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codes > pc > Age of Empires: Rise of Rome

Age of Empires: Rise of Rome

*GAMETAP: Expand your playground*

Age of Empires: Rise of Rome FAQ

PC

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  |_   _|| |_   ___   | _ \(_) ___ ___    ___  / _|  | _ \ ___  _ __   ___
    | |  | ' \ / -_)  |   /| |(_->

  This document is Copyright İ 2001 Jim Chamberlin.  All Rights Reserved.

  ===========================================================================

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Version -  0.1   Everything is new, of course.
           0.2   Added the rest of the buildings and technologies.
           0.3   Worked on some of the civilizations.
           0.4   Finished up the FAQ.
           0.5   Added the URL of my WWF SmackDown! FAQ.
           0.6   Minor Changes.
           0.7   Added the URL of my Sid Meier's Alpha Centauri HTML FAQ.
           0.8   A minor change.
           0.9   A minor change.
           1.0   A minor change.
           1.1   A few minor changes.
           1.2   A few changes.
           1.3   A few minor changes.
           1.4   A few changes.
           1.5   A minor change.

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If you have anything you would like to submit, please do so.  Send it to
[red_phoenix_1@hotmail.com].  I would appreciate it if you would put "Age of
Empires The Rise of Rome" in the Subject Line.  It helps me weed through my
mailbox without deleting something important.  I don't consider SPAM and Porn
important, if you know what I mean, although some of you may think otherwise.

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                                Table of Contents
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    1.      Introduction History

    2.      Changes from Age of Empires

    3.      The Buildings
          - Academy
          - Archery Range
          - Ballista Tower
          - Barracks
          - Dock
          - Farm
          - Fortification
          - Government Center
          - Granary
          - Guard Tower
          - House
          - Market
          - Medium Wall
          - Sentry Tower
          - Siege Workshop
          - Small Wall
          - Stable
          - Storage Pit
          - Temple
          - Town Center
          - Watch Tower
          - Wonder

    4.      The Units
       A.   Miscellaneous
          - Villager
          - Priest
       B.   Infantry
          - Axeman
          - Clubman
          - Slinger *New Unit*
          - Short Swordsman
          - Broad Swordsman
          - Long Swordsman
          - Legion
          - Hoplite
          - Phalanx
          - Centurion
       C.   Archery
          - Bowman
          - Improved Bowman
          - Composite Bowman
          - Chariot Archer
          - Elephant Archer
          - Horse Archer
          - Heavy Horse Archer
       D.   Cavalry
          - Scout
          - Camel Rider *New Unit*
          - Chariot
          - Scythe Chariot *New Unit*
          - Cavalry
          - Heavy Cavalry
          - Cataphract
          - War Elephant
          - Armored Elephant *New Unit*
       E.   Siege Weapons
          - Stone Thrower
          - Catapult
          - Heavy Catapult
          - Ballista
          - Helepolis
       F.   Boats
          - Fishing Boat
          - Fishing Ship
          - Trade Boat
          - Merchant Ship
          - Light Transport
          - Heavy Transport
          - Scout Ship
          - War Galley
          - Fire Galley *New Unit*
          - Trireme
          - Catapult Trireme
          - Juggernaught

    5.      The Technologies
       A.   Storage Pit (Origin)
          - Toolworking
          - Metalworking
          - Metallurgy
          - Bronze Shield
          - Iron Shield
          - Tower Shield *New Technology*
          - Leather Armor for Archers
          - Scale Armor for Archers
          - Chain Mail for Archers
          - Leather Armor for Cavalry
          - Scale Armor for Cavalry
          - Chain Mail for Cavalry
          - Leather Armor for Infantry
          - Scale Armor for Infantry
          - Chain Mail for Infantry
       B.   Market (Origin)
          - Wheel
          - Woodworking
          - Artisanship
          - Coinage
          - Craftsmanship
          - Domestication
          - Stone Mining
          - Gold Mining
          - Siegecraft
          - Plow
          - Irrigation
       C.   Government (Origin)
          - Alchemy
          - Architecture
          - Aristocracy
          - Ballistics
          - Engineering
          - Nobility
          - Writing
          - Logistics *New Technology*
       D.   Temple (Origin)
          - Polytheism
          - Monotheism
          - Mysticism
          - Jihad
          - Fanaticism
          - Astrology
          - Afterlife
          - Martyrdom *New Technology*
          - Medicine *New Technology*

