; Civilization II The test of Time
; Civilopedia Descriptions
; MARS - Science Fiction Game - MODIFIED BY KESTREL, AUGUST 2000
; Copyright (c) 1999 MicroProse Software/Hasbro Interactive
;

@ADVANCE_DESCRIPTIONS
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Amphibious Warfare will be the 55'th (remember,
; the list is zero based) description below beginning with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no description, do not list or index.
;
@@ADVANCE_INDEX
00,                     ;  Adv. Electrolysis,
01,                     ;  Adv. Wind Power,
02,                     ;  Air Purification,
03,                     ;  Alloying,
04,                     ;  Arean Geology,
05,                     ;  Ethylene Plastics,
06,                     ;  Artificial Blood,
07,                     ;  Astrogeophysics,
08,                     ;  Biaxial Nylon 6,
09,                     ;  Ceramic Microtubes,
10,                     ;  Chemotropic Fungi,
11,                     ;  Climatic Modeling,
12,                     ;  CO2 Carburetor,
13,                     ;  Cyanobacteria,
14,                     ;  Deuterium Fusion,
15,                     ;  Technocracy,
16,                     ;  Dynamite,
17,                     ;  Election Reform,
18,                     ;  Duricrete,
19,                     ;  Electrolysis,
20,                     ;  Element Synthesis,
21,                     ;  Pantisocracy,
22,                     ;  Environment Controls,
23,                     ;  Real Estate Law (was Genetic Modification)
24,                     ;  Geothermal Power,
25,                     ;  Greenhouse Warming,
26,                     ;  Hematite Processing,
27,                     ;  HO Firing Chamber,
28,                     ;  HO Fuel Cells,
29,                     ;  Hormesis,
30,                     ;  Hydrazine AB Engine,
31,                     ;  Militarism,
32,                     ;  Hydrogen Gelling,
33,                     ;  Hydrothermal Science,
34,                     ;  Martian Timekeeping,
35,                     ;  Advanced AI (was Air Breathing Engine)
36,                     ;  McElroy Pyrolysis,
37,                     ;  Radioprotective Drug,
38,                     ;  Meson Catalysis,
39,                     ;  Microbial Biosensors,
40,                     ;  Labor Law,
41,                     ;  Buffer Gas Medium,
42,                     ;  Optical Glass,
43,                     ;  Orbital Construction,
44,                     ;  Paramagnetic LOX Box,
45,                     ;  Permafrost Brick,
46,                     ;  Portable Medical Kit,
47,                     ;  Primitive Plants,
48,                     ;  Millipressure Sail,
49,                     ;  Radar Seismology,
50,                     ;  Biomonitoring,
51,                     ;  Arean Meteorology,
52,                     ;  Mini Spectrometers,
53,                     ;  Genetic Modification (was Real Estate Law)
54,                     ;  Oligarchy,
55,                     ;  Regolith Outgassing,
56,                     ;  Sabatier Reaction,
57,                     ;  Scavenger's Crossbow,
58,                     ;  NTR Engine,
59,                     ;  NEP Engine,
60,                     ;  Telescience,
61,                     ;  Photovoltaic Power,
62,                     ;  Self-Repairing Units,
63,                     ;  Plumbing,
64,                     ;  Arean Paleontology,
65,                     ;  Patent Law,
66,                     ;  Advanced ISPP,
67,                     ;  Otto Cycle Engine,
68,                     ;  Silane AB Engine,
69,                     ;  Silicon Purification,
70,                     ;  Greenhouse Farming,
71,                     ;  Social Democracy,
72,                     ;  Robotic Agriculture,
73,                     ;  Solar Dynamic Power,
74,                     ;  Stacer Antenna,
75,                     ;  Symbiotic Farming,
76,                     ;  Telemedicine,
77,                     ;  Telepresence,
78,                     ;  Telerobotics,
79,                     ;  Terraforming,
80,                     ;  Terraforming Ethics,
81,                     ;  Thermo Suit,
82,                     ;  Thermal Mining,
83,                     ;  Thermofusion Mining,
84,                     ;  von Neumann Units,
85,                     ;  Water from Soil,
86,                     ;  Water Condensers,
87,                     ;  Wind Power,
88,                     ;  Writing,
89,                     ;  Future Technology,
90,                     ;  Air Breathing Engine (User Def Tech 1,)
91,                     ;  User Def Tech 2,
92,                     ;  User Def Tech 3,
93,                     ;  Return to Earth,
94,                     ;  Cybernetics - Extra Advance 2,
95,                     ;  Extra Advance 3,
96,                     ;  Extra Advance 4,
97,                     ;  Hyperentropics - Extra Advance 5
98,                     ;  Reality Engineering - Extra Advance 6
99,                     ;  Extra Advance 7,
-2,                     ; MUST BE HERE! TERMINATOR!


@@Adv. Electrolysis,

@@Adv. Wind Power,

@@Air Purification,

@@Martian Timekeeping,

@@Arean Geology,
Arean Geology, study of the planet Mars, its rocky exterior, its history, and the processes that act upon it. Geology is also referred to as earth science and geoscience. The word Ares comes from the Greek name for the God of War (Mars is the Roman name). The word geology comes from the Greek geo, "earth," and logia, "the study of." Arean Geologists seek to understand how Mars formed and evolved into what it is today, as well as what will make Mars capable of supporting life. Geologists study the changes that Mars has undergone as its physical, chemical, and biological systems have interacted during its 4.5 billion year history.

@@Earthly Technology,

@@Artificial Blood,

@@Radar Seismology,
SEISMOLOGY, basically, the science of earthquakes, involving observations of natural ground vibrations and artificially generated seismic signals, with many theoretical and practical ramifications. A branch of geophysics, seismology has made vital contributions to understanding the structure of the Martian interior.

@@Biaxial Nylon 6,

@@Ceramic Microtubes,

@@Chemotropic Fungi,

@@Climatic Modeling,
Modelling alternate phases of the Martian Climate.

@@CO2 Carburetor,

@@Duricrete
Duricrete is a Martian form of Concrete. Allows the construction of Fuel Depots.

@@Deuterium Fusion,
Deuterium is an isotope of hydrogen with one proton and one neutron. It is typically one of the input products in a nuclear fusion reaction which ultimately yields helium and vast quantities of energy.

@@Technocracy,
Allows govenment of the same name.

@@Dynamite,
Dynamite is a mixture of nitroglycerin and an inert, porous material such as sawdust. Although discovered in 1846, nitroglycerin was not used as an explosive until the Swedish engineer and inventor Alfred Nobel used it in making dynamite in 1866. When detonated, it produces about 10,000 times its own volume of gas. It is 8 times as powerful as gunpowder in proportion to relative weight, and 13 times as powerful in proportion to relative volume. 

@@Election Reform,

@@E-G Repulsion,
Electro-Gravitic Repulsion. Just as the interplay of the Electric and Magnetic forces creates Electro-Magnetic radiation (with all its concordant uses), so too the interplay of electricity and gravity can be harnessed for a range of new and hitherto unimaginable technologies.

@@Electrolysis,
By passing an electric current through water it can be broken down into Hydrogen (an important fuel) and Oxygen (both bnecessary as a fuel and necessary for life). An important industrial use of electrolysis is in the electrolytic furnace, which is employed in the manufacture of aluminum, magnesium, and sodium. In this furnace the resistance of a charge of metallic salts is used to heat the charge until it becomes molten and ionizes. The metal is then deposited electrolytically. 

@@Element Synthesis,
Allows synthesis of a range of necessary elements.

@@Pantisocracy,
Allows govenment of the same name.

@@Environment Controls,

@@Real Estate Law,
Lacking a ready supply of used Mars rovers to sell, there were few avenues for the truly low to embark upon on Mars until the formulation of real estate law and the creation of the Martian Real Estate Agent.

@@Geothermal Power,
GEOTHERMICS, science pertaining to the earths interior heat. Its main practical application is in finding natural concentrations of hot water, the source of geothermal energy, for use in electric power generation and direct heat applications such as space heating and industrial drying processes. Heat is produced within the crust and upper mantle of the earth primarily by decay of radioactive elements. This geothermal energy is transferred to the earths surface by diffusion and by convection movement of magma (molten rock) and deep-lying circulating water. Surface hydrothermal manifestations include hot springs, geysers, and fumaroles. Hot springs have been used since ancient times for therapy and for recreational purposes. Early Norse settlers in Iceland brought water from nearby hot springs into their shelters by means of wooden conduits.

@@Greenhouse Warming,
The presences of quantities of Carbon Dioxide and Methane in the atmosphere can act as a sort of "blanket" which raises the ambient temperature as these gasses are invisible to infrared radiation. (the radiation cannot eascape the planet ans it is absorbed bythe gas.) 

@@Hematite Processing,
HEMATITE, mineral and the most abundant ore of iron, composed of ferric oxide, Fe2 O3. It is widely distributed in the solar system, occurring in rocks of all ages. 

@@HO Firing Chamber,
A necessary prequel to a range of useful technologies.

@@HO Fuel Cells,
FUEL CELL, electrochemical device that converts the energy of a chemical reaction directly into electricity. A fuel cell differs from a battery in that the reactants come from external, continuously available sources, instead of being stored within the device itself and eventually used up.

@@Hormesis,
A necessary prequel to a range of useful technologies.

@@Hydrazine AB Engine,
HYDRAZINE, colorless, oily liquid (H4N2), a powerful reducing agent, or electron donor. Derivatives of hydrazine are used (with strong oxidants, such as nitric acid) as rocket fuels, as corrosion inhibitors in boilers, in the synthesis of pharmaceuticals and agricultural chemicals, and in the rubber and plastic industries. Hydrazine is produced either by the reaction of chloramine (NH2Cl) with ammonia or by the reaction of sodium hypochlorite with urea. In both processes, gelatin or glue is used to prevent decomposition of hydrazine by unreacted oxidants.

@@Militarism,
Allows govenment of the same name. Under Militarism, NO CITIZEN IS ALLOWED TO BE UNHAPPY!

@@Hydrogen Gelling,
A necessary prequel to a range of useful technologies.

@@Hydrothermal Science,
A necessary prequel to a range of useful technologies.

@@Alloying,
A branch of metallurgy. Constant improvements in metallurgy led to the discovery of new metals and alloys that were stronger, lighter, and cheaper (and more importantly, viable in the harsh Martian environment). 

@@Advanced AI
Advanced Artificial Intelligence.

@@McElroy Pyrolysis,
Pyrolysis - the subjection of organic compounds to very high temperatures. Oil may be extracted from certain types of shale by heating the rock in the absence of air or oxygen - a chemical process called pyrolysis; oil may also be extracted from tar sands by mixing the sands with hot water and steam. 

@@Radioprotective Drug,
Protects against Radiation Sickness.

@@Meson Catalysis,

@@Microbial Biosensors,

@@Labor Law,

@@Buffer Gas Medium,

@@Optical Glass,
Allows telescopic sights, night vision goggles, as well as being a prequel to photo-voltaic cells and optic fibre.

@@Orbital Construction,

@@Paramagnetic LOX Box,
LOX - Liquid Oxygen. This is a device for the safe and compact storage of Oxygen.

@@Permafrost Brick,
Permafrost is a layer of permanently frozen soil beneath the Surface. A Permafrost Brick is a building materiel made with it.

@@Portable Medical Kit,

@@Primitive Plants,

@@Millipressure Sail,

@@Astrogeophysics,
ASTROGEOPHYSICS, branch of science that applies physical principles to the study of the planets. Geophysicists examine physical phenomena and their relationships within the planets; such phenomena include the planets magnetic field, heat flow, the propagation of seismic (earthquake) waves, and the force of gravity. The scope of astrogeophysics also broadly includes outer-space phenomena that influence the planets, even in subtle ways; the effects of the sun on a planets magnetic field; and manifestations of cosmic radiation and the solar wind.

@@Biomonitoring,

@@Arean Meteorology,

@@Mini Spectrometers,

@@Genetic Modification,
Genetic Engineering involves the manipulation of deoxyribonucleic acid (DNA). DNA contains the genetic "code" which determines the inherited traits of living organisms. By removing a section of an organism's DNA and replacing it with that of another organism, the characteristics of the organism can be altered. Since its inception, genetic engineering has produced a number of important benefits, such as isolating the gene for interferon, a rare substance that may be of great value in the treatment of viral diseases and cancer. Genetic manipulation may someday also provide a cure for  birth defects and inherited diseases. Unfortunately, there are also potential dangers involved in this technology. Genetically engineered diseases, more communicable and virulent than any occurring in nature, could potentially be created in the laboratory by accident or maliciously. Such viruses could be used as a dreadful biological weapon. Domestic and international regulations regarding genetic experimentation exist to prevent such a situation from occurring. Genetic engineering, if pursued to its logical extremes, could allow the intentional creation of countless forms of living beings.

@@Oligarchy,
Allows govenment of the same name. Oligarchy is an excellent form of government for a young
civilization.

@@Regolith Outgassing,
Regolith is the layer of weathered rock and soil overlying bedrock; mantle rock. Outgassing is the ability to extract gasses from same.

@@Sabatier Reaction,
Name after Paul Sabatier. French chemist and Nobel laureate, known for his pioneering discoveries in the use of catalysts to enhance chemical reactions. He was born in Carcassone, France, and educated at the cole Normale Suprieure and the Collge de France. He found that increasing the surface area of catalysts such as copper and nickel by finely dividing them greatly increases their effectiveness. In 1897 he and French chemist Jean Baptiste Senderens (18561937) developed the process of catalytic hydrogenation of oils, which became important in industry. Sabatier shared the 1912 Nobel Prize in chemistry with French chemist Victor Grignard.

@@Scavenger's Crossbow
Soon after the landing, it became quite clear that we were to be stranded on this planet for the foreseeable future. With this is mind, our leaders decided that defense would have to come in future from other means. Given the limited nature of the materiels available and their non-renewable nature, one of the very first items of business was to reinvent the more effective early weapons used by our earliest forebears--the spear, axe, short stabbing sword, and particularly the crossbow, that could be constructed from Salvaged or local Martian materials.
A Puncture in a Pressure suit, no matter how small, can quickly spell death in the partly terraformed Mars of the Shipwrecked Survivors.

@@NTR Engine,

@@NEP Engine,

@@Telescience,

@@Photovoltaic Power,
A material or device in which electricity is generated as a result of exposure to light. 

@@Self-Repairing Units,

@@Cyanobacteria,
Any of various groups of prokaryotic microorganisms of the phylum Cyanophyta, containing chlorophyll and a blue pigment. Also called blue-green-algae. 

@@Arean Paleontology,
Ares - Another name for Mars. PALEONTOLOGY, study of fossils of animal and plant life that existed in remote geological times. The study of these remains enables scientists to trace the evolutionary history of extinct as well as contemporary organisms (see EVOLUTION). Paleontologists also play a major role in unraveling the stratigraphic mysteries of the earths crust. Using their detailed information on how fossils are distributed in sedimentary strata, they help prepare accurate geologic maps, which are essential in the search for oil, water, and minerals.

@@Patent Law,
PATENT, in law, the abbreviated term for letters patent, in its most general sense a document issued by a government conferring some special right or privilege. The specific attributes of novelty of the item for which a patent is sought are called claims. A patent gives the inventor the exclusive privilege of using a certain process or of making, using, and selling a specific product or device for a specified period of time. In the late 19th and early twentieth century the use of patents encouraged innovation by ensuring a level of recompense to inventors.

@@Advanced ISPP,

@@Otto Cycle Engine,
Four principal types of internal-combustion engines are in general use: the Otto-cycle, the diesel, and the rotary engine; and the gas turbine. The Otto-cycle and the diesel are the most widely used internal-combustion engines; both are piston engines. The Otto-cycle engine, invented by the German engineer Nikolaus August Otto (1832-91), is the familiar gasoline engine (although it can be modified to run on a variety of alternative fuels) used in automobiles and airplanes. 

@@Silane AB Engine,
Silane - a gas with an unpleasant odor, SiH4, soluble in water: used as a dopant for semiconductors in the production of solid-state devices. 

@@Silicon Purification,
Silicon is a semiconductor, able to conduct electricity at room temperature more readily than an insulator, but less easily than a metal. Electrical conductivity, which is the ability to conduct electrical current under the application of a voltage, has one of the widest ranges of values of any physical property of matter. Such metals as copper, silver, and aluminum are excellent conductors, but such insulators as diamond and glass are very poor conductors. At low temperatures, pure semiconductors behave like insulators. Under higher temperatures or light or with the addition of impurities, however, the conductivity of semiconductors can be increased dramatically, reaching levels that may approach those of metals. Semiconductor devices have many varied applications in electrical engineering. Recent engineering developments have yielded small semiconductor chips containing hundreds of thousands of transistors.

@@Greenhouse Farming,
The Science of pragmatic greenhouse construction in the harse Martian environment.

@@Social Democracy,
Allows govenment of the same name.

@@Robotic Agriculture,

@@Solar Dynamic Power,

@@Stacer Antenna,

@@Symbiotic Farming,

@@Telemedicine,

@@Telepresence,

@@Telerobotics,

@@Terraforming,
To Terraform is to alter the environment of (a celestial body) in order to make capable of supporting terrestrial life forms. It is the science of changing another planet into a more Earth-like environment.

@@Terraforming Ethics,
The Ethics related to the action of changing another planet into a more Earth-like environment.

@@Thermo Suit,
Allows scientists to withstand the cold Martian nights and high Martian peaks for extended periods.

@@Thermal Mining,

@@Thermofusion Mining,

@@von Neumann Units,
NEUMANN, John von (1903-57), American mathematician, who developed the branch of mathematics known as the game theory. He was born in Budapest, Hungary, and educated at Zrich, Switzerland, and at the universities of Berlin and Budapest. He went to the U.S. in 1930 to join the faculty of Princeton University. After 1933 he was associated with the Institute for Advanced Study in Princeton, N.J. He became a U.S. citizen in 1937 and during World War II served as a consultant on the Los Alamos atomic-bomb project. In March 1955 he became a member of the U.S. Atomic Energy Commission. Von Neumann was one of the worlds outstanding mathematicians. He is noted for his fundamental contributions to the theory of quantum mechanics, particularly the concept of "rings of operators" (now known as Neumann algebras), and also for his pionering work in applied mathematics, mainly in statistics and numerical analysis. He is also known for the design of high-speed electronic computers, and he built in 1952 the first computer using a flexible stored program, the MANIAC I. 

@@Water from Soil,

@@Water Condensers,

@@Wind Power,

@@MonoSkin Armor
Monopolium is an incredible substance, but its utility is limited by its extreme properties. For that reason, the development of comfortable body armor made up of monopolium is all the more impressive. The MonoSkin suit is perhaps the thinnest armor ever devised; it is only one monopole thick. This minimizes the mass (and therefore the weight) of the armor and helps prevent it from collapsing and crushing the wearer. Not only is the MonoSkin armor vastly superior to the body armours of the 20th century against ballistic attack, but it also acts as an environmental protection against the elements of Mars and its extreme reflectivity protects well against beam weapons.

@@Future Technology,

@@Air Breathing Engine

@@Ethylene Plastics,

@@Quantum Transport,
Before the invention of positronic computing devices, data transfer and processing capabilities were far too limited to allow effective instantaneous transport. The theory behind this technology is not new; the science is based on early explorations in quantum theory, of a side effect that was called "quantum teleportation" by the researchers of the time. Practical application of these primitive techniques proved impossible, however, and only the discovery of super-capacity computing brought about useful invention in this field. There are still uncertainties in the process, however. 

@@Return to Earth,
Once the return to Earth has been achieved, the Martian colonists can begin to explore and recolonise the mother planet. (Return to Earth, drops a number of exploration parties onto the Earth's surface).

@@Cybernetics
With all the advances in micro-biological engineering and micro-robotics, it was only a matter of time and funding before some ambitious group of inventors figured out how to combine the two. The result, a melding of biological and mechanical systems into one functional organism, is called "cybernetics". Early subjects gained enhanced sensory capabilities--telephoto vision, super-sensitive hearing, and so on. It wasn't long, however, before the military recognized the full destructive potential of "enhanced" beings and started a full-scale experimentation project dedicated to producing a prototype "cyborg", a unit they claim combines the best of both worlds--the power of the robotic with the healing and flexible decision making processes of the biological intelligence.

@@Deep Tunnelling,
Allows tunnels under the Martian surface to be dug, which in turn allows Underground cities to be built.

@@Interplanetary Travel
Prelude to "Return to Earth", allows an assortment of spacecraft to be built.

@@Hyperentropics
Entropy is sometimes defined as the tendency of any closed system to move toward a state of maximum disorganization. Though it began as a mathematical concept used only in obscure realms of theoretical physics, the idea of entropy soon spread to other disciplines. Eventually, it reared its head in nearly all areas of theory, including those as far afield as economics, microbiology, and the social sciences. In many applications, the entropy concept proved to be quite inappropriate, and was rapidly discarded. However, it remained firmly ensconced in physics, and with the discovery and application of quantum transport techniques, researchers began to get glimpses of a previously unsuspected complexity in the nature of entropy. The advent of bioplasma science opened up new realms of study, and in time, it became clear that entropy was not a universal tendency, but a fundamental force--a force that could be directed and controlled and, with the right technology, personified in a living organism.

@@Reality Engineering
Since the early days of modern science, when mathematical rigor was first established and it seemed clear that all of chemistry could be reduced to special cases of atomic physics, there have always been those who predicted that science had finally managed to describe the universe. First the Reductionists, then the post-modernists, and later the believers in GUTs and TOEs (Grand Unified Theories and Theories Of Everything) declared the ultimate success--and therefore the death--of science. In time, of course, all of them were proven wrong by new insights into the nature of the universe. This time, however, even the scientists themselves are not sure that they aren't closing in on the final discovery. With the elucidation of all the fundamental forces, we are now able to control and manipulate the very essence of reality itself. What is more important, we know the limits of what we should do--so we can avoid unraveling the fabric of our universe in our haste to reinvent it.

@@Electro-Grav Comms
Using the Electro-Gravitic spectrum (as opposed to the Electro-Magnetic or "E-M" spectrum) for communications of a sort hitherto unimagined can be established.


@IMPROVEMENT_DESCRIPTIONS
;
@@IMPROVEMENT_INDEX
00,                     ; Nothing,             - Nothing   MARS
01,                     ; Hydrogen Storage,    - Palace
02,                     ; Military College,    - Barracks
03,                     ; Mushroom Farm,       - Granary
04,                     ; CO2 Laundry,         - Temple
05,                     ; Property Registry,   - MarketPlace
06,                     ; Sabatier Reactor,    - Library
07,                     ; Clinic,              - Courthouse
08,                     ; City Walls,          - City Walls
09,                     ; Vaulted Atrium,      - Aqueduct
10,                     ; Climate Station,     - Bank
11,                     ; Library,             - Cathedral
12,                     ; University,          - University
13,                     ; Central Elevator,    - Mass Transit
14,                     ; Showers,             - Colosseum
15,                     ; Electrolysis Plant,  - Factory
16,                     ; Windmill,            - Manufacturing Plant
17,                     ; Satell. Defense Ntwk - SDI Defense
18,                     ; Labor Union,         - Recycling Center
19,                     ; Low Temp Fusion Reactor,- Power Plant
20,                     ; Zubrin Device,       - Hydro Plant
21,                     ; Accelerator,         - Nuclear Plant
22,                     ; Tree Farm,           - Stock Exchange
23,                     ; Central Heating System,Sewer System
24,                     ; Greenhouse,          - Supermarket
25,                     ; Radiation Baths,     - Superhighways
26,                     ; Research Lab,        - Research Lab
27,                     ; Radar Station,       - SAM Missile Battery
28,                     ; None1,               - Coastal Fortress
29,                     ; Advanced Windmill,   - Solar Plant
30,                     ; None2,               - Harbor
31,                     ; None3,               - Offshore Platform
32,                     ; Spaceport,           - Airport
33,                     ; None4,               - Police Station
34,                     ; SeaPort Facility     - Port Facility
35,                     ; Transporter,         - Transporter
36,                     ; None6,               - SS Structural
37,                     ; None7,               - SS Component
38,                     ; None8,               - SS Module
39,                     ; Plastics Industry,   - (Capitalization)


-2,                     ; MUST BE HERE! TERMINATOR!

@@Nothing

@@Hydrogen Storage     - Palace
Your hydrogen supply defines the center of your civilization, eliminates corruption and waste in the city, and decreases it in all nearby cities.

@@Military College - Barracks
Good Training can be the clincher when it comes to winning battles. The city produces Veteran ground units and repairs ground units in a single turn.

@@Mushroom Farm        - Granary
Only half of city's food store is depleted when the city increases in size.

@@CO2 Laundry          - Temple
Liquid carbon dioxide allows dry cleaning. Up to two discontented citizens are made content.

@@Property Registry    - MarketPlace
Increases tax and luxury output by 50%%.

@@Sabatier Reactor     - Library
This age-old technology makes essential chemicals from Martian resources. Increases science output by 50%%.

@@Clinic               - Courthouse
Decreases corruption by 50%%. Makes city more resistant to bribery by enemy diplomats and spies. Under Pantisocracy, one content citizen becomes happy.

@@City Walls           - City Walls
Units in the city have triple defense strength versus ground attacks.

@@Vaulted Atrium       - Aqueduct
Underground living spaces of Roman design allow the city to increase beyond size 8.

@@Climate Station      - Bank
Weather forecasting makes commerce easier. Increases tax and luxury output by 50%% (cumulative with Property Registry).

@@Library              - Cathedral
A population of scientists finds pleasure in reading. Makes four unhappy citizens content (three after Technocracy is discovered).

@@University           - University
Increases science output by 50%% (cumulative with Sabatier Reactor).

@@Central Elevator     - Mass Transit
Eases travel between the levels of the city. Eliminates pollution caused by population.

@@Showers              - Colosseum
Water is precious, but what a relief to be clean! Three unhappy citizens are made content (four if you've discovered Geothermal Power).

@@Electrolysis Plant   - Factory
Electrolyzed water provides oxygen to breathe and hydrogen to prime the Sabatier Reaction. Increases resource production in city by 50%%.

@@Windmill             - Manufacturing Plant
Increases resource production by an additional 50%% (cumulative with Electrolysis Plant).

