathedral
---------
Advance Required: Monotheism
Building Cost:    120
Upkeep Cost:      3

Makes four unhappy citizens content (Three after Communism).

----------
University
----------
Advance Required: University
Building Cost:    160
Upkeep Cost:      3

Increases science output by an additional
50% (cumulative w/ Library).

------------
Mass Transit
------------
Advance Required: Mass Production
Building Cost:    160
Upkeep Cost:      4

Eliminates pollution caused by population.

---------
Colosseum
---------
Advance Required: Construction
Building Cost:    100
Upkeep Cost:      4

Three unhappy citizens are made content
(four w/ Electronics).

-------
Factory
-------
Advance Required: Industrialization
Building Cost:    200
Upkeep Cost:      4

Increases resource production in city by 50%.

-------------------
Manufacturing Plant
-------------------
Advance Required: Robotics
Building Cost:    320
Upkeep Cost:      6

Increases resource production by an additional 50%
(cumulative w/ Factory).

-----------
SDI Defense
-----------
Advance Required: Laser
Building Cost:    200
Upkeep Cost:      4

Protects everything within three spaces of
the city from nuclear attack.

----------------
Recycling Center
----------------
Advance Required: Recycling
Building Cost:    200
Upkeep Cost:      2

Decreases the pollution caused by factories.

-----------
Power Plant
-----------
Advance Required: Refining
Building Cost:    160
Upkeep Cost:      4

Increases factory output by 50%.

-----------
Hydro Plant
-----------
Advance Required: Electronics
Building Cost:    240
Upkeep Cost:      4

Increases factory output by 50%.  Cleaner
than Power Plant, and generally safer than
Nuclear Plant.

-------------
Nuclear Plant
-------------
Advance Required: Nuclear Power
Building Cost:    160
Upkeep Cost:      2

Increases factory output by 50%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

--------------
Stock Exchange
--------------
Advance Required: Economics
Building Cost:    160
Upkeep Cost:      4

Increases tax & luxuries output by an additional
50% (cumulative with Marketplace & Bank for a grand
total of 150%).

------------
Sewer System
------------
Advance Required: Sanitation
Building Cost:    120
Upkeep Cost:      2

Allows city to grow beyond size 12.

-----------
Supermarket
-----------
Advance Required: Refrigeration
Building Cost:    80
Upkeep Cost:      3

Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50% more food.

-------------
Superhighways
-------------
Advance Required: Automobile
Building Cost:    200
Upkeep Cost:      5

All squares in the city's radius with roads
(or railroads) produce 50% more trade.

------------
Research Lab
------------
Advance Required: Computers
Building Cost:    160
Upkeep Cost:      3

Increases science output by an additional 50%
(cumulative with Library and University for a
grand total of 150%).

-------------------
SAM Missile Battery
-------------------
Advance Required: Rocketry
Building Cost:    100
Upkeep Cost:      2

Units in city are doubled on defense against
air units and non-nuclear missile units.

----------------
Coastal Fortress
----------------
Advance Required: Metallurgy
Building Cost:    80
Upkeep Cost:      1

Units in city are doubled on defense against
shore bombardment by enemy ships.

-----------
Solar Plant
-----------
Advance Required: Enviromentalism
Building Cost:    320
Upkeep Cost:      4

Increases factory output by 50%.  Cleaner
than all other forms of power.

------
Harbor
------
Advance Required: Seafaring
Building Cost:    60
Upkeep Cost:      1

All ocean squares in the city's radius
produce one extra unit of food.

-----------------
Offshore Platform
-----------------
Advance Required: Miniturization
Building Cost:    160
Upkeep Cost:      3

All ocean squares in the city's radius
produce one shield.

-------
Airport
-------
Advance Required: Radio
Building Cost:    160
Upkeep Cost:      3

City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

--------------
Police Station
--------------
Advance Required: Communism
Building Cost:    60
Upkeep Cost:      2

Decreases unhappiness caused by troops away from city by 1.

-------------
Port Facility
-------------
Advance Required: Amphibious Warfar
Building Cost:    80
Upkeep Cost:      3

City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

-------------
SS Structural
-------------
Advance Required: Space Flight
Building Cost:    80
Upkeep Cost:      -

Part of Spaceship

------------
SS Component
------------
Advance Required: Plastics
Building Cost:    160
Upkeep Cost:      -

Part of Spaceship

---------
SS Module
---------
Advance Required: Superconductor
Building Cost:    320
Upkeep Cost:      -

Part of Spaceship

                          -=-=-=-=-=-=-=-=-=-=-=-=
                                   WONDERS
                          =-=-=-=-=-=-=-=-=-=-=-=-

--------------
Capitilization
--------------
Advance Required: Corporation
Obsolescense:     None
Cost:             600

Converts production into trade.

--------
Pyramids
--------
Advance Required: Masonry
Obsolescense:     -
Cost:             200

Counts as a Granary in every one of your cities.

---------------
Hanging Gardens
---------------
Advance Required: Pottery
Obsolescense:     RailRoad
Cost:             200

One extra happy citizen in every city.