    6.      The Civilizations
          - Ancient Chosen a.k.a. Chosen
          - Assyrian
          - Babylonian
          - Carthaginian *New Civilization*
          - Egyptian
          - Greek
          - Hittite
          - Macedonian *New Civilization*
          - Minoan
          - Palmyran *New Civilization*
          - Persian
          - Phoenician
          - Roman *New Civilization*
          - Shang
          - Sumerian
          - Yamato

    7.      Civilization Comparisons

    8.      Tools of the Trade (James Mecham)

    9.      Codes

   10.      Credits


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1.     Introduction


  Age of Empires: Rise of Rome is an expansion pack for the very popular PC 
game, Age of Empires.  It was released to the public basically to provide us 
with a slight enhancement to the game while they worked on Age of Empires II: 
Age of Kings.  Being an expansion pack, not much is expected of it in most 
conditions.  This one, in my opinion, did a decent job.  We knew Microsoft and 
Ensemble Studios must have been really busy at making a heck of a game in Age 
of Kings, if they had to send out an add-on.  Microsoft also knew that this 
would make the corporation a little more deeper in the pocket with another Age 
of Empires game, even though it was only an add-on and it cost less that a full 
game.


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2.     Changes from Age of Empires


  The changes to The Rise of Rome weren't grand, but they did change a little
bit.  There weren't very many changes either, although they added a few more
technologies, units, and civilizations.  Below is a small list I whipped up to
illustrate this.

                              _______________
.--------------------========= C H A N G E S =========-------------------------.
|                             ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ                                  |
|                                                                              |
|  o  Four new civilizations: Carthaginian, Macedonian, Palmyran, and Roman.   |
|                                                                              |
|  o  Five new units: Armored Elephant, Camel Rider, Fire Galley, Scythe       |
|     Chariot, and Slinger.                                                    |
|                                                                              |
|  o  Four new technologies: Logistics, Martyrdom, Medicine, and Tower Shield. |
|                                                                              |
|  o  Four new campaigns.                                                      |
|                                                                              |
|  o  New ability to queue the production of units.                            |
|                                                                              |
|  o  New Gigantic map size.                                                   |
|                                                                              |
|  o  New map types: Continental, Mediterranean, Hill Country, and Narrows.    |
|                                                                              |
|  o  Double-clicking a unit selects all units of that type on the game screen.|
|                                                                              |
|  o  New Random civilization option so if you don't know which civilization   |
|     you're playing until the game starts.                                    |
|                                                                              |
|  o  You can display the game settings (map type, map size, etc.) during the  |
|     game by clicking the MENU button on the menu bar, and then clicking      |
|     "Scenario Instructions."                                                 |
|                                                                              |
|  o  When you hear a sound cue (such as an attack warning), you can press the |
|     HOME key or click the middle mouse button to go to the trouble spot.     |
|     Pressing the key multiple times cycles through the location of the last  |
|     five sound cues.                                                         |
|                                                                              |
|  o  Stone Throwers, Catapults and Heavy Catapults now receive a limited      |
|     predictive firing benefit from Ballistics, based on the target unit's    |
|     speed. All slow units in range are hit, some medium units are hit and    |
|     all fast units are missed.                                               |
|                                                                              |
|  o  Persian civilization no longer has the farming penalty.                  |
|                                                                              |
|  o  Some random maps contain cliffs.                                         |
|                                                                              |
|  o  Allied Town Centers are visible when you start an allied game.           |
|                                                                              |
|  o  The population indicator and timer appear at the top of the screen when  |
|     you press F11.                                                           |
|                                                                              |
|  o  The Hot Key to build a Swordsman is now Z.                               |
|                                                                              |
|  o  The Hot Key to build a Scout is now T.                                   |
|                                                                              |
|  o  If you select the Full Tech Tree option before starting the game, you    |
|     can't build Fire Galleys.                                                |
|                                                                              |
|  o  In multiplayer games, there is now an in-game option to change the       |
|     population limit using the Game Settings.                                |
|                                                                              |
|  o  Chat is automatically set to Allies Only in an allied multiplayer game.  |
|                                                                              |
|*This information was taken from the Age of Empires: Rise of Rome Game Manual*|
|                                                                              |
'--------------------=================================-------------------------'