@@Satell. Defense Ntwk - SDI Defense
Protects everything within three spaces of the city from MAV attack.

@@Labor Union          - Recycling Center
Increased efficiency and higher morale decreases the pollution caused by industry.

@@Low Temp Fusion Reactor - Power Plant
Meson catalyzed low temperature fusion increases industrial output by 50%%.

@@Zubrin Device        - Hydro Plant
Produces fuel from Martian resources (ISPP). Increases industrial output by 50%% and is cleaner than an LTF Reactor.

@@Accelerator          - Nuclear Plant
Makes production of antimatter possible. Increases factory output by 50%% and is cleaner than an LTF Reactor.

@@Tree Farm            - Stock Exchange
Wood sales increase tax & luxuries output by 50%% (cumulative with Property Registry & Climate Station).

@@Central Heating System - Sewer System
Mars is a cold place, but this keeps citizens toasty warm all day and all night. Allows the city to grow beyond size 12.

@@Greenhouse           - Supermarket
Terraforming allows open agriculture. Farmed squares in the city radius (those irrigated twice) produce 50%% more food.

@@Radiation Baths      - Superhighways
Humans need small amounts of radiation to prevent hormesis and remain healthy. All squares in the city radius with roads (or RRs) produce 50%% more trade.

@@Research Lab         - Research Lab
Increases science output by 50%% (cumulative with Sabatier Reactor and University).

@@Radar Station        - SAM Missile Battery
Facilitates detection and tracking of incoming air units. Units in city are doubled on defense against air atack.

@@None1                - Coastal Fortress
Units in city are doubled on defense against shore bombardment by enemy ships.

@@Advanced Windmill    - Solar Plant
Increases factory output by 50%%. Cleaner than all other forms of power.

@@None2                - Harbor
Just because a city is built in a coastal region doesn't guarantee that the city is readily accessible by ship. In order for a port city to establish a steady trade, fishing, or other shipping industry, the city must have a harbor. A harbor is a protected body of water that opens into an ocean or lake that shelters ships from waves and high winds. Although some coastal cities are established in areas where a natural harbor exists, most seaports are forced either to improve the existing natural harbor, or to build a man-made harbor to shelter ships and provide channels deep enough to accommodate large vessels. All ocean squares in the city's radius produce one extra unit of food.

@@None3                - Offshore Platform
Mankind's dependence on wood and coal as a main source of fuel ended when the first commercial oil well went into production in Pennsylvania in 1859. Crude oil could be refined into many different byproducts, and soon replaced wood and coal in many parts of the world. The growing dependence on oil caused the petroleum industry to grow rapidly and wells were drilled all over the world. Most wells were initially drilled on land, but after World War II it was found that many of the largest oil deposits could be found below the sea floor. Shallow water drilling from platforms supported by pylons resting on the seabed proved very successful. Today, large floating platforms can drill for oil at water depths of more than 3300 feet. All ocean squares in the city's radius produce one shield.

@@Launch-pad            - Airport
City produces veteran air units and repairs any air unit spending an entire turn in the city. Allows airlifts between cities with launch-pads on the same planet.

@@Radio-Telephone System.                - Police Station
Decreases unhappiness caused by troops away from city by 1.

@@Port Facilities
Seagoing vessels have been used for both commercial transport and military purposes for thousands of years. Cities built on rivers and on the coasts of seas and oceans built facilities to receive cargo and to house military vessels stationed in the area. Many of the larger cities built large port facilities that included shipyards for the construction of new vessels, large warehouse and docking facilities, and dry-docks for the repair of damaged vessels. Heavily damaged ships can be repaired much more quickly when such facilities are available. City produces veteran naval units. Any ship spending its entire turn in the city is completely repaired.

@@Instaporter          - Transporter
To settle safely within the confines of a city, off-load cargo and passengers, and fill the holds with goods and persons for the next leg, a ship needs a port of some kind. In the special case of travel between planets, that port is commonly referred to as a Launch-pad. The facilities here are not significantly different in function from those in a seaport, though the techniques and the materials used certainly are. The biggest difference is that every Launch-pad includes a single-purpose vessel for interplanetary travel. These relatively tiny craft are not ships in their own right; they're a modified form of the emergency escape pods in which most of our ancestors rode to the surface of Funestis. Each pod can carry a single unit in deep-freeze suspension, and riding an ultra-fast trajectory, it can reach any friendly city in record time--but only if that city has a Launch-pad at which the craft can safely land. (Otherwise, the end result is too well scattered to even make a mess.)

@@None6                - SS Structural

@@None7                - SS Component

@@None8                - SS Module

@@Plastics Industry    - (Capitalization)
Clothing, bottles, lubricants, adhesives, tools, tableware, anasthetics, ripeners, and more. Converts all production into trade.

; old sci-fi list FOLLOWS


@@Algae Farm
Algae is one of the simplest living things in existence, and one of the oldest on most worlds. Long before a planet develops animals, plants, or even multi-celled organisms, blue-green algae appear, invent photosynthesis, and flourish--adding oxygen to the atmosphere in the process and, in many ways, paving the way for more complex forms of life. As the biosphere progresses, algae become a source of food for uncounted larger species. The algae farm takes advantage of this primordial organism's usefulness. Grown in giant vats, crops of algae can be processed into food for citizens and used as feed for other edible organisms.

@@Biochaotic Generator
The development of the biochaotic generator is a success story with ironic tragedies built in. When biomathematicians solved the fundamental equations of chaos biogenic theory, the solutions pointed to a way of extracting vast amounts of energy from the mutational potential locked in every living cell. While this power is extremely useful for industrial and civil purposes, the obliteration of several labs--and the entire ecosystem for several square miles around every one--showed that the biochaotic energies involved were quite difficult to keep under control. The later discovery of attractors in Frazier biocomplexity geometries ("green attractors") allowed the creation of a feedback leash for this reaction, removing the threat of a wild hypermutational chain entering the local ecosystem.

@@Capital
When the survivors emerged from whatever broken pieces of starship they had ridden to the ground, the first priority was assuring their own long term survival. Later, it fell to the more foresighted among them to organize their ragtag communities into cities. Government quickly became structured and formalized, and the leader of the first city established headquarters from which the business of running the new empire was conducted. In many cases, these buildings also served as the living quarters of the leader. As cities grew prosperous, these facilities expanded into large campuses. The richly adorned, imposing buildings are a source of civic pride, and they help to reinforce the aura of power surrounding the leader.

@@Carbonarium
Long ago, intelligent civilizations realized that power generation via chemical combustion--burning carbon-based materials such as fossil fuels--is not only brutally inefficient, but also so dangerous to the global environment as to be considered barbaric and unethical by any advanced species. Nevertheless, it is also recognized as one of the necessary early steps toward building an industrialized society that is capable of supporting the scientific effort needed to advance to civilized methods of power generation. The Carbonarium is the most efficient combustion facility we are currently able to build; it does generate an unfortunate amount of particulate pollution, but much of a city's garbage and unwanted organisms can be fed into its indiscriminate ovens, thereby offsetting, to some extent, the filth it produces.

@@City Shields
From the earliest days of civilization, cities have constructed walls to protect themselves against raiders, bandits, and enemy attacks. These walls often represented a major investment in both time and materials, and required years to complete and constant repairs to maintain their strength and integrity. With the discovery of E-M repulsion field technology, we can protect a city in the same way by erecting two concentric force fields surrounding the city. When active, these shields repel the very atoms of any unit attempting to approach, slowing the attackers (if not halting them completely), and giving the defenders a significant advantage. Why two concentric rings? This strategy is borrowed from ancient times. A unit that somehow breaches the first shield is then trapped in an area with no hiding places and no cover--a killing field--between the two repulsion fields.

@@Collapsatron Q
The development of the Vastly Parallel Quantronic Wave Function Collapse Computing Device (VaPQWaFCoCoDe), commonly known as the Collapsatron Q, began decades before our original mother ship was launched from the home world. "Quantum computing" was the old term for the primitive--and entirely theoretical--wave function collapse calculation schemes. It was not until the fortuitous development of quantronic theory (and the resulting control over Bose-Einstein condensates the size of small buildings) that the possibility of computing via the collapse of an artificially sustained, multi-tiered quantum wave function became technically feasible--an exercise for engineers, rather than mathematical theorists.

@@Deep Dome
Every land based species on record has longed to expand into the seas. While there is no shortage of living space on Funestis or in this system, there are abundant natural resources under the oceans that await exploitation. Taking advantage of these resources is only a matter of technological advancement. The deep dome is one giant step in the right direction. This completely automated, fully robotic undersea mining and processing plant is designed to withstand pressures and environments that would destroy any known biological organism. Once set in place, the deep dome (named for the rarely used, domed and pressurized maintenance area) starts churning out industrially useful materiel at a dependable rate, ignoring weather, political upheavals, and dangerous organisms equally.

@@Dopplegarage
History teaches us many lessons. One of the most often ignored is that in a population under a form of government that allows personal freedom, many citizens become unhappy when their loved ones are stationed in military units based far from home, especially in wartime. There have always been many ways to alleviate this unrest--many of them morally questionable--and modern medical technology has provided us with one more. In the local dopplegarage, any citizen can have a biologically perfect duplicate of the person they miss--a clone, in essence--grown in only a few weeks time. Though the duplicate has no mind to speak of, it seems to provide enough sense of the person's presence to prevent publicly significant unhappiness. There are ethical problems with this arrangement, of course, but in times of war, what enterprise is not suspect?

@@Emergence Center
The discovery of emergent systems has made it possible for us to build computing devices and robots that not only learn and adapt, but are also capable of inventing new characteristics and abilities for themselves (and their "offspring") when needed. Their existence is a tremendous potential boon to any city, but without an Emergence Center, much of that potential is wasted. This advanced agency (originally conceived and designed by a robot!) has many functions. It's a massive data storage facility, a central location (a home, if you will) for all of the emergent computers in a city, and a place where mobile ECs (robots) can go for both maintenance downloads and the fast-paced stimulation that only interaction with other ECs can provide, which has proved to be necessary to their "sanity". All told, this results in a tremendous increase in the amount of data income produced by a city.

@@FTL Drive Element
The drive system is at the heart of any space-going vessel; without it, the ship is just another object following the dictates of inertia. Of course, a faster-than-light drive is not a typical engine. A material object (a ship) cannot simply accelerate until it surpasses the speed of light--c. Relativity theory makes it clear that that would require infinite thrust. Rather, an FTL drive must circumvent the cosmic speed limit to reach superluminal velocities. The abaryonic hyperfusion drive does just that. In each Abaryonic Chamber, a micro-miniature particle accelerator catalyzes high-energy reactions between normal, baryon-based matter and some of the recently created non-baryonic elements. The reaction products and energies derived from this reality-warping event cause a field cascade episode in the Hyperfusion Coil. When the isolator currents are disengaged, the field cascade engulfs the entire ship, forcing the space around it through a phase transition and, effectively, propelling it beyond c.

@@Fulmine Ring
The Fulmine Ring disrupts enemy air attacks, giving defending units an advantage. This installation is best described in an excerpt from Bemoth Tog's article, "New Tools for the Defenders":
"I had never seen the alien-inspired plasma chamber before, and now I faced endless, dedicated banks of them. Conversation was impossible in that vast cavern, every sound drowned out by the hum of power straining to be freed. We took positions in the shielded viewing port near the top of the tower for the test. Even behind the shields, my hair stood on tiptoe. I don't mind admitting that the sound and the fury when they unleashed the lightning had me wishing I was cowering under a bed somewhere. Words like 'awe-inspiring' and 'magnificent' don't even begin to measure up to that experience. This was the angry hand of some ancient god brushing my shoulder. When the lightning formed into the circle around the city--what the engineers call the fulmine ring--I breathed a hearty sigh of relief, glad that this elemental force was on our side. Then I went home to change my underwear."

@@Garrison
Confronted with a completely unknown, undoubtedly dangerous, and possibly hostile new world, we do not have the luxury of pacifism. Although war is not desirable, it is important that even the most peaceful society be prepared for the possibility. This installation provides a permanent facility where military units can be quartered, repaired, refueled, and generally kept in readiness. History teaches that when warring factions are closely matched in technology and manpower, battles are won by the better trained force. Therefore, these facilities also offer the benefits of a military academy, established for the purpose of training our defense personnel in the latest methods, tactics, and technology.

@@Gene Census
This ongoing project is a truly city-wide effort. All possible productivity, both materiel and work-hours, is dedicated to gathering data. Genetic samples are taken from the citizens, any animals and plants that can be found, the local environment, and any other source a citizen can imagine. Record-keeping, classification, and hunting down ever more facts become the primary industry for everyone not assigned to vital duties (such as food production and medical care). The census has been called "the triumph of taxonomy" by some, and it's as accurate a description as any.

@@GEnIE Park
Where are you planning to spend your next vacation? If you haven't already decided, you should give serious consideration to the local GEnIE Park. A Genetically Engineered Integrated Environment is the perfect place to relax, unwind, and recharge your creative batteries. Every one of these facilities is a beautiful natural preserve, with sparkling waterfalls, luxurious gardens, exotic plants and animals--and it's all totally safe! Inside the bubble, modern engineering and genetic techniques have created a little taste of paradise. What are you waiting for?

@@Gravitic Generator
Complete control over gravity has been a goal and a dream since that long ago day when we first discovered this fundamental force of the universe. Now that that dream is a reality, we find that applied gravitics have even more potential than anyone could have foreseen. This wondrous facility generates power for industrial purposes by drawing it from the gravitational well-field energy of any nearby planet. In simple (but unavoidably misleading) terms, the gravitic generator derives energy by damping minute shifts in the planet's gravitational field. (These shifts are one result of the ubiquitous phase-shift-like tensor eddies in an eleven dimensional extrapolation of the local Minkowskian geometry.) As the source of this energy is a part of the basic structure of local space-time, there is no potential for biotoxic pollution from the process. Apart from an immeasurably small hastening of the eventual heat-death of the galaxy, this energy source has no negative consequences at all. The gravitic generator also has one odd side effect that we do not yet fully comprehend. The Pollution in terrain in proximity to the generator is quiescent; the hypermutational curse is only half as virulent as normal.

@@Guild Library
Data collection and storage is a serious affair. As a civilization grows and becomes more complex, it develops a need for organizational structures to moderate the flow of information. Just as the guilds of ancient history acted to control and guarantee the quality and price of certain kinds of work, so the modern guild libraries act as centers of operation and data storage, ensuring the free flow and high quality of the information in a city. The usual result is an overall increase in the amount of accurate data available.

@@Harbor Town
Ever since the dawn of mercantile shipping, a certain type of neighborhood has grown up around any port. These areas are universally a source of experienced crews, both for manning vessels and speeding repair of damaged ships. Harbor towns also tend to be regions of less than savory reputation. Rather than waiting for the neighborhood to spring up on its own, modern city planners design and build an area intended for just this purpose. Subtle maintenance and quiet policing preserve the residents' free-booting way of life and their illusion of liberty while ensuring the safety of both the permanent population and the inevitable tourists.

@@Harvester
With advances in chaos biogenics, it became possible to "activate" a region of land to create ultraproductive farmlands dubbed "tohubohu" by agricultural specialists. In these areas, the crops grow and ripen so quickly that it is impossible to take full advantage of this fecundity without specialized machinery. That's where the Harvester comes in. This gargantuan, self-controlling robot with adaptive automata systems built in can harvest any crop with mind-boggling efficiency and speed. It analyzes the needs of a field, then performs whatever tasks are necessary--threshing, reaping, collection, or any other job. Once the produce is in the Harvester's processing bins, it is "deactivated" using primitive prionic stabilization techniques. This halts the biogenic ripening process and makes the food suitable and safe for consumption.

@@Hologaming Arcade
It's been common knowledge since the late twentieth century that computerized games and sports are one of the most addictive forms of entertainment ever devised by humans. With the invention of holographic total immersion techniques, the industry has been elevated to a new level--community service provider. In the ancient tradition of "bread and circuses" to keep the peace, a publicly funded full-service hologaming arcade can pacify an otherwise terminally malcontent segment of the population.

@@Hydroponic Reserve
Early in the history of colonies on the new world, small scale hydroponic farming of food plants salvaged from the wreckage of the starship were all that stood between the fragile colonies and extinction. The crops were grown in shallow water rather than the local soil, which prevented infection by local microorganisms and tainting by toxic substances in the dirt. The water was supplied with pure, chemically derived nutrients. When the settlers eventually regained some of the science that had enabled them to reach this planet, gene tailoring efforts transformed many of the local flora into safe and nutritious foods. A hydroponic reserve facility provides a dependable food source inside the city that is immune to both the vagaries of climate and to besieging armies. Its output is enough to provide a boost to the growth of the city, but not enough to sustain the entire city. Do not expect this to act as a hedge against starvation.

@@Infomatrix
Unforeseen advances in crystal thermionics led to breakthrough discoveries in systems for data storage, manipulation, and retrieval. The long and short of it is that finally, civilization realized the modern dream of handling information via non-volatile physical structures that allow super-fast state changes. The resulting design for the first Infomatrix, a centralized data management system serving all the research institutions in an entire city, had scientists getting in fist-fights over who would have first access. Eventually, everyone was able to use the device, and the free, extremely fast, unhindered flow of information proved the worth of the Infomatrix by greatly increasing the scientific output of every city in which one was built.

@@Instaporter
Before the invention of positronic computing devices, data transfer and processing capabilities were far too limited to allow effective instantaneous transport. The theory behind this technology is not new; the science is based on early explorations in quantum theory, of a side effect that was called "quantum teleportation" by the researchers of the time. Practical application of these primitive techniques proved impossible, however, and only the discovery of super-capacity computing brought about useful invention in this field. There are still uncertainties in the process, however. Transport over interplanetary distances--or even from a planet into orbit--is impossible, and specially designed interference (jamming) devices can interrupt and degrade the signal enough to prevent transport.

@@Investment House
Tracking the flow of data in a city is no small feat, and a great measure of inefficiency creeps into the system when there is no central monitoring station. The civil servants working in this facility, with the help of dedicated electronic brains, both watch the city-wide data-stream and exercise moderate control over it. Their subtle manipulations not only result in a smoother, more efficient, and ultimately more profitable tide of information coursing through the city, but also add substantially to the data income of the city government itself, through minimal channel taxes.

@@Justice Network
The Citizens' Compact is an explicit social contract. Under the Compact, one of the enumerated responsibilities of every citizen is to advance the honest, just, and fair application of the law. Cities under the rule of this extended honor system have no police forces as such, but early experience quickly taught that there were individuals who could not resist the temptation to abuse such a system. In response, the rewritten Compact called for the establishment of the Justice Network--a para-governmental citizen's group dedicated to the enforcement, on the rare occasions it becomes necessary, of the Compact's punishment clauses.

@@Laboratory
So long as society does not devolve into irrationality, science progresses regardless of whether there are facilities dedicated to it. However, its pace is slow. Without the proper instruments, research libraries, and other necessities that only a government-funded laboratory can provide, certain types of research are nearly impossible. A shielded place to perform high energy experiments, a clean room for genetic testing, a reliable power source for refrigerated storage of specimens--all these things add significantly to the research output of a city's citizens, and therefore of the empire of which the city is a part.

@@M.A.I.D.S.
The Metropolitan Automated Integrated Department of Sanitation (M.A.I.D.S.) was originally conceived and developed by Bilger Cybernetics Labs. It's a fully robotic, completely self-maintaining system of automated cleaning devices and sanitation robots. Cleverly camouflaged substations built into every part of the city open when necessary and disgorge whatever specialized equipment is needed for the task--debris removal, sewage flow control, or simple everyday dusting and garbage relocation. A M.A.I.D.S. system not only makes any city a nicer place to live, it also results in a substantial decrease in the incidences of disease, allergic reactions, and accidental poisoning.

@@Morphic Generator
Energy is one of the primary requirements for building a city's industrial capacity. While there are many ways to produce this power, history teaches that all come with a certain measure of pollution. The morphic generator is no exception, but it's better than a carbon combustion plant. Advances in the study of the hyperadaptive capabilities of heteromorphic ribonucleic acids make it possible to extract useful amounts of energy from the process of mutation itself. It's a complex and expensive process--and the cancer rate among workers in the generator facility is extraordinary--but the end result seems well worth it. Industry gets the power it need, and as a beneficial side effect, a city can divert fully half of the biotoxic industrial waste materials it produces into the morphic tanks, thereby significantly lowering the potential for causing biological instability in nearby regions. In addition, any power generating facilities based on combustion can be decommissioned.

@@Mutandis Museum
It is one of the embarrassing realities of our culture that the "freak show" has always existed in one form or another. From the ancient carnival sideshow through so-called "docudrama" television and the Anomaly Net, our species' sometimes cruel fascination with the unusual individuals among us has never flagged for long. The Mutandis Museum began its history as just such a show, flaunting the odd mutations that exposure to this new world caused. Eventually, however, with the development of genetic science and its concomitant art forms, the museum became something more. In its modern form, the Mutandis Museum fills many roles. There is still the prospect of the bizarre to draw those citizens who desire to view it, but these facilities have gradually evolved into institutions supplying both science education and the display of artistic endeavor. The result is strangely fascinating, and it serves the community, as well.

@@Nucleon Shield
One spin-off of nucleonic technology is that it allows precise localized control of the molecular organization of the air itself. Installed in a broadcast tower situated at the apex point of a parabola that covers the entire city, a nucleon shield generator can create a field that instantaneously restructures the molecules in the atmosphere around both the city and surrounding countryside for a few nanoseconds--solidifying the air into an indisintegrable quasicrystal for long enough to nullify the destructive effects of any disintegrator weapon.

@@Orrery
In these times, when our civilization is painstakingly digging its way out of the primitive situation into which we have fallen, it is often comforting to reflect on the accomplishments of our forefathers--accomplishments we hope to match and outdo someday soon. It was for this reason that citizen Crawley built the first prototype orrery--a large clockwork device illustrating the regular movements of the planets in this system. Erected in the center of his village, it became a symbol of the spacefaring civilization we once were and will be again. When it became clear how much joy this simple piece of scientific art gave the citizens of the town, Crawley designed a larger version suitable for a city.

@@Priodulcificator
No matter how careful and ecologically aware the citizens are, the population of any large urban center produces a vast quantity of waste materials. This is especially true of protean beings (Proteus Sapiens), who generate their own special forms of biological garbage. When a city is too big, the resulting outflow increases the chance that nearby terrain will collect a critical mass of bioactive materials and fall prey to a biochaotic chain reaction. The Priodulcificator is, in essence, a modern form of the ancient "sewage treatment plant" in which the biogenic structural energies of waste are prionically stabilized. This renders the materials inactive, leaving them completely harmless and useable as fertilizer or in other ways.

@@Satellite Uplink
As anyone who has lived in a technologically advanced civilization knows, it is not necessary to establish cities in orbit to gain some of the benefits of access to space. Fleets of artificial satellites in stable orbits--polar, equatorial, geosynchronous, and others--can relay massive amounts of data between any two points on the surface, vastly speeding communications of every type. When the government and citizens of a city can keep close communication with their capital city, it is almost as if the capital were not far away. Quick sharing of information helps reduce waste, inefficiency, and inaccuracy of many kinds. In addition, regular attention from high placed leaders can bolster the loyalty and contentedness of the city's residents.

@@Ship's Facility
Structure and propulsion are necessary, of course, but without a payload, there is no point to a vessel. The passengers carried on the first faster-than-light (FTL) ship are our emissaries to Earth--the nearest of the two original home worlds. Ship's facilities come in trios; one of each of the three types is required for the other two to function. Habitat is simply the living quarters for the emissaries. A Lability Cell ceaselessly provides the energies and materials required for the emissaries to maintain both life and protean flexibility. The Quantron Shield protects our representatives from dangerous side effects of both the abaryonic hyperfusion field cascade and the resulting FTL phase transitions.

@@Launch-pad
To settle safely within the confines of a city, off-load cargo and passengers, and fill the holds with goods and persons for the next leg, a ship needs a port of some kind. In the special case of travel between planets, that port is commonly referred to as a Launch-pad. The facilities here are not significantly different in function from those in a seaport, though the techniques and the materials used certainly are. The biggest difference is that every Launch-pad includes a single-purpose vessel for interplanetary travel. These relatively tiny craft are not ships in their own right; they're a modified form of the emergency escape pods in which most of our ancestors rode to the surface of Funestis. Each pod can carry a single unit in deep-freeze suspension, and riding an ultra-fast trajectory, it can reach any friendly city in record time--but only if that city has a Launch-pad at which the craft can safely land. (Otherwise, the end result is too well scattered to even make a mess.)

@@Sphacelatorium
No matter how sophisticated industrial processes become, it seems that they will forever be burdened by dangerous by-products. Even now, when the majority of chemicals necessary for materiel production are generated by specially designed microorganisms, the specter of biochaotic pollution looms over every busy workshop. The sphacelatorium is an example of the same technology solving the problem that it has created. Advanced gene insertion techniques have allowed the creation of a novel bacillus that can break down virtually any organism or organic output a workshop or power plant might produce. Any biological "problems" are sent to this facility to be destroyed by a microorganism designed specifically for the job.

@@Superstructure
The mechanical stresses produced when the abaryonic hyperfusion drive is engaged are nearly beyond belief; no normal material could possibly withstand the physical strain of superluminal propulsion. Thus, there was no way to build structural components for such a ship until after the discovery of the ultra-tough monopolium compounds had led to giant leaps forward in the materials sciences. Each superstructural piece (especially the first, the spinal element) is designed to merge seamlessly with the rest of the ship, creating a hull-and-skeleton construction that is, in effect, a one-piece ship. Every additional bit adds to the strength and stability of the vessel. Without the requisite superstructure, none of the other parts of the ship--drive or facilities--will function.

@@Transmogrifier
Despite the claims made by some practitioners, transmutation is still really more of an art than a science. Changing non-living matter from one form to another is tricky. Even the finest facility needs an expert hand on the controls, and the best TransEngs (transmutation engineers) have an instinctive feel for the process that simply cannot be taught. With a good artist at the helm, a Transmogrifier facility readily converts common raw materials into rarer, more useful materials. This adds substantially to the productivity of the city's Workshop.