--------
Colossus
--------
Advance Required: Bronze Working
Obsolescense:     Flight
Cost:             200

City produces one extra trade arrow in each square that
already produces one.

----------
Lighthouse
----------
Advance Required: Mapmaking
Obsolescense:     Magnetism
Cost:             200

Triremes can move across oceans w/o danger, and all other
types of ship have their movement rate increased by one.
Also, all new ships you produce receive veteran status.

-------------
Great Library
-------------
Advance Required: Literacy
Obsolescense:     Electricity
Cost:             300

Civilization receives any civilization advance
already discovered by two other civilizations.

------
Oracle
------
Advance Required: Mysticism
Obsolescense:     Theology
Cost:             300

Doubles the effect of all of your temples.

----------
Great Wall
----------
Advance Required: Masonry
Obsolescense:     Metallurgy
Cost:             300

Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
barbarians.

---------------------
Sun Tzu's War Academy
---------------------
Advance Required: Feudalism
Obsolescense:     Mobile Warfare
Cost:             300

All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

----------------------
King Richard's Crusade
----------------------
Advance Required: Engineering
Obsolescense:     Industrialization
Cost:             300

Every square in the city's radius produces an extra
resource "shield".

--------------------
Marco Polo's Embassy
--------------------
Advance Required: Trade
Obsolescense:     Communism
Cost:             200

You receive a free embassy with every rival Civilization (so
your intelligence report will always be complete and you will
receive updates when other civilizations discover technologies).

----------------------
Michaelangelo's Chapel
----------------------
Advance Required: Montheism
Obsolescense:     -
Cost:             400

Counts as a Cathedral in each of your cities.

-----------------------
Copernicus' Observatory
-----------------------
Advance Required: Atronomy
Obsolescense:     -
Cost:             300

Increases science output of city by 50%.

---------------------
Magellan's Expedition
---------------------
Advance Required: Navigation
Obsolescense:     -
Cost:             400

Movement rate of all ships is increased by two.

---------------------
Shakespeare's Theatre
---------------------
Advance Required: Medicine
Obsolescense:     -
Cost:             300

All unhappy citizens in city are content.

-------------------
Leonardo's Workshop
-------------------
Advance Required: Invention
Obsolescense:     Automobile
Cost:             400

Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

---------------------
J.S. Bach's Cathedral
---------------------
Advance Required: Theology
Obsolescense:     -
Cost:             400

Decreases unhappy citizens on same continent by 2 per city.

----------------------
Isaac Newton's College
----------------------
Advance Required: Theory of Gravity
Obsolescense:     -
Cost:             400

Doubles science output of city.

----------------------------
Adam Smith's Trading Company
----------------------------
Advance Required: Economics
Obsolescense:     -
Cost:             400

Pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.  City improvements
requiring more than 1 gold per turn maintenance are not
affected.

---------------
Darwin's Voyage
---------------
Advance Required: Railroad
Obsolescense:     -
Cost:             400

Two free civilization advances.

-----------------
Statue of Liberty
-----------------
Advance Required: Democracy
Obsolescense:     -
Cost:             400

Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

------------
Eiffel Tower
------------
Advance Required: Steam Engine
Obsolescense:     -
Cost:             300

When you first obtain control of the Eiffel Tower,
Every civilization's attitude toward you is immediately shifted 25 points
in your favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other civilizations are also quicker to forget your
past transgressions.

---------------
Women's Sufrage
---------------
Advance Required: Industrialization
Obsolescense:     -
Cost:             600

Counts as a Police Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

----------
Hoover Dam
----------
Advance Required: Electronics
Obsolescense:     -
Cost:             600

Provides Hydro power to every city on every continent.

-----------------
Manhattan Project
-----------------
Advance Required: Nuclear Fission
Obsolescense:     -
Cost:             600

Allows nuclear weapons to be built.

--------------
United Nations
--------------
Advance Required: Communism
Obsolescense:     -
Cost:             600

Free embassy with every other civilization
Enemy civ's cannot refuse your peace treaties.
As a democracy, you can declare war 50% of the time(peacekeeping missions).

--------------
Apollo Program
--------------
Advance Required: Space Flight
Obsolescense:     -
Cost:             600

Allows construction of spaceship improvements.

------------
SETI Program
------------
Advance Required: Computers
Obsolescense:     -
Cost:             600

Counts as a research lab in every one of your cities; effectively
doubles your science output.

---------------
Cure for Cancer
---------------
Advance Required: Genetics
Obsolescense:     -
Cost:             600

One extra happy citizen in each city.

                          -=-=-=-=-=-=-=-=-=-=-=-=
                                 GOVERNMENTS
                          =-=-=-=-=-=-=-=-=-=-=-=-

The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.


-------
Anarchy
-------
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.

Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

---------
Despotism
---------
UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.

HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.

CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.

SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.

HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.

--------
Monarchy
--------
UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.

HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.

CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.

SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%.

HINTS
Monarchy is an excellent form of government for a young
civilization.

---------
Communism
---------
UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.

HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).

CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.

SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%.

HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

--------------
Fundamentalism
--------------
UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat one
food per turn.  ONLY Fundamentalisms may produce
FANATIC units.

HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!

CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.

SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%.

HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.

--------
Republic
--------
UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.

HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.

CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.

SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%.

HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

---------
Democracy
---------
UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.

HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.

CORRUPTION AND WASTE
Democracies experience NO corruption or waste.

SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.

HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

                          -=-=-=-=-=-=-=-=-=-=-=-=
                              FANTASTIC WORLDS 
                          =-=-=-=-=-=-=-=-=-=-=-=-

----------------------------------
T H E  A G E  O F  R E P T I L E S
----------------------------------
SCENARIO INFO:
Name: The Age of Reptiles
Folder: civ2\scenario\dinosaur\
Scenario File: dinosaur.scn

Introduction:
'The Age of Reptiles'
Long ago, when giant reptiles ruled the Earth,
It was nothing like this!



COSMIC PRINCIPLE CHANGES:
City size for first unhappiness at Chieftain level changed from 7 to 10.
Riot factor based on # cities changed from 14 to 15
Tech paradigm changed from 10 to 5
Max paradrop range changed from 10 to 1

TECHNOLOGY TREE

SCENARIO NAME      | ORIGINAL NAME
-------------------------------------   
Advanced Pterosaurs  Advanced Flight
Bony Neck Frill      Alphabet
Amphibians           Amphibious Warfare
Head Crest           Astronomy
Archosaurs           Atomic Theory
Bony Knobs           Automobile
Back Protection      Banking
Dam Building         Bridge Building
Beaks                Bronze Working
Caring for Young     Ceremonial Burial
Chambered Heart      Chemistry
Curved Claws         Chivalry
Claws                Code of Laws
Combined Defenses    Combined Arms
Tail Spikes          Combustion
Cooperation          Communism
Hip Spikes           Computers
Spikes               Conscription
Fortified Nesting    Construction
Duck Bill            The Corporation
Curved Teeth         Currency
Ectothermics         Economics
Egg Laying           Electricity
Endothermics         Electronics
Bony Plates          Engineering
Dorsal Fin           Environmentalism
Armored Fish         Espionage
Full Armor           Explosives
Flippers             Feudalism
True Flight          Flight
Fingers              Fusion Power
Tail Crest           Gentics
Grasping Claws       Guerrila Warfare
Horns                Horseback Riding
Collective Behavior  Industrialisation
Immensity            Invention
Plated Back          Iron Working
Crested Back         Labor Union
Spines               The Laser
Long Necks           Leadership
Spawning Grounds     Literacy
Piling Rocks         Machine Tools
Barter               Magnetism
Teaching             Map Making
Marine Reptiles      Masonry
Schooling            Mass Production
Dung Removal         Mathematics
Waste Control        Medicine
Currency             Metallurgy
Food Gathering       Miniturization
Omophagia            Monotheism
Oviviparity          Mysticism
Oviphagia            Navigation
Phytophagia          Physics
Pack Hunting         Plastics
Plesiosaurs          Polytheism
Pterosaurs           Pottery
Aeries               Radio
Agriculture          Refrigeration
Ridged Teeth         Robotics
No Improvement       Rocketry
Scaly Skin           Sanitation
Serrated Teeth       Seafaring
Spiny Fins           Space Flight
Sharp Eyesight       Stealth
Swiftness            Steam Engine
Saurian Proportions  Steel
Slashing Claw        Superconductor
Tail Weapons         Tactics
Teeth                Theology
Tail Club            Theory of Gravity
Tearing Claw         Trade
Upright Stature      University
Burrowing            Warrior Code
Whipping Tail        The Wheel
Wings                Writing
Future Technology    Future Technology

CITY IMPROVEMENTS/WONDERS

NEW                      | OLD
------------------------------------------
Great Nest                Palace
Arena                     Barracks
Food Hoard                Granary
Hatchery                  Temple
Trading Area              Market Place
School                    Library
Ramparts                  City Walls
Midden                    Aqueduct
Agora                     Bank
Underground Nursery       Colosseum
Gutters                   Sewer System
Farmers' Market           Supermarket
Offshore Barrage          Coastal Fortress
Fisheries                 Harbor
Aerie                     Airport
Lagoon                    Port Facility

WONDERS

World Bazaar              Pyramids
Great Creche              Hanging Gardens
Foraging Party            Colossus
Spawning Grounds          Lighthouse
Lysenko's Library         Great Library
Elite Egg Guard           Oracle
Earthworks                Great Wall
Darwin's Stadium          Sun Tzu's War Academy
Press Gang                King Richard's Crusade
Swamp Runners             Marco Polo's Embassy
Map of the Currents       Magellan's Expedition
Airborne Sentinels        Shakespeare's Theatre
Arms Race                 Isaac Newton's College
Volunteer Corps           Adam Smith's Trading Co.
Evolutionary Spurt        Darwin's Voyage
Mammal Suppression Plan   Eiffel Tower


UNITS

NAME             |  ADM(R)| DOMAIN | SPECIAL
---------------------------------------------------
Thecodontosaurus   0/1/1    Ground   Settles
Maiasaura          0/2/2    Ground   Settles, Ignore ZOC
Coelophysis        1/1/1    Ground
Acanthopholis      1/3/2    Ground
Baryonyx           3/2/2    Ground
Triceratops        4/6/1    Ground   x2 def vs air, Alpine, Ignores ZOC
Styracosaurus      5/5/2    Ground   x2 def vs air
Ceratosaurus       7/3/3    Ground
Old Branchio       2/1/1    Ground   Amphibious Assaults
Procompsognathus   3/1/2    Ground
Dryosaurus         1/2/1    Ground
Corythosaurus      2/3/2    Ground
Edaphosaurus       2/4/2    Ground
Coelurus           2/7/4    Ground   2 space visibilty
Elaphrosaurus      6/4/6    Ground   Ignore ZOC, 2 space visibilty
Iguanadon          3/1/1    Ground
Compsognathus      3/1/2    Ground
Cryptocleidus      6/6/7    Sea      2 space vis
Brachiosaurus      5/9/2    Ground   x2 def vs air, attacks air, ignores
                                     walls, 2 space visibility
Deinonychus        9/7/5    Ground   Ignore ZOC, 2 space vis
Stegosaurus        3/6/2    Ground   x2 def vs air
Anklyosaurus       1/5/2    Ground   x2 def vs air
Dimetrodon         3/4/3    Ground
Psittacosaurus     3/4/1    Ground
Velociraptor       10/6/5   Ground   Ignore ZOC, 2 space vis
Allosaurus         11/7/1   Ground   x2 def vs air, ignores walls
Tyrannosaurus      12/7/1   Ground   x2 def vs air, ignores walls
Eudimorphon        4/2/8(1) Air      can attack air, can spot subs, 2 space
Pterodactyl        4/4/6(2) Air      can attack air, can spot subs, 2 space
Quetzalcoatalus   10/5/10(2)Air      can attack air, can spot subs, 2 space
Dimorphodon       6/3/12(1) Air      can attack air, can spot subs, 2 space
Pteranodon         5/3/8(2) Air      can attack air, can spot subs, 2 space
Ichthyosaurus      2/2/4    Sea
Griphognathus      1/1/3    Sea      Holds 2, must stay near land
Gyroptychius       2/2/3    Sea
Hemicyclaspis      0/7/4    Sea      Holds 4, x2 def vs air
Kronosaurus        7/3/6    Sea      Can spot subs
Dunkleosteus       6/5/5    Sea      Can spot subs
Pteraspis          3/7/4    Sea      x2 def vs air
Diplodocus         5/6/6    Sea      Submarine advantages
Plateosaurus       8/8/3    Sea      Holds 3, 2 space vis, attacks air, 
                                     stay near land, x2 def vs air
Climatius          1/2/3    Sea
Apatosaurus        5/9/2    Sea      carry 6 air, 2 space vis, attacks air, 
                                     stay near land, x2 def vs air
Kentrosaurus       2/6/4    Ground   x2 def vs air
Rhamphorhynchus   12/5/16(1)Air      can attack air, can spot subs, 2 space
Stenonychosaurus   9/5/5    Ground   x2 def vs air, spots subs
Saltasaurus        2/2/1    Ground
Oviraptor          5/4/3    Ground
Cetiosaurus        8/8/3    Ground   x2 def vs air, 2 space, attacks air,
                                     ignores city walls
Ornithomimus       4/1/2    Ground
Protoceratops      2/5/1    Ground   x2 def vs air
Ouranosaurus       3/7/3    Ground   x2 def vs air
Plesiosaurus       7/7/7    Sea      2 space
Zephyrosaurus      7/4/4    Ground
Branchiosaurus     2/1/1    Ground   can make amphibious assaults

---------------
A T L A N T I S
---------------
SCENARIO INFO:
Name: Atlantis
Folder: civ2\scenario\atlantis\
File: scenario.scn

Introduction:
The destruction of a continent
Since the time of the Greek philosopher Plato, 2500 years ago, people have
been intrigued by his tragic narrative of the destruction of Atlantis and
its technologically advanced society. Did the city actually disappear
beneath the waves in a volcanic cataclysm, or did it spring entirely from
Plato's fertile imagination to be made the subject of a morality 
tale? Whatever its true history, in keeping with the theme of strange and
fascinating worlds, we present to you our version of the fate of Atlantis.
Perhaps you can transform her story from tragedy into triumph!
PLEASE NOTE
Your victory objectives for this scenario are identical to those of the
regular game:
either conquer the world or be the first to settle Alpha Centauri.
We recommend Atlantis, Egypt, Sumeria, and Greece as the primary
civilizations to play.
You may play the Lemurians but expect them to be constrained by several
handicaps.
We designed Europe and Africa as computer-controlled tribes only. 
We make no guarantees regarding their chances of winning.

COSMIC PRINCIPLE CHANGES
1 in 1 chance of ship loss instead of 1 in 2
Technology takes twice as long to research

TECHNOLOGY TREE
All Same except listed
NEW               | OLD
--------------------------------------
Writing,            Alphabet
Alphabet            Writing
Future Technology   Future Technology
Poseidon's Secret   User Def Tech A
Hydro Technology    User Def Tech B
Sonar Technology    User Def Tech C
Helios's Secret     Extra Tech 1
Solar Technology    Extra Tech 2
Mechanical Physics  Extra Tech 3
Gift of the Gods    Extra Tech 4
Wonder Weapons      Extra Tech 5
Solar Power         Extra Tech 6

IMPROVEMENTS/WONDERS
All same except listed
NEW                  | OLD
--------------------------------------
Ziggurat                Aqueduct
Colossus of the Sea     Colossus
Ishtar Gate             Great Wall
Labrys Academy          Sun Tzu's War Academy
Minos's Crusade         King Richard's Crusade
Minoan Embassy          Marco Polo's Embassy
Bull-Leaping Ritual     Michaelangelo's Chapel
Ptolemy's Observatory   Copernicus' Observatory
Perseus's Expedition    Magellan's Expedition
Snake Goddess Festival  Shakespeare's Theatre
Archimedes's Workshop   Leonardo's Workshop
Stonehenge              J.S. Bach's Cathedral
Plato's Acadamy         Isaac Newton's College
Phaistos Trading Co.    Adam Smith's Trading Co.
Odysseus's Voyage       Darwin's Voyage
Statue of Mu            Statue of Liberty
Pharaoh's Needle        Eiffel Tower
Valley of the Kings Dam Hoover Dam
Atlantean Project       Manhattan Project
Ezekiel's Wheel Program Apollo Program
HELIOS Program          SETI Program

UNITS
CHANGED UNITS
Archers now called Lt.Infantry
Alpine Troops changed to Sphinx 0/10/0-Ground
Crusaders changed to Phoenix 0/10/0-Ground
Armor changed to Super Jug 10/5/3-Ground
Helicopter now called Air Juggernaut
Trireme now called L. Trireme
Caravel now called Ocean Boat
AEGIS Cruiser now called Super Cruiser
Cruise Missile changed to Sun Bolt 24/0/32-Air
Spy changed to Serpent 0/10/0-Ground
Freight changed to Scout 0/1/2-Ground
Explorer changed to Minotaur 0/10/0-Ground
NEW UNITS
Helios's Legion     4/2/2   Air    Ignore ZOC
Poseidon's Legion   4/2/2   Sea    Sub adv, amphib ass, stay near land
Giant Lens         10/1/1   Ground
Sea Monster         8/8/5   Sea    Can spot subs, sub advantages
Dromon              2/1/3   Sea
The Chosen          5/5/1   Ground amphib ass, alpine, paradrops
Trireme             1/1/3   Sea    stay near land
Hydra              0/18/0   Ground
Dragon             0/12/0   Ground
Doomsday Star    20/20/20   Air    Can attack air units
Juggernaut          7/3/2   Ground

------------------
I C E  P L A N E T
------------------
SCENARIO INFO:
Name: Ice Planet
Folder: civ2\scenario\iceplnt\
File: iceplnt.scn

Introduction:
Sometime in the far off future, the human race develops the technology 
to travel between the stars.  Not sure of what they will find on their
voyage to the unknown, the humans assemble the most elite troops on the
planet into a single force aptly named the Galaxial Troops.  With high 
hopes they set out to the the closest known planet in another
galaxy- Jharlei: The Ice Planet.  What they found on this seemingly 
barren world turned their historic mission into a fight for survival.  
An ancient alien force called the Kydextrians landed before the humans.
They have come to Jharlei in search of a rare element, called Tronadium,
that is required by the royal egg-layer.  This Royal Kydextrian
Hive Empress, named Gila by the native Ventry race, is the key to the
survival of these hideous xenophages.  The Kydextrians have begun their
quest to rid the planet of any other life and claim the planet for their
own. As the Ventry Nation, your goal is to simply survive and fend off 
this alien menace. As the Galaxial Troops, your mission is to stay alive
long enough to rebuild another spacecraft to return home.  Finally, 
as the Kydextrians...kill or be killed. 
(Contact between the Kydextrians and any other civilization is 
strictly forbidden!)
(If playing as the Galaxial Troops, you are the only civ able to get 
to space flight. . .do not give the Ventry any techs for space travel.)


COSMIC PRINCIPLE CHANGES
City size for first unhappiness now 5 not 7
Monarchy now pays for all units past 5, not 3
Fundamentalism now loses 30% of science, not 50%
20% Shield Penalty for changing production, not 50%
Max effective science rate in Fundamentalism now 7, not 5

TECHNOLOGY TREE
OLD                | NEW
--------------------------------
Alphabet             JAVA
Automobile           Mass Transit
Combustion           Advanced Chemistry
Electricity          Hyperconductors
Explosives           Advanced Explosives
Flight               Hypersonic Flight
Horseback Riding     Gnoleak Riding
Iron Working         Carbon Fibre Working
Labor Union          Armed Union
Literacy             BASIC
Machine Tools        Robo-Manufacturing
Map Making           Computer Literacy
Pottery              Plastic Containers
Radio                Netlink
RailRoad             Rail Rocketry
Refining             Alternative Power
Refrigeration        Cryostorage
Seafaring            Icefaring
Steam Engine         Xeno-Diplomacy
Steel                Titanium
Theory of Gravity    Space-Time Continuum
The Wheel            The Gear
NEW TECHS
Kydextrian Tech
Ventry Tech
Galaxial Troop Tech
Gravitational Tech
Pre-Grav Tech

IMPROVEMENTS/WONDERS
OLD               | NEW
------------------------------------
Palace              Headquarters
Barracks            Training Camp
Granary             Food Storage
Temple              HoloTV
Marketplace         Trader's Area
Library             Internet
Courthouse          High Council
City Walls          Energy Field
Aqueduct            Hydroproduct
Bank                Credit
Cathedral           Place of Worship
University          Tech Research Center
Mass Transit        Hyper transit
Colosseum           Mass Recreation
Factory             Assembly Plant
Manufacturing Plant Mass Production Plant
SDI Defense         Satellite Laser
Nuclear Plant       Tronadium Plant
Stock Exchange      Military Tax
Sewer System        Sanitation System
Supermarket         Holo Market
Superhighways       Ultra Transit
SAM Missile Battery Defense Battery
Coastal Fortress    Tsunami Guard
Harbor              Fishing Port
Offshore Platform   Hydro Platform
Airport             Launch Pad
Police Station      TEC Force
Port Facility       Docking Station
WONDERS
Pyramids                Food Transporter
Hanging Gardens         Galactic Games
Colossus                Cyborg Trader
Lighthouse              NAV Beacon
Great Library           Net Pirate
Oracle                  New Hollywood
Great Wall              Iron Particle Dome
Sun Tzu's War Academy   Holo-Battery Academy
King Richard's Crusade  Slave Colony
Marco Polo's Embassy    Intergalactic Embassy
Michelangelo's Chapel   Deity Contact Array
Copernicus' Observatory Thempa's Observatory
Magellan's Expedition   Warp Engine Testing
Shakespeare's Theatre   Versaria's Theatre
Da Vinci's Workshop     Enhancement Sattelite
J.S. Bach's Cathedral   Bi-amped Titanium Drivers
Isaac Newton's College  Sythdnt Aooi University
Adam Smith's Trading Co Self-maintenance Droid
Darwin's Voyage         Interdimensional Voyage
Statue of Liberty       Ring of Shala
Eiffel Tower            Diplomacy Shrine
Women's Suffrage        Slaves' Freedom March
Hoover Dam              Great Hydro Dam
Manhattan Project       Plague Producer
United Nations          United Council of Jharlei
Apollo Program          Gravitech Program
SETI Program            Brainiac
Cure for Cancer         Vaccination Unit

UNITS
NAME             |  ADM(R)| DOMAIN | SPECIAL
---------------------------------------------------
Nomads              1/1/2  Ground    Settles, Alpine
Builder             1/1/3  Ground    Settles
Drone               1/2/1  Ground    Settles
Slave               0/1/1  Ground    Settles
Snipers             6/1/1  Ground    Free suport fundmntl, 2 space vis
Clawmen             5/4/2  Ground    x2 def vs horse
Raw Troops          3/2/1  Ground
Cyborg Infantry     5/3/3  Ground
Mutant Troops       5/4/1  Ground    Free fundamntl
Dark Knight         4/5/2  Ground    x2 def vs horse
Snow Beast          7/4/3  Ground    Alpine, 2 space
Alien Hound         4/5/2  Ground
Spiked Guards       4/4/1  Ground
Shala's Unit        6/6/1  Ground    Paradrops
TEC Rover           8/5/3  Ground    Alpine
TeMorna's Escort    2/8/2  Ground    Free fundmntl
Ice Chariot         4/2/3  Ground
Tyrelian Mntnfolk   3/5/2  Ground    Alpine, ignores walls
Vortex Beast       5/15/3  Ground
Lichter             6/5/2  Ground    x2 def vs air
Ice Fiend           7/4/2  Ground    x2 def vs horse, amphibious aslts
TEC Guards          4/5/2  Ground
Battle Tank        10/6/3  Ground
Floating Fortress 12/12/4  Sea
Air Cannon          2/8/1  Ground    Free fundmntl, x2 def vs air
Destrux             9/6/6  Sea       can spot subs
Glider            8/6/6(5) Air       can attack air, 2 space vis
Bola                6/8/4  Air       can attack air, 2 space vis
Hive Brethren    10/3/6(2) Air       can attack air, 2 space vis
Lost Souls          6/9/4  Air       can attack air, 2 space vis
S.W.A.R.M.          4/4/6  Air       can attack air, 2 space vis
Poison Spores    10/0/9(2) Air       Missile, can attack air
SKIMMER             6/5/4  Sea       Holds 2
Deep Denizen       10/2/4  Sea       sub adv, spots subs, 2 space
Giant Eel           7/5/9  Sea       Holds 3
Armored Boat       7/10/5  Sea
Winged Warrior      4/5/6  Air       can attack air, 2 space vis
Cyborg Pirahna      4/4/7  Sea       can spot subs
TEC Cruiser         6/5/7  Sea       x2 def vs air
NEXXUS Cruiser      8/8/5  Sea
Tsusama             1/4/5  Sea       must stay near land
SNEAK               5/5/5  Sea       spots subs, sub adv, amphibious aslts,
                                     ignore zoc, diplomatic
D.E.V.A.          9/9/9(5) Air       can attack air, 2 space vis
Water Transport     1/4/6  Sea       Holds 8, 2 space vis
Seeker           20/0/16(1)Air       Missile
Plague Bomb      99/0/10(1)Air       Missile
Diplomat            0/0/2  Ground    Diplomatic, ignore zoc
Transport Bubble    1/5/6  Sea       Holds 4, 2 space vis, spots subs
Trader              0/1/1  Ground    Trades, ignores zoc
Air Freight         0/1/5  Air       Trades, 2 space, ignores zoc
Kracken          10/5/12(5)Air       2 space vis
TEC Bomber        8/8/8(4) Air       2 space vis


                          -=-=-=-=-=-=-=-=-=-=-=-=
                              DISCOVERY EFFECTS 
                          =-=-=-=-=-=-=-=-=-=-=-=-

Courtesy of Scenario Design League @ http://www.apolyton.net/civ2/

Advance              | Triggered Effects of Discovery
-----------------------------------------------------------------------	
Alphabet              Increases literacy demographics by 8%.	
Automobile            Increases population based pollution.  Automobile 
                      works with Electronics to change city pictures to 
                      the modern style. Automobile works with Electronics 
                      to change the look of people to the modern style.	
Bridge Building       Allows settlers units to construct roads (and
                      railroads) in river squares.	
Ceremonial Burial     Ceremonial Burial allows temples to make one person
                      content.  Temples do not function without this 
                      advance.	
Chivalry              Changes the types of Barbarians produced by Goody
                      Huts. Changes the types of sea-based random 
                      Barbarians units produced.	
Communism             Allows the government type of the same name. 
                      Reduces the effect of Cathedrals by one. 
                      Cities produce more partisans.	
Conscription          Changes the types of Barbarians produced by Huts.	
Construction          Construction allows settler units to build
                      Fortresses.	
Democracy             Allows the government type of the same name. Allows
                      Courthouses to make one content citizen happy 
                      under Democracy.	
Electronics           An additional citizen in each city is make content 
                      by colisseums after the discovery of Electronics.
                      Automobile works with Electronics to change city
                      pictures to the modern style.
Environmentalism      Decreases population based pollution.	
Explosives            Allows terrain transformation orders.	
Fundamentalism        Allows the government type of the same name. 
                      Allows the production of Fanatics.	
Fusion Power          Eliminates the threat of Nuclear Power Plant 
                      meltdown. Adds 25% to spaceship mass/thrust paradigm.	
Guerrilla Warfare     Allows the production of Partisan units. Captured
                      cities produce partisan defenders. Changes the 
                      types of Barbarians units produced by Goody Huts. 
                      Changes the types of land-based random Barbarians 
                      units produced.	
Gunpowder             Sells all Barracks when discovered. Increases 
                      Barracks maintenance cost by 1. Changes the 
                      types of Barbarians produced by Goody Huts. 
                      Changes the types of land-based random Barbarians
                      units produced.	
Industrialization     Changes city picture to industrial in any 
                      non-fantasy game. Changes the look of people to
                      industrial. Changes the types of land-based 
                      random Barbarians units produced. Increases 
                      population based pollution.  Oil appears as a 
                      trade item.	
Invention             Free advances can no longer be gained from goody 
                      huts. Invention works with Philosophy to change 
                      city pictures to the renaissance style.
                      Invention works with Philosophy to change the look 
                      of people to the renaissance style.
Iron Working          Changes the types of Barbarians produced by Goody
                      Huts. Changes the types of sea-based random 
                      Barbarians units produced.	
Leadership            Changes the types of Barbarians produced by Huts.	
Literacy              Doubles literacy demographics.	
Magnetism             Changes the vessel type of sea-based random
                      Barbarians. Increases annual income demographics.	
Map Making            Allows civilizations to exchange maps.	
Mass Production       Increases population based pollution.	
Medicine              Decreases your people's disease percentage by half.	
Metallurgy            Changes the types of Barbarians produced by Huts.	
Mobile Warfare        Sells all barracks and increases barracks 
                      maintenance cost by 1. Changes the types of 
                      land-based random Barbarians units produced. 
                      Ends piracy. Barbarians no longer appear by sea.	
Monarchy              Allows the government type of the same name.	
Monotheism            Monotheism allows Cathedrals to make three people
                      content. Note that Cathedrals do not function 
                      without the discovery of Monotheism or Theology 
                      and Mysticism.  Changes the types of Barbarians
                      produced by Goody Huts.	
Mysticism             Doubles the effect of temples.	
Navigation            Navigation reduces the chances of triremes
                      floundering. Changes the vessel type of sea-based
                      random Barbarians.	
Nuclear Fission       Uranium to appears as a trade item. 	
Nuclear Power         Nuclear Power increases the movement allowance of
                      ships by 1.	
Philosophy            The civilization that first discovers Philosophy 
                      gains a free advance. Invention works with 
                      Philosophy to change the look of people to the
                      renaissance style.	
Plastics              Increases population based pollution.	
Polytheism            Changes the types of Barbarians produced by Huts.	
Radio                 Allows engineers to construct airbases.	
Railroad              Railroad allows settlers and engineers to build
                      railroads.   All city squares are automatically
                      upgraded to railroad. 	
Refrigeration         Refrigeration allows settlers and engineers to 
                      double-irrigate lands. All city squares are
                      automatically upgraded to farmland 
                      (double-irrigation).	
Republic              Allows the government type of the same name.	
Sanitation            Decreases population based pollution.	
Seafaring             Seafaring reduces the chances of triremes floundering. 
Tactics               Changes the types of sea-based random 
                      Barbarians units produced.	
Theology              Improves the effectiveness of Cathedrals by one.	
Trade                 Enables the display of demanded trade 
                      goods of foreign cities.	
University            Doubles literacy demographics.	
Writing               Increases literacy demographics by 8%.	
Future Technology     Reoccurring technology.  
                      Increases game score.	

                          -=-=-=-=-=-=-=-=-=-=-=-=
                                 STRATEGIES
                          =-=-=-=-=-=-=-=-=-=-=-=-

Send in your strategies, tips, anything...

=========---=========
EARLY GAME STRATEGIES
=========---=========

---------------
Beginning Phase
----------------
You start out on an undiscovered world, with either one of two settlers.
If you have two you're lucky. One will be used to build your first city,
and the other will never be used to build cities, always to irrigate
and build roads, because it doesn't need support. With your building
settler look for an area to build your first city. Beside the sea is
always good, but if you are far inland build on/near a river. Also,
you will want to have extra food/resources, so try to build near a
wheat square, a whale square or a pheasant square for abundant food.
This will increase population quickly. Do not spend too much time
looking for a location for your firs city, about 3 or 4 turns is
enough, because you need to build your city early to start building
and researching.
Next, build a defense unit in the city, then a settler unit(even if they
gave you two, you need to build a second city), and then an exporing
unit. Use the settler(s) to irrigate the terrain around your first city,
and build roads to the location of the new city. With the explorer,
explore the surrounding terrain, and always inspect goody huts. You
may get extra technologies.
In the city, you should be building a granary. Also, go to the Tax Rate
menu, and change your tax rate so that you make a profit(of anything,
even 1) each turn, and then give everything else to science.
When the Advances screen comes up: Research Code of Laws, Writing, and
Literacy. As soon as you've discovered Literacy, start building the
Great Library in your most-productive city(should be your first).
At the next advance screen, go to goal and select Monarchy. Research
all the things you need to get it. After you've switched to Monarchy.
Start to research the things you need for Leonardo's Workshop, and then
everything you need for King Richard's Crusade. That will bring you into
the mid-game....
While researching, you should be building temples, libraries, marketplaces,
anything, in your cities. And each city should have at least a 2-defense
unit defending it. Your free settler(if you didn't get one at the start,
you should have got one from a hut), should be irrigating around your
cities.
Hopefully, your explorer will have met with a foreign leader(as long as
you're not on an island), and you can exchange technology with them.
If they are a powerful nation at this stage, try and make an alliance
with them.
One last point, you should try to build the oracle, it's not extremely
important, but it helps with your populations happiness.

                          -=-=-=-=-=-=-=-=-=-=-=-=
                                    OUTRO 
                          =-=-=-=-=-=-=-=-=-=-=-=-

Sumtin...



Credits:
-"A" Tadeo for the Layout and Disclaimer
-CJayC for putting this FAQ on his site (I hope he does, anyway)
-Microsoft for Windows and Notepad
-Microprose for the Civilization series
-Sid Meier for creating this game
-Packard Bell for my PC(If I put them here will I get a new one?)
-You for reading it

  ___  _     ___  ______ _____ ____ ____ _  _
 / _ \| |   / _ \/ __/ |/ / _ \| __|    | \/ /
| ___ | |__| ___ |__ \   | ___ | __| || ||  |
|_| |_|____|_| |_|___/_|\_\| |_|_| |____|_/\_\TM

                      Ronan Murphy - AlaskaFox 2001