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3.     The Buildings

=========
=ACADEMY=
=========

Age: Bronze
Prerequisites: You must have built the Town Center, Barracks, and Stable.
Cost: 200 Wood
Hit Points: 350
Note: The Academy lets you train elite infantry units, including the
Hoplite, Phalanx, and Centurion.  Researching Architecture increases the
hit points and decreases the construction time of this building.  The
academy was the Greek equivalent of a school.  Students, usually only free
men and favored slaves, received an education at the academy.  Subjects of
study included the typical fare of schools but also politics, athletics,
and military training.  The most rigorous of the Greek academies were those
of Sparta, where boys were taken from their parents at an early age and
educated in a military environment.  The academy prepared the individual
for service to the state as a citizen and as a soldier in the phalanx.  In
one of the remarkable encounters of history, the future Alexander the Great
was educated at the Academy of Aristotle.

===============
=ARCHERY RANGE=
===============

Age: Tool
Prerequisites: You must have built the Town Center and Barracks.
Cost: 100 Wood
Hit Points: 350
Note: The Archery Range lets you train archers, including the Bowman,
Improved Bowman, Composite Bowman, Chariot Archer, Elephant Archer, Horse
Archer, and Heavy Horse Archer.  You must build the Archery Range before
you can build the Siege Workshop.  Researching Architecture increases the
hit points and decreases the construction time of this building.  The bow
was developed as a hunting weapon long before the first towns appeared and
was easily adapted to warfare.  Because the bow allowed fighting from a
distance and from behind cover, archers did not have to fight face- to-
face with their enemy.  As the first civilizations grew in size and their
armies grew correspondingly, formal training of archers was instituted.
As part of this training, bowmen practiced shooting on archery ranges to
improve accuracy.

================
=BALLISTA TOWER=
================

Age: Iron
Prerequisites: You must have built the Town Center, Granary, researched the
Watch Tower, upgraded to the Sentry Tower, upgraded to the Guard Tower,
researched Ballistics, and upgraded to the Ballista Tower.
Upgrade Cost: 1800 Food, 750 Stone
Cost: 150 Stone
Hit Points: 200
Attack: 20
Armor: -
Range: 7
Special: Fire Rate once every 3 seconds
Upgrade of: Guard Tower
Upgrade at: Granary
Note: The Ballista Tower is the ultimate tower.  It has more attack
strength than the Guard Tower.  You must research Ballistics before you
upgrade to the Ballista Tower.  Towers are defensive structures that fire
missiles at enemy villagers and military units within range.  Researching
Architecture increases the hit points and decreases the construction time
of this tower.  Alchemy increases attack strength.  Ballistics increases
accuracy.  Woodworking, Artisanship, and Craftsmanship increase range.
The tower discovered on the wall at the ancient site of Jericho served
several purposes.  It extended the visual range of lookouts that would be
watching for the approach of raiders and other visitors.  An early warning
might have been the difference between a successful defense and the fall
of the town.  The tower was a superior firing position for archery.  Bowmen
shooting down had an advantage in range and penetration power of arrows
versus enemies shooting up.  Enemies hiding at the bottom of the wall may
have remained visible to archers in the tower.  The tower itself was an
independent bastion that could serve as a defensive position of last resort
if the wall was carried.  The Ballista Tower was the ultimate defensive
fortification of the ancient era.  It could withstand a lajor attack and
was equipped and designed to take a heavy toll on attackers.