@@Tsunamines
Interdepartmental work to cross lines of specialization and combine developments in robotics and mechanized warfare made possible this advanced naval defense system. When a fleet of tsunamines is installed, the entire navigable coastal area near a city is seeded with semi-intelligent devices. When the advanced IFF sensors detect an enemy naval unit, the tsunamines send out a warning signal tuned to a classified, preset frequency. When sufficient time has elapsed that most civilian shipping should be clear of the danger zone, the mines self-actuate. Following an ultra-fast, chaotic stirring pattern, the mines whip the navigable lanes into a violent foment--much as the average hurricane would. Needless to say, this artificial tempest gives the forces defending the city a great advantage.

@@Workshop
Nothing can replace the independent craftsman, working alone, for sheer inventiveness and quality of workmanship. However, when what a city needs is quantity and speedy construction, a centralized workshop becomes indispensable. When the supply of tools, materials, work space, and machinery is collected in one central location, stored in a place known and accessible to all, and available at any time, the productivity in a city soars. Any citizen can volunteer his or her skills and free time to help out on whatever project is most important to the city--and given the chance, most citizens will. With the addition of advanced power sources, a workshop can continue to provide a boost in productivity indefinitely.

@WONDER_DESCRIPTIONS
;
@@WONDER_INDEX
00,   ; Environmental Info Net, Pyramids
01,   ; Poor Roberts Almanac,; Hanging Gardens
02,   ; Microrover Fleet,     ; Colossus
03,   ; None9,                ; Lighthouse
04,   ; Mars Aerial Photorecon, Great Library
05,   ; 689 Day Calendar,     ; Oracle
06,   ; Early Warning System, ; Great Wall
07,   ; Parker Academy,       ; Sun Tzu's War Academy
08,   ; Pyrolysis Plant,      ; King Richard's Crusade
09,   ; Reactivated Orbiter,  ; Marco Polo's Embassy
10,   ; Bradburys Arbor,     ; Michelangelo's Chapel
11,   ; Brunos College,      ; Copernicus' Observatory
12,   ; None10,               ; Magellan's Expedition
13,   ; Hospital,             ; Shakespeare's Theatre
14,   ; Goddards Workshop,   ; Leonardo's Workshop
15,   ; Castle Aristarchus,   ; J. S. Bach's Cathedral
16,   ; Galileo Observatory,  ; Isaac Newton's College
17,   ; Orbital Mirror,       ; Adam Smith's Trading Co.
18,   ; Burroughs Machine,    ; Darwin's Voyage
19,   ; Statue of Equality,   ; Statue of Liberty
20,   ; Proof of Ancient Life,; Eiffel Tower
21,   ; Fuller Ring Bridge,   ; Women's Suffrage
22,   ; Captured Asteroid,    ; Hoover Dam
23,   ; Martian Way,          ; Manhattan Project
24,   ; CommSat Network,      ; United Nations
25,   ; None12,               ; Apollo Program
26,   ; Patents Registry,     ; SETI Program
27,   ; Artesian Hot Baths,   ; Cure for Cancer
-2,                     ; MUST BE HERE! TERMINATOR!

@@Environmental Info Net,
Provides superior climate data and efficient spread
of this information. Has the same effect as a
Mushroom Farm in every one of your cities.

@@Poor Roberts Almanac,
"Prediction allows preparation."
One extra happy citizen in every city.

@@Microrover Fleet,
Thousands of miniscule, robotic rovers roam the city
radius collecting observations and samples. The result
is +1 trade from each square already producing trade.

@@None9,
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.

@@Mars Aerial Photorecon,
Balloon-borne cameras survey the entire globe.
The MAP controller receives any advance already
discovered by two other civilizations.

@@689 Day Calendar,
Doubles the effect of all of your CO2 Laundries.
It helps if you know when laundry day is...

@@Early Warning System,
Counts as a City Wall in every city. Enemies must
offer a cease-fire or peace in negotiations. Combat
strength doubled against barbarians.

@@Parker Academy,
"Lead by example. Follow by choice."
All new ground units produced are Veterans.
Any unit that wins a combat gains Veteran status.

@@Pyrolysis Plant,
Every square in the city radius gives one extra
production (shield).

@@Reactivated Orbiter,
You establish an embassy with every other civilization.
(Intelligence report is always complete and you're alerted
to other civilizations' discoveries).

@@Bradburys Arbor,
"Find something you love and do it."
Has the same effect as a Library in each of your cities.

@@Giordano Brunos College,
Increases the science output of the city by 50%%.

@@None10,
Movement rate of all ships is increased by two.

@@Hospital,
All unhappy citizens in city are content.

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

@@Castle Aristarchus,
Simply a monument to the progress of science.
Decreases unhappy citizens on same continent by 2 per city.

@@Galileo Observatory,
"...and yet it moves."
Doubles the science output of the city.

@@Orbital Mirror,
Reflected sunlight warms the regolith, causing outgassing.
Pays the maintenance for all city improvements with a 1 platinum
per turn cost. Those requiring more than 1 aren't affected.

@@Burroughs Machine,
Gives two free civilization advances.

@@Statue of Equality,
Eliminates the period of unrest between governments. Allows
any form of government, even if the requisite advance has not
been discovered.

@@Proof of Ancient Life,
Paleontologists discover proof of ancient Martian life!
Every civilization's attitude toward you shifts in your favor.
Their attitudes continue to improve gradually over time.

@@Fuller Ring Bridge,
This stable orbiting ring around the entire planet is both a
space station and visible evidence of a civilization's greatness.
Decreases unhappiness caused by troops away from the city by 1.

@@Captured Asteroid,
A great part of most asteroids is water ice.
Capturing one from the asteroid belt is like
having a Zubrin Device in every city.

@@Martian Way,
This represents the renegade spirit of all Martian colonists.

@@CommSat Network,
More like a network of spy satellites...
Free embassy with every other civilization, enemies cannot
refuse a peace offer. In a pantisocracy, leader can declare
war successfully half of the time.

@@None12,
Reveals Mars from Space. Allows construction of spaceship improvements.

@@Patents Registry,
Assurance of recognition spurs invention.
It's like having a research lab in every one of your cities;
effectively doubles your science output.

@@Artesian Hot Baths,
Do you know how long the colonists have been waiting for a nice, hot bath? One extra happy citizen in each city.

@@Acrolectic Solenoid
Hovering ceaselessly overhead, this marvelous and unexplained structure does a great service for civilization, but especially for the one empire that constructed it. The workings of the Acrolectic Solenoid are impossible to describe without recourse to xenolinguistic paramathematics and the theory of Much Higher Functions. It is not untrue to say that it "attracts" language to itself similar to the way a magnet attracts iron filings, but it is also so much of a simplification that it obscures the truth. The Solenoid converts everything it receives into a metalingual form (a universal language, if you will) and transmits on a wavelength known only to its controllers.


; SCI-FI LIST Follows


@@All-Field
When teachers need to impress their students with an example of the miracles provided by modern science, the All-Field come quickly to mind. Though not the most technologically astounding feat in history, this application of the UFT (universal field theory) is certainly one of the most colorful and practical on this hostile new world. Based on the UFT--a successful theory that describes the basic field structure of the entire universe--this remarkable device takes advantage of the interconnectedness of all things to erect defensive fields of force around every city in the empire--even those on other planets! Needless to say, this impressive display often convinces unfriendly empires to enter into negotiations rather than fight. Any description of the physical structure of the All-Field generator are necessarily incomplete, because significant portions of it exist only in dimensions we cannot sense.

@@Central Service
Maintenance is the hidden cost of most great endeavors. No matter how a wise ruler strives to improve the cities of the empire, the cost of on-going care for the municipal facilities places a limit on how much can be done. That has been true of all nations throughout history, with one notable exception--the ruler who called for the design and construction of the Central Service. This bold initiative was far ahead of its time. Until then, no one had envisioned a centralized organization dedicated to maintaining the integrity and cleanliness of facilities in every city. Using the primitive automation that was available at the time was another stroke of genius. These tireless staffers, under the supervision of biological managers, proved to be the mainstay of the effort.

@@Combine
Some fear that the computing sciences are advancing faster than our ability to monitor or control them. To those beings, Combine is a monstrosity of technology gone awry. The rest of us, however, can see the vast opportunity for scientific progress that the melding of biological and computational brains can provide. Though the details of this engineering marvel are shrouded in government secrecy, the effects are clear. "Combine" is the accepted name for the mass-mind formed when dozens of citizen volunteers temporarily join their intellects through the medium of specially designed, hyper-advanced processors. Working in shifts, the combineers continually produce new ideas and inventive suggestions. The result is a great acceleration of research.

@@Eureka Institute
Despite what most people believe, the Eureka Institute is not merely a legend; this facility and its remarkable staff actually exist--or did at one time. The finest minds, scoured from all through the system (sometimes kidnapped or brought in at gun-point), were collected here and put to work--not to produce research solutions of their own, but to find a way to increase the scientific output of the entire empire. Combining elements of genetic artistry, psionic reverberation theory, and other fields in an unfettered interdisciplinary approach, this secretive little campus has harnessed some of the fundamental forces of the universe to transmit their results into every citizen of the nation. Their goal and their successful result--an ongoing rise in the overall creativity and insight of the entire population. The resulting swell in scientific achievement has been no less than magnificent.

@@Fleck's Genesis
An eminent and respected scientist, Fleck had little trouble convincing the powers that be to fund his proposal for the largest, best outfitted, and most expensive research facility to ever grace a planet in this system. The construction project dragged on for years, while Fleck had ever more and more elaborate and unusual equipment designed and built. Anxious and impatient with the continual construction delays, the renowned researcher moved into the nearly completed main building several days before it was scheduled to open, and began work. What actually happened the night before the facility was to officially be opened to its staff will likely never be known, but the most believable theory (based on events) is that Fleck cross-wired the hyperentropic phantasmatron with the bilateral-protonic quantinaria, bypassing both the safety cut-offs and recording devices. The resulting catastrophic release of energy (described by one witness as, "the most bizarre and beautiful explosion I have ever seen") leveled the entire complex. Fleck himself was found by emergency personnel on a nearby curb, seemingly unhurt. Without speaking, he handed the rescue workers the groundbreaking document now famous as Fleck's Genesis--two startling scientific discoveries in one simple paragraph--and promptly stepped in front of a moving vehicle.

@@Great Games
Gladiatorial combat is a barbaric entertainment that appeals to the most bestial and loathsome elements in our psychological makeup. Its resurgence was truly a symptom of the depths to which our species had sunk in the years following our unplanned landing in this system. Thankfully for all involved, the development of non-living, automated contestants came before civilization as we know it could collapse completely. Nowadays, regular contests between extremely lifelike robotic forms pander to the population's baser instincts--without any loss of life. The Great Games not only provide an outlet for the more vicious leanings of our species, but in the process significantly increase the contentment of citizens throughout the empire.

@@HeLa Turbine
The famed HeLa cell line is the longest-lived continually reproducing line in the history of genetic research. It was not until our studies uncovered the many forms of biogenic energy that we came to understand the source of this line's longevity. By some unknown agency, these long-distant descendants of Henrietta Lacks' tumor contain and produce levels of morphogenic energy that put normal cells to shame. The immense HeLa Turbine takes advantage of this power, concentrated by biochaotic funneling fields, to drive banks of giant generators night and day. These in turn provide extra power for every workshop in every city throughout the entire empire.

@@Julian Bureaucracy
Named after (but not developed by) a legendary figure out of Earth history, the Julian Bureaucracy is the single most complex organization ever devised. This system of running an empire (not to be confused with a system of government) is so byzantine, so intricate, so convoluted and elaborate that no one, perhaps not even the ruler nominally in charge, truly knows from one day to the next what's going on or who has authority over what--or even what type of government is in place. The resulting insecurity at every level of the government gives whoever is actually in power incredible latitude to make sweeping changes--with no one the wiser.

@@Living Wage
Now that one is in place, it's sometimes difficult to imagine life in a nation without an explicit, recorded social contract for all citizens. Perhaps the most striking mystery is why throughout history, large and nominally free populations allowed various oppressive economies to not only survive, but thrive without providing the basic requital that (in retrospect) was so obviously their responsibility. The first nation to add the guarantee of a Living Wage to its contract was ruled by no less than a visionary. Under the historic Amendment 32, every citizen who contributes to the welfare of the community receives compensation that is, by force of the contract, at least adequate to provide a reasonable standard of living. Anything less would be uncivilized.

@@Marconi Tower
Radio is not new. Towers that both broadcast and receive are not new. In fact, there were only two striking things about the legendary Marconi Tower--it's size, and the fact that it had built into it the most advanced computerized xenotranslation facility ever to exist in this system. This monumental communications device stood lofty enough to nearly reach into orbit from the surface. Designed to take advantage of every electromagnetic quirk of Lalande 21185's planetary space, the Marconi could reach to and receive from every ball of rock or gas orbiting the star. The integrated xenolinguistic capabilities allowed negotiation between the empire that owned the tower and any other nation, without exception. Needless to say, it also functioned quite well for purposes of covert information gathering.

@@MILQUETOAST
"Every rookie a veteran."
Developed by the finest strategic and tactical minds our civilization has to offer, the MILitary QUantum Experiential Training Operation And Simulation Technique is a highly advanced system for collecting field combat experiences and using them as holographic virtual training simulations. Biorobotic implantations in field soldiers of all stripes accumulate and transmit the sensory data necessary to generate ersatz battle situations that are realistic down to the smell of plasma-seared flesh and the texture of the mud in your boots. This allows for extremely effective training sessions that, as an added side effect, subtly diminishes the average infantry soldier's aversion to dying.

@@Morphon Attractor
In philosophical circles, there are fringe elements in which it is acceptable to speak of the "morphon"--a theoretical subatomic particle that is the definition of a unit of change (as the electron defines the unit of electrical charge). Those who believe in the existence of morphons rely on speculative "hyper-chaos" theories to examine the nature of these unusual particles. Certain specialists on the fringe of the fringe have postulated "attractor geometries" that could collect, align, and focus morphons for practical use. Regardless of whether these theories are true, they are the only cogent arguments that seem to explain why and how this orbiting swarm of bioactive rocks actually works. This nearly magical device, constructed using funds from a skeptical government, generates as yet unmeasurable energies that metamorphose military units, both organic and mechanical, in the field, at home, and in production. Though the cause is beyond understanding, the effect is unquestionably wondrous.

@@NutriNet
With the advent of instaportation technology, it was only a matter of time before someone figured out a way to use it to move foodstuffs from one city to another. It took a stroke of organizational genius, however, to design a system that could move food efficiently throughout an entire empire. Although it has not eliminated starvation, the NutriNet gives every city a safety factor on which it can rely in times of want and need.

@@Oceanus Field
Once again, tampering with the fundamental fields of our universe has resulted in great practical gains. The Oceanus Field is the latest and, perhaps, most impressive demonstration of our growing mastery over even the most basic forces of nature. The scientific details are difficult to comprehend by all but the few experts in the fields of Forward Vectoring and Megatonic Geometries. The end result is a micro-layer of force around the hull of every ship. This layer dynamically compensates for the drag of whatever fluid (water, space, suspended dust, or gases) through which the ship moves, which eases and speeds movement significantly. The efficient beauty of this system is that the field, once generated, can easily be extended to include every sea- or space-going vessel the empire owns, no matter where in the system they are.

@@Organ Bank
One of the few unequivocal benefits of advanced genetic science is that our hospitals can now artificially generate organs for much needed transplants. It is no longer true that one being must donate an organ--or even die--to save the life of another. In fact, donated body parts are less desirable and cause more complications than those grown specifically from the patient's own cultured cells. The Organ Bank is a central repository for cells cultured in advance, as insurance against the onslaught of a condition, and a modern facility dedicated to growing perfect replacement organs in the least possible time. Needless to say, the citizens of the empire find security and a measure of contentment in knowing that, should they have a dire need, the Organ Bank will provide for their health.

@@Penance
With great power comes great responsibility.

Disintegration is perhaps the most horrific technology ever devised by intelligent beings. Though we have uncountable ways of causing destruction, none are as convenient and easy, and all of them result in some sort of physical reminder of the horror of war--an ugly aftermath. In comparison, disintegrator weapons leave no visible trace of their victims. As a wise human once said, "Killing has always been easy. It is when it becomes convenient and clean that it ceases to horrify. Then we all become monsters."

Any truly civilized species, if it survives long enough and becomes technologically advanced enough to create disintegrator weapons, should also understand the ethical and moral problems inherent in using them. In this system, our psychology has developed in such a way that it is unthinkable that any empire, no matter how militaristic, should build such devices until their future victims have been honored. The Penance, a great, sad monument to tomorrow's dead, is our eternal reminder of the cost of using science in pursuit of war.

@@Psi-brator
Psionics is far from being an exact science, but there is enough certain knowledge to make this cunning device possible. The Psi-brator is nothing less than a giant quasi-crystalline psionic broadcast tower. This immoral machine continually emits signals intended to control the minds of every individual on the planet and in the system. Luckily for those who do not control the tower, the effect is subtle and not at all powerful. Still, over time, even the staunchest enemies can be "mind-controlled" into acting like friends.

@@Recyclotron
This massive municipal recycling project is truly a wonder of modern technology and ingenuity. Using a coordinated system of low input, high output tanks, and relying on several different processes--chemical, biological, mechanical, and physical--the Recyclotron breaks down industrial waste materials into their components (down to the level of individual atoms, if necessary). These purified elements can then be passed on to other industries and put to good use. By allowing the re-use of a significant portion of the materiel otherwise wasted in the production process, this facility can increase the city's effective overall resources--without creating any further drain on the local ecology.

@@Roscoe's Circus
No matter the species, no matter the planet, it seems that the young and young at heart love a circus. Brightly colored tents, strange animals, and unusual performances provide lively entertainment throughout the empire. As this famous traveling show moves from city to city under the direction of its famed ringmaster (known only by his stage name, Roscoe), it brings a little joy into lives that--considering that we're stranded for the foreseeable future on a strange planet far from home--can be worn down by too much sobriety and not enough gaiety. Though he admits to being in it primarily for the income, Roscoe does a valuable community service by presenting the touring circus every year.

@@Sea Guides
The legendary Sea Guides were the result of a massive genetic engineering project. In those early days of biogenic research, knowledge was not as widespread nor techniques as advanced, and the creation of an entirely new species was considered a great accomplishment. In fact, it was. This race of sea creatures were "wired" with instincts that served the purposes of naval travel. In a sense, their lives were dedicated to aiding the seagoing vessels of the empire that created them. Though only semi-intelligent, the Sea Guides were capable of forming close bonds with their owners, and of following a relatively complex series of orders. Valued for their companionship as much as their help in navigation, the guides became something of a problem in later years. Made obsolete by advances in electronic equipment, the species was no longer necessary. In the end, the Sea Guides were engineered again--raised to a high level of intelligence and given the freedom any sentient species deserves. Though they no longer serve, they still accompany the crew of most planet-bound vessels.

@@Singing Gardens
Few things are more pleasant and relaxing than a garden. Fewer still are more capable of eliciting emotion than music. Intensive study of the keening crystal trees of Naumachia eventually resulted in the widespread hobby of crystal gardening. This wondrous park is the culmination of the efforts of the finest, most expert crystal horticulturalists in the system--a mesmerizing series of gardens filled with crystalline trees of every description, vibrating in tonic patterns to generate overlapping areas of beautiful music. Within each zone, the melodies and complex harmonies are distinct, and in the areas of overlap, they some counterpoint others, some intertwine, and still others reinforce and strengthen one another. The overall effect is magnificent.

@@Sir Arthur's Stone
Our survival on this unknown world is a tribute to the strength of our species. That we have prospered is a testament to our spirit. This immense monument, carved out of a solitary mountain by the most expert craftsmen, pays tribute to that spirit and helps to maintain it through the generations. Sir Arthur's Stone is an inspiration to all who know of it.

@@SITW Project
This secret government project, nicknamed "SITW" by those few conspirators who have come forward to leak information (and subsequently disappeared), is an enigma. What little is known supports the hypothesis that this effort is behind the seemingly overnight rise in the general level of intelligence in nearly every one of our citizens. Fragments of documents retrieved from the smoking ruins of secret labs suggest that tampering with the city's water supply was the modus operandi. Perhaps the biggest question is why those in authority chose to keep this project a secret, when the benefits to all have been so plain and undeniable.

@@Taniq Planetarium
The Planetarium of Bethaldo Taniq is a magnificent structure. Taniq saw the promise in holographic projection techniques long before any others of his species. In a time when interplanetary travel was little more than a dream for most citizens, he built a theater in which anyone could truly feel as if they were traveling through space. Having been through any of Taniq's extraordinary presentations, no one could ever look on an Orrery again without feeling somehow more affected, more fulfilled, than ever before.

@@View From Earth
To see the Earth for the first time is a moment of staggering emotional impact. The beautiful blue globe that was the cradle of the human species inspires all of us, even those with no trace of Terran ancestry, to dream of a return to our home world. This gargantuan telescope, built and based in the space between planets, was built for the sole purpose of receiving light from that far off world (though it has provided handy maps of the planets on which we now live). General distribution of these views through the system infonets has created a tremendous longing in every citizen to return to Earth. Any nation, any empire with the requisite technology that fails to begin construction of a starship in the near future is risking the goodwill of its subjects and plotting a course for its own downfall.

@@Wizard Scouts
Who among us was not a member of the Wizard Scouts in their youth? Who doesn't have fond memories of weekends spent scouring the countryside for undiscovered species and unusual mutations? I'd wager there's a small pile of merit badges packed away in nearly every closet--a source of pride in early years and of cherished reminiscence later in life. None of us really cared at that age that our city benefited from the field trips and data gathering outings; it was fun, it was adventure, and we made friendships that would last a summer, if not our lifetimes.

@@Xenosabe Concourse
In all the history of our species and the known intelligent aliens, open communication has been the surest road to peace. This remarkable orbiting conference center is the pinnacle of peacemaking efforts in our planetary system. Removed from the confines of national boundaries, the greatest diplomats in the system are free to seek just, equitable solutions to political and economic disagreements that might otherwise lead to war--which profits no one.

@UNIT_DESCRIPTIONS
;
@@UNIT_INDEX
00,   ;Colonist
01,   ;Robot Engineer
02,   ;Flight Engineer
03,   ;Crossbow Irregulars
04,   ;Sappers
05,   ;Pistoleers
06,   ;Gene-Mod Troops
07,   ;Neumann Rangers
08,   ;Adapted Clones
09,   ;Riflemen
10,   ;Sharpshooters
11,   ;Armoured Marines
12,   ;Auto-Walk-Tank
13,   ;Hopper Rocket
14,   ;Iron Maiden
15,   ;Ground Car
16,   ;Pressurized Car
17,   ;Dune Car
18,   ;Hovertank
19,   ;Mech Inf.
20,   ;Walking-Tank
21,   ;Screamer
22,   ;Hot Tank
23,   ;Sojourner Rover
24,   ;Marsokhod Rover
25,   ;RTG Rover
26,   ;Terraformer Crew
27,   ;Fighter
28,   ;Adv. Fighter
29,   ;Nylon Balloon
30,   ;Rocketplane
31,   ;Scramjet
32,   ;Salvage Raft
33,   ;Clipper
34,   ;Sailboat
35,   ;Shuttle
36,   ;Skimmer
37,   ;Bulldog
38,   ;AENEAC
39,   ;Excelsior
40,   ;Protector
41,   ;Submarine
42,   ;Carrier
43,   ;Dropship
44,   ;Sting
45,   ;Mars Ascent Vehicle
46,   ;Envoy
47,   ;Mechanic
48,   ;Freight
49,   ;Hi-Die Tanker
50,   ;Recon Team
51,   ;Autonomous Recon Unit
52,   ;AB Freight
53,   ;Aeriel Troopers
54,   ;Orbital Bomb
55,   ;Geologist
56,   ;Combustion Balloon
57,   ;Field Scientist
58,   ;Borer
59,   ;Droppers
60,   ;LMO Troopers
61,   ;Half-Track
62,   ;Ultralight
63,   ;Cyborg
64,   ;Helicopter
65,   ;Mobile SAM Battery
66,   ;Magog
67,   ;Flattop
68,   ;Hovercraft
69,   ;Destroyer
70,   ;Sleigh Troopers
71,   ;Dune Sailors
72,   ;AEGIS Cruiser
73,   ;Commandos
74,   ;Infantry
75,   ;Marines
76,   ;Armor
77,   ;Howitzer
78,   ;Heavy Freight
79,   ;E-M Pulse
-2,                     ; MUST BE HERE! TERMINATOR!

@@Colonist
Faced with a desperate situation, humans often find in themselves previously unsuspected reserves of strength and skill. Such has been the case among the crew and passengers of the wrecked starship. These people were originally selected for the trip because they would make excellent colonists for an totally alien world, and they've since proven themselves time and again. These women and men are the pioneers--the families of homesteaders, city builders, farmers, ranchers, road layers, mine workers, and the nuclear population of every settlement. Colonists are equipped, however, to battle the hostile environments of the Martian worlds, where settlers are not.

@@Robot Engineer
As the science of Terraforming environmental engineering progresses and the tasks involved become more and more complex, the role of the individual human has made the transition from worker to manager. This "Environeer" is a fully functional, automated trailblazer--not a replacement for the human pioneer, but a tool in his or her capable hands. This magnificent, all-purpose, mobile robotic device not only does everything a Colonist or Terraformer Crew can do (and twice as fast), but it also has the power to transform some types of terrain into other types--level mountains, drain swamps, and the like. They're certainly not graceful, but the Robot Engineer "Environeer" series is one of the most useful non-military automaton yet created.

@@Flight Engineer
Flight Engineers did not have defense skills as their prime selection criteria, but since so many were originally from the various military forces of the world, it was natural for them to form up as defensive units when it became clear that humanity on Mars was cut off from the home world.

@@Crossbow Irregulars
Soon after the landing, it became quite clear that we were to be stranded on this planet for the foreseeable future. With this is mind, our leaders decided that defense would have to come in future from other means. Given the limited nature of the materiels available and their non-renewable nature, one of the very first items of business was to reinvent the more effective early weapons used by our earliest forebears--the spear, axe, short stabbing sword, and particularly the crossbow, that could be constructed from Salvaged or local Martian materials.
A Puncture in a Pressure suit, no matter how small, can quickly spell death in the partly terraformed Mars of the Shipwrecked Survivors. One of the first such units which were equipped with puncturing "distance weapons" were the Crossbow Irregulars.

@@Sappers
Adept at "blowing things up", Sappers are used to plant explosives.

@@Pistoleers
Equipped with jury-rigged Pistols which exploit the greater power of chemical explosives, these troops have the advantage over those equipped with only salvaged, mechanical crossbows.

@@Gene-Mod Troops
These troops have been genetically modified and are supremely adapted to survive unaided on the surface of Mars. Unfortunately they can no longer live in a Terran environment.

@@Neumann Rangers
Adapted for the Martian landscape and lightly defended, these are fast mobile troops. Much like the commando units of old Earth.

@@Adapted Clones
Able to survive unaided on either Mars or Earth, their strength for both attack and defense comes from their willingness to fight for the ideals they have been cultivated and brainwashed to believe in, and, if necessary, they have now qualms in sacrificing their lives in the name of their masters' cause.

@@Riflemen
The redevelopment of the long-barreled Rifle on Mars added greatly to a defenders attack and defense capabilities. Equipped with a rifle, rather than a pistol or a crossbow, the unit can projectpower further, and with greater accuracy, than has hitherto been possible on Mars.

@@Sharpshooters
The development of Optical Glass once more allowed the creation of Telescopic sights and night sights. When this unit fires, is it almost certain to hiyt its target.

@@Armoured Marines
These are Advanced Marines which have been rendered virtually invulnerable to small-arms fire by the fitment of Monoskin Armour.

@@Auto-Walk-Tank
In the development of mechanized robotic war machines (MRWMs), the early days saw swift leaps ahead in technology and abilities. It wasn't long from the days of the Iron Maiden until the the best features of the Iron Maiden and the manned Waliking-Tank were incorporated into MRWM design potential. However this unit is custom designed for the Mars, and cannot be used in the greater gravity well of planets such as Earth.

@@Hopper Rocket
Able to quickly survey the surrounding terrain from above the surface of Mars. Like so many other Martian specific Units, the Hopper Rocket cannot operate in the stronger gravity well of Earth.

@@Iron Maiden
The venerable Iron Maiden was the first functional design in the history of mechanized robotic war machines. This elementary model was heavily armored and more than a little graceless, but it made up for its coarse design with sheer firepower. When the first of these lurched onto the battlefield, there was nothing on the ground that could face its plasma cannons and survive. Though perfectly capable of functioning in space, this unit was designed before rocket transport was routinely built into MRWMs.

@@Ground Car
Although walking on Mars is less arduous than on Earth due to the lower gravitational field, travel is faster over even terrain when some sort of vehicle is used. This unit travels even faster where there are roads.

@@Pressurized Car
By pressurising the cabin of these vehicles the crew were better able to concentrate on attack and defense without the encumbrance of a pressure suit. This unit travels even faster where there are roads.

@@Dune Car
Customised for travel over the soft, flat dunes of Mars, this unit is one third faster than the Ground Car or Pressurised car. This unit travels even faster where there are roads.

@@Droppers
An early AI unit (and thus difficult to "bribe" without reprogramming), this unit has the advantages of both the Marines and paratrooper units of Old Earth.

@@Field Scientist
Recon, information gathering unit with no attack potential, field scientists are conditioned  to (and equipped for) the hardship going out into the field for weeks in order to study the Martian environment.

@@Geologist
Geologists have long been known to be more open with each other, regardless of political affiliation, than other scientists (who sometimes closely guard their information). As such, the Geologist can also be useful in initiating and maintaining contact with other factions.

@@Screamer
One of the fastest ground attack vehicles on Mars, This unit travels even faster where there are roads.

@@Hot Tank
Armor Unit custom designed for the harsh reality of the Martian environment.

@@Sojourner Rover
Early Auto Recon vehicle.

@@Marsokhod Rover
Early Auto Recon vehicle.

@@RTG Rover
Auto Recon vehicle capable of some autonomus attack and defense.

@@Terraformer Crew
Specialized training provided engineers the time and the skill necessary to accomplish feats of construction and environmental manipulation never before experienced in history. The Terraformer Crew has the power to transform some types of terrain into other types, particularly to Terraform the harsh environment of Mars into a semblage of the green and pleasant land that was Earth.

@@Fighter
Air and Ground attack fighters are called upon to act as interceptors against enemy aircraft and to seek and destroy "Targets of Opportunity" on the ground.

@@Adv. Fighter
Propeller driven aircraft are speed limited due to the aerodynamic peculiarities of the propeller. The development of the Jet Engine removed these limitations in aircraft performance. This unit has greater attack strength and range than the piston engined fighter.

@@Nylon Balloon
Suitable for Aeriel recon.

@@Rocketplane
Able to fly in the thin Martian air as well as on Earth.

@@Scramjet
Able to fly in the thin Martian air as well as on Earth.

@@Salvage Raft
One of the first water transport device available in tis post disaster environment. Though little more than a huge raft with a square sail, is nonetheless a practical seagoing vessel. After all, the Polynesians of ancient Earth traveled the vast Pacific in lesser boats, and were accomplished explorers. The one caveat is that it is less than safe away from the coast; staying within sight of the coast is the best way to avoid the sort of storms that can easily destroy such a simple vessel.

@@Clipper
This ancient American vessel has a single mast (sloop rig), and is defined by its v-shaped bottom and prominent chines. On the sea, it's recognizable by its broad, transom stern and clipper stem.

@@Sailboat
In the ship's encyclopedia were the designs for nearly every type of ship ever sailed by humans. In addition, some of the colonists and crew came onboard with actual sailing experience. Once the required technology to take advantage of the light Martian winds was discovered and local resources developed that allowed shipbuilding, it wasn't long before these individuals pooled their knowledge and created the first true Martain Sailboats.

@@Shuttle
Thanks to the development of both the ground-based launch technology and the massive engine power necessary for reaching High Earth Orbit, the Shuttle is the first military transport unit capable of reaching orbit on its own power. This naval vessel travels the watery seas of Earth and Mars as easily as it does the "sea" of space. The Shuttle's passenger capacity is rather limited and only certain units can be carried into orbit. Because it uses water as reaction-mass it must take off and land over sea or ocean.

@@Skimmer
The Skimmer is actually an air vehicle, albeit equipped for space.

@@Bulldog
The Bulldog is one of the new units able to survive in the deep oceans. Due to the pressurization and other design features necessary for functioning in its intended environment, the Bulldog is not capable of travelling between the planets.

@@AENEAC
When the first All-Environment Naval Experimental Assault Craft rolled out of drydock, the manipulation of attractors in chaotic biogenic systems was still unproven technology. Because this destroyer-sized ship relied on exactly that technology for both propulsion and weapons power, it was considered experimental. Even after the AENEAC concept proved out, the name stuck. For propulsion, the AENEAC projects a field around its hull that (through the magic of advanced chaos biogenics) exactly conforms to whatever environment it is in, allowing the ship to move through it with only negligible resistance. This also provides a great deal of defense for the ship, but not as much as one might at first think. When reversed momentarily, the field strikes out at everything around it--which is of utility as a weapon.

@@Excelsior
MRWM designs simply do not get any better than this. The Excelsior model closed the book on war machine technology--no new designs have even come close to production as long as this one has stood as the standard to overcome. With an armored hull made entirely of solid metallic hydrogen, the Excelsior is virtually indestructible. This unit is not just tough; it can travel nearly anywhere--over land or sea, through atmosphere and space--and can travel from planet to planet on its own steam.

@@Protector
The protector naval unit is a shallow 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. The protector can also carry a small number of troops stealthly.

@@Submarine
A submarine is a DEEP 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 basically fall into 2 classes. "Hunter-Killer" subs, designed to seek out naval shipping, (and other submarines) in order to destroy them, and Strategic, Missile carrying subs which are actually covert platforms for launching cruise and nuclear missile attacks that can be fired from underwater positions just off the coast of an enemy country.

@@Carrier
The aircraft 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 on both land and 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.

@@Dropship
Troop transport is one of the most important support functions in any military operation, and the Dropship was designed with exactly that in mind. This ultramodern naval vessel is at home in any sea-like environment, including open space and the atmospheres of gas giant planets. Thanks to its quantum gravitic propulsion system, the Dropship has no need to be ferried from planet to planet by other units. It is quite capable of independent interplanetary flight. The only possible drawback to this unit is a necessity of design; because its primary utility is conveying units of all types from planet to planet, this vessel is lightly armed, and then only for defense.

@@Sting
One of the first applications of hyperentropic principles to weapons engineering was the simple, highly effective Entropy Bomb. This device took advantage of the fact that there is no recognizable macroscopic difference between maximizing the entropy of an object and blowing it up. Early tests made it clear that a long-range delivery system was vital for successful use of this device; the size of the "maxentropic" volume--the blast radius--was extremely difficult to compute. The best way to avoid destroying yourself was to be as far from the target as possible. Thus was born the Xaos Missile, a long range, remotely guided, system for delivering a massive maxentropic charge to an area.

@@Ascent vehicle
A powerful weapon which can be dropped on enemy installations and fortifications.

@@Envoy
Diplomacy has been an important part of human relations for as long as records have been kept, though the notion of people making it their career appeared much later. A roving ambassador's primary function is to make and maintain contact with other civilizations--in times of peace and war and regardless of the current state of affairs--and report on any developments of interest. Diplomats have traditionally also engaged in more practical activities, including sabotage of enemy production, theft of scientific advances, and subversion of enemy troops and cities. Though they are of no use in actual combat, ambassadors are nevertheless potent weapons.

@@Mechanic
The discovery of Self-Repairing Units gave Mechanics lots of free time to get into trouble. One of the most effective ways to compile information about an enemy (or potential enemy) is by infiltrating 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 operatives can feed false information to enemy spies, protecting important domestic secrets 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.

@@Freight
Freight units are the modern day equivalent of the trade caravans in the ancient world. Whereas in early history raw materials, trade goods, food, and manufactured items were 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 large quantities of merchandise and trade goods farther and faster than ever.

@@Hi-Die Tanker
The High-Density Import Export (Hi-DIE) Tankers are the modern equivalent of the Freight units from the early days. These vehicles are little more than mobile containers. They rely on ultra-efficient and safe gravitational compression technology to carry truly immense amounts of cargo in a normal-sized vehicle. Thus, a filled Hi-DIE is extremely heavy, much more so than its size would suggest. The speed and convenience of these modern space-going shipping transports allows civilizations to set up supply routes and move large quantities of merchandise and trade goods farther and faster than ever.

@@Recon Team
It has long been realised that the way to win was not always through brute strength but rather through the surgical application of force at the enemy's weakest points. This is one such information gathering method. Lightly armed, unarmoured mechanised reconnaissance group - Use to spy out enemy positions.

@@Autonomous Recon Unit
It has long been realised that the way to win was not always through brute strength but rather through the surgical application of force at the enemy's weakest points. This is one such information gathering method. Lightly armed, unarmoured mechanised reconnaissance group - Use to spy out enemy positions. Because of its light weight and legs, the Auto-Recon-Unit can also cross the Precipitous Crags of Mars with relative ease.

@@AB Freight
Freight units are the modern day equivalent of the trade caravans in the ancient world. "AB Freight" units are the only units small enough to travel thru the underground tunnels of Earth or Mars.

@@Aeriel Troopers
With the discovery of E-M repulsion came the ability to equip troopers with the personal transport pack, allowing them a greater range and mobility than ever before.

@@Orbital Bomb
Potent weapon of destruction.

@@Walking-Tank (RAIA)
Custom designed for the rough and uneven terrain of Mars, when the first of these manned units lurched onto the battlefield, there was nothing on the ground that could face them and survive. Because of its ungainly two-legged stance and the fact that the troops manning the unit are not all-seeing and cannot always react in time, the Walking Tank is vulnerable to certain forms of surprise attack. Note also that this unit is tailored for Martian Gravity and the Martian Landscape and cannot be used on Earth.

@@Combustion Balloon
Rain fire upon enemy faction's heads.

@@Mech Inf.
The introduction of armored tanks meant that armies could quickly break through enemy defensive positions and move aggressively 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.

@@Borer
The research into the discipline of engineering stable tunnels finally allowed civil engineers to use special machinery to construct tunnels through the earth, and under the continental shelf, linking up hitherto separate islands. Tunnels have been used extensively in warfare since before the time of the Greeks, and were employed very successfully by the Viet Cong against the Americans in the Vietnam war. Like the Terraformer Crew, the new Borer unit type can use the Terraform ("o") order to drastically change the terrain type in a square. Borers can also dig Tunnel-Entrances to the underground as well as convert underground terrain to tunnels. Note that the Borer unit cannot travel to Earth, and no significant tunnels can be built on Earth.

@@Hovertank
Able to utilise Earths' strong magnetic field as a repulsor to aid travel and so obviate the need for wheels or tracks, this unit is a great leap forward over the armoured vehicles of yester-year.

@@LMO Troopers
A secretive unit - even I don't know what LMO stands for.

@@Half-Track
Like the Mechanical Infantry of Earth but customised for the harsh Martian environment.

@@Ultralight
Light-weight (and so able to soar on the thin Martian airstream) this unit is a useful air recon tool and is at home either on Mars or Earth.

@@Cyborg
With the advent of cybernetic engineering and the possibility for enhancement that it offered, it wasn't long before this technology saw military application. The first full-scale experimental project was dedicated to producing a prototype cybernetic organism--"cyborg" for short--that would be a complete integration of biology and advanced weapon systems. Though the need for numerous design compromises became apparent as development progressed, the resulting Cyborg unit was truly a piece of work. This being retains the intelligence, the decision-making flexibility, and the healing capacity of a sentient, organic being, but also incorporates machine strength and durability, self-repair systems, and--best of all from a military standpoint--hardened armor, modern sensory and targeting systems, and integrated weaponry.

@@Helicopter
The concept that was to become the modern helicopter was first explored by artist/engineer Leonardo da Vinci. He made sketches of a 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 advantage 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 accommodate 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 manoeuvrable gunships used as air support for ground troop operations.

@@Mobile SAM Battery
Double defense against air attack.

@@Magog
With ultimate power comes ultimate responsibility. Nowhere is this ancient proverb more true than in the ethical minefield that is reality engineering. Despite a total ban on research into military applications of this terrifying science, mortal weakness could not be avoided. The Magog were originally conceived by a paranoid psychotic individual. Somehow, that citizen's notes found circulation, and soon after, a fundamentalist religious fanatic designed and named the prototype. By the time the government got control of the conceptual project, the damage had been done. The best that could be done was to see that the Magog were never used to damage the structure of the universe. To that end, the destructive energies of this monstrous device are channeled into warfare, so that they are not unleashed on the fabric of reality.

@@Flattop
Ever since the dawn of modern combat, the naval aircraft carrier has been an indispensable part of every national military force. Carriers act as floating airfields, carrying smaller fighting fliers far from friendly territory, to be launched against enemy assets. This tactic allows air strikes against targets on both land and sea that would otherwise be far out of range. The range of the aircraft launched from carriers forever changed the methodology of naval battles. Carriers also have the capability to store and launch missiles. The Flattop is the Martian equivalent of the Earthly aircraft carrier.

@@Hovercraft
The Hovercraft is an amphibious vehicle riding on an air cushion free of all contact with the surface beneath. Due to this lack of drag, they can move far more quickly than other types of sea transport units. Hovercrafts are best adapted to use on water. Fastest Sea Transport Unit.

@@Destroyer
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 destroyer is to locate and destroy enemy submarines. Using their sonar equipment to locate the subs when they are not hidden too deep, and their batteries of depth charges and torpedoes to destroy them, the destroyer forces of World War II were the key to the success 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 anti-submarine helicopters, anti-ship cruise missiles, and the Phalanx system for defense against anti-ship missiles.

@@Sleigh Troopers
Cruise the Dunes of Mars.

@@Dune Sailors
Cruise the Dunes of Mars.

@@AEGIS Cruiser
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 upgraded 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.

@@Commandos
Special forces, the elite troops trained in a variety of special techniques first came into widespread use in the late 19th century. These troops often were deployed in secrecy behind enemy lines to attack swiftly and wreak havoc on enemy infrastructure. Forces were trained to operate in a variety of environments and were often provided with special equipment that allowed them to maximise their effectiveness. 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 communications 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. Other forces infiltrated behind enemy lines and destroyed vital factories, transportation hubs and other key targets. Sometimes they operated with local Partisans, Sometimes they operated alone. Elite forces, designed to operate in many different environments continue to be trained and utilized in military forces of the present day. The Gulf war saw elite forces employed in secrecy to locate and destroy key enemy installations prior to the main deployment of ground troops.

@@Infantry
The percussion lock was the precursor to the development of cased ammunition. The development of compounds which would ignite or detonate when struck heralded the end of the flint-lock. After about 1820 a new system was developed where a copper cylindrical cap, containing fulminate or chlorate, was situated over a touch-hole connecting directly with the chamber. The discharge was faster than the flint-lock and more reliable in every way. Later, the development of the Breech Loader allowed the use of Cartridge Ammunition which in turn increased the reliability, accuracy and fire rates of firearms. The development of Rifled arms was another of the developments in the 19th century which made early firearms such as the musket obsolete. The use of a spiral groove, or "rifling", inside the barrel of a gun allowed weapons of far greater accuracy than before. The rifle was a better weapon than its ancestors were, with much more accuracy over a greater range than the musket. Riflemen were first employed in large numbers during the American Civil War.

@@Marines
The Marines are a branch of the military service that operates separately, 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 commissioned during the American Revolution, only to be inactivated after the war. The Marine Corps was then permanently re-established 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.

@@Armor
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 advantage in both scouting and deployment as a result of the cavalry's vulnerability. A new weapon was needed to attack well entrenched infantry. It was only with the development of tanks, armored mobile attack vehicles equipped with high calibre guns, that a weapon was found which could once more be used to punch a hole through enemy field forces. Armored attack vehicles moved quickly and struck with power, while still possessing an effective defensive strength. Their development came as a response to the stalemate created by trench warfare. Tanks are a powerful weapon against any ground unit.

@@Howitzer
Artillery is a general term covering several varieties of large calibre weapons including mortars and field guns. Mortars fire an explosive projectile in a high arc, and are particularly effective against small, concealed targets. Field guns, long-range weapons that fire their projectiles 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 when avoiding enemy fire. The howitzer is a specialized piece of artillery. 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 howitzers fire a variety of specialized ammunition, and their accuracy now makes them more efficient and lethal than older heavy howitzers and field guns.

@@Heavy Freight
Earth based freight Unit.

@@E-M Pulse
Diable much modern equipment. Useful as a softening up strike.

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@@Adamastor
Named after the titan who, in legend, invaded heaven, the Adamastor is a nearly complete mystery. We have not even discovered (at a substantial cost in investigator's lives) whether they are biological or mechanical in nature. These massive, powerful beings roam the planet Nona, and surveillance data suggests that they were created by the HaGibborim long ago. Some have speculated that they are a security force, put in place to guard the secrets of that long-gone race. Whatever the case they are virtually indestructible--especially since they hover high above most of our units. There is no known reason why the Adamastor should not be capable of interplanetary travel.

@@AENEAC
When the first All-Environment Naval Experimental Assault Craft rolled out of drydock, the manipulation of attractors in chaotic biogenic systems was still unproven technology. Because this destroyer-sized ship relied on exactly that technology for both propulsion and weapons power, it was considered experimental. Even after the AENEAC concept proved out, the name stuck. For propulsion, the AENEAC projects a field around its hull that (through the magic of advanced chaos biogenics) exactly conforms to whatever environment it is in, allowing the ship to move through it with only negligible resistance. This also provides a great deal of defense for the ship, but not as much as one might at first think. When reversed momentarily, the field strikes out at everything around it--which is of utility as a weapon.

@@Ambassador
Diplomacy has been an important part of human relations for as long as records have been kept, though the notion of people making it their career appeared much later. A roving ambassador's primary function is to make and maintain contact with other civilizations--in times of peace and war and regardless of the current state of affairs--and report on any developments of interest. Diplomats have traditionally also engaged in more practical activities, including sabotage of enemy production, theft of scientific advances, and subversion of enemy troops and cities. Though they are of no use in actual combat, ambassadors are nevertheless potent weapons.

@@Annulus
Unusual as it might seem, the technology of flight has followed a different path on this new world than it did on our original home planet. The laws of physics and aerodynamics are, of course, the same here as there, but the materials and sciences available to us are not. It proved simpler on Funestis to take advantage a newly developed electromagnetic (E-M) repulsion field effects than to go the traditional airfoil route. The result was the Annulus, a ring-like vessel capable of limited range flight. This unrefined and somewhat graceless craft was incapable of air to air combat, but quite effective in an air to ground role. Advances in flight technology quickly made it obsolete, but for a time it reigned as the queen of the skies. Though it was able to travel in space, the range limitation of the Annulus made it difficult to use for more than local exploration missions.

@@Arabber
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.

@@Blue Willie
For many years, biologists were baffled by the Willie plant. Perhaps the greatest shock came when the ambulatory stage--the Blue Willie--was first encountered. The survivors told of a seemingly mindless, violent swamp creature, determined to protect the patch of Willies under study. Later tests showed the Blues to be animal-like in form and function, but undeniably a form of plant life, down to the cellular level. This form seems to be a metamorphosed Yellow Willie (which in turn is a stress-induced variant of the normal Willie) generated when a crop of these plants finds itself subjected to a recurring threat. Though the Willies are native to Funestis, research has shown that the spores are capable of surviving indefinitely in space. Thus, it would not be surprising to find them anywhere in the system--or out of it.

@@Bolter
"Bolter" is the lasting nickname for any being armed with a primitive plasma discharge weapon. Early in our history on Funestis, we managed to re-develop the technology for building plasma rifles. These are not the advanced weaponry you might remember from the history database; these were clumsy, backpack-sized generators that fired what were essentially aimed bolts of lightning. To avoid being destroyed by its own weapon, the Bolter had to wear a full-body protective suit with radiative fins. The rifle itself fired twin beams--a precursor collimation laser to create an ionized path to the target, and the plasma discharge itself, which naturally followed the charged path.

@@Bombus
This new planet is full of surprises. Depending on your viewpoint, the existence of the Bombus is either one of the more useful ones or one of the most annoying. The "giant bumblebee" was originally created as a tool for an experiment into the aerodynamics of flight. The major stumbling block--providing anatomical stability for an insectoid form at that size without an exoskeleton--was overcome using a remarkably strong egg-shaped, sub-dermal, cartilaginous cage structure. Unfortunately, a number of the test creatures escaped from the lab, including one queen female. Efforts to eradicate them have met with little success, but domestication has proven to be possible, and many Bombi have been trained to carry warriors. Luckily, these immense insects do not seem to be capable of space flight.

@@Bulldog
The terrible gravity, pressure, and corrosive gasses on Nona (or any gas giant planet, for that matter) make things tough for all units there, but especially for the naval vessels that ply the "seas" of gasses. The Bulldog is one of the very few units--military or civilian--able to survive in such a harsh environment. Due to the pressurization and other design features necessary for functioning in its intended environment, the Bulldog is not capable of leaving the planet Nona; it would explode instantly on leaving the high-pressure levels of the Nonan atmosphere.

@@Coercor
The Coercor Corps is the traditional warrior caste of our society--protector of kings and egg-breeders alike. Though nearly all of our Coercors sacrificed themselves in the crash to protect the surviving Nidus beings, we have retained the memory of their creed, their laws, and the ways of training new Coercors. It is a fact of history that some trained Coercors go rogue and find a home out in the wild country. That is as it should be, and should not dissuade any wise ruler from training a cadre of these fine warriors.

@@Colonist
Faced with a desperate situation, humans often find in themselves previously unsuspected reserves of strength and skill. Such has been the case among the crew and passengers of the wrecked starship. These people were originally selected for the trip because they would make excellent colonists for an totally alien world, and they've since proven themselves time and again. These women and men are the pioneers--the families of homesteaders, city builders, farmers, ranchers, road layers, mine workers, and the nuclear population of every settlement.
Colonists are equipped, however, to battle the hostile environments of the other Funestan worlds, where settlers are not.

@@Corsair
Piracy has often been a plague on human shipping, and just as often been the surreptitious tool of the powers that be. The modern Corsair is no different, except in the weapons and equipment at his disposal. Though swashbuckling would perhaps be impractical in a more advanced society, the current semi-civilized state in which we find ourselves allows for quite a bit of latitude. Armed with the traditional saber and the not-so-traditional laser pistol, these independent minded, piratical rogues are a force to be reckoned with--as likely to arise spontaneously from among the country folk as to be following the orders of some ruler or another.

@@Dondasch
Even after extended study (from afar), we know next to nothing about the Dondasch. For reasons that will be obvious should you meet up with one, we have named them after a legendary giant who could destroy anything with the strength of his arms. These things might be organisms, creatures, beings, or simply devices--we simply do not know. What is certain is that they roam Nona, and all the evidence indicates that they have existed since the time when the ancient HaGibborim still inhabited that planet. The Dondasch are fast and violent and seem to protect areas that were once important to that race. They are nearly indestructible, and are quite likely to be capable of interplanetary travel.

@@Dreadnought
The aptly named Dreadnought class of space ship is the last word in naval strength. Though tactics may have passed it by, leaving it perhaps no longer the most effective unit in the military strategist's arsenal, it is still beyond doubt the most physically impressive. This "space battleship" boasts the largest, most powerful engines ever designed, and has greater firepower than any vessel known. Its most important weakness is simply that it is too big; the hull of the Dreadnought cannot support its own weight on the surface of a planet. Floating in space or the atmosphere of a gas giant, it is able to equalize pressures through quantronic buoyancy exchange, but once it touches the surface of a planet, there's no stopping the complete collapse of the hull.

@@Dropship
Troop transport is one of the most important support functions in any military operation, and the Dropship was designed with exactly that in mind. This ultramodern naval vessel is at home in any sea-like environment, including open space and the atmospheres of gas giant planets. Thanks to its quantum gravitic propulsion system, the Dropship has no need to be ferried from planet to planet by other units. It is quite capable of independent interplanetary flight. The only possible drawback to this unit is a necessity of design; because its primary utility is conveying units of all types from planet to planet, this vessel is lightly armed, and then only for defense.

@@Environeer
As the science of environmental engineering progresses and the tasks involved become more and more complex, the role of the individual human has made the transition from worker to manager. The Environeer is a fully functional, automated trailblazer--not a replacement for the human pioneer, but a tool in his or her capable hands. This magnificent, all-purpose, mobile robotic device not only does everything a Colonist can do (and twice as fast), but it also has the power to transform some types of terrain into other types--level mountains, drain swamps, and the like. They're certainly not graceful, but the Environeer series is perhaps the most useful non-military automaton yet created.

@@Excelsior
MRWM designs simply do not get any better than this. The Excelsior model closed the book on war machine technology--no new designs have even come close to production as long as this one has stood as the standard to overcome. With an armored hull made entirely of solid metallic hydrogen, the Excelsior is virtually indestructible. This unit is not just tough; it can travel nearly anywhere--over land or sea, through atmosphere and space--and can travel from planet to planet on its own steam.

@@Feephi
When the time came for us to look beyond mere defense, we were ready. Our new, temporary home was and is a hostile planet, and we determined to face up to the challenge it presented. The Feephi was our first attempt at breeding a specialized, large, creature for offensive military purposes. Unfortunately, though it is powerful on the attack, the Feephi has little or no instinct for self-preservation, and is rather slow and easy to kill. One balancing positive attribute is that the Feephi is not bothered by hostile environments, and could, in theory, even exist in space for a time.

@@Flattop
Ever since the dawn of modern combat, the naval aircraft carrier has been an indispensable part of every national military force. Carriers act as floating airfields, carrying smaller fighting fliers far from friendly territory, to be launched against enemy assets. This tactic allows air strikes against targets on both land and sea that would otherwise be far out of range. The range of the aircraft launched from carriers forever changed the methodology of naval battles. Carriers also have the capability to launch missiles. The Flattop is the logical extension of carrier theory into space-based operations. This advanced, all-planets carrier is powered by delerium crystal thermionics. It travels the oceans of every world and the sea of space, and can move from planet to planet on its own power.

@@Griffe
It was evident without discussion that the first truly metamorphic creature created through advanced organic engineering was to be named after the legendary Griffin. The Griffe is this creature--a tough military air-ground unit that is more than capable in a fight. Though it was made able to change shape, the Griffe's abilities were intentionally limited to lessen the risk of it being too powerful to control. You can imagine the destruction a rogue griffin could cause. Though it is able to survive in nearly any environment, the Griffe is still a biological organism, and thus it has no capacity for self-powered space flight.

@@Grume
A freak accident in one of our most distinguished mutation engineering laboratories resulted in the creation of this monstrous semi-organic device. The Grume has a natural ability, based in its bottom plates, to discount the pressures of gravity. We do not yet understand the source of this effect, but research has only begun. Note that this military device does not fly; it cannot achieve any significant altitude, only keep itself from dragging in the dirt and collapsing under its own vast weight. To attack, the Grume drops itself sharply to the ground. The resulting focused shock wave can do notable damage to a target. Due to its size, the Grume is not particularly maneuverable, and is thus vulnerable to attack. It has, however, proven able to survive in hostile environments, though we do not know exactly how.

@@Guardians
It didn't take long for the shipwrecked human groups to figure out that the power stored in their advanced weaponry would be better used for life support purposes. So apart from the small numbers of Commandos, Marines, Ship's Security and trained Ship's Crew with their personal low-tech weapons that landed with the original rag-tag survivors and faced with this limitation, the men and women responsible for the defense of the human settlements quickly re-invented "primitive" weapons--clubs, spears, and the like--that needed no power source and could be easily repaired or replaced using local resources. The Guardian militia is a cadre of volunteers and, when necessary, conscripts.

@@Gyrfalcon
It wasn't long before MRWM engineers and designers realized that the bipedal humanoid form was not necessarily the best template for huge military machines. More advanced models, such as the awe-inspiring Gyrfalcon, took forms better suited to their intended roles. The Gyrfalcon MRWM is a hover-capable air unit effective in any environment--in space or planetary atmosphere. Despite advances in interplanetary rocketry, the Gyrfalcon is meant for precision work. It does not have the engine power to travel from planet to planet on its own.

@@Hammer
The distinction between air to air and air to ground craft is often blurred, especially in the realm of space flight. The gargantuan Hammer, in comparison, is absolutely a "bomber" in design and nature. It is not capable of attacking other flying vessels, except in self defense. Its advanced missiles are, however, quite potent, and even a large squadron of Interceptors should think twice before facing one of these. Though the Hammer is capable of atmospheric flight, the humidity on water worlds (like Funestis) quickly degrades the vital semi-organic components in the inter-hull structural web, causing massive systems failure and unavoidable destruction.

@@Havoc
With the advent of self-adapting automated systems, it became possible to build MRWMs that could effectively change shape to fill the needs of their situation. The Havoc was the first of these multiform units. While traveling, the Havoc is more or less wolf-shaped, and moves on four "legs" for extra stability. In a fight, however, this MRWM "stands up" to raise both its sensing module and missile bays for better range and accuracy. Though at first the efficacy of this tactic was questioned by experienced commanders, the proof was soon forthcoming, and no one now doubts that a Havoc could bring force to bear on an enemy unit with unprecedented swiftness and aim.

@@Hi-DIE Tanker
The High-Density Import Export (Hi-DIE) Tankers are the modern equivalent of the Arraber trading wagons of our early days on this planet. These vehicles are little more than mobile containers. They rely on ultra-efficient and safe gravitational compression technology to carry truly immense amounts of cargo in a normal-sized vehicle. Thus, a filled Hi-DIE is extremely heavy, much more so than its size would suggest. The speed and convenience of these modern space-going shipping transports allows civilizations to set up supply routes and move large quantities of merchandise and trade goods farther and faster than ever.

@@HohMann
In the development of mechanized robotic war machines (MRWMs), the early days saw swift leaps ahead in technology and abilities. It wasn't long from the days of the Iron Maiden until the HohMann introduced interplanetary flight to MRWM design potential. Named after what is still recognized as the most efficient ballistic route between orbiting bodies (the Hohmann orbit), this behemoth was the very first model of MRWM capable of traveling on its own power between planets. In addition, unlike the Rocket Man design, the HohMann did not sacrifice as much in the way of fighting ability to gain mobility. New miniaturization techniques made room for everything--plasma cannons, interplanetary rocket engines, and in-flight fuel collection systems. This was truly an engineering marvel of its time.

@@Homicide
Our history is replete with examples of philosophies used to bad ends, and Vastness of Purpose is no exception. A leader who has not the greater good in mind can twist the tenets of this doctrine to provoke the less educated citizens to hatred of all things human. The destructive potential of the pack mentality that results was demonstrated clearly during the Beltronia riots, but some beings never learn. With our new ability to control the development of organisms, it is quite possible to create a creature designed specifically to prey on the fears and weaknesses of the human species. No citizen would do so, of course, unless driven to it by xenophobic paranoia.

@@Intelliraptor
The public outcry and furor that resulted when the development of the first Intelliraptor was announced surprised even the critics of the program. Evidently, this genetically engineered re-creation and improvement on the long-extinct Velociraptor dinosaur touched a hidden chord of irrational fear in many citizens. While it's true that these creatures have been given a vicious, clever intelligence far beyond their original dim wit (calling their instinctive pack behaviors "wolf-like" comes near to insulting the wolves), the developers also instilled in them an unswerving loyalty to home and tribe. Thus, these military units will act to defend their city even after it has been overrun by enemies. Problems have arisen when the rare escapee forms a wild tribe, but overall, the benefits certainly outweigh the occasional difficulty.

@@Interceptor
Even in space-based combat, the concepts of "fighter" and "bomber" are sometimes appropriate. Small, fast vessels intended primarily for an air to air role demand a different design from the larger, air to ground fighting craft. The Interceptor is a hybrid fighter; its sleek design allows use both out in space and deep in an atmosphere. As is the case with most fighting aircraft, the Interceptor uses fuel at a prodigious rate. Therefore, though it is a powerful military tool, its range is strictly limited.

@@Iron Maiden
The venerable Iron Maiden was the first functional design in the history of mechanized robotic war machines. This elementary model was heavily armored and more than a little graceless, but it made up for its coarse design with sheer firepower. When the first of these lurched onto the battlefield, there was nothing on the ground that could face its plasma cannons and survive. Though perfectly capable of functioning in space, this unit was designed before rocket transport was routinely built into MRWMs.

@@Ixion
Now that we have discovered them, circular supports (the human sound-cognate is "weelz") seem like the sort of thing one would invent at the very dawn of civilization. It is a testament to the vagaries of chance that we did not do so while still on our home world. Used on a vehicle, they allow much faster travel than the traditional sledge system, and for lesser cost of production. Three rolling supports seem to result in a stable configuration, and we have adopted that as the standard. Twin ballistic catapults mounted to the sides of the main cabin provide defensive and offensive capability.

@@Jury Rigger
Though robotic and mechanized warfare have been carried on for some time, it is only recently that the ecosphere defenders, raiders, and other barbarian groups have begun to use this technology. The Jury Rigger, though often cobbled together from stolen and salvaged parts, is nonetheless an extremely potent and dangerous war machine. The pilots chosen for these devices are frequently careless of life--even their own--and it shows in their tactics. The resultant brutality is often difficult for civilized forces to match and defeat. Jury Riggers have no independent ability for space travel, but they have been reported off-planet.

@@Kelpie
Sneaking along hidden beneath the water is not an honorable way to carry on warfare. However, not only the humans but even the other nests derived from the survivors of our own ship seem to have no compunctions over difficulties of honor. Thus, it is our duty to take every advantage we can gain in the struggle for survival on this new world. Our new aqueous sensing technologies allow us to build and navigate this vessel, which travels below water levels and is therefore difficult for enemy ships to discern.

@@Kineticore
After the development of the HohMann, MRWM designs began to experience a great deal of specialization. A prime example of this is the Kineticore, which has been described as a mating of giant battle robot and fighter jet. This unit was intended to fill an air to air role, so the resemblance to a fighter is not really surprising. The original idea behind this model was for a pre-orbital interceptor, on the theory that any other MRWM on a dedicated trajectory to orbit would be easy pickings for a fast moving weapons platform. Unfortunately, the success of that tactic relied too heavily on begin in the right place at the right time. Though it cannot shoot down units heading into space, it has no problem catching up to almost anything else.

@@Mediary
Leaders must communicate with one another. Unfortunately, all of our advanced devices for such work was destroyed in our landing here, and the specialists trained to the job did not survive. The re-development of pressurized speaking and listening devices allowed us to begin rebuilding the Mediary Corps. Though the equipment is primitive, Corps members can fulfill their basic functions--contact with other civilizations, honorable sabotage, theft of science, and subversion. As was the case in the past, a Mediary's communications devices also provide an atmosphere for work in unfriendly environments, like space.

@@Melior
Though the thought itself is painful, the needs of our society in the realm of environmental engineering have become more complex than the Nidus can handle. We must move on, and philosophy has shown us the path into the future. The newly developed Melior organism is a sac-bearer like our beloved Nidus, but it is much more, as well. This magnificent being does everything a Nidus can do--and twice as fast--and is also able to transform many types of terrain into other types--level mountains, drain swamps, and so on. In addition, the egg sac is more thoroughly hidden inside the Melior's body, which makes it less susceptible to destruction during an attack.

@@Ne Plus Ultra
Disintegration is perhaps the most ethically questionable weapons technology to arise since the fumbling, early days of nuclear fission and fusion on our far-off home planet. The Ne Plus Ultra is the purest form of disintegrator bomb. It is a compact, no nonsense device with only one purpose--travel to a military target and annihilate it--leaving absolutely nothing behind. Only the extraordinary Nucleon Shield, developed in response to the predictably unstoppable proliferation of disintegrator technology, can prevent the devastation this weapon would otherwise inflict on a city. No known military unit can withstand the effect.

@@Nidus
It is only by the greatest fortune and the courageous sacrifice by the ship-borne Coercor forces that any of our hard working egg-breeders at all lived to reach the surface of this forsaken world. Without them, we would of course have perished completely. With them, we have hope for new nest cities, agriculture, refineries, transportation routes, and all that they traditionally provide. To date, the egg sacs have not been as healthy in color and firmness as they should be, but this is surely a temporary effect of the new environment. When we are better adapted to this planet and more securely established, the sacs will firm up and ripen as they should.

@@Ophion
In general, the forms of life native to Funestis are not hostile, but the higher forms are almost invariably so. As yet, there is no scientifically accepted reason for this, but several experts have speculated that the Martian ecosystem has a built-in defense mechanism. When stressed by an exploitative species, especially an alien one (such as ourselves), the planetary ecology "fights back" with the uncaring brutality characteristic of nature everywhere. Theorists are divided on whether this is a natural trait or was engineered into each selected species by the original inhabitants of this world. Regardless, the Ophion worm is a prime example of this effect. The vicious, giant, burrowing creature remains underground until it chooses to attack--or someone unwittingly tries to move onto the land it occupies. It then erupts from the ground, strikes, and retreats. On occasion, an Ophion has been captured and trained, but systematic domestication has proven to be impossible.

@@Pasticcio
Many believe that the first public unveiling of the original Pasticcio heralded a new era in genetics--and ushered in the dawn of the Protean Age. While this might or might not be true, it is historical fact that the "patchwork soldier" was the first successful effort to join human, non-human, and robotic elements into a single being. (The word 'organism' does not seem appropriate.) Keep in mind that the Pasticcio was not a protean being; it had no form-changing abilities whatsoever. Rather, it provided sure evidence that the differing biologies could be conjoined, which led directly to the later protean advances. Before that time, the Pasticcio, which inherited the benefits of the three worlds--human, non-human, and machine--and few of the weaknesses, had proved itself on the battlefield. It was strong, tough, and able to survive in nearly any environment, no matter how hostile.

@@Pedipalpi
Since genetic science has evolved beyond what we remember from our home planet, it seems that oddity has become the norm. Still, the Pedipalpi--a gargantuan whip scorpion trained to carry a warrior--sort of stands out. With the combination of claws, tail, and hand-held weapons at their disposal, it's been said that with an experienced rider on board, a single one of these units could defeat a small army from twentieth century Earth. Transmutation technology not only allowed the creation of such a creature, but gave it an extra-tough, ceramic carbon polymer exoskeleton. Unfortunately, we made them strong and vigorous enough to frequently escape and thrive in the wild. Durable as they are, however, the Pedipalpi cannot survive in a vacuum.

@@Plasm
Even for those who created it, the Plasm is a nightmare come to life. In coarse terms, this unit is a gargantuan version of a common amoeba-like Martian microorganism. It is huge and strong. Its pliable structure makes it nearly immune to physical attacks, and its thick cell wall prevents infection by most biological and chemical agents. If this unit has a weak point, it is its lack of intelligence--the Plasm is merely big and tough. It can carry no weapons, but its extensible pseudopod can batter even the heaviest-armored MRWMs beyond hope of repair.

@@Pristrix
Modern warfare seems to force our philosophies into areas of ethical theory that are decidedly indistinct--what the humans call "grey areas" of thought. The Pristrix is a product of this sort of theorizing--a naval military vessel that relies primarily on stealthy approach for its advantage. Quantronic engineers have designed flexible gravitational control fins that allow this rather large and dangerous vessel to prowl the water seas of Funestis, the dust "seas" of Naumachia, and the high-pressure gas "seas" of Nona. It cannot, however, travel in space; for one thing, there's nothing to hide beneath.

@@R.A.T.
Radioplastic-Armored Troopers (RATs) are a re-creation of military technology from pre-launch Earth. Human soldiers outfitted with personal armor built from advanced radioplastics are much more effective in combat and more difficult to defeat than their non-armored counterparts. Radioplastic armor is equipped with onboard life support and designed to protect its wearer from vacuum and the various dangerous radiations of deep space, so these units are perfectly suited to operations off-planet.

@@Raia
The Raia is the biological equivalent of a ground-effect vehicle, with the added benefit of a frictionless bottom surface. Derived from the cell line of a Martian sea-ray, this creature is quite at home both over the ocean and over land. It is also capable of rising to a height well above any ground-based attacker's range. As is perhaps predictable when genetic artistry is so rampant in our culture, many labs are far from being as careful as they should be. Many Raia have found their way into the wild, to be trained and used by raiders, so-called "ecosphere defenders", and other barbarian elements. The sea of space is sufficiently different from seas of water so that this unit is far from spaceworthy, for which we should be grateful.

@@Repeller
It is a wise scientist who can learn from the lessons nature presents. Though we as uninvited interlopers on this planet have followed a different path to developing electromagnetic (E-M) repulsion field theory, one of the ways we have put it to use mimics the natural protective ability of certain native Martian animals. The military unit thus created is the Repeller, so named because of the "repulsion" field surrounding its entire body. These fields are all-encompassing, so that these fighters must be identified by colored collars worn outside the field.

@@Rocket Man
Although it debuted at nearly the same time as the Iron Maiden, the Rocket Man was a differently specialized design of mechanized robotic war machine (MRWM). This early model was the first MRWM capable of traveling to and from orbit on its own power. Weight and aerodynamic considerations forced the engineers to sacrifice firepower and armor for speed and lift ability, so this unit is not the most powerful thing on the battlefield. However, the potential for exploration the Rocket Man provides more than makes up for its lack of military might. Perhaps the only other significant drawback is the unit's sub-standard navigational system, because of which it is incapable of naval travel.

@@Salmagundy
One of the most effective ways to compile information about an enemy (or potential enemy) is by infiltrating the enemy's ranks. This is the job of the spy, and the Salmagundy is a perfect spy. This melange of human and non-human genetic coding is able to change appearance at will, collect information on any enemy, seek out dissidents and defectors in their forces and cities, steal technology, sabotage both military units and population centers, and (if the technology exists) plant incredibly destructive devices in enemy cities. As counterintelligence operatives stationed in friendly cities, they can also feed false information to enemy spies and prevent attempts at subversion. Even the strange species we have encountered on this foreign world seem to find espionage distasteful. However, the potential benefits generally outweigh the risk of incident.

@@Shuttle
Thanks to the development of both the ground-based launch technology and the massive engine power necessary for reaching High Funestis Orbit (HFO), the Shuttle is the first military transport unit capable of reaching orbit on its own power. This naval vessel travels the watery seas of Funestis as easily as it does the "sea" of space. Launch engineers must be wary however, of the huge orbital platforms we have discovered through telescopic surveys; they are a great threat to any space ship, and travel to orbit is prohibited from any area directly beneath a platform. The Shuttle was originally designed as a fighting craft, so its passenger capacity is rather limited.

@@Skimmer
In the odd low-gravity environment of Naumachia, the "oceans" are, essentially, giant bowls of suspended dust. Most naval vessels are intended for use on seas of water, and are thus completely inappropriate to this milieu. The Skimmer is a wide, low, flat bottomed "boat" that takes advantage of friction reduction technology to allow it to skim over the dust. There is a small, extremely lightweight passenger cabin, and specially miniaturized plasma weapons are generally mounted on the bow. This vessel was designed for a specific use, and is useless anywhere but on the dust seas of Naumachia.

@@Skipjack
In their starship's original data bank were the designs for nearly every type of ship ever sailed by humans. Though all of that was irrevocably lost in the fiery reentry, some of the colonists and crew came onboard with actual sailing experience. Once the required technology was rediscovered and local resources developed that allowed shipbuilding, it wasn't long before these individuals pooled their knowledge and recreated the Skipjack. This ancient American vessel has a single mast (sloop rig), and is defined by its v-shaped bottom and prominent chines. On the sea, it's recognizable by its broad, transom stern and clipper stem. The Martian Skipjack is commonly armed with light cannon, and despite its small size can be a nimble and formidable opponent.

@@Speed Demon
To quote Marshal al-Sabah, "An advance in genetics is an advance in weapons design." The first success from the Advanced HyperKinetic Organisms Project, commonly known as the Speed Demon, is a case in point. This totally organic being is built for speed--literally. It's the fastest ground-based military unit ever to exist. Imagine an intelligent greyhound the size of a horse, with stronger legs and extensible claws for added traction. Note that this creature was designed to remain viable in the space environment; its mouth, ears, nostrils, and other openings are completely self-sealing, and it is able to generate an internal oxygen supply at need.

@@Sting
The quantronic monopole missile is a sleek and graceful design, and its destructive potential is quite impressive. In fact, no known military force is able to withstand an assault by even a small number of these devices. Add to that the fact that they are remotely piloted--there is no risk to any friendly soldier's life--and you have a weapon that is very attractive to military leaders. Unfortunately, it has not been so well received by the general public. The popular feeling seems to be that this is an unethical and overly destructive device, and that no reasonable leader would care to build it, much less use it.

@@Transceratops
This is not simply a genetically engineered re-creation of the extinct Triceratops dinosaur. Rather, the Transceratops is an improvement on the original, equipped by our genetic developers with a rudimentary intelligence greater than that of the domesticated dogs of Earth. Beside being trained never to injure a human being, "Topsies" are loyal to a fault. Though they're not intelligent enough to become rebellious, most are smart enough to follow orders. In this way at least, they're perfect for military purposes.

@@Typhoeus
It is an unlikely coincidence that every intelligent species we have so far encountered has in its legends something akin to the dragons of ancient myth. Despite many efforts, some undertaken by the most expert genetic artists using the most sophisticated equipment, it proved impossible to re-create these monsters until the development of a practical theory of chaos biogenics. (Some legends hint that the dragons have always been creatures with chaotic natures.) The first and, for many reasons, the last design is modeled on Typhoeus of ancient Greek myth. However, though fiery serpent's eyes and a terrifying voice were easy enough, no one had the courage to actually create a flying creature this powerful with a hundred heads. Once born, the Typhoeus is willful, and will not submit easily to being disbanded.

@@Urdar
Little or nothing is known about the Urdar. Though we have given them a name (that of the first Norn, one of the earliest personifications of Fate), we do not even know if they are organisms, creatures, beings, or simply devices. What is certain is that they roam the planet Nona, and the evidence indicates that they were created in the time when the HaGibborim still inhabited that world. These units are brutally violent, as if protecting the secrets of that long-disappeared race, and seem to be well nigh indestructible--especially since they hover high above most of our units. The Urdar come and go as they choose, and they're almost undoubtedly capable of interplanetary travel.

@@Ur-Titan
The most ancient mythology from our species' days on Earth is filled with titans, giants, and superhuman beings. Our genetic artists have long been able to create huge organisms, but these wondrous legendary personages had more than size going for them. With the discovery of total immunity, we can finally return to the infancy of our species and re-create our titans, exempt from disease, poison, age, and physical infirmities of every kind. Strong and fast as they are big, the Ur-Titans are formidable forces. The ground shudders where they walk. There has been no need to develop titanic weaponry; the Ur-Titan needs no weapons but fists.

@@Vector Morbus
International watchdog groups have already begun protesting the development of this specialized organism. The Vector Morbus is an engineered reptile that secretes a highly corrosive mixture of rapidly mutating protoviruses in its pestilential sacs. This "obscene cloud of death" as it has been referred to in press accounts is quite effective at destroying enemy military forces. Unfortunately, the long-standing prejudice against chemical and biological weapons (the Vector Morbus is both) makes its deployment problematic.

@@Xenocide
Euthenics, the science of making the universe better for humans, has had many positive results. However, like many scientific advances, it has also caused some unattractive side-effects. A less than ethically upright leader can evoke the principles of Euthenics in carefully worded speeches and public pronouncements in order to rile up the more gullible citizens and influence them to form unofficial militias; "lynch mob" is the more precise term. These agitated citizens will then go out at any implied instruction from their leader, seek out enemies of the state--especially members of alien species--and kill them. Although these paramilitary units can be useful when a nation is opposed by an alien civilization, some believe that when it comes to arousing nationalistic species hatred, the cure is worse than the disease.

@@Yare
A Yare, though little more than a huge raft with a square sail, is nonetheless a practical seagoing vessel. After all, the Polynesians of ancient Earth traveled the vast Pacific in lesser boats, and were accomplished explorers. The one caveat is that the Yare is less than safe in open ocean; staying within sight of the coast is the best way to avoid the sort of storms that can easily destroy such a simple vessel. A small deck catapult provides some defense against raiders, but hurled missiles have never been known to affect wind and rain.

@@Singulon
Armor manufactured with monopolium is virtually impenetrable. It is also extremely massive, and therefore heavy, and only precise control of local gravitational forces makes it possible for even a protean being to wear it and survive. This armor, while protecting the soldier inside, is also a weapon in and of itself. Merely the stomp of a monoskin armored foot is enough to set off a localized earthquake. The weakness of this suit is merely the weakness of the organism inside--it must breathe through a mask, and the mask cannot be composed of monoskin. According to theory, if we somehow produce enough monopolium (and the required amount is not impossibly large), we will have concentrated the entire mass of the known universe in one small area. Theorists are still arguing over the possible cosmic consequences of that.

@@Hovercraft
The Hovercraft is an amphibious vehicle riding on an air cushion free of all contact with the surface beneath. Due to this lack of drag, they can move far more quickly than other types of sea transport units. Hovercrafts are best adapted to use on water. Fast Sea Transport Unit.

@@Liwyathan
"Any hope of subduing him is false; the mere sight of him is overpowering....When he rises up, the mighty are terrified; they retreat before his thrashing....He makes the depths churn like a boiling caldron and stirs up the sea like a pot of ointment." (book of Job, verse 41)

@@Spithre
The arachnid form has always struck an instinctive nerve of terror in humans, and what little we know of Centauran psychology hints at a similar inherited defense mechanism in them. Named after an ancient mythical deity, the Spithre was developed--using advanced teratogenic techniques--in hopes of taking advantage of that instinctive reaction to the spider. In fact, the Spithre is more than simply frightening; it's nearly as deadly as it seems. Even if you're one of the rare people who doesn't experience that tiny twitch of panic when confronted suddenly with one of our eight-legged friends, do not underestimate these beasts.


@@Kraken,
Description not yet available.

@@Commandos,
One of the original military detachments from the Ship, armed with projectile weapons.

@@Ship Security,
Remnant of the original ship's security force or their descendants.

@@Marines,
One of the original military detachments from the Ship, armed with projectile weapons.

@@Defense Corps
After the creation of a combination Martial Arts training progam, a warrior caste was formed which allowed those Survivors with an aptitude to specialise in the defense of the colony.

@@Settlers,
Faced with a desperate situation, humans often find in themselves previously unsuspected reserves of strength and skill. Such has been the case among the crew and passengers of the wrecked starship. These people were originally selected for the trip because they would make excellent colonists for an totally alien world, and they've since proven themselves time and again. These women and men are the pioneers--the families of homesteaders, city builders, farmers, ranchers, road layers, mine workers, and the nuclear population of every settlement.

@@Gazpichi Settlers
Basic Gazpichi breeders and construction drones.

@@Helicopter
The concept that was to become the modern helicopter was first explored by artist/engineer Leonardo da Vinci. He made sketches of a 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 advantage 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 accommodate a runway. On Earth, helicopters were used in civilian roles as rescue vehicles and by law enforcement agencies. All branches of the military utilized many different types of helicopters, from giant cargo and troop carriers to fast and maneuverable gunships used as air support for ground troop operations. The rediscovery of this technology was a profound advance for the human survivors.

@@Gazpichi Warriors
Gazpichi Warriors.

@@Chon-ee,
Description not yet available.

@@Ongshawk
The giant Ongshawk is remarkably similar to the predatory birds of Earth--except for its size. This native Centauran life form is one of many species our scientists suspect might have been genetically engineered during the reign of some long-forgotten, technologically advanced empire. These powerful, raptor-like flyers are nearly as large as World War I-era biplanes, and they are evidently able to understand and carry out orders given to them by their Centauran trainers. They are used for both reconnaissance and air attack, and have proven to be determined and formidable opponents even when faced with modern aircraft. Human trainers have had no success at all in their attempts to domesticate the occasional wild Onshawk they are able to trap.

@@Honata
'Honata' is a word borrowed from one of the local dialects. It describes a small grouping of domesticated marine mammals trained by the Centaurans (who seem able to communicate with the animals) and used as a military force. At first glance, these pods of dolphin-like animals are often indistinguishable from the non-intelligent Sea Bees. However, the two species are as distinct--and as closely related--as chimpanzees and humans. Despite their playful demeanor, don't underestimate these groups; they are savage predators, and quite capable of sinking seagoing vessels. Human trainers have had no success at all in their attempts to domesticate these animals.

@@Jiraki
These remarkable creatures bear a strong resemblance to the otters of Earth, but in terms of size and anatomy, they're more closely related to bears. As is true of many of the more unusual Centauran species, it is not clear whether the present day Jiraki are naturally evolved or are descendants of genetically enhanced ancestors. In either case, these animals are highly intelligent, cunning, strong, and savage. Under the command of a Centauran leader, even a small group of Jiraki are not to be taken lightly; entire cities have fallen to their mighty claws. Human trainers have had no success at all in their attempts to domesticate these animals--and many have lost limbs trying.

@@Denshuk
The Denshuk is perhaps the single most unusual species yet found on the Centauran worlds. Although they are plants, both anatomically and on the cellular level, these tree-like beings are ambulatory and--most surprising of all--intelligent. The Centaurans have managed to successfully communicate with and domesticate them, and many Denshuk are grown in special arboria to serve as military units. The "tree warriors"--as they have been nicknamed by human troops--are tough when faced by infantry, but they are no less vulnerable to advanced weaponry than any other vegetable. Studies suggest that unless aroused by attack, they are immobile at night. Human trainers have had no success at all in their attempts to communicate with these beings.

@@Wuk Turr
The Wuk Turr is a species of carnivore native to the Centauran planets. This animal's superficial resemblance to wolves is a classic case of convergent evolution--in which two quite different species adapt the same physical characteristics to fill similar environmental niches. Early colonists were lured by this seeming familiarity into often fatal mistakes. Do not be fooled--these beasts are utterly alien and extremely vicious. Trained by the Centaurans, who seem to be able to communicate quite well with the animals, these canine analogs are used as military scouts and occasionally as fast attack squads. Human trainers have had no success at all in their attempts to domesticate these animals.


@TERRAIN_AND_RESOURCE_DESCRIPTIONS
;
@@TERRAIN_INDEX
0,          ; Desert  - EARTH
8,          ; Plains
3,          ; Grassland
1,          ; Forest
4,          ; Hills
6,          ; Mountains
11,         ; Tundra
2,          ; Glacier
10,         ; Swamp
5,          ; Jungle
7,          ; Ocean
24,         ; Oasis
12,         ; Buffalo
3,          ; Grassland
18,         ; Pheasant
13,         ; Coal
21,         ; Gold
18,         ; Game
23,         ; Ivory
26,         ; Peat
20,         ; Gems
14,         ; Fish
25,         ; Desert Oil
30,         ; Wheat
3,          ; Grassland
27,         ; Silk
31,         ; Wine
22,         ; Iron
16,         ; Furs
25,         ; Glacier Oil
28,         ; Spice
15,         ; Fruit
29,         ; Whales
32,  ;      Z Deep Earth,    - EARTH UGND ; Drt
33,  ;      Z Deep Earth,                 ; Pln
34,  ;      Z Deep Earth,                 ; Grs
35,  ;      Z Deep Earth,                 ; For
36,  ;      Z Deep Earth,                 ; Hil
37,  ;      Z Deep Earth,                 ; Mou
38,  ;      Z Deep Earth,                 ; Tun
39,  ;      Z Deep Earth,                 ; Gla
40,  ;      Z Deep Earth,                 ; Swa
41,  ;      Z Deep Earth,                 ; Jun
42,  ;      Deep Ocean,                   ; Oce
43,  ;      ZZ,                           ; Drt
44,  ;      ZZ,                           ; Pln
45,  ;      ZZ,                           ; Grs
46,  ;      ZZ,                           ; For
47,  ;      ZZ,                           ; Hil
48,  ;      ZZ,                           ; Mou
49,  ;      ZZ,                           ; Tun
50,  ;      ZZ,                           ; Gla
51,  ;      ZZ,                           ; Swa
52,  ;      ZZ,                           ; Jun
53,  ;      Ceteacean Pod,                ; Oce
54,  ;      ZZ,                           ; Drt
55,  ;      ZZ,                           ; Pln
56,  ;      ZZ,                           ; Grs
57,  ;      ZZ Methane,                   ; For
58,  ;      ZZ,                           ; Hil
59,  ;      ZZ,                           ; Mou
60,  ;      ZZ,                           ; Tun
61,  ;      ZZ Crevasse,                  ; Gla
62,  ;      ZZ,                           ; Swa
63,  ;      ZZ Ugnd Contamination         ; Jun
64,  ;      Sharks,                       ; Oce
65,  ;      Cratered,          - MARS     ; Drt
66,  ;      Volcanic Plains,              ; Pln
67,  ;      Channel Deposits,             ; Grs
68,  ;      Canyon,                       ; For
69,  ;      Foothills,                    ; Hil
70,  ;      Precipitous Crags,            ; Mou
71,  ;      M. Permafrost,                ; Tun
72,  ;      Icecap,                       ; Gla
73,  ;      Basin Ejecta,                 ; Swa
74,  ;      Terraformed,                  ; Jun
75,  ;      Martian Sea,                  ; Oce
76,  ;      Deep Impact,                  ; Drt
77,  ;      Copper Sulfide,               ; Pln
78,  ;      Ores,                         ; Grs
79,  ;      Mists,                        ; For
80,  ;      Manganese Nodules,            ; Hil
81,  ;      Nitrogen,                     ; Mou
82,  ;      Water Ice,                    ; Tun
83,  ;      Chondrites,                   ; Gla
84,  ;      Evaporites,                   ; Swa
85,  ;      Pampas,                       ; Jun
86,  ;      Thermals,                     ; Oce
87,  ;      Peroxides,                    ; Drt
88,  ;      Hydrogen,                     ; Pln
89,  ;      Buried Ice,                   ; Grs
90,  ;      Strata,                       ; For
91,  ;      Carbon,                       ; Hil
92,  ;      Geothermal,                   ; Mou
93,  ;      Oxygen,                       ; Tun
94,  ;      Ice Mine,                     ; Gla
95,  ;      Buried Brine,                 ; Swa
96,  ;      Spring,                       ; Jun
97,  ;      Mineral Salts,                ; Oce
98,  ;      Conglom. Impacta,  - MARS UGND; Drt
99,  ;      Igneous rock,                 ; Pln
100, ;      Sandstone,                    ; Grs
101, ;      Tunnel,                       ; For
102, ;      Conglomerate,                 ; Hil
103, ;      Granite,                      ; Mou
104, ;      Frozen Soil,                  ; Tun
105, ;      Solid Ice,                    ; Gla
106, ;      Sedimentary,                  ; Swa
107, ;      Soil,                         ; Jun
108, ;      Mars Undersea,                ; Oce
109, ;      Organic Chemicals,            ; Drt
110, ;      Malachite,                   ; Pln
111, ;      Ores,                         ; Grs
112, ;      Water Ice,                    ; For
113, ;      Graphite,                     ; Hil
114, ;      Platinum,                     ; Mou
115, ;      Water Ice,                    ; Tun
116, ;      Pit,                          ; Gla
117, ;      Fossils,                      ; Swa
118, ;      Nitrates,                     ; Jun
119, ;      Smokers,                      ; Oce
120, ;      Meteoric Iron,                ; Drt
121, ;      Sulphur,                      ; Pln
122, ;      Ores,                         ; Grs
123, ;      Mushrooms,                    ; For
124, ;      Carbon,                       ; Hil
125, ;      Iron Vein,                    ; Mou
126, ;      Bauxite,                      ; Tun
127, ;      Crevasse,                     ; Gla
128, ;      Fossils,                      ; Swa
129, ;      Salts,                        ; Jun
130, ;      U-235,                        ; Oce
-2,                     ; MUST BE HERE! TERMINATOR!

@@Desert
Deserts are arid stretches of land characterized by an annual rainfall of less than ten inches. Adding to the dry environment is the fact that, because the desert atmosphere has such low humidity, evaporation of moisture from the ground exceeds precipitation. Many deserts are characterized by extremely high daytime temperatures and equally low night time temperatures. Only the hardiest plants and animals can survive in the harsh desert environment. Despite the perception that deserts are composed of useless sand, most desert soil is naturally fertile because little water moves through the desert to carry away nutrients. Through the use of artificial irrigation, humans have managed to grow crops in desert environments. If this is not done carefully, it can lead to irreversible environmental damage when the meager water supply that is tapped for the irrigation process is depleted.

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

@@Glacier
Glaciers are large masses of ice and snow found in mountain regions, and near the north and south poles of the planet, where the rate at which snow and ice melt is less than the rate of snowfall. There are several varieties of glaciers: alpine and piedmont glaciers, which are formed in the valleys of high mountain regions; and ice cap and continental glaciers that may cover large portions of a continent. All glaciers are similar in composition, consisting of upper layers of softer snow and ice crystals, and lower layers of highly compressed, solid ice. Although some glaciers are stationary, some may move anywhere from a few feet to more than 100 feet each day, carving and reshaping the land as they go. Glacial regions are inhospitable, containing little animal life, no plant life, and virtually no resources of any kind.

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

@@Hills
Rolling areas of the countryside, often found between plains and more mountainous regions are known as hills, or foothills. These areas, often covered with rich soil and grasses or heavily forested, are rich in resources. Coal, iron, lead, copper, and even gold and silver may be found in these regions, making them profitable areas for the mining industry. In areas where the below-ground resources are scarce, hill areas are often cultivated for agricultural purposes. Certain crops such as coffee and grapes thrive in these regions, given the proper climate.

@@Jungle
In heavily forested areas where rainfall is high, the growth of both trees and other indigenous plants is profuse. The dense, tangled environment of the jungle is home to wide varieties of plant and animal life. Although mineral deposits and fruit-bearing plants can sometimes be found in these regions, jungles tend to lack both mineral and food resources. This, combined with the sheer density of the native plant life, makes jungles inhospitable to humans. In order to make these areas more useful, jungles are often destroyed through forestation and burning to yield areas of grassland. While this improves the usefulness of the land for humans, it destroys the habitat of the indigenous animals of the region. It is estimated that hundreds of undiscovered species of insect and animal life are made extinct every day as a result of the destruction of jungles and rain forests.

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

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

@@Plains
Plains are vast, open tracts of land, usually with very few trees and covered with vegetation such as sage brush and various grasses. Plains are similar to grasslands, except that the topsoil is often not as well suited for growing food. Often, rich deposits of minerals are also found in plains regions. The indigenous plants of the plains makes them well suited for grazing. Large herds of buffalo and other animals can often be found roaming the area. With the proper irrigation, plains can be easily cultivated into adequate farmland for the production of grains and the raising of livestock.

@@River
Fed by natural springs, snow melt, and small tributary streams, rivers flow from mountains and other upland sources into larger rivers, lakes, and oceans. Rivers can be found in almost any terrain, from lush jungles and forests to arid desert regions. Since the dawn of civilization, towns and cities have grown up around rivers because the land in river valleys is usually very fertile, and well-suited for farming. In addition, the river provided easy and quick access between towns by boat for trade and travel. Water could be channelled from rivers via aqueducts to cities some distance from the river for the purposes of irrigation. Rivers are also good sources of mineral resources, and can provide power to run machinery and generate electricity.

@@Swamp
Swamps are wetlands which are largely uninhabitable by humans. These areas are usually flooded with water, ranging in depth from a few inches to several feet, due to heavy rainfall and overflow from nearby lakes and rivers. Although inhospitable for human life, swamps are teeming with both animal and plant life. Certain spices and useful substances such as peat, which is used as a fertilizer, can be found in abundance in certain swamp areas. Swampland is often drained, and converted into grassland and plains in order to make it more useful for resource and food production. However, environmental groups have been successful in slowing the destruction of wetlands, and setting up sanctuaries for the wildlife that inhabits these regions.

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

;Special Resources

@@Buffalo
The plains areas of the world are inhabited by roaming herds of many different varieties of animals. These herd animals have been hunted, both for sport and for food and pelts, throughout history. Some of these animals can even be domesticated and used for farming and other purposes. One of the most widespread herd animals is the buffalo, various species of which are found throughout the world. Bison, commonly referred to as buffalo, were once the most dominant species of the North American plains. Bison were a valuable resource to native American tribes, who hunted the animals as a source of food and pelts. When European settlers began to expand to the west, the bison was hunted to the brink of extinction by thrill-seekers and sports hunters.

@@Coal
More than 300 million years ago, plant life growing in swamps began to decompose. Layers of sand and mud covered the decomposing plants, and the decaying plants were compressed by the combined weight of water and sediment. Over time, the plant matter hardened and became coal. Coal deposits are mined all over the world, and coal was one of the major fuel sources in the world through the 1970's. In many countries, concern over the environmental effects of the burning of coal has led to a decline in its use. The smoke produced by burning coal has a high acid content, and creates an environmental condition known as "acid rain", which is harmful to plant and animal life. Despite the environmental concerns, some of the largest coal mines in the U.S. each still produce more than 450,000 metric tons annually, making coal mining a very profitable industry.

@@Fish
Prevailing winds, ocean currents, and deep water trenches can often combine to produce conditions that are optimum for fishing. In areas such as the Pacific coast of Central and South America, offshore winds push the warm surface waters out to deeper waters. Underwater currents push cold, nutrient-rich water from deep below the surface back toward the coast. The high concentration of nutrients in this colder water, caused by decomposition of organic matter at extreme depths, creates an ideal environment for fish and other sea life. Civilizations with access to areas such as this can significantly increase their food supply by establishing a thriving fishing industry.

@@Fruit
The tropical environments that are so conducive to the growth of jungles also provide the perfect environment for growing certain fruits. Bananas, for example, originally native to the jungles of Southeast Asia, are an excellent, naturally occurring food crop. Many such fruits, including the banana, can be transplanted and grown in similar climates all over the world.

@@Furs
Throughout history, animal furs have been valuable commodities for trade and sale. Many different types of animals including minks, rabbits, and beavers have been captured by trappers for the purpose of obtaining their pelts for use in the making of clothing and other items. The exploration and colonization of the New World caused the fur industry to boom by making a variety of furs readily available. By the late 1800's, farms were set up specifically to raise animals for the fur industry. Starting in the 1970's, environmentalists and animal rights groups have lobbied to change public opinion concerning the harvesting and sale of furs. Despite these vocal groups, the fur industry remains profitable, if not as wide spread, in the world today.

@@Game (Forest)
@@Pheasant
Since ancient times, hunting of game animals has been important both for survival and for sport. Forested areas containing a large concentration of deer, elk, and smaller game were very valuable as a source of food for nearby settlements and cities. Though the widespread practice of farming domestic animals for food purposes has made hunting for sport much more common than hunting for food, certain animals such as geese, ducks, and deer are still frequently hunted and killed for food.

@@Musk Ox
Settlements in the sparse tundra regions of the arctic cannot raise crops and domestic animals for food due to the harsh conditions. They are, therefore, much more dependent on the hunting and trapping of local wildlife for food. The many species of birds and small game, as well as larger animals such as elk and caribou, provide a source of food in an environment that is otherwise barren and inhospitable.

@@Gems
Gemstones, treasured throughout time for their beauty and value, have always been a sought-after commodity. Most gemstones, such as diamonds, are mined in various areas throughout the world, most notably Africa. Some of the most notable gem deposits, however, have been found in archaeological digs. The ruins of ancient civilizations in the jungles of Central and South America have sometimes been found to hide large quantities of precious and semi-precious gems, as well as gold and other items of value. The discovery of such a site can lead to an increase in trade in the areas surrounding the dig, as both professional and amateur treasure hunters swarm to the region to seek their fortune.

@@Gold
Gold and platinum have always been some of the most highly valued metals in the world. They are used in the manufacture of everything from jewellery to electronics, as well as providing catalysts for certain key chemical reactions and has been established as the basis for monetary systems world wide. The factor that makes gold valuable is its rarity. Although gold can be found in many different areas, the most valuable deposits are large veins of gold ore running through mountains. When a large deposit is found, mining the deposit greatly boosts the economy in settlements and cities near the mine. An historical example of this phenomenon are the many towns that grew and prospered over a relatively short time during the California gold rush in America during the 1800's.

@@Iron
When early civilizations began to use metal to construct tools and weapons, the most commonly used metal was bronze. Bronze had the advantage of being readily available and easy to work with. Unfortunately, it was too soft to hold an effective edge. In the mid-14th century in central Europe, iron replaced bronze as the metal of choice, and the Iron Age was begun. Since this time, iron has been a valuable commodity. Deposits of iron and iron ore found in mountains are mined and processed for use in their raw form, and in the production of steel.

@@Ivory
Ivory, the hard substance of which elephant tusks are composed, is highly sought for the carving of ornamental objects. Most ivory is obtained from the tusks of African elephants, but other sources include the tusks of walruses and the fossilized tusks of prehistoric elephants and mammoths found in the northern glacial regions of the world. Although importation of ivory has been banned in many countries due to the fact that many of the species from which it is obtained are now endangered, the ivory trade was once a widespread and profitable venture.

@@Oasis
In rare instances, underground reservoirs or rivers beneath a desert may run near the surface, forming a lake in the middle of an otherwise barren region of land. The presence of water allows plants to grow, and may even attract animal life. An oasis makes it easier for human settlements to survive in desert climates by providing rich soil for the growing of food crops. Since they are so rare, oases are fiercely guarded by desert dwellers who are lucky enough to stumble across them.

@@Oil
Oil has been known to humans since ancient times. Oil deposits found on the surface were used for centuries for waterproofing and fuel purposes. But it was not until the coming of the Industrial Revolution that civilization began to form a dependence on petroleum products. The widespread use of oil for fuel, lubrication, and other purposes led to a search for larger supplies. In the mid 1800's, the first oil wells were drilled, marking the beginning of a tremendously important and profitable industry. Today, with the world's oil supplies dwindling and the demand for oil constantly rising, oil is a more valuable resource than ever.

@@Peat
Some bogs and swamps contain a brown organic material known as peat. Peat is made up of partially-decomposed plant matter, and has a high carbon content. Although dried peat is sometimes compressed and burned as fuel, the most valuable use for peat is as a fertilizer and mulch for farming and gardening. The high mineral content and its ability to retain moisture make peat well-suited to this purpose.

@@Silk
Silk has been a valuable commodity for textiles since its properties were discovered in the 27th century BC. Silk is obtained from the cocoon of the silkworm moth, which was originally native to the forests of China. The fine fibers of the cocoon is woven into cloth, which is used to make all types of clothing. Raw silk was obtained only from Asia until 550 AD, when two monks sent from the Roman Empire secretly stole silkworm eggs from China and brought them to Europe. Eventually, silkworms were found in many areas throughout the world. Less expensive synthetic fibers of the 20th century led to a decline in the silk market, but silk is still very popular in many types of clothing and other goods.

@@Spice
Certain types of plants have evolved in such a way that they produce mild toxins or repellents that make their odor or flavor distasteful to animals. Oddly enough, many of these plants were sought by humans because of these smells and tastes. A profitable spice trade was begun by merchants in the Middle East before 2000 BC. Spices are used now, as they were in the ancient world, to preserve food and enhance its flavor. Although spices are now commercially cultivated and prepared, most types can still be found in abundance in nature. Many of the most popular spices, such as cloves and nutmeg, are extracted from plants that grow in tropical or swampy regions of the world.

@@Whales
Whaling, the hunting and killing of whales for oil and other byproducts, was practiced as an organized industry as early as 875 AD. By the 16th century, it had risen to be the principle industry in the coastal regions of Spain and France. The industry spread throughout the world, and became increasingly profitable in terms of trade and resources. Some regions of the world's oceans, along the animals' migration routes, had a particularly dense whale population, and became the targets for large concentrations of whaling ships, and the industry continued to grow well into the 20th century. The depletion of some whale species to near extinction led to the banning of whaling in many countries by 1969, and to a worldwide cessation of whaling as an industry in the late 1980's.

@@Wheat
Wheat has been a staple crop for civilizations occupying temperate zones of the planet since pre-historic times. There is archaeological evidence that bread wheat was cultivated in southern Turkestan as early as 6000 BC, though naturally occurring wheat was probably used for food purposes much earlier. Throughout the temperate zones, wheat has become the primary food crop. It is particularly well suited for growth in vast, open plains like those found in the central United States.

@@Wine
Wine, a beverage made from fermented grapes, was first produced as early as 6000 BC. Its use spread throughout the Middle East and Egypt, and it quickly became a popular beverage of the ancient world. The grapes used for the making of wine are grown in many different regions of the world. Most vineyards are located in hills and valleys of temperate regions. Wine making as an industry has been perfected over several centuries. Many regions such as the Rhine and Loire valleys of Europe are well known for their fine wines, and derive a significant portion of their economy from wine making.

; Earth Ugnd


@@Z Deep Earth,    - EARTH UGND ; Drt

@@Z Deep Earth,                 ; Pln

@@Z Deep Earth,                 ; Grs

@@Z Deep Earth,                 ; For

@@Z Deep Earth,                 ; Hil

@@Z Deep Earth,                 ; Mou

@@Z Deep Earth,                 ; Tun
A layer of permanently frozen soil beneath the Tundra. Tundra plants grow in a thin top layer of soil, which thaws in summer. The permafrost keeps meltwater from draining, so the Tundra is soggy and covered with bogs in the summer. East of the Taymyr Peninsula in northern Russia the permafrost is 1,900 feet (579 m) deep. Pingos, landforms unique to the Tundra, form when frozen underground pools of water push up to form circular hills.

@@Z Deep Earth,                 ; Gla

@@Z Deep Earth,                 ; Swa

@@Z Deep Earth,                 ; Jun

@@Deep Ocean,                   ; Oce
The oceans and seas of the Earth cover almost three-quarters of our planet. The Oceans average depth is almost three miles. The ocean floors contain broad Plains, Mountains taller than Everest, and Valleys or Trenches deeper than any Canyons on land. In 1960, two researchers aboard the Trieste touched the deepest known floor of the ocean, just over 36,000 feet (11,000 m) deep in the Marianas Trench near Guam. These ocean trenches have played an important part in the deveklopemnt and isolation of species across the globe. The Marsupials of Australasia only exists because of the so-called "Wallace line" which divides the habitat of the Placental Mammals of Eurasia from the Marsupials of Australia. The Wallace line is, in fact, two huge ocean trenches which run between Borneo and Sulawesi and Sulawesi and Seram in Indonesia. These have been a geographical barrier to the migration of species for the last 70 million years. Today these ocean trenches are the home of strategic submarines that lie in concealment, awaiting the order, which we hope will never come, to rain death upon military installations and unsuspecting populations. 

@@ZZ,                           ; Drt

@@ZZ,                           ; Pln

@@ZZ,                           ; Grs

@@ZZ,                           ; For

@@ZZ,                           ; Hil

@@ZZ,                           ; Mou

@@ZZ,                           ; Tun

@@ZZ,                           ; Gla

@@ZZ,                           ; Swa

@@ZZ,                           ; Jun

@@Ceteacean Pod,                ; Oce
Dolphins are small cetaceans that have a long, beaklike snout, a falcate (sickle-shaped) dorsal fin, and conical teeth. They are Odontoceti (toothed whales).

@@ZZ,                           ; Drt

@@ZZ,                           ; Pln

@@ZZ,                           ; Grs

@@ZZ Methane,                   ; For
Decaying plant material deep underground can generate copious quantities of methane. When these miniature gas deposits escape from under their blanket of detritus and earth, they can ignite. This causes the visible effect known of old as "will o' the wisp" and frequently ascribed supernatural properties.

@@ZZ,                           ; Hil

@@ZZ,                           ; Mou

@@ZZ,                           ; Tun

@@ZZ Crevasse,                  ; Gla
Large crack in the upper surface or body of a glacier, formed by tension acting upon the brittle ice. Transverse crevasses occur where the grade of the glacier bed becomes suddenly steeper; longitudinal crevasses, where the glacier spreads over a wider valley or plain. Marginal crevasses are due to the strain built up when the central part moves faster than the sides. 

@@ZZ,                           ; Swa

@@ZZ Ugnd Contamination         ; Jun
Scattered in pockets underground are patches of virulent bacteria. Whether they are natural or caused primarily by pollution is unknown, but these pockets of flesh-eating germs present a hazard to the unwary traveller. 

@@Sharks,                       ; Oce
Member of a group of almost exclusively marine and predaceous fishes. There are about 250 species of sharks, ranging from the 2-ft (60-cm) pygmy shark to 50-ft (15-m) giants. They are found in all seas, but are most abundant in warm waters. Some may enter large rivers, and one ferocious freshwater species lives in Lake Nicaragua. Most are predatory, but the largest species, the whale shark and the basking shark, are harmless plankton eaters. 


; Mars



@@Sands,             - MARS     ; Drt
The predominant terrain of Mars. Not as easy to travel over as volcanic plains or channel deposits, but easier than foothills or cratered terrain.

@@Volcanic Plains,              ; Pln

@@Channel Deposits,             ; Grs

@@Canyon,                       ; For
CANYON, deep gorge, created by the erosive action of a river. This terrain makes for difficult travel.


@@Foothills,                    ; Hil
This terrain makes for difficult travel.

@@Precipitous Crags,            ; Mou
Difficult travel for many Units.

@@M. Permafrost,                ; Tun

@@Icecap,                       ; Gla

@@Cratered,          - MARS     ; Swa
Terrain in which there is a profusion of bowl-shaped depressions with a raised rim, formed by the impact of meteoroids. This terrain makes for difficult travel.

@@Terraformed,                  ; Jun
Terrain which has had a profusion of hardy (Mars stabilised) micro-flora and fauna which allows genetically modified plants to flourish naked in the Martian atmosphere (without the need for greenhouses or dome-farms.)
 
@@Martian Sea,                  ; Oce

@@Deep Impact,                  ; Drt

@@Copper Sulphide,               ; Pln

@@Ores,                         ; Grs

@@Mists,                        ; For

@@Manganese Nodules,            ; Hil
Manganese was first distinguished as an element in 1774 by the Swedish chemist Carl Wilhelm Scheele and isolated in the same year by Johan Gottlieb Gahn (1745-1818). Manganese metal is silver-white, brittle, and takes a brilliant polish. It corrodes in moist air and dissolves in acid. Pure manganese is obtained by igniting pyrolusite with aluminum powder or by electrolyzing manganese sulfate. The metal does not occur in the free state, except in meteors, but is widely distributed over the world in the form of ores, such as rhodochrosite, franklinite, psilomelane, and manganite. It ranks about 12th in abundance among elements in the earths crust. The principal ore of manganese is pyrolusite. 

@@Nitrogen,                     ; Mou
Nitrogen is a colorless, odorless, tasteless, nontoxic gas. It can be condensed into a colorless liquid, which can in turn be compressed into a colorless, crystalline solid. Nitrogen exists in two natural isotopic forms, and four radioactive isotopes have been artificially prepared.

@@Water Ice,                    ; Tun

@@Chondrites,                   ; Gla
CHONDRITE, any stony meteorite that contains tiny, more or less spherical inclusions, called chondrules, formed by rapid cooling of molten materials. The chondrules consist of minerals such as pyroxene as well as various iron minerals. Such meteorites are of scientific importance because many are thought to represent a record of conditions in the earliest days of the solar system.

@@Evaporites,                   ; Swa
EVAPORITE, sedimentary rock formed over geologic time from the residues left as salty waters of ancient seas or lakes evaporated in arid locations. Limestone, dolomite, gypsum, halite, and other minerals are common constituents of evaporites, which occur on all continents and are often associated with deposits of gas and oil.

@@Pampas,                       ; Jun
Pampas grass is a tall, ornamental grass, Cortaderia selloana, native to South America, having feathery, silvery white panicles. The term is "Pampas" derived from a Quechua Indian phrase meaning "flat surface or plain."

@@Thermals,                     ; Oce

@@Peroxides,                    ; Drt

@@Hydrogen,                     ; Pln

@@Buried Ice,                   ; Grs

@@Strata,                       ; For

@@Carbon,                       ; Hil

@@Geothermal,                   ; Mou

@@Oxygen,                       ; Tun

@@Ice Mine,                     ; Gla

@@Buried Brine,                 ; Swa

@@Spring,                       ; Jun

@@Mineral Salts,                ; Oce



; MARS Ugnd



@@Conglom. Impacta,  - MARS UGND; Drt

@@Igneous rock,                 ; Pln
IGNEOUS ROCK, in geology, rock that has been formed by the cooling and subsequent solidification of a molten mass of rock material, known as magma. Depending upon the conditions under which the magma cooled, the resulting rocks may be coarse-grained or fine-grained. Plutonic rocks, such as granite and syenite, were formed from a magma buried deep within the crust of the earth. The rocks cooled very slowly, thus permitting large crystals of individual minerals to form. Volcanic rocks, typified by basalt and rhyolite, were formed when the molten magma rose from a depth and filled cracks close to the surface, or when the magma was extruded upon the surface of the earth through a volcano. Subsequent cooling and solidification of the magma were very rapid, resulting in the formation of fine-grain minerals or glasslike rocks. Composed almost entirely of silicate minerals, igneous rocks are often classified by their silica content. The major categories are referred to as acid and basic, with granite and rhyolite typical of the former, gabbro and basalt the latter.
 

@@Sandstone,                    ; Grs
SANDSTONE, coarse-grained, sedimentary rock consisting of consolidated masses of sand deposited by moving water or by wind. The chemical constitution of sandstone is the same as that of sand; the rock is thus composed essentially of quartz. The cementing material that binds together the grains of sand is usually composed of silica, calcium carbonate, or iron oxide. The color of the rock is often determined largely by the cementing material, iron oxides causing a red or reddish-brown sandstone, and the other materials producing white, yellowish, or grayish sandstone.

@@Tunnel,                       ; For
This is the only Underground Terrain passable to most units. (The exception is the Borer). Tunnels can now be used to travel through the earth under enemy fortifications or troop concentrations. Tunnels can also be used to protect ground troops against ground and air attack. It is also possible to build cities in the tunnels of the underworld. However getting sufficient food resources for those cities to be sustained and grow may be a problem. This can be effected by irrigating the tunnels where they are close to an underground river, or setting up a trade route, trading food, with one of your surface cities.  As underground cities will be 'food-limited' without extra care being taken, Try to build underground cities near a watercourse to allow for easy irrigation of your tunnels. Occasionally natural tunnels will have formed near underground watercourses. These natural Tunnels are often associated with surface rivers. In the event of invasion, tunnels can be 'collapsed' by Colonist or Borer units via the 'Mine' command. You can also use some of the information seeking units, such as the "Geologist" to try to determine the composition of the adjacent rock & earth when in the tunnels.

@@Conglomerate,                 ; Hil
A sedimentary rock composed of rounded gravel-sized particles in a finer-grained matrix.

@@Granite,                      ; Mou
A coarse-grained intrusive igneous rock with at least 65% silica. Quartz, plagioclase feldspar and potassium feldspar make up most of the rock and give it a fairly light colour. Granite has more potassium feldspar than plagioclase feldspar. Granite cannot be mined underground to make tunnels with the technology available in the game. However Granite can be mined to produce extra shields.

@@Frozen Soil,                  ; Tun
A layer of permanently frozen soil.

@@Solid Ice,                    ; Gla
As hard as steel and virtually impenetrable to mining.

@@Sedimentary,                  ; Swa

@@Soil,                         ; Jun

@@Mars Undersea,                ; Oce

@@Organic Chemicals,            ; Drt

@@Malachite,                   ; Pln
Basic carbonate of copper.

@@Ores,                         ; Grs

@@Water Ice,                    ; For

@@Graphite,                     ; Hil

@@Platinum,                     ; Mou

@@Water Ice,                    ; Tun

@@Pit,                          ; Gla

@@Fossils,                      ; Swa
Fossils are mineralized impressions or casts of ancient animals and plants. Fossils have been found on every continent on Earth. Rare fossils have great trade value.

@@Nitrates,                     ; Jun

@@Smokers,                      ; Oce

@@Meteoric Iron,                ; Drt

@@Sulphur,                      ; Pln

@@Ores,                         ; Grs

@@Mushrooms,                    ; For

@@Carbon,                       ; Hil

@@Iron Vein,                    ; Mou

@@Bauxite,                      ; Tun

@@Crevasse,                     ; Gla
Large crack in the upper surface or body of a glacier, formed by tension acting upon the brittle ice. Transverse crevasses occur where the grade of the glacier bed becomes suddenly steeper; longitudinal crevasses, where the glacier spreads over a wider valley or plain. Marginal crevasses are due to the strain built up when the central part moves faster than the sides. 

@@Fossils,                      ; Swa
Fossils are mineralized impressions or casts of ancient animals and plants. Fossils have been found on every continent on Earth. Rare fossils have great trade value.

@@Salts,                        ; Jun

@@U-235,                        ; Oce
Radioactive isotope of Uranium.


; Old Entries Follow



@@Cratered,         4,2,  0,1,1

@@Volcanic Plains,  1,2,  0,2,1

@@Channel Deposits, 1,2,  0,1,2

@@Canyon,           3,3,  0,0,3

@@Foothills,        3,3,  0,2,2

@@Precipitous Crags, 9,5,  0,3,1
Difficult travel for many Units.

@@M. Permafrost,    1,2,  1,2,2

@@Icecap,           1,2,  0,1,3

@@Basin Ejecta,     2,2,  0,2,3

@@Terraformed,      3,3,  4,1,4

@@Martian Sea,      1,6,  1,0,2

@@Peroxides,        2,2,  0,3,2

@@Copper Sulphide,  1,2,  1,2,2

@@Ores,             1,2,  1,3,1

@@Mists,            3,3,  0,2,3

@@Buried Frost,     2,2,  1,2,2

@@Nitrogen,         3,5,  0,3,2

@@Water Ice,        1,2,  2,2,2

@@Chondrites,       1,2,  0,2,3

@@Evaporites,       2,2,  0,2,3

@@Grassland,        3,3,  5,2,5

@@Thermals,         1,6,  2,1,2

@@Superoxides,      2,2,  0,2,3

@@Hydrogen,         1,2,  2,2,1

@@Buried Ice,       1,2,  2,1,2

@@Strata,           3,3,  0,0,5

@@Carbon,           2,2,  0,3,2

@@Geothermal,       3,5,  1,3,1

@@Oxygen,           1,2,  1,3,2

@@Ice Mine,         1,2,  1,1,3

@@Buried Brine,     2,2,  0,2,3

@@Spring,           3,3,  6,1,5

@@Mineral Salts,    1,6,  2,0,3

;Underground Resources

@@Cont. Shelf (Desert)
The shallow underwater Plain that is a Continent's real outer edge. The continental shelf slants from the shore's low-tide line to the continental slope, a cliff that plunges abruptly to the deep Ocean floor. The shelf can be a few miles wide to over 200 miles (322 km), reaching a typical depth of 450 feet (137 m). It collects most of the sand, silts and other sediments that Rivers carry to the sea. The Arctic has the world's widest continental shelves; Antarctica has the deepest. The eastern continental shelf of the United States is over three times as wide as that on the West Coast.

@@Mudstone (Plains)
A fine-grained, dark gray sedimentary rock, formed from silt and clay and similar to shale but without laminations.

@@Clay (Grassland)
A family of platy silicate minerals that commonly form as a product of rock weathering. Also, any particle smaller than 1/256 of a millimetre in diameter.

@@Tunnel (Forest)
This is the only Underground Terrain passable to most units. (The exception is the Borer). Tunnels can now be used to travel through the earth under enemy fortifications or troop concentrations. Tunnels can also be used to protect ground troops against ground and air attack. It is also possible to build cities in the tunnels of the underworld. However getting sufficient food resources for those cities to be sustained and grow may be a problem. This can be effected by irrigating the tunnels where they are close to an underground river, or setting up a trade route, trading food, with one of your surface cities.  As underground cities will be 'food-limited' without extra care being taken, Try to build underground cities near a watercourse to allow for easy irrigation of your tunnels. Occasionally natural tunnels will have formed near underground watercourses. These natural Tunnels are often associated with surface rivers. In the event of invasion, tunnels can be 'collapsed' by Colonist or Borer units via the 'Mine' command. You can also use some of the information seeking units, such as the "Geologist" to try to determine the composition of the adjacent rock & earth when in the tunnels.

@@Conglomerate (Hills)
A sedimentary rock composed of rounded gravel-sized particles in a finer-grained matrix.

@@Bedrock (Mountains)
The solid rock that lies beneath soil and other loose surface materials. Bedrock cannot be mined underground to make tunnels with the technology available in the game.

@@Permafrost
A layer of permanently frozen soil beneath the Tundra. Tundra plants grow in a thin top layer of soil, which thaws in summer. The permafrost keeps meltwater from draining, so the Tundra is soggy and covered with bogs in the summer. East of the Taymyr Peninsula in northern Russia the permafrost is 1,900 feet (579 m) deep. Pingos, landforms unique to the Tundra, form when frozen underground pools of water push up to form circular hills.

@@Solid Ice (Glacier)
As hard as steel and virtually impenetrable to mining.

@@Granite (Swamp)
A coarse-grained intrusive igneous rock with at least 65% silica. Quartz, plagioclase feldspar and potassium feldspar make up most of the rock and give it a fairly light colour. Granite has more potassium feldspar than plagioclase feldspar. Granite cannot be mined underground to make tunnels with the technology available in the game. However Granite can be mined to produce extra shields.

@@Earth (Tropical Forest)
As in 'Soil'. No other description available.

@@Deep Ocean (Ocean)
The Oceans average depth is almost three miles. The ocean floors contain broad Plains, Mountains taller than Everest, and Valleys or Trenches deeper than any Canyons on land. In 1960, two researchers aboard the Trieste touched the deepest known floor of the ocean, just over 36,000 feet (11,000 m) deep in the Marianas Trench near Guam. Modern submarines (but not U-Boats) can travel to the deep ocean. They can also carry Missiles so as to lie in wait in the deep ocean trenches waiting to surface to attack enemy targets at will.

@@Giant Kelp
Among the brown algae are the largest of all algae, the giant kelps, which may reach a length of over 100 ft (30 m).

@@Fossils
Fossils are mineralized impressions or casts of ancient animals and plants. Fossils have been found on every continent on Earth. Rare fossils have great trade value.

@@Clay (Shield)
Null

@@Troglasaurus Colony.
Troglasaurii are the last remnants of the Dinosaur age and have only recently been discovered living on fungi deep within natural caverns of the earth. Warm Blooded (and thus finally putting to rest the age-old argument as to whether dinosaurs were "reptilian" or not in terms of their temperature control) the Troglasaurus is also a Vegetarian and a colony nearby can supplement an underground city's food source. Sometimes when new tunnels are built a colony of Troglasaurii will take up residence from elsewhere.

@@Black Coal (UG)
Fuel substance of plant origin, largely or almost entirely composed of carbon with varying amounts of mineral matter. Bituminous coal (or Black Coal), being more consolidated, does not crumble easily exposure to the air. It is a deep black in colour, burns readily, and is used extensively as fuel in industries and on railroads and in making coke. Anthracite, which is nearly pure carbon, is very hard, black, and lustrous and is extensively used as a domestic fuel.

@@Gold (UG)
Null

@@Stones
Such concreted matter of a particular type.

@@Crevasse
Large crack in the upper surface or body of a glacier, formed by tension acting upon the brittle ice. Transverse crevasses occur where the grade of the glacier bed becomes suddenly steeper; longitudinal crevasses, where the glacier spreads over a wider valley or plain. Marginal crevasses are due to the strain built up when the central part moves faster than the sides.

@@Lava Pit
An opening in the earth's crust through which red-hot, melted rock, or Magma, rises to the surface from deep inside the earth and spills out as Lava. Deep regions beneath the earth's crust are molten. In certain places the surface rock is weakened to such a depth as to create open wounds in the surface of the planet. These are natural volcanoes. Most volcanoes occur where Tectonic Plates move against, bump into, or slide under one another. The friction and tremendous pressure open cracks or holes in the crust. The result is a permanent chasm filled with molten lava. These areas are good for little more than mining, and military units in these areas are at a disadvantage if attacked.

@@Gems (UG)
Null

@@Dolphin Pod
Dolphins are small cetaceans that have a long, beaklike snout, a falcate (sickle-shaped) dorsal fin, and conical teeth. They are Odontoceti (toothed whales).

@@Mussel Bed
Freshwater or marine bivalve mollusc. Mussels are able to move slowly by means of the muscular foot. They feed and breathe by filtering water through extensible tubes called siphons; a large mussel filters 10 gal (38 litres) of water per day. The close-fitting shells protect the mussel from desiccation and enable it to live high up on the shore. Most marine mussels belong to the single family, Mytilidae. They are widespread and are especially abundant in cooler seas. They form extensive, crowded beds, anchoring themselves by the byssus, a secretion of strong threads.
Unfortunately the mussels in the world of 'Civilization' are not yet harvestable for food with the technology available in the game.

@@Shale
A fissile rock composed of layers of claylike, fine-grained sediments, Shale sometimes contains Shale oil which is a crude oil that is obtained from shale by heating and distillation.

@@Clay (Shield)
Null

@@Methane
Decaying plant material deep underground can generate copious quantities of methane. When these miniature gas deposits escape from under their blanket of detritus and earth, they can ignite. This causes the visible effect known of old as "will o' the wisp" and frequently ascribed supernatural properties.

@@Boulder
A large rounded mass of rock lying on the surface of the ground or embedded in the soil.

@@Iron
Null

@@Brown Coal
A soft, brownish-black coal in which the alteration of vegetable matter has proceeded further than in peat but not as far as in bituminous coal. Lignite and subbituminous coal, because of the high percentage of moisture they contain, tend to crumble on exposure to the air.

@@Crevasse
Large crack in the upper surface or body of a glacier, formed by tension acting upon the brittle ice. Transverse crevasses occur where the grade of the glacier bed becomes suddenly steeper; longitudinal crevasses, where the glacier spreads over a wider valley or plain. Marginal crevasses are due to the strain built up when the central part moves faster than the sides.

@@Quartz
Silicon dioxide (SiO2) in solid (non-particulate) form. One of the most common minerals in the Earth's crust. Also called silica.

@@Biol Hazard
Scattered in pockets underground are patches of virulent bacteria. Whether they are natural or caused primarily by pollution is unknown, but these pockets of flesh-eating germs present a hazard to the unwary traveller. However there are valuable organic chemicals that can be extracted from these infestations and traded, with care.

@@Sharks
Member of a group of almost exclusively marine and predaceous fishes. There are about 250 species of sharks, ranging from the 2-ft (60-cm) pygmy shark to 50-ft (15-m) giants. They are found in all seas, but are most abundant in warm waters. Some may enter large rivers, and one ferocious freshwater species lives in Lake Nicaragua. Most are predatory, but the largest species, the whale shark and the basking shark, are harmless plankton eaters.

;Spare not used in MARS game


@@River
Fed by natural springs, snow melt, and small tributary streams, rivers flow from mountains and other upland sources into larger rivers, lakes, and oceans. Rivers can be found in almost any terrain, from the wettest to the most arid. Since the beginning of recorded time, towns and cities have grown up around rivers, because the land in river valleys is usually very fertile and well-suited for farming. In addition, a river provides easy and quick access between towns for trade and travel. Water can be channeled from rivers for the purposes of irrigation. Rivers are also good sources of mineral resources, and can provide power to run machinery and generate electrical energy.

@@Stone
On tectonically quiet planets with little or no atmosphere, no liquid water, and minimal native life, there are few mechanical processes for breaking rock down into dust and soil. Over millions of years, however, the slow but constant bombardment by meteorites is enough to cover much of a planet's surface with craters, dust, and other ejecta. On worlds like this, areas of bare rock are sometimes untouched primeval surface, but more often these smooth, flat areas are the result of molten rock welling up from underground and solidifying. The dark maria on Earth's moon are believed to have originated in this way. We have yet to catch this molten rock in the act of welling up, so what causes it to do so is still a matter for theorists. Some of the leading possibilities are: an unusually large meteorite impact, the gravitational stresses of a near miss with a large body, and heat left over from the planet's formation causing rare internally generated quakes. Whatever their origin, these areas are poor ground for farming, but well suited for production of materiel.

@@Artifacts
When a civilization collapses, it leaves behind traces of itself that future archaeologists can find. From the largest, globe-spanning empire to the smallest peripatetic tribe, remnants of almost every culture lie buried or hidden in the areas where the population once lived. Tools and devices, whether complete, broken, or partial, can provide masses of information about their former users; these finds are grouped under the general terms 'artifacts' and 'relics'. In the Lalande 21185 system, most of the artifacts found are objects (and pieces of objects) left by long-dead native civilizations--alien empires whose technology seems to have been superior to ours. These devices are valuable sources of research, despite the fact that their original function often remains unknown.

@@Bauxite
Aluminum is one of the most useful of modern materials, and bauxite is the ore from which we make it. For reasons as yet undiscovered, the mountains of Funestis contain greater quantities of bauxite than those of our far-off home planet, and these deposits are closer to the surface than geologic theory would lead us to expect. As with so many things on this world, we suspect that the root cause lies far in the past, in some intentional interference in the natural processes.


@GOVERNMENT_DESCRIPTIONS
;
; Anarchy,          Mr.,           Ms.
; Mission Command,  Captain,       Captain
; Oligarchy,        King,          Queen
; Technocracy,      Project Lead,  Project Lead
; Militarism,       Generalissimo, Generalissima
; Social Democracy, President,     President
; Pantisocracy,     Citizen,       Citizen
@@GOVERNMENT_INDEX
0,                      ; Anarchy (Pandemonium)
1,                      ; Mission Command (Despotism)
2,                      ; Oligarchy (Hierarchy)
3,                      ; Technocracy (Collective)
4,                      ; Militarism (The Great Joining) (Fundamentalism)
5,                      ; Social Democracy (Hierarchy) (Republic)
6,                      ; Pantisocracy (Confederation) (Proteocracy) (Democracy)
-2,                     ; MUST BE HERE! TERMINATOR!

@@Anarchy (Pandemonium)
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 "Mission Command", except that the corruption rate is VERY HIGH (see entry for "Mission Command").  However, no taxes are collected during a period of Anarchy, and no scientific research is conducted.

@@Mission Command (Despotism)
 UNIT SUPPORT
Each unit above the city size costs one shield per turn. Colonists 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
Mission 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 Mission Command, 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 Mission's high rate of corruption, it is almost always an inferior form of government.  Try to switch to a different government as soon as possible.

@@Oligarchy (Collective)
 UNIT SUPPORT
Each unit beyond the third costs one shield per turn. Colonists 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
Oligarchy 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 an Oligarchy, none of the science/tax/luxury rates may be set higher than 70%%.

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

@@Technocracy
 UNIT SUPPORT
Each unit beyond the third costs one shield per turn. Colonists 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 Technocracy, state control of the economy eliminates organized crime.  Your cities, therefore, experience no corruption.

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

 HINTS
Technocracy is best for large, far-flung empires which need to maintain a large military.  Use your powerful spies to steal technology.

@@Militarism (The Great Joining)
 UNIT SUPPORT
Can support up to TEN units for free; additional units cost one shield each.  Colonists eat one food per turn.

 HAPPINESS
Under Militarism, NO CITIZEN IS ALLOWED TO BE UNHAPPY!

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

 SPECIAL
Improvements which convert unhappy citizens to content citizens (showers, 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 Mechanics are reduced. Under Militarism, none of the science/tax/luxury rates may be set higher than 80%%.

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

@@Social Democracy (Hierarchy)
 UNIT SUPPORT
Each unit costs one shield per turn.  Colonists 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
A Social Democracy 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 Social Democracy, 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 Social Democracy 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 improvements and wonders can help with this problem. 

@@Pantisocracy (Confederation)
 UNIT SUPPORT
Each unit costs one shield per turn.  Colonists 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
Pantisocracies experience NO corruption or waste.

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

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

@CONCEPT_DESCRIPTIONS

@@Brief Background - How to Win.
The Object of the game is to ensure that your faction is the supreme faction to triumph. This entails returning to the Earth to determine the status of the situation there, and convincing any remaining factions of the poignancy of your arguments in order to unite all of humanity under your leadership.


@@Background
=The Situation=

Five governments established bases on Mars. Working together, they managed to
convert large portions of the Martian polar ice caps into a useable water supply,
beginning the long process of changing Mars into a human friendly world.

Just as they had completed the first steps, and were ready to begin the next step
of creating a breathable atmosphere, something went wrong back home.

Communications ceased without warning; even navigational telemetry from the Mars
orbiters stopped. Assuming the worst--a major war, the end of civilization, or
both--the colonists succumbed to irrationality. Contact between the various bases
has been cut off, and attitudes have grown cold between the various factions.

Dissident humans who believe that communications were cut off intentionally have
revolted and set up their own base. They refer to themselves as "Martians".

Yet other smaller anarchic factions roam the surface.

As leader of one of the bases, you have a choice. You can seek to conquer your
neighbors and unify Mars by force first and then strive to regain contact with Earth
and find out what has happened there, or you can try to return to Earth to build
up your forces before returning back again to Mars to ensure that no other heretical
factions survive.

Good luck!

@@Earth
Birthplace of mankind. Altogether a much more benign environment to live and build cities than Mars. Those on Mars do not know what has befallen the Earth since contact was lost.

@@Mars
MARS, fourth planet from the sun in the solar system, named for the Roman god of war. It is the third in order of increasing mass. Mars has two small, heavily cratered moons, Phobos and Deimos, which some astronomers consider asteroidlike objects captured by the planet very early in its history. Phobos is about 21 km (about 13 mi) across; Deimos, only about 12 km (about 7.5 mi). Conspicuous bright caps, apparently made of frost or ice, mark the planets polar regions. Their seasonal cycle has been followed for almost two centuries. Each Martian autumn, bright clouds form over the appropriate pole. Below this so-called polar hood, a thin cap of carbon dioxide frost is deposited during autumn and winter. By late winter, the cap may extend down to latitudes of 45. By spring, and the end of the long polar night, the polar hood dissipates, revealing the winter frost cap; the caps boundary then gradually recedes poleward as sunlight evaporates the accumulated frost. By midsummer the steady recession of the annual cap stops, and a bright deposit of frost and ice survives until the following autumn. These remnant polar caps are believed to consist mostly of frozen water. The caps are 300 km (185 mi) wide at the south pole and 1000 km (620 mi) wide in the north. Although their true thickness is not known, they must contain frozen gases and water vapor to a thickness of possibly 2 km (1.3 mi). The Martian atmosphere consists of carbon dioxide (95 percent), nitrogen (2.7 percent), argon (1.6 percent), oxygen (0.2 percent), and trace amounts of water vapor, carbon monoxide, and noble gases other than argon. The average atmospheric pressure at the surface is close to 0.6 percent that on earth and equal to the pressure at a height of 35 km (22 mi) in earths atmosphere. Mars is considered to be just inside the habitable range of planets, it once had a much thicker atmosphere than today. Many scientists also believe that it once had oceans of water covering its surface much like Earth does today. Unfortunately the Martian Gravitational field was not strong enough retain sufficient numbers of these light molecules down over the 4 billion years since its genesis from a molten clump of accreted materiel and the planet has seen a slow leakage and evaporation of such gasses into interplanetary space. 

@@Hints
On Mars, avoid Travel on Cratered terrain, Canyon, and in the Foothills, as they are slower travelling. Travel in preference on Volcanic Plains, Channel Deposits, Sand, Permafrost, Icecap, or along the Canals (or along roads if they exist).

Most Units cannot cross the Precipitous Crags (hence the name) as they are too high, not having been weathered by the same processes of erosion to be found on Earth. The Computer will inform you which ones can travle there.

Unit capabilities can be found in the Civilopedia.

On Mars now the biggest problem is finding enough to eat.

There is generally no food can be produced on Mars until greenhouses or Domes are constructed, unless you have gained the ability to Terraform, in which case your Terraformer Crews and Robot Engineers can create terrain which will provide food readily.

See Terrain Types in the Civilopedia for further details.

If possible, build cities on Volcanic Plains or Channel Deposits and near Canals.

But try to locate Earth to build the bulk of your cities, as not only is it the only place around likely to have sufficient resources in the medium term, it is also not subject to the devastating sand-storms and meteroite strikes that now periodicaly afflict Mars.

@@Sandstorms
Sandstorms periodically afflict the Martian landscape, covering all in their path. Any improvements on terrain affected by sandstorms are also destroyed.

@@Meteors
Because it is not protected by a thick blanket of atmosphere, Mars is subject to far more meteorite strikes than is the Earth. Underground cities on Mars are thus safer than surface cities in this regard.

@@Bribery
Rather than engaging in combat to effect expansion of your territory (or to prevent its loss), sometimes Cities or individual Units can be bribed to come over to your point of view. Some constraints, Certain Units are immune to bribery (such as those who have been effectively brainwashed or automated units equipped with tamper proof AI), Citizens of a Pantisocracy are immune to bribery. Only Lone Units away from their city can be bribed, not units 'stacked' two or more deep.

@@Disband
When a friendly unit becomes obsolete, costs too much to maintain, or causes unhappiness among your population, you might want to eliminate the unit. To eliminate a unit, order it to disband by holding down the shift key and pressing "D", or by selecting "Disband" from the Orders menu. Once disbanded, the unit is permanently removed from the game.

When a unit is disbanded inside a friendly city, half of the unit's production cost in Shields is added to the production of whatever unit, Improvement, or Wonder is currently under production in the city.

@@Fortify
Roman legions on campaign halted their march early enough each evening to build a completely fortified camp for the night. They had learned the value of defensive fortifications when under attack. Where possible, it was the standard practice of most armies to build defensive works of some type whenever expecting an attack. Fortified defenders had their fighting strength multiplied, making it much harder to defeat them.

Ground units can be ordered to fortify by pressing the "F" key, or by selecting "Fortify" from the Orders menu. The defensive value of fortified units is increased by 50 percent.

@@Force-fields
Once your civilization has discovered E-M Repulsion, Colonists and Robot Engineers have the ability to construct Force-fields. These can be utilized to defend city perimeters and to block key points of access from enemy armies. A properly manned detachment protected within a force-field can provide an effective defense by doubling the defensive strength of all units stationed within. Unlike normal combat, units stacked within a force-field defend and are destroyed one at a time in battle, rather than being destroyed simultaneously. Force-fields themselves do not suffer damage in the attack.

Colonists and Robot Engineers can construct force-fields by pressing the "F" key, or choosing the Build Force-field command from the Orders menu. Units within a force-field have their defensive strengths doubled. Under a Confederation, units stationed inside force-fields built within three squares of their home city do not cause unhappiness.

@@Cultivation
When the early farmers moved down from the hills into the valleys of the Nile, Tigris, and Euphrates Rivers, they had to develop the technology of irrigation. The freshwater rivers passed through lands essentially barren due to the lack of rainfall. Through irrigation, water could be removed from the rivers and spread on the nearby land, making it suitable for farming.

On Mars, Greenhouses increase Food production in most terrain, (Cratered, Volcanic Plains, Channel Deposits, Canyon,  Foothills,  Permafrost,  Basin Ejecta and Terraformed) by varying amounts. As un-terraformed Martian terrain produces NO food, you MUST build Greenhouses and Domes in order to survive. Greenhouses and Dome farms can only be built on squares vertically or horizontally adjacent to water (Canals or Seas) or another previously improved square. After the discovery of Dome-Farm construction, Dome-Farms (more productive) can be built. Colonists and Robot Engineers can be ordered to build these by pressing the "I" key, or by selecting "Build Cultivation" from the Orders menu.

@@Greenhouses
On Mars, Greenhouses increase Food production in most terrain, (Cratered, Volcanic Plains, Channel Deposits, Canyon,  Foothills,  Permafrost,  Basin Ejecta and Terraformed) by varying amounts. As un-terraformed Martian terrain produces NO food, you MUST build Greenhouses and Domes in order to survive. Greenhouses can only be built on squares vertically or horizontally adjacent to water (Canals or Seas) or another previously improved square. Colonists and Robot Engineers can be ordered to build these by pressing the "I" key, or by selecting "Build Cultivation" from the Orders menu.

@@Dome-Farms
After the discovery of Dome-Farm Construction, Dome-Farms (which are more productive than Greenhouses) can be built. On Mars, Greenhouses and Dome-Farms increase Food production in most terrain, (Cratered, Volcanic Plains, Channel Deposits, Canyon,  Foothills,  Permafrost,  Basin Ejecta and Terraformed) by varying amounts. Greenhouses and Dome farms can only be built on squares vertically or horizontally adjacent to water (Canals or Seas) or another previously improved square. Colonists and Robot Engineers can be ordered to build these by pressing the "I" key, or by selecting "Build Cultivation" from the Orders menu. However only cities with a Dome-Farm Control Centre can make the most of a Dome-Farm.

@@Luxuries
The provision of Luxuries for your citizens is indicated by the goblet icons in the Resource Box of the City Display. Each two Luxuries makes one content citizen happy, or one unhappy citizen content. The amount of Luxuries a city produces is mainly determined by the percentage of Trade you have allocated to Luxuries. This can be adjusted using the "Change Tax Rate" command on the Kingdom menu. A city's Luxuries can also be increased by building certain City Improvements and Wonders of the World, and by converting citizens into Entertainers.

@@Mining
Early civilizations had little difficulty locating nearly pure deposits of useful metals, such as gold, silver, and copper, lying exposed on the Earth's surface. As time passed, the surface deposits were exhausted, and people began digging into the ground to look for more. Mining and excavation for metals and other valuable materials continues today.

Mining increases the Shield production of various terrains by various amounts. Colonists and Robot Engineers can be ordered to dig mines by pressing the "M" key, or by choosing the "Build Mine" command from the Orders menu.

@@Pillage
The terrain improvements built by other civilizations (irrigation, mines, roads, etc.) can be destroyed by moving a unit into the improved terrain square and ordering the unit to pillage. This reduces the production value of the land, and forces your enemy to re-develop the terrain.

Units can be ordered to pillage by holding down the shift key and pressing "P", or by choosing the "Pillage" command from the Orders menu. The unit must be ordered to pillage once for each of the terrain improvements you want to destroy. A fully developed terrain square (farmland with a Rail-line, for example) must be pillaged four times in order to remove all improvements.

@@Pollution
Pollution is most commonly caused by the excessive production of Shields in a city; however, it may also be caused by large city populations, nuclear attacks, or the meltdown of a Nuclear Plant. When a city poses a potential pollution problem, skulls on yellow triangles appear in the Information Box of the City Display. The more skulls a city generates, the higher the city's chance of polluting a terrain square within the city radius each turn. When world pollution reaches sufficiently critical levels, there is a chance that global warming can occur.

Pollution can be cleaned up by moving Colonists or Robot Engineers into the polluted square and pressing the "P" key, or choosing the "Clean Up Pollution" command from the Orders menu. Pollution production of cities can be reduced through the construction of certain City Improvements, or by reducing the city's Shield production.

@@Rail-lines
Rail-lines revolutionized transportation by providing a relatively cheap and fast method of moving people, raw materials, finished goods, and troops over great distances. Not only did they support and encourage industrial growth by dramatically reducing transport time and costs, they also spurred technological research. Rail-lines were among the first great industrial corporations.

Rail-lines can be built by Colonists and Robot Engineers after the discovery of the Rail-line. They are constructed by moving onto terrain containing a road, and pressing the "R" key, or by selecting the "Build Rail-line" command from the Orders menu. Units moving along a Rail-line expend no movement points. Rail-lines increase Shield and Trade production by 50 percent (rounded down).

@@Roads
A network of good quality roads improves travel between cities. Roads were important to ancient civilizations for trade and the movement of troops. As technology grew, roads were improved. Modern, paved roads are passable in almost any type of weather, and can be traversed much more quickly than dirt roads.

Roads can be built by Colonists and Robot Engineers by pressing the "R" key, or by selecting the "Build Road" command from the Orders menu. Roads can be built in any terrain except Oceans and Seas; however, they cannot be built in a River or Canal square until the discovery of Astrogeophysics. Units moving along roads expend only one third of a movement point per square, regardless of terrain type. On Mars, Roads also increase the amount of Trade produced by Cratered, Volcanic and Channel Deposit Terrain. On Earth, they increase the amount of Trade produced by Deserts, Plains, and Grasslands.


@@Science
The amount of scientific research contributed by a city is indicated by the beaker icons shown in the Resource Chart of the City Display. At the start of each turn, the science output of each city is added to the research project currently in progress, eventually resulting in the discovery of a new Civilization Advance. The more beakers each city produces, the faster new Advances are discovered. The amount of science produced by your civilization is primarily determined by the amount of incoming Trade you have allocated to science. This percentage can be adjusted by selecting the "Change Tax Rate" command on the Kingdom menu.

The science output of individual cities and your civilization as a whole can also be increased by building certain City Improvements and Wonders of the World, or by converting citizens into Scientists.

@@Sentry
Units ordered to go on sentry duty appear as gray silhouettes. These units are removed from the movement queue, and remain on sentry duty until another unit moves into their sight range or until they are manually reactivated. Units on sentry duty inside a city are automatically loaded onto ships or Shuttles (up to the ship's unit carrying capacity) when the ship leaves the city.

Units are placed on sentry duty by pressing the "S" key, or by choosing the "Sentry" option on the Orders menu. Damaged units placed on sentry inside a city become active when they have been completely repaired.

@@Shields
The production of raw materials by your cities is represented by shield icons. Thus, raw materials are commonly referred to as "Shields". The number of Shields produced by each city is displayed in the Resource Chart of the City Display. Shields are used to support units. Each unit might, depending on government type and other circumstances, require that its home city expend one Shield per turn to support the unit. Excess Shields not used to support units are used for the production of City Improvements, Wonders of the World, and new units.

Shield production largely depends on the type of terrain surrounding the city. In most circumstances, Shield production of a city can be increased through the construction of certain Improvements and Wonders. The construction of mines also improves Shield production in certain types of terrain.

@@Specialists
The citizen icons displayed in the Population Roster of the City Display represent the city's work force. Each citizen added to the roster is automatically put to work developing one of the terrain squares within the city radius. In certain situations it may become necessary to remove a citizen from terrain production in order to perform a specific task. Citizens so removed are called specialists. There are three types of specialist, each of which increases one of the three components of Trade produced by a city. Entertainers increase Luxuries, Tax Men increase Taxes, and Scientists increase Science production.

To create a specialist, click on any production square in the City Map. The production icons disappear from the square, and an Entertainer appears in the Population Roster. To create a Tax Man, click the Entertainer icon once. To create a Scientist, first create a Tax Man, then click the Tax Man icon once. Cities must be size five or larger to support Tax Men and Scientists.

@@Taxes
The Taxes collected by a city are indicated by gold coin icons in the Resource Chart of the City Display. Taxes are used primarily to pay the maintenance cost of City Improvements each turn. Any tax revenues not used for maintenance of Improvements are added to your treasury. The amount of Taxes generated by the city is primarily determined by the amount of incoming Trade you have allocated to Taxes. This can be adjusted by selecting the "Change Tax Rate" option from the Kingdom menu.

Tax revenues can also be increased through the construction of certain City Improvements and Wonders of the World, or by converting citizens into Tax Men.

@@Trade
Trade represents more than just the exchange of goods and cash between cities and civilizations. Trade also represents the exchange of knowledge and ideas, and the recreational travel and activities of the citizens of your civilization. The total amount of Trade produced by each city is represented by double-arrow icons displayed in the Resource Chart of the City Display. Trade is then broken down into three separate components: Taxes, Luxuries, and Science. The amount of Trade allocated to each of these areas is controlled by selecting the "Change Tax Rate" option on the Kingdom menu.

Trade can be increased through the construction of certain City Improvements and Wonders of the World. It can also be increased through terrain improvements, and through the establishment of trade routes.

@@Trade Routes
Trade routes are established by moving a Caravan or Freight unit into a city at least ten squares from the unit's home city. You receive an immediate cash payment on the turn that the route is established. On each ensuing turn, each city receives a Trade bonus for as long as the trade route exists. The farther apart the two cities are, the more valuable the trade route. Trade routes established with cities of a rival civilization tend to be more profitable than those established between friendly cities. Each city may have up to three active trade routes at any time.

The value of a trade route is also affected by the type of goods traded. When trading a commodity that is demanded by the destination city, the trade route is much more profitable.

@@Tunnels
This is the only Underground Terrain on Mars passable to most units. (The major exception is the Borer Unit). Tunnels can now be used to travel through underneath the surface under enemy fortifications or troop concentrations. Tunnels can also be used to protect ground troops against ground and air attack. Occasionally natural tunnels will have formed near underground watercourses. These natural Tunnels are often associated with surface rivers. In the event of invasion, tunnels can be 'collapsed' by Colonists or Borers via the 'Mine' command. You can also use some of the information seeking units, such as the "Mechanic" to try to determine the composition of the adjacent rock & earth when in the tunnels. Due to the amount of erosion on Eart, there are no significant numbers of natural rtunnels to speak of, and major tunnel complex building is not feasible in the stronger terran gravitational well.

@@Underground Cities
It is also possible to build cities in the underground tunnels of Mars. However getting sufficient food resources for those cities to be sustained and grow may be a problem. This can be effected by irrigating the tunnels where they are close to an underground river, or setting up a trade route, trading food, with one of your surface cities. As underground cities will be 'food-limited' without extra care being taken, Try to build underground cities near a watercourse to allow for easy irrigation of your tunnels. Occasionally natural tunnels will have formed near underground watercourses. These natural Tunnels are often associated with surface canals and ancient Martian watercourses.

@@Veteran Units
During the American Civil War, soldiers who had never been in battle were said to have "seen the elephant" after being under fire for the first time. Afterward, they were considered veterans. History shows that well-trained, veteran soldiers are much more likely to survive a battle than inexperienced troops.

Units have a 50 percent chance of becoming Veterans each time they survive a combat encounter. Cities with a Military College Improvement automatically produce Veteran units, as do all cities under the influence of the Parker Academy Wonder. The attack and defense factors of Veteran units is increased by 50 percent.

@@Corruption and Waste
As your civilization grows, you might notice that some of your cities are losing some of their Trade and Shields to corruption and waste. Corruption is Trade income that is lost to theft, embezzlement, and other illegal practices. Waste is Shield production that is lost to inefficiency. The farther a city is from your capital, the more corruption and waste it experiences. The amount of corruption and waste is also affected by the system of government you are using.

Corruption and waste, if left unchecked, can significantly slow the development of your civilization. Both corruption and waste can be reduced by 50 percent by building a Courthouse in the city experiencing the problem. The best solution, however, is to switch your system of government to a more advanced form. The more advanced the government, the less corruption and waste you experience. Technocracy and Pantisocracy alleviate this problem altogether.

@@Unhappiness Due to Civ Size
Once you have built a certain number of cities, your citizens start to worry about your ability to effectively govern your civilization. When this occurs, additional unhappy citizens appear in each city.

The number of cities you can build before causing additional unhappiness is based on a number of factors, including game difficulty level and government type. The number of cities is higher for more advanced governments and lower levels of difficulty.

@@Combat Damage
It is now possible for units to be damaged as a result of combat. In each successful attack, a unit inflicts an amount of damage equal to its Firepower rating. The amount of damage a unit can sustain before it is destroyed is determined by multiplying the unit's Hit Point rating by ten.

The approximate amount of damage a unit has sustained can be determined by the length and color of the unit's damage bar (the colored bar at the top of the unit's shield symbol). A green bar indicates that the unit has lost from 0 to 33 percent of its Hit Points, a yellow bar shows that the unit has lost from 34 to 66 percent, and a red bar indicates that it has lost 67 percent or more.

Damage also affects the movement of a unit. The percentage of movement lost is equivalent to the percentage of Hit Points lost. Sea units can never have their movement reduced below two. The movement of air units is not affected by damage.

@@Transforming Terrain
In addition to the changes to Terrain that can be made through cultivation and mining, once Terraforming has been discovered Robot Engineers are able to transform map squares into a radically different Terrain types by using the "Transform" command on the Orders menu. Terrain transformation is particularly useful if the Terrain surrounding a city doesn't produce sufficient resources (as is nearly always the case on Mars).

See the Civilopedia entries for each Terrain type for the results of Robot Engineer transformation.

@@Fuel Depots
After the discovery of Duricrete, your Colonists and Robot Engineers have the ability to construct Airbases. Airbases act as remote refueling stations for Fighters, Bombers, Stealth Fighters, and Stealth Bombers. Strategically placed Airbases effectively extend the range of these units, allowing them to operate farther from friendly cities and Carriers.

To build an Airbase, chose the "Airbase" command from the Orders menu, or press the "e" key.

@@Airlift
After the discovery of Duricrete and the NTR engine, you have the ability to perform Airlift operations between your cities. Airlifting allows you to move units instantly over great distances. In order to Airlift a unit between two cities, both cities must have a Launch-pad.

To Airlift a unit, move the unit into a city with an Launch-pad and choose "Airlift" from the Orders menu, or press the "l" key. A menu of possible destinations appears. Choose the destination city from the menu, and the unit is instantly transported to that city. The unit becomes available for use on the following turn.

@@City Squares
;Translation Note: This refers to the map squares occupied by cities, not "Town Squares".
The resources utilized by a city are not only generated in the squares surrounding the city: they are also generated by the city square itself. The city square generates all the resources normally produced by the Terrain type on which the city is built. In addition, the Terrain square occupied by the city is improved to the maximum extent possible. The city square automatically contains a road, which is upgraded to a Rail-line when the Rail-line Advance is discovered. The city square is also automatically irrigated or mined, depending on the type of terrain. Finally, if the city is built on Terrain that normally produces no Shields, one Shield is automatically added to the other resources generated in the city square. These enhancements ensure that the city square produces the maximum amount of resources possible.

@@Impassable Terrain
Before the discovery of primitive boats, any deep enough body of water was an insurmountable barrier to travel. Mountain chains, canyons, and other natural obstacles were all at one time considered impassable--until someone figured out a way to get through. Over the course of time, you might encounter terrain that your units cannot enter - this is "impassable" terrain. Air units can travel over impassable terrain without trouble, but some naval and ground units cannot enter these areas at all. The only exceptions are those units with the specific ability to cross impassable terrain.

@@River
Fed by natural springs, snow melt, and small tributary streams, rivers flow from mountains and other upland sources into larger rivers, lakes, and oceans. Rivers can be found in almost any terrain, from the wettest to the most arid. Since the beginning of recorded time, towns and cities have grown up around rivers, because the land in river valleys is usually very fertile and well-suited for farming. In addition, a river provides easy and quick access between towns for trade and travel. Water can be channeled from rivers for the purposes of irrigation. Rivers are also good sources of mineral resources, and can provide power to run machinery and generate electrical energy.

@@Martian Canals
Not a natural feature of Mars, but an artifact of the incomplete works of man, these are fed by natural springs, regolith outgassing, and melting permafrost. Trickles flow from mountains and other upland sources into larger canals, lakes, and seas. A Canal provides easy and quick access between cities for trade and travel. Water can be channeled from canals for the purposes of irrigation. Canals are also good sources of mineral resources, and can provide power to run machinery and generate electrical energy.

@@Bridges
Bridges across Rivers and Canals cannot be built until your faction discovers Radar Seismology.

@@Invisible Until Combat
In nature, many organisms have evolved methods of concealing themselves. This natural camouflage serves both to hide prey from potential predators and to conceal predators from potential prey. Military units throughout history have taken a lesson from nature and used camouflage of various forms to conceal themselves until they choose to engage in battle. In your efforts to build your civilization, you're quite likely to encounter units, both natural and artificial, that have the ability to remain unseen until they engage in combat. For convenience, all of these units are referred to as "Invisible Until Combat".

@@Teleporters / Transporters
Quantum Transport (QT) provides a method of nearly instantaneous travel. QT theory is not new. The science is based on early explorations in quantum theory, of a side effect that was called "quantum teleportation" by the researchers of the time. Practical application of these primitive techniques proved impossible, however, and only the resurgence of high-energy science brought about by the successes in ultrastring transport utilising effective Heisenburg Compensators allowed further innovation in this field. QT provides a method of transport that can be established anywhere; all it takes is a small, dedicated site, which a suitably equipped unit can build relatively quickly. The corresponding site is created automatically by the quantum-level linkage processes. (In fact, the two sites are actually the same, but we haven't room here for a discussion of simultaneity theory.)

Certain units also have the ability to build Teleporters ouside of your cities once this technology is dicovered.  Any unit with this sort of power can create Teleporters that will allow jaunts from one world to another--within the limits of what worlds it can reach and exist on--without expending any movement points at all. There is a constraint, however. A unit may transport between worlds only at locations where the terrain in the corresponding location on the destination map is of the same domain--land or sea. That is, a naval unit may not transport onto land, and a ground unit may not transport into a sea. Note that this ability is based strictly on the domain of the terrain.

@@Instaport
After your technology is sufficiently advanced, you have the ability to perform Instaport operations between your cities. Instaporting allows you to move ground units instantly over great distances on the same map, but not between maps. In order to Instaport a unit between two cities, both cities must have an Instaporter.

To Instaport a unit, move the unit into a city with an Instaporter and choose "Instaport" from the Orders menu, or press the "l" key. A menu of possible destinations appears. Choose the destination city from the menu, and the unit is instantly transported to that city. The unit becomes available for use on the following turn.

@@Native Transport
Certain units have the ability to move between Earth and Mars under their own power. This attribute is referred to as a "Native Transport" ability. Any unit with this sort of power can jaunt from one world to another--within the limits of what worlds it can reach and exist on--without expending any movement points at all. There is a constraint, however. A unit may transport between worlds only at locations where the terrain in the corresponding location on the destination map is of the same domain--land or sea. That is, a naval unit may not transport onto land, and a ground unit may not transport into a sea. Note that this ability is based strictly on the domain of the terrain.


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; Sci-fi version
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@@Data
"Data" represents more than just information; it's the medium of exchange between cities and civilizations. Data includes the exchange of knowledge and ideas, and it can be funneled into recreational activities for the citizens of your civilization. The total amount of Data produced by each city is represented in the City Display. Data is then broken down into three separate components: Tax income (Bp), Entertainment, and Science. The amount of Data allocated to each of these areas is controlled by selecting the "Change Tax Rate" option on the Kingdom menu.

Data can be increased through the construction of certain City Improvements and Wonders of the World. It can also be increased through terrain improvements, and through the establishment of trade routes.


@@Entertainment
The provision of Entertainment for your citizens costs data, but is often well worth it. Each two units of Entertainment make one content citizen happy or one unhappy citizen content. The amount of Entertainment a city produces is mainly determined by the percentage of Data you have allocated to Entertainment. You can adjust this using the "Change Tax Rate" command on the Kingdom menu. A city's Entertainment can also be increased by building certain City Improvements and Wonders of the World, and by converting citizens into Entertainers.


@@Inaccuracy and Waste
As your civilization grows, you might notice that some of your cities are losing some of their Data and Materiel to inaccuracy and waste. Inaccuracy is Data "income" that is lost to error, miscategorization, and other careless practices. Waste is Materiel production that is lost to inefficiency. The farther a city is from your capital, the more inaccuracy and waste it experiences. The amounts of inaccuracy and waste are also affected by the system of government you are using.

Inaccuracy and waste, if left unchecked, can significantly slow the development of your civilization. Both can be reduced by 50 percent by building a Satellite Uplink in the city experiencing the problem. The best solution, however, is to switch your system of government to a more advanced form. The more advanced the government, the less inaccuracy and waste you experience. The Collective and Proteocracy alleviate this problem altogether.

@@Materiel
The production of raw materials by your cities is represented in the original game by shield icons. Thus, Materiel is sometimes referred to as "shields". The amount of Materiel produced by each city is displayed in the City Display. Materiel is used to support units. Each unit might, depending on government type and other circumstances, require that its home city expend one Materiel per turn to support the unit. Excess Materiel not used to support units is used for the production of City Improvements, Wonders of the World, and new units.

Materiel production largely depends on the type of terrain surrounding the city. In most circumstances, Materiel production can be increased through the construction of certain Improvements and Wonders. The construction of refineries also improves production in certain types of terrain.

@This must be here to terminate search!!!
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