                        Civilization: Call to Power - PC
                               FAQ/STRATEGY GUIDE
                             Version 0.89 - 7/30/01
                           By Alxs - alxs123@aol.com


********************************************************************************

NOTE:
Please read the Contact Me part of the Conclusion section before emailing me.


Table of Contents
-----------------

1. Copyright Information
2. What's New?
3. Introduction

4. The Civilization Series

5. Setting Up a Game

6. The Game Screen
6.1. Option Bar
6.2. Selecting and Doing Things with Units and Cities
 6.2.1. Units
 6.2.2. Cities

7. City-Related
7.3. Building a City
7.4. Protecting a City
7.5. Trading

8. Other Civilizations
8.1. How to Speak with Others
8.2. Attacking

9. Multiplayer

10. Misc. Strategies
10.1. The London Exchange
10.2. Checkerboard Setup
10.3. Never Communicate
10.4. Things to Research

11. F.A.Q.

12. Secrets, Glitches, and Tricks
12.1. Cheat Mode
12.2. Strange Music???

13. Units
14. Governments
15. City Improvements
16. Wonders of the World
17. Tile Improvements
18. Terrain

...

19. Conclusion


******************************************************************
[- 1. COPYRIGHT INFORMATION -]
******************************************************************

This document is copyright 2001 Alxs, and may not be placed on another
website, made into a CD, book, etc. without the author's permission.
This document is unofficial and is not affiliated with any company.

The only web site(s) that this document may be found at are:

http://www.gamefaqs.com


******************************************************************
[- 2. WHAT'S NEW? -]
******************************************************************

Version 0.89 - 7/30/01
----------------------

- Changed the way I number the versions.
- Added the "Setting Up a Game" section and completed it.
- Added the Multiplayer section, but it doesn't have any information yet.
- Added the "Things to Research" strategy.


=---===---=
=---===---=


Version 1.6 - 7/18/01
---------------------

Phew!  Big update.

- All the statistics are in a new format so all the information can be
displayed and because of that, Wonders of the World are now listed!
- Section 5.6 is FINALLY completed, so now there's information in every
section!  Yay!  =P
- Made the background information section more in-depth.


Version 1.5 - 7/12/01
---------------------

- Re-formatted the FAQ a little.
- Added "Background on Call to Power" section.


Version 1.4 - 7/8/01
--------------------

- Added two more strategies to the Tips & Strategies section.
- Made a Secrets/Glitches section.


Version 1.3 - 7/6/01
--------------------

I completed section 5.3 (Trading) and added Terrain to the Statistics section.


Version 1.2 - 7/4/01
--------------------

Happy Independence Day (for those who celebrate it)!  I have been on a laziness
streak lately in terms of writing FAQs, but today I felt like writing, so I got
some things accomplished.

- City Improvements is complete (section 9.3)!
- Wonders of the World (section 9.4) is replaced by Tile Improvements (A WotW
had too much info. to squeeze into one line) and is finished.
- Completed section 6.2.
- Added a strategy to the Tips & Strategies section, which was submitted to me
by "Dead 81436."

That's about all for now.


Version 1.1 - 6/26/01
---------------------

I just corrected some errors, including adding an introduction, as I forgot it
in the first version.  =P


Version 1.0 - 6/24/01
---------------------

First version of this FAQ.  It's fairly incomplete, more info. to come soon.


******************************************************************
[- 3. INTRODUCTION -]
******************************************************************

Welcome to my FAQ for Civilization: Call to Power, which is my first one ever! 
I hope it will help you out in parts that you are stuck in in CTP.

I wrote for Call to Power because I got the game for Christmas of this year,
and I enjoyed playing it.  However, it wasn't until now that I realized it was
a good FAQ project because there were barely any FAQs for the game.  Again, I
hope that you like the FAQ and it helps you out a lot.  With that said, let's
begin the FAQ!


********************************************************************************
[- 4. THE CIVILIZATION SERIES -]
********************************************************************************

Here is some background information I know on the Civilization games (including
Call to Power).

CIVILIZATION
The very first game in the series, which is quite old, although I it has been a
pretty short time since I have played it, and is possibly my favorite Civ game.
 Most of the names of things (units, improvements, etc.) in Call to Power were
in this game, but the graphics are, obviously, different because it is an old
game.  The units and cities are simply squares with pictures on them, and the
game screen looks exactly like a zoomed-in version of one of those maps of the
world that you hang on the wall.  The sound effects are different than the ones
in CTP.  Also, there are a couple little features that are in this game but not
in Call to Power: in this game you can choose to play on earth instead of a
made-up world, and instead of you're civilization's color always being blue,
your civilization's color is a different color depending on which civilization
you choose.


CIVILIZATION II
I don't really know much about this game, as I have never played it, but I have
looked at the box.  It looks like that it's in 3-D this time.


CIVILIZATION: CALL TO POWER
Call to Power has a lot of new units, improvements, Wonders, etc. (at least
compared to the original Civilization), and the graphics are very nice. 
However (at least to me) it is a little more complicated to do things.


CIVILIZATION: CALL TO POWER II
I have only taken a look at the box of this one as well, and it looks almost
exactly like CTP I except with an added feature or two.


********************************************************************************
[- 5. SETTING UP A GAME -]
********************************************************************************

Here's where I'll tell you how to set up a single player game.

---===---

In the main menu (right after the optional opening movie) click on SINGLE
PLAYER.  From the new screen that appears, click NEW GAME.  Now, you will have
a variety of option buttons for your new game, and here's what they all are and
what their purposes are:

CIVILIZATION:
When you click on the button under the words CIVILIZATION, you will be choose
what civilization you want to play with.  I don't really think it matters who
you choose, but I personally like the Greeks.  When you have selected a
civilization, choose if your leader is male or female and enter a name for
them.  When you are all done, click CLOSE.

LEADER NAME:
If you wish to modify your leaders name, just enter your change into the box
provided.

DIFFICULTY:
You can choose your skill level and the barbarian threat.  If you are a
beginner, you should set your skill level at Chieftain (that's the easiest),
and the barbarian threat at Ruins Only.  When you are finished, click CLOSE.

MAP SIZE:
Uhh... choose the size of the world you play in.

WORLD SHAPE:
You can choose to play on Earth World, where the East edge of the map connects
to the West edge, or in Doughnut World, where the East and West and the North
and South edges connect.

RULES:
Bloodlust - If Bloodlust is on, then the objective of your game will be to wipe
out every civilization.
Pollution - ...choose if you want to play with pollution :P

# CIVILIZATIONS:
Also self-explainitory: choose the amount of computer civlizations.

CUSTOMIZE MAP:
Choose how wet, warm, the amount of island, ocean, and other aspects of the
world you will play in.

That's it!  Click on the LAUNCH button on the bottom right hand corner to start
your game!


******************************************************************
[- 6. THE GAME SCREEN -]
******************************************************************

In this section, I will describe the things you do so you can get a general
idea of how this game works.

---

NOTE:
All the information here you should be able to find in the instruction manual.


---------------------------
6.1. Option Bar
----------------------------

This part is about what the different options are available on the bar at the
bottom of the screen.


MAP:
Found all the way to the left side of the option bar.  You can click anywhere n
the map to go there instantly.


POPULATION/YEAR:
Found to just next to the map on the right side of it, self-explanatory.  You
can click on the year to change it to what turn number it is, then click again
to change it back to the year.


- AND + MAGNIFYING GLASSES:
Right under the year/turn number, used for zooming in and out.  Click the + one
to zoom in, the - to zoom out.


PW/GOLD:
Right under the magnifying glasses. PW stands for public works and is the
amount of production currently in your civilization, and gold, obviously, means
the amount of money you have.


MAX/LABOR/PRODUCTION/ETC. BUTTONS:
Found right across from population.  These are only used when cities are
selected.


WORKDAY/WAGES/RATIONS BUTTONS:
Found right under the Civ, Max, Labor, etc. buttons.  Self-explanatory.


HAPPINESS/RIOT/REV:
Right next to Work, Wages, and Rations.  Happiness shows the average amount of
happiness in your entire civilization, riot shows the number of cities that are
likely to riot during the next turn if you do not change your settings before
the end of the present turn, and revolt shows the number of cities that are
likely to revolt during the next turn if you do not change your settings before
the end of the present turn .


ADVANCE YOU'RE WORKING ON GAUGE:
Right under Riot and Rev. Above the gauge you will see the advance your
civilization is currently researching, and the gauge shows how far you have to
go.


PW/SCIENCE:
Right next to HAPPINESS and the advance you're working on.  Press the + button
to increase the amount of public works or science, and the - button to decrease
the amount.


NEXT UNIT, PLACE TILE IMPROVEMENTS, NEXT CITY, AND END TURN BUTTONS:

Next Unit (Man): Jump instantly to a different unit in your civilization
Place Tile Improvements (Hammer): Change what the land looks like
Next City (Building): Jump instantly to a different city in your civilization
End Turn (END): End the selected unit's turn


SCREENS MENU:
Right above the Next Unit button.  Click for different choices.


-----------------------------------------------------
6.2. Selecting and Doing Things With Units and Cities
-----------------------------------------------------

------------
6.2.1. Units
------------

Controlling a unit is pretty simple.  First, you must click on the unit you
want to move.  Either a red or green square will surround them.  If the square
is red, then they are tired and will not move till the next turn (hold N on
your keyboard to skip right to the next turn).  If the square is green, then
they are ready to move.

When your unit is ready, move the mouse in the direction you want them to move.
 You will see a line from them to where you have the mouse and a blinking
yellow square also where you have the mouse.  Along the line should be numbers.
 The highest one you see is the amount of turns it will take for the unit to
move to the yellow square.  When you are ready to move your unit, click.

To attack an enemy's unit or city, just place the blinking yellow square over
the unit/city.

Simple, huh?


-------------
6.2.2. Cities
-------------

To select a city, just click on it.  If a red square surrounds it, then you
have successfully selected it. =P

There are a few different things you can do now that you have selected your
city.  You use the tabs marked MAX, LABOR, PRODUCTION, CITY, and UNITS down at
the bottom of the screen right above WORK HOURS, WAGES, RATIONS, etc to do
these things.  Here I will describe what options you have when you click on
each tab.


MAX:
It looks like that here you can choose to increase the amount production, food,
gold, science, or happiness.


LABOR:
Here you can increase and decrease the amount of entertainers, scientists,
merchants, and laborers in your city.  For every one more of these you put in
your city, there is one less worker.  Once there are zero workers, you can't
add anything.


PRODUCTION:
This is where you can build things in your city.  To build something, click on
Total Upkeep then Build.  At the top, there are three small buttons: one with a
picture of a man, one of a house, and one of the world.  If you click on the
man, you will get a list of units you can build, if you click on the house, you
will get a list of city improvements you can build, and if you click on the
globe, you will get a list of Wonders of the World you can build.

Also, to the right of every the unit, improvement and Wonder there is a number.
 This number is the amount of turns it will take for the thing to be built.  To
the left is A/R/D/M, which stands for Assault, Range, Defense, and Movement. 
These are only used for the units.

When you have selected the thing you want to build, simply click the build
button and wait!


CITY:
This basically gives you some stats on your city.  To the right you can choose
from four different buttons: Trade, Happiness, Pollution, and Crime.  To learn
how the Trade option works, see section 5.3 of this FAQ.  The other three just
give you stats on happiness, pollution, and crime in your city.


UNITS:
This shows what units you have in your city (meaning they're either fortified
or have not been moved out by you yet).  For more info. about fortification,
check out section 5.2 of this FAQ.


********************************************************************************
[- 7. CITY-RELATED -]
********************************************************************************

--------------------
7.1. Building a City
--------------------

Click on a settler to select it.  A square should surround it.  If the square
is red, then it is tired, so hold N to skip to the next turn and it will be
green.  When the square is green, hit B on your keyboard and you will be able
to name your city.  Once you have named it, click OK, and volia!  You have a
city!

Good Places to Build:
If possible, build at least some of your cities along a coast so you can send
boats out from your city.  Also, another good area to build in is a place with
lots of trees; I have found that it makes your city grow in population very
fast and takes makes it take very few turns to build something in your city. 
One time, when I was new to the game, I built in such a bad place that it took
200+ turns just to build a Caravan in my city, so be careful when you choose a
spot.


----------------------
7.2. Protecting a City
----------------------

There are a few things that you can use to protect your city.

First, you should build a Phalanx.  To do this, click on your city to select
it, then find the Production tab down at the bottom of the screen.  Click on
it, then click on Total Upkeep and then click Build.  There should be three
small buttons at the top, one with a man, one with a house, and one with a
world.  Make sure the man is selected, then scroll down the list of units until
you come to Phalanx.  If you do not see Phalanx on the list, then you have not
discovered Bronze Working, and you need to discover it first.  Once Phalanx is
selected, click Build.

Now, just wait some turns for the Phalanx to be built.  (To skip turns, hold
N).  When you hear "Building Complete," it means your Phalanx has been built,
so select your city if it isn't selected already.  When you click on it to
select it, if you see a red square around the city, the city is selected, and
not the Phalanx.  To make the Phalanx selected, just click on the city a second
time and a green square should surrounded.  Now, the Phalanx is selected.  Look
down at the bottom of the screen where you have all the options, and you should
see some different options in the middle.  In the very center should be a lock,
and to both sides of it should be some squares.  On the right side of the lock,
find the square with the brick wall on it and click on it.  You have told the
game to fortify the Phalanx, but it will not actually be fortified until the
next turn.  *YOU SHOULD HAVE AT LEAST 3 PHALANX FORTIFIED IN YOUR CITY AT ALL
TIMES.*

Another thing that helps is City Walls, which is a city improvement.

NOTE:
Of course, both of the above things will become obsolete after a while. 
Phalanx should work fine for tens of thousands of game years, but once you get
into the modern years, just defend your city with more advanced units with good
defense points (for information on defense points, check section 4.2.2 of this
FAQ).


------------
7.3. Trading
------------

When you trade, you send goods from one of your cities to another.  To do this,
you must first build a Caravan in the city you want to send goods from.  If you
do not see Caravan in the list of units you can build, your civilization has
not discovered trade and needs to.  Once you have your Caravan built, select
the city you want to send goods from.  Find the CITY tab on the top of the bar
at the bottom of the screen and click on it. After you have done so, look under
the tab and click on the TRADE button to the right.  You should see a little
picture of a Caravan and some options next to the button.

To the left is a scroll down menu of the goods you have available to send and
the amount of them.  Select one by clicking on it, then find the SEND button
down at the bottom and click on it.  In this new screen, there is a list of
cities to send your goods from to the left.  Choose a city by clicking on it. 
To the right, there is a list of cities to send your goods to.  Once again,
choose one by clicking on it.  Then, click on OK.  That's it!  A trade route
should be ready!

Goods:
Alligator
Beaver
Grapes
Caribou
Coffee
Crab
Diamonds
Elephant
Giant Squid


********************************************************************************
[- 8. OTHER CIVILIZATIONS -]
********************************************************************************

--------------------------------------
8.1. Speaking with Other Civilizations
--------------------------------------

By talking with other civilizations, you can do many things to help you in your
game.  Here's how you do it:

On the option bar at the bottom of the game screen, click on the SCREENS tab,
which is located to the far right of the option bar.  From the options that
appear from clicking on the tab, click on DIPLOMACY.  There are a list of
civilizations to choose from to talk to, their attitude, embassy, and strength
(to see what each attitude icon means, check pg. 79 of the instruction manual).
 Select a civilization (check their intelligence if you want) and click SEND
EMISSARY.  Now you will be able to talk to the civilization you chose, and can
make demands, propose a treaty, etc.


--------------
8.3. Attacking
--------------

There's not much to say here... you want to attack an enemy's unit or city with
the unit that you can currently build that has the highest assault points.  In
the very early years of the game, a unit with the assault points of 1-3 should
do, but as the years pass, use units with higher attack points than this. 
Also, make sure your unit has high energy when you attack.  You can see your
unit's energy by looking at the small bar at the top of the little blue shape
hovering above your unit.


********************************************************************************
[- 9. MULTIPLAYER -]
********************************************************************************

Whenever I check into the multiplayer lobby, there's nobody in there besides
me, so I don't know anything about multiplayer games!  Please check in there
once in a while to see if I'm there so I can complete this section!


******************************************************************
[- 10. STRATEGIES -]
******************************************************************

------------------------
10.1. The London Exchange
------------------------

NOTE:
This strategy was submitted to me by Dead 81436 (Dead81436@aol.com).  Thanks a
lot for this helpful strategy!

---

Keep the London Exchange for a longer period of time by not ever researching
robotics, so money can be saved for other things.  The majority of the things
that require robotics are not very essential and/or can be replaced with
something else.


-----------------------
10.2. Checkerboard Setup
-----------------------

This is a very strange strategy, but it can be quite useful.  Arrange your
cities in a checkerboard form like this:


 __________________
|     |     |     |
|City |Blank|City |
|_____|_____|_____|
|     |     |     |
|Blank|City |Blank|
|_____|_____|_____|
|     |     |     |
|City |Blank|City |
|_____|_____|_____|


When you have your cities like this, you can give your cities lots of
protection in a short amount of time by building a good defense unit in a few
different cities, then send them over to another city in just one turn!  Now,
this doesn't mean that you should make one big checkerboard out of all your
cities; make small checkerboards in different places.  Also, if you want more
cities in one checkerboard, you can make a 4x4 checkerboard, or if you really
wanted to, a 5x5 checkerboard, although something bigger than that would
definitely be too large.


-----------------------
10.3. Never Communicate
-----------------------

Just what the title says: try to never speak with another civilization.  If you
never talk to an enemy, they usually will not attack you; they will just move
around, so if you have a good unit with high energy, you can attack them
without having the enemy already trying to attack you (although after you
attack them, they may attack you).


------------------------
10.4. Things to Research
------------------------

Here is a list off some good advances so you'll have an idea of what you should
pick if any of these are an option to research!

Literacy
Writing
Bronze Working
Geometry
Explosives


******************************************************************
[- 11. F.A.Q. -]
******************************************************************

Q: What tribe should I play with?
A: I personally usually choose the Greeks (because I heard from someone else
that they were good =P), but I don't really see why they're so special.

Q: My city is rioting!  What should I do?
A: Build the Temple.  If you've already done built that, try the Coliseum.


******************************************************************
[- 12. SECRETS, GLITCHES, AND TRICKS -]
******************************************************************

----------------
12.1. Cheat Mode
----------------

WARNING: If you use Cheat Mode, scores will not be saved for your game.

Okay, click on the SCREENS tab at the bottom of the screen, then click on
options.  At the bottom of the new screen that comes up, there should be a
button that says CHEAT MODE.  Click on it, and say that it is okay that no
scores will be saved.  Then you'll see a little disclaimer; click on "I Agree
To Terms."  Now you can use the Cheat Mode!  You can change the year, add more
advances instantly, add as much as a million gold at a time, and more!  Very
cool!


---------------------
12.2. Strange Music???
---------------------

This is something very weird that happened on my computer, but I don't know if
it will happen on everyone's computer.  Anyway, when I'm on my computer and not
playing Call to Power, but I have the CTP CD in, it starts playing this very
strange drum music.  I have no idea what it is, just something I thought I'd
share with you.


******************************************************************
[- 13. UNITS -]
******************************************************************

NOTE:
All of these statistics in sections 12-17 have been taken from the reference
chart that comes with Call to Power.

...

Abolitionist
------------
Cost: 225
Assault: 0
Range: 0
Defense: 1
Movement: 3
Vision: 1
Special Functions: Free slaves, aid uprising, (to build, cannot own slaves)
Obsolescence: Emancipation Act

Aircraft Carrier
----------------
Cost: 3000
Assault: 8
Range: 8
Defense: 8
Movement: 4
Vision: 2
Special Functions: Transport 5 small aircraft
Obsolescence: None

Archer
------
Cost: 270
Assault: 1
Range: 2
Defense: 1
Movement: 1
Vision: 1
Special Functions: None
Obsolescence: Cannon Making

Artillery
---------
Cost: 1,200
Assault: 4
Range: 20
Defense: 4
Movement: 1
Vision: 1
Special Functions: Bombard
Obsolescence: Robotics


Battleship
----------
Cost: 2000
Assault: 20
Range: 20
Defense: 15
Movement: 5
Vision: 2
Special Functions: Bombard
Obsolescence: Ultra Pressure Machinery


Bomber
------
Cost: 2250
Assault: 10
Range: 20
Defense: 4
Movement: 10
Vision: 1
Special Functions: Bombard, transport 1 nuke, 5 turns of fuel.
Obsolescence: Advanced Composites

Cannon
------
Cost: 540
Assault: 2
Range: 6
Defense: 2
Movement: 1
Vision: 1
Special Functions: Bombard
Obsolescence: Explosives


Caravan
-------
Cost: 750
Assault: 0
Range: 0
Defense: 1
Movement: N/A
Vision: N/A
Special Functions: Create trade route
Obsolescence: None


Cargo Pod
---------
Cost: N/A
Assault: 0
Range: 0
Defense: 2
Movement: 10
Vision: 2
Special Functions: Transport 1 unit
Obsolescence: None


Calvary
-------
Cost: 720
Assault: 5
Range: 0
Defense: 3
Movement: 4
Vision: 1
Special Functions: None
Obsolescence: Tank Warfare


Cleric
------
Cost: 270
Assault: 0
Range: 0
Defense: 1
Movement: 2
Vision: 1
Special Functions: Convert city, soothsay, sell indulgences
Obsolescence: Mass Media


Corporate Branch
----------------
Cost: 2000
Assault: 0
Range: 0
Defense: 1
Movement: 5
Vision: 2
Special Functions: Franchise
Obsolescence: Subneural Ad

Crawler
-------
Cost: 3750
Assault: 0
Range: 0
Defense: 8
Movement: 3
Vision: 1
Special Functions: Transport 5 units
Obsolescence: None


Cyber Ninja
-----------
Cost: 2000
Assault: 0
Range: 0
Defense: 3
Movement: 4
Vision: 3
Special Functions: Spy, plant nuke, incite revolution, 25% spy defense, steal
advance
Obsolescence: None


Destroyer
---------
Cost: 1000
Assault: 10
Range: 10
Defense: 10
Movement: 6
Vision: 3
Special Functions: Bombard, spot submarines
Obsolescence: Ultra Pressure Machinery


Diplomat
-------
Cost: 135
Assault: 0
Range: 0
Defense: 1
Movement: 2
Vision: 2
Special Functions: Establish embassy, spy
Obsolescence: None


Eco Ranger
----------
Cost: 3750
Assault: 0
Range: 0
Defense: 1
Movement: 5
Vision: 1
Special Functions: Create park
Obsolescence: None


Ecoterrorist
------------
Cost: 3750
Assault: 5
Range: 0
Defense: 5
Movement: 3
Vision: 2
Special Functions: Conduct nano-attack, conduct hit, 25% spy defense
Obsolescence: None


Fascist
-------
Cost: 1000
Assault: 16
Range: 0
Defense: 8
Movement: 2
Vision: 1
Special Functions: 25% spy defense
Obsolescence: None

Fighter
-------
Cost: 1125
Assault: 10
Range: 10
Defense: 10
Movement: 10
Vision: 2
Special Functions: Land on aircraft carriers, 3 turns of fuel
Obsolescence: Jet Propulsion


Fire Trireme
-----------
Cost: 720
Assault: 2
Range: 1
Defense: 1
Movement: 2
Vision: 1
Special Functions: Transport 1 unit, shallow water movement
Obsolescence: Machine Tools


Fusion Tank
-----------
Cost: 5250
Assault: 20
Range: 20
Defense: 15
Movement: 8
Vision: 2
Special Functions: Shallow water movement
Obsolescence: None


Infector
--------
Cost: 3750
Assault: 0
Range: 0
Defense: 1
Movement: 3
Vision: 1
Special Functions: Infect city
Obsolescence: None

Interceptor
-----------
Cost: 1500
Assault: 15
Range: 12
Defense: 12
Movement: 15
Vision: 3
Special Functions: Active air defense, 2 turns of fuel, land on aircraft
carriers
Obsolescence: Smart materials


Knight
------
Cost: 540
Assault: 3
Range: 0
Defense: 2
Movement: 4
Vision: 1
Special Functions: None
Obsolescence: Calvary Tactics


Lawyer
------
Cost: 450
Assault: 0
Range: 0
Defense: 1
Movement: 3
Vision: 1
Special Functions: Fire injunction, sue
Obsolescence: None


Legion
------
Cost: 200
Assault: 2
Range: 0
Defense: 2
Movement: 1
Vision: 1
Special Functions: None
Obsolescence: Gunpowder


Leviathan
---------
Cost: 9000
Assault: 40
Range: 40
Defense: 40
Movement: 1
Vision: 3
Special Functions: Active air and space defense, bombard, only moves 1 tile per
turn
Obsolescence: None


Longship
--------
Cost: 720
Assault: 2
Range: 0
Defense: 2
Movement: 1
Vision: 1
Special Functions: Transport 2 units
Obsolescence: Mass Production


Machine Gunner
--------------
Cost: 800
Assault: 8
Range: 0
Defense: 8
Movement: 2
Vision: 1
Special Functions: None
Obsolescence: Technocracy


Marine
------
Cost: 1000
Assault: 12
Range: 0
Defense: 8
Movement: 3
Vision: 2
Special Functions: Amphibious assault
Obsolescence: Space Colonies


Mobile SAM
----------
Cost:  2000
Assault: 4
Range: 12
Defense: 4
Movement: 6
Vision: 3
Special Functions: Active air defense
Obsolescence: Robotics


Mounted Archer
--------------
Cost: 270
Assault: 1
Range: 1
Defense: 1
Movement: 3
Vision: 1
Special Functions: None
Obsolescence: Gunpowder


Musketeer
---------
Cost: 560
Assault: 4
Range: 4
Defense: 4
Movement: 1
Vision: 1
Special Functions: None
Obsolescence: Mass Production


Nuke
----
Cost: 4000
Assault: Special
Range: 0
Defense: 1
Movement: 20
Vision: 1
Special Functions: Destroys 75% of city population and all units and tile
improvements within 1 tile, 1 turn of fuel
Obsolescence: Nanite Defuser


Paratrooper
-----------
Cost: 2500
Assault: 10
Range: 0
Defense: 10
Movement: 3
Vision: 2
Special Functions: Paradrop
Obsolescence: None


Phalanx
-------
Cost: 135
Assault: 1
Range: 0
Defense: 2
Movement: 1
Vision: 1
Special Functions: None
Obsolescence: Agricultural Revolution


Phantom
-------
Cost: 6750
Assault: 40
Range: 0
Defense: 10
Movement: 3
Vision: 1
Special Functions: Cloak
Obsolescence: None


Pikeman
-------
Cost: 270
Assault: 3
Range: 0
Defense: 3
Movement: 1
Vision: 1
Special Functions: None
Obsolescence: Explosives


Plasma Destroyer
----------------
Cost: 4500
Assault: 30
Range: 15
Defense: 15
Movement: 8
Vision: 2
Special Functions: Active air defense, bombard, spot submarines
Obsolescence: None


Plasmatica
----------
Cost:  4500
Assault:  15
Range: 0
Defense: 15
Movement:  6
Vision: 2
Special Functions: None
Obsolescence: None


Samurai
-------
Cost: 335
Assault:  3
Range: 0
Defense: 1
Movement: 2
Vision: 1
Special Functions: None
Obsolescence: Explosives


Sea Engineer
------------
Cost: 4500
Assault: 0
Range: 0
Defense: 1
Movement: 5
Vision: 1
Special Functions: Settle sea colony
Obsolescence: None


Settler
-------
Cost: 540
Assault: 0
Range: 0
Defense: 1
Movement: 1
Vision: 1
Special Functions: Settle city
Obsolescence: None


Ship of the Line
----------------
Cost: 855
Assault: 4
Range: 4
Defense: 4
Movement: 4
Vision: 1
Special Functions: Bombard, transport 3 units
Obsolescence: Mass Production


Slaver
------
Cost: 270
Assault: 0
Range: 0
Defense: 1
Movement: 2
Vision: 1
Special Functions: Capture slaves, (to build, cannot own abolitionists)
Obsolescence: Age of reason or emancipation act


Space Bomber
------------
Cost: 7500
Assault: 6
Range: 50
Defense: 6
Movement: 2
Vision: 2
Special Functions: Bombard land from space
Obsolescence: None


Space Engineer
--------------
Cost: 7500
Assault: 0
Range: 0
Defense: 3
Movement: 5
Vision: 1
Special Functions: Settle space colony
Obsolescence: None


Space Fighter
-------------
Cost: 2250
Assault: 16
Range: 16
Defense: 16
Movement: 15
Vision: 3
Special Functions: Active air defense, 2 turns of fuel, space launch/descend
Obsolescence: None


Space Plane
-----------
Cost: 2250
Assault: 0
Range: 0
Defense: 3
Movement: 15
Vision: 1
Special Functions: Transport 5 units, 2 turns of fuel, space launch/descend
Obsolescence: None


Spy
---
Cost: 1500
Assault: 0
Range: 0
Defense: 1
Movement: 4
Vision: 3
Special Functions: Spy, plant nuke, incite revolution, 25% spy defense, steal
advance
Obsolescence: Neural Interface


Spy Plane
---------
Cost: 2815
Assault: 0
Range: 0
Defense: 2
Movement: 10
Vision: 5
Special Functions: 10 turns of fuel
Obsolescence: None


Star Cruiser
------------
Cost: 7500
Assault: 30
Range: 30
Defense: 20
Movement: 5
Vision: 2
Special Functions: Bombard
Obsolescence: None


Stealth Bomber
--------------
Cost: 3375
Assault: 16
Range: 22
Defense: 8
Movement: 10
Vision: 2
Special Functions: Bombard, transport 2 nukes, 5 turns of fuel
Obsolescence: None


Stealth Sub
-----------
Cost: 6000
Assault: 30
Range: 30
Defense: 10
Movement: 5
Vision: 2
Special Functions: Bombard sea units, transport 4 nukes
Obsolescence: None


Storm Marine
------------
Cost: 4500
Assault: 24
Range: 0
Defense: 20
Movement: 3
Vision: 2
Special Functions: Amphibious assault
Obsolescence: None


Submarine
---------
Cost: 1500
Assault: 20
Range: 20
Defense: 8
Movement: 5
Vision: 2
Special Functions: Bombard Sea Units, transport 2 nukes
Obsolescence: Sea Colonies


Subneural Ad
------------
Cost: 2250
Assault: 0
Range: 0
Defense: 1
Movement: 5
Vision: 2
Special Functions: Advertise, franchise
Obsolescence: None


Swarm
-----
Cost: 5250
Assault: 20
Range: 0
Defense: 20
Movement: 3
Vision: 1
Special Functions: Space descend, amphibious assault
Obsolescence: None


Tank
----
Cost: 2000
Assault: 16
Range: 16
Defense: 10
Movement: 6
Vision: 2
Special Functions: None
Obsolescence: Fusion


Televangelist
-------------
Cost: 1000
Assault: 0
Range: 0
Defense: 1
Movement: 5
Vision: 2
Special Functions: Convert city, soothsay, sell indulgences
Obsolescence: None


Trireme
------
Cost: 540
Assault: 1
Range: 0
Defense: 1
Movement: 2
Vision: 1
Special Functions: Transport 2 units, shallow water movement
Obsolescence: Machine Tools


Troop Ship
----------
Cost: 1200
Assault: 0
Range: 0
Defense: 2
Movement: 5
Vision: 2
Special Functions: Transport 5 units
Obsolescence: None


War Walker
----------
Cost: 3000
Assault: 12
Range: 24
Defense: 12
Movement: 5
Vision: 3
Special Functions: Active air defense, bombard
Obsolescence: None


Warrior
-------
Cost: 135
Assault: 1
Range: 0
Defense: 1
Movement: 1
Vision: 2
Special Functions: None
Obsolescence: Bureaucracy


Wormhole Probe
--------------
Cost: 9,375
Assault: 0
Range: 0
Defense: 3
Movement: 5
Vision: 1
Special Functions: Enter wormhole
Obsolescence: None



********************************************************************************
-[14. GOVERNMENTS]-
********************************************************************************

Anarchy
-------
Growth: Awful
Production: Awful
Science: Awful
Gold: Awful
Military: Awful


Communism
---------
Growth: Average
Production: Excellent
Science: Awful
Gold: Bad
Military: Good


Corporate Republic
------------------
Growth: Average
Production: Good
Science: Good
Gold: Excellent
Military: Average


Democracy
---------
Growth: Average
Production: Average
Science: Good
Gold: Average
Military: Bad


Ectopia
-------
Growth: Good
Production: Bad
Science: Good
Gold: Good
Military: Good


Fascism
-------
Growth: Average
Production: Good
Science: Average
Gold: Bad
Military: Excellent


Monarchy
--------
Growth: Bad
Production: Average
Science: Bad
Gold: Bad
Military: Good


Republic
--------
Growth: Bad
Production: Good
Science: Average
Gold: Average
Military: Bad


Technocracy
-----------
Growth: Good
Production: Excellent
Science: Good
Gold: Average
Military: Average


Tyranny
-------
Growth: Awful
Production: Average
Science: Awful
Gold: Bad
Military: Average


Virtual Democracy
-----------------
Growth: Excellent
Production: Bad
Science: Excellent
Gold: Good
Military: Bad


********************************************************************************
[- 15. CITY IMPROVEMENTS -]
********************************************************************************

Academy
-------
Cost: 540
Effect: +50% science, +1/2 science per citizen
Maintenance Cost: 4
Restrictions: Land Only


Airport
-------
Cost: 2500
Effect: +50% gold, +100 production
Maintenance Cost: 20
Restrictions: Land Only


Aqua Filter
-----------
Cost: 8000
Effect: -5 overcrowding
Maintenance Cost: 5
Restrictions: None


Aqueduct
--------
Cost: 405
Effect: +20% food, -2 overcrowding
Maintenance Cost: 3
Restrictions: Land Only


Arcologies
----------
Cost: 5000
Effect: -4 overcrowding
Maintenance Cost: 15
Restrictions: None


Bank
----
Cost: 1125
Effect: +50% gold, allows merchants
Maintenance Cost: 10
Restrictions: None


Beef Vat
--------
Cost: 3000
Effect: Prevents starvation
Maintenance Cost: 3
Restrictions: None


Bio Memory Chip
---------------
Cost: 2800
Effect: +50% science, +1 science per citizen
Maintenance Cost: 5
Restrictions: None


Body Exchange
-------------
Cost: 10000
Effect: +3 happiness
Maintenance Cost: 50
Restrictions: None


Capitol
-------
Cost: 405
Effect: Capitol
Maintenance Cost: 0
Restrictions: None


Cathedral
---------
Cost: 2475
Effect: +3 happiness (+1 under Communism, +5 under Theocracy)
Maintenance Cost: 10
Restrictions: None


City Clock
----------
Cost: 1620
Effect: +1 gold per citizen
Maintenance Cost: 5
Restrictions: Land Only


City Wall
---------
Cost: 405
Effect: +4 defense, prevents slavery, prevents conversions 50% of the time
Maintenance Cost: 3
Restrictions: Land Only


Coliseum
--------
Cost: 1035
Effect: +2 happiness
Maintenance Cost: 8
Restrictions: Land Only


Computer Center
---------------
Cost: 2400
Effect: +50% science, +1/2 science per citizen
Maintenance Cost: 24
Restrictions: None


Courthouse
----------
Cost: 270
Effect: -50% crime
Maintenance Cost: 2
Restrictions: Land Only


Drug Store
----------
Cost: 3000
Effect: +3 happiness, +25% production
Maintenance Cost: 10
Restrictions: None


Eco-Transit
-----------
Cost: 3500
Effect: -200% pollution
Maintenance Cost: 15
Restrictions: None


Factory
-------
Cost: 2025
Effect: +50% production, allows laborers, +199% pollution
Maintenance Cost: 20
Restrictions: None


Forcefield
----------
Cost: 6000
Effect: +12 defense
Maintenance Cost: 30
Restrictions: None


Fusion Plant
------------
Cost: 10000
Effect: +50% production, -100% pollution
Maintenance Cost: 30
Restrictions: None


Granary
-------
Cost: 540
Effect: 50% less food required to grow
Maintenance Cost: 1
Restrictions: Land Only


Hospital
--------
Cost: 2250
Effect: -3 overcrowding
Maintenance Cost: 10
Restrictions: None


House of Freezing
-----------------
Cost: 5000
Effect: +50% gold, +5 happiness under Theocracy
Maintenance Cost: 25
Restrictions: N6ne


Incubation Center
-----------------
Cost: 2500
Effect: +25% production
Maintenance Cost: 25
Restrictions: None


Marketplace
-----------
Cost: 675
Effect: +50% gold, allows merchants
Maintenance Cost: 5
Restrictions: Land Only


Micro Defense
-------------
Cost: 3500
Effect: Prevents infect city and nano-attacks.
Maintenance Cost: 15
Restrictions: None


Mill
----
Cost: 1125
Effect: +50% production
Maintenance Cost: 10
Restrictions: Land Only


Mind Controller
---------------
Cost: 10000
Effect: No unhappiness, prevents slavery, prevents conversion 50% of the time
Maintenance Cost: 50
Restrictions: None


Movie Palace
------------
Cost: 1500
Effect: Lowers war discontent 50%
Maintenance Cost: 10
Restrictions: None


Nanite Factory
--------------
Cost: 4000
Effect: Gold = production for rush buy
Maintenance Cost: 30
Restrictions: Space Only


Nuclear Plant
-------------
Cost: 5500
Effect: +50% production, -50% pollution
Maintenance Cost: 45
Restrictions: None


Oil Refinery
------------
Cost: 3500
Effect: +50% production, +200% pollution
Maintenance Cost: 20
Restrictions: Land and Sea Only


Publishing House
----------------
Cost: 540
Effect: +25% science, +1/2 science per citizen
Maintenance Cost: 6
Restrictions: Land Only


Rail Launcher
-------------
Cost: 6000
Effect: Launches units into space
Maintenance Cost: 15
Restrictions: Land and Sea Only


Recycling Plant
---------------
Cost: 3000
Effect: -200% city pollution, lowers worldwide pollution
Maintenance Cost: 5
Restrictions: None


Robotic Plant
-------------
Cost: 4500
Effect: +50% production, +100% pollution
Maintenance Cost: 45
Restrictions: None


SDI
---
Cost: 5000
Effect: Prevents nuke attack on city
Maintenance Cost: 10
Restrictions: Land and Sea Only


Security Monitor
----------------
Cost: 4000
Effect: +25% production, -50% crime, -100% pollution
Maintenance Cost: 10
Restrictions: None


Television
----------
Cost: 3000
Effect: +5 gold per citizen
Maintenance Cost: 50
Restrictions: None


Temple
------
Cost: 270
Effect: +2 happiness
Maintenance Cost: 2
Restrictions: Land Only


Theater
-------
Cost: 495
Effect: Doubles effect of entertainers, +1 happiness
Maintenance Cost: 1
Restrictions: Land Only


University
----------
Cost: 1350
Effect: +50% science
Maintenance Cost: 12
Restrictions: None



********************************************************************************
[- 16. WONDERS OF THE WORLD -]
********************************************************************************

The Agency
----------
Age: Modern
Cost: 7200
Effect: Gives protection of a spy in every city
Obsolescence: Alien Archaeology


Al Entity
---------
Age: Diamond
Cost: 12000
Effect: Makes all citizens content
Obsolescence: None


Chichen Itza
------------
Age: Ancient
Cost: 2160
Effect: Eliminates crime in civilization
Obsolescence: Mass Production


Confucius Academy
-----------------
Age: Ancient
Cost: 2160
Effect: Eliminates crime in civilization
Obsolescence: Mass Production


Contraception
-------------
Age: Modern
Cost: 7200
Effect: Increases happiness by 5 throughout civilization
Obsolescence: Alien Archaeology


Dinosaur Park
-------------
Age: Genetic
Cost: 7200
Effect: Quadruples gold from goods in host city
Obsolescence: Cloaking


East India Company
------------------
Age: Renaissance
Cost: 4320
Effect: Gives player 5 gold for each foreign trade route crossing water,
increases boat movement by 1
Obsolescence: Mass Production


The Eden Project
----------------
Age:  Diamond
Cost: 8000
Effect: Destroys top 3 polluting cities, Ecotopias can make eco rangers
Obsolescence: None


Edison's Lab
------------
Age: Modern
Cost: 7200
Effect: Grants 10 free advances per age on average
Obsolescence: Alien Archaeology


Eqalitarian Act
---------------
Age: Diamond
Cost: 20000
Effect: Causes all revolting foreign cities to join owner's civilization
Obsolescence: None


Emancipation Act
----------------
Age: Renaissance
Cost: 5760
Effect: Converts all slaves in all civilizations into citizens, all foreign
slaves suffer -3 happiness for 5 turns
Obsolescence: None


ESP Center
----------
Age: Diamond
Cost: 14400
Effect: Earns higher regard from all other civilizations, opens embassies (even
those at war) prevents civilizations from attacking owner first
Obsolescence: None


Forbidden City
--------------
Age: Ancient
Cost: 2160
Effect: Closes all foreign embassies, prohibits foreign civilizations from
starting war with owner, earns higher regard from all civilizations
Obsolescence: Age of Reason


Gala Controller
---------------
Age: Diamond
Cost: 20000
Effect: Ends threat of global disaster, +25% food in civilization
Obsolescence: None


Galileo's Telescope
-------------------
Age: Renaissance
Cost: 2880
Effect: Increases effect of scientists by 200% in host city
Obsolescence: Robotics


Genome Project
--------------
Age: Modern
Cost: 7200
Effect: Increases production by 10%, +10% health for all units
Obsolescence: Alien Archaeology


Global E-Bank
-------------
Age: Diamond
Cost: 15200
Effect: Earns 10 gold per trade route between foreign civilizations
Obsolescence: None


GlobeSat
--------
Age: Modern
Cost: 7200
Effect: Radar Coverage of the World
Obsolescence: Cloaking


Gutenburg Bible
---------------
Age: Renaissance
Cost: 2880
Effect: Increases science by 10% in all cities, eliminates conversions in
civilization
Obsolescence: Mass Production


Hagia Sophia
------------
Age: Ancient
Cost: 3240
Effect: Adds 100% to fees paid by converted cities, doubles effectiveness of
temples and cathedrals
Obsolescence: Mass Production


Hollywood
---------
Age: Modern
Cost: 7200
Effect: Receive 2 gold per citizen in foreign cities with television
Obsolescence: Alien Archaeology


Immunity Chip
-------------
Age: Diamond
Cost: 14400
Effect: Adds 5 happiness and protects all cities from infect city attacks
Obsolescence: None


Internet
--------
Age: Modern
Cost: 7200
Effect: Allows 10 free advances per age known by another civilization
Obsolescence: Alien Archaeology


Labyrinth
---------
Age: Ancient
Cost: 2160
Effect: Gives free caravans
Obsolescence: Age of Reason


London Exchange
---------------
Age: Renaissance
Cost: 4320
Effect: Eliminates building maintenance in civilization
Obsolescence: Robotics


Nanite Defuser
--------------
Age: Genetic
Cost: 14400
Effect: Eliminates all nukes
Obsolescence: None


Nanopedia
---------
Age: Genetic
Cost: 14400
Effect: Increases effect of specialists by 100% in civilization
Obsolescence: None


National Shield
---------------
Age: Genetic
Cost: 20000
Effect: Creates a forcefield in every city
Obsolescence: None


Philosopher's Stone
-------------------
Age: Ancient
Cost: 2880
Effect: Opens and embassy in every civilization
Obsolescence: Age of Reason

Ramayana
--------
Age: Ancient
Cost: 2160
Effect: Increases happiness by 3 throughout civilization
Obsolescence: Age of Reason


Sensorium
---------
Age: Genetic
Cost: 20000
Effect: Eliminates overcrowding unhappiness, eliminates pollution unhappiness
Obsolescence: None


Sphinx
------
Age: Ancient
Cost: 2160
Effect: Reduces military readiness costs by 75%
Obsolescence: Age of Reason


Star Ladder
-----------
Age: Genetic
Cost: 12000
Effect: Gives free transportation in and out of space in city (top ladder is a
space colony)
Obsolescence: None


Stonehenge
----------
Age: Ancient
Cost: 2160
Effect: Increases food by 25% in civilization
Obsolescence: Age of Reason


Wormhole Sensor
---------------
Age: Diamond
Cost: 20000
Effect: Makes wormhole visible to all civilizations
Obsolescence: None


********************************************************************************
[- 17. TILE IMPROVEMENTS -]
********************************************************************************

Farms
-----
Cost: 200
Bonus: +5 food


Advanced Farms
--------------
Cost: 500
Bonus: +15 food


Hydroponic Farms
----------------
Cost: 1400
Bonus: +25 food


Nets
----
Cost: 200 - 400
Bonus: +5/10/20 food


Fisheries
---------
Cost: 500 - 900
Bonus: +15/30/40


Automated Fisheries
-------------------
Cost: 1400 - 2000
Bonus: +25/50/60


Food Pods
---------
Cost: 600
Bonus: +20 food


Food Modules
------------
Cost: 1400
Bonus: +40 food


Food Tanks
----------
Cost: 2200
Bonus: +60 food


Mines
-----
Cost: 300 - 400
Bonus: +5/10/15 production, +5 gold


Advanced Mines
--------------
Cost: 800 - 1000
Bonus: +10/20/30 production


Mega Mines
----------
Cost: 1600 - 2200
Bonus: +15/30/45 production, +5/15 gold


Undersea Mines
--------------
Cost: 400 - 600
Bonus: +30/40/50, +5 gold


Advanced Undersea Mines
-----------------------
Cost: 1000 - 4000
Bonus: +60/80/100 production, +10 gold


Mega Undersea Mines
-------------------
Cost: 2200 - 2800
Bonus: +90/120/150 production, +15 gold


Assembly Bays
-------------
Cost: 600
Bonus: +30 production, +5 gold


Advanced Assembly Bays
----------------------
Cost: 1400
Bonus: +60 production, +10 gold


Mega Assembly Bays
------------------
Cost: 2200
Bonus: +90 production, +15 gold


Roads
-----
Cost: 60 - 400
Bonus: Movement cost 1/3


Railroads
---------
Cost: 120 - 800
Bonus: Movement cost 1/5


Maglevs
-------
Cost: 240 - 1600
Bonus: Movement cost 1/10


Undersea Tunnels
----------------
Cost: 1200 - 2400
Bonus: Movement cost 1/10, allow land units to move in water tunnels


Listening Post
--------------
Cost: 1000
Bonus: Vision 8


Radar Station
-------------
Cost: 1000
Bonus: Vision 1, radar 25


Sonar Buoy
----------
Cost: 150
Bonus: Vision 1, spot submarines


Air Base
--------
Cost: 1000
Bonus: Vision 2, radar 3, refuels air units, paradrop


Fortification
-------------
Cost: 1000
Bonus: Vision 2, +150% defense


********************************************************************************
[- 18. TERRAIN -]
********************************************************************************

Beach
-----
Food: 10
Production: 5
Gold: 5
Movement: 1
Defense Bonus: None
Possible Construction: Fishing, Undersea Tunnels


Continental Shelf
-----------------
Food: 10
Production: 10
Gold: 5
Movement: 1
Defense Bonus: None
Possible Construction: Fishing, Undersea Tunnels


Dead Tile
---------
Food: 0
Production: 0
Gold: 0
Movement: 1
Defense Bonus: None
Possible Construction: None


Deep Water
----------
Food: 5
Production: 15
Gold: 5
Movement: 1
Defense Bonus: None
Possible Construction: Fishing, Undersea Tunnels, Undersea Mines


Desert
------
Food: 0
Production: 5
Gold: 0
Movement: 2
Defense Bonus: None
Possible Construction: Roads, Farms, Mines


Desert Hill
-----------
Food: 0
Production: 10
Gold: 5
Movement: 2
Defense Bonus: 50%
Possible Construction: Roads, Mines


Forest
------
Food: 5
Production: 20
Gold: 0
Movement: 2
Defense Bonus: 50%
Possible Construction: Roads


Glacier
-------
Food: 0
Production: 0
Gold: 0
Movement: 3
Defense Bonus: None
Possible Construction: None


Grassland
---------
Food: 10
Production: 5
Gold: 0
Movement: 1
Defense Bonus: None
Possible Construction: Roads, Farms, Mines


Hill
----
Food: 5
Production: 10
Gold: 5
Movement: 2
Defense Bonus: 50%
Possible Construction: Roads, Mines


Jungle
------
Food: 5
Production: 20
Gold: 0
Movement: 3
Defense Bonus: 50%
Possible Construction: Roads


Mountain
--------
Food: 0
Production: 20
Gold: 5
Movement: 4
Defense Bonus: 100%
Possible Construction: Roads, Mines


Plains
------
Food: 5
Production: 10
Gold: 0
Movement: 1
Defense Bonus: None
Possible Construction: Roads, Farms, Mines


Polar Hill
----------
Food: 0
Production: 10
Gold: 5
Movement: 2
Defense Bonus: 50%
Possible Construction: Roads, Mines


Rift
----
Food: 5
Production: 25
Gold: 5
Movement: 1
Defense Bonus: None
Possible Construction: Fishing, Undersea Tunnels, Undersea Mines


River
-----
Food: +5
Production: +5
Gold: +5
Movement: 1/2
Defense Bonus: None
Possible Construction: As Underlying Terrain


Shallow Water
-------------
Food: 10
Production: 10
Gold: 5
Movement: 1
Defense Bonus: None
Possible Construction: Fishing, Undersea Tunnels


Space
-----
Food: 0
Production: 0
Gold: 0
Movement: 1/20
Defense Bonus: None
Possible Construction: Food Pods, Assembly Bays


Swamp
-----
Food: 0
Production: 5
Gold: 0
Movement: 3
Defense Bonus: 50%
Possible Construction: Roads


Trench
------
Food: 10
Production: 10
Gold: 5
Movement: 1
Defense Bonus: None
Possible Construction: Fishing


Tundra
------
Food: 5
Production: 0
Gold: 0
Movement: 2
Defense Bonus: None
Possible Construction: Roads


Volcano
-------
Food: 5
Production: 45
Gold: 10
Movement: 1
Defense Bonus: None
Possible Construction: Fishing, Undersea Tunnels, Undersea Mines


******************************************************************
[- 19. CONCLUSION -]
******************************************************************

Credits
-------

Jeff "CJayC" Veasey: For posting this FAQ on his site, www.gamefaqs.com

Dead 81436 (Dead81436@aol.com): Giving me "The London Exchange" strategy found
in Chapter 7.

Contact Me
----------

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need to check www.gamefaqs.com for the latest version and update the FAQ your
site when and how I update it on GameFAQs.

That's it.  You can email me at alxs123@aol.com, as stated in the top of the
FAQ.


Well, that's about it for this FAQ.  I've had fun making it, and I hope it
helped you out.  Thanks for reading!


-Alxs

EOF