==========
=BARRACKS=
==========

Age: Stone
Prerequisites: You must have built the Town Center.
Cost: 125 Wood
Hit Points: 350
Note: The Barracks lets you train infantry, including the Clubman, Axeman,
Short Swordsman, Long Swordsman, and Legion.  You must have built the
Barracks before you can build the Archery Range, Siege Workshop, Stable, or
Academy.  Researching Architecture increases the hit points and decreases
the construction time of this building.  When the first armies came into
being, places were needed eventually to make weapons, store weapons, drill
troops, and house troops.  The Barracks in Age of Empires represents these
places.

======
=DOCK=
======

Age: Stone
Prerequisites: You must have built the Town Center.
Cost: 100 Wood
Hit Points: 350
Note: The Dock lets you create boats, including the Fishing Boat, Fishing
Ship, Trade Boat, Merchant Ship, Light Transport, Heavy Transport, Scout
Ship, War Galley, Trireme, Catapult Trireme, and Juggernaught.  The Dock is
also where fishing vessels deposit food and trade vessels deposit gold from
trading.  Researching Architecture increases the hit points and decreases
the construction time of this building.  The earliest boats were simply
tied up to rocks or trees on shore to take on or drop off cargo or were
physically pulled onto the beach.  Later, wooden structures were built out
into the water to facilitate loading and unloading.  Docks were also safer
for ships because ships could avoid being beached, which strained the hulls
and increased leaking.  When the dock was extended beyond the shallows,
even larger ships could be tied up, farther improving efficiencies.

======
=FARM=
======

Age: Tool
Prerequisites: You must have built the Town Center, Granary, and Market.
Cost: 75 Wood
Hit Points: 50
Note: The Farm provides a reliable supply of food, which can be gathered by
a villager.  Because Farms produce food at a fixed rate, assigning more
than one villager to work on a Farm does not increase its productivity.
Farms eventually go fallow, in which case you can build another one.
Researching Architecture increases the hit points and decreases the
construction time of this building.  Domestication, the Plow, and
Irrigation increase Farm production.  The humble farm was the foundation of
the great civilizations of antiquity and most human societies since.  The
farm was the technological advance that provided the large and dependable
supplies of food necessary for civilization to arise.  Farming began when
edible seeds and fruits were preserved from one growing season and
systematically planted in prepared ground the following season.  The plant
that resulted were nurtured and protected until the edible produce was
suitable for harvest.  Important farming advancements in ancient times
included irrigation of rich but arid land, the plow that opened the soil
for receiving seeds, and the continual selection of seeds from the most
succesful plants that gradually improved food plant yields.

===============
=FORTIFICATION=
===============

Age: Iron
Prerequisites: You must heave built the Town Center, Granary, researched the
Small Wall, upgraded to the Medium Wall, and upgraded to the Fortification.
Upgrade Cost: 300 Food, 175 Stone
Cost: 5 Stone
Hit Points: 400
Upgrade of: Medium Wall
Upgrade at: Granary
Note: The Fortification is the ultimate wall. It has more hit points than
the Medium Wall.  Walls are defensive structures that can be built around
your empire or important areas.  Villagers and military units cannot move
through standing walls, however, they can attack the walls.  Stone
Throwers, Catapults, Heavy Catapults, Ballistas, and the Helepolis are
particularly effective for destroying walls.  Researching Architecture
increases the hit points and decreases the construction time of this wall.
The great civilizations of ancient times built ever- larger fortifications
to protect their important cities and frontiers. Herodotus reported that
the walls of Babylon were sufficiently thick that a chariot could be driven
on them around the city.  Archaelogy indicates that large walls were not
invulnerable- every great ancient city appears to have been stormed
eventually- but only a large and well- equipped army could surmount them.

===================
=GOVERNMENT CENTER=
===================

Age: Bronze
Prerequisites: You must have built the Town Center, Granary, and Market.
Cost: 175 Wood
Hit Points: 350
Note: The Government Center lets you build additional Town Centers, and
research technologies that improve your buildings and military units,
including Writing, Architecture, Engineering, Aristocracy, Alchemy,
Nobility, and Ballistics.  Researching Architecture increses the hit points
and decreases the construction time of this building.  The government
center was the administrative center of the town, village, city, kingdom,
or empire.  It was often the palace of the strongman or king.  It was here
that justice was dispersed, records kept, taxes collected and stored,
diplomacy conducted, and plans made.  The development of the government
center spurred technology such as architecture through the commission of
public works and writing for the keeping of records.  The expansion of
kingdoms led to a hierarchy of elites, often a nobility, that were needed
as middle managers when the expanse of lands exceeded the ruler's ability
to control directly.  The provinces of the Persian Empire, for example,
were ruled like independent stores by satraps who owed tribute and
allegiance to the king in Susa.

=========
=GRANARY=
=========

Age: Stone
Prerequisites: You must have built the Town Center
Cost: 200 Wood
Hit Points: 350
Note: The Granary lets you build walls and towers, including the Small
Wall, Medium Wall, Fortification, Watch Tower, Sentry Tower, Guard Tower,
and Ballista Tower.  You must research the Granary before you can built the
Market.  Foragers and farmers can deposit food from Farms and forage sites
at the Granary instead of the Town Center.  Researching Architecture
increases the hit points and decreases the construction time of this
building.  Following the advance of farming, humans faced the first time
the happy problem of how to safely store large quantities of food grains.
The Granary made it possible to preserve growing season surpluses for
consumption during winter months.  The Granary was a central location where
grain could be warehoused, guarded, and distributed fairly as needed.  The
need to protect food supplies was an early reason for building walls and
fortifications.  Without protection, the surpluses in the Granary were
easily taken by raiders from nearby hunting and gathering groups.

=============
=GUARD TOWER=
=============

Age: Iron
Prerequisites: You must have built the Town Center and the Granary, and
researched Watch Tower, upgraded to Sentry Tower, and upgraded to Guard
Tower.
Upgrade cost: 300 Food, 100 Stone
Cost: 150 Stone
Hit Points: 200
Attack: 6
Armor: -
Range: 7
Special: Fire rate once / 1.5 seconds
Upgrade of: Sentry Tower
Upgrade at: Granary
Note: The Guard Tower has more hit points, attack strength, and range than
the Sentry Tower.  The Guard Tower can be upgraded to the Ballista Tower.
Towers are defensive structures that fire missiles at enemy villagers and
military units within range.  Researching Architecture increases the
construction time of this tower.  Alchemy increases attack strength.
Ballistics increases accuracy.  Woodworking, Artisanship, and
Craftsmanship, increase range.  The tower discovered on the wall at the
ancient site of Jericho served several purposes.  It extended the visual
range of lookouts that would be watching for the approach of raiders and
other visitors.  An early warning might have been the difference between a
successful defense and the fall of the town.  The tower was a superior
firing position for archery.  Bowmen shooting down had an advantage in
range and penetration power of arrows versus enemies shooting up.  Enemies
hiding at the bottom of the wall may have remained visible to archers in the
tower.  The tower itself was an independent bastion that could serve as the
defensive position of last resort if the wall was carried.  The Guard Tower
was a superior fortification, well- designed for holding out against attack
and for bringing weapons to bear on an attacker.

=======
=HOUSE=
=======

Age: Stone
Prerequisites: You must have built the Town Center.
Cost: 30 Wood
Hit points: 75
Note: A House supports up to four villagers, military units, or boats.  You
must have enough houses before you can create new units.  If a House is
destroyed, you do not lose the units it supported, but you must build new
houses before you can build new villagers, military units, or boats.
Researching Architecture increases the hit points and decreases the
construction time of this building.  Shelter increased in importance when
humans expanded their range farther away from the equator in the wake of
the receding ice sheets and into climates of wide seasonal variation.
Growing hman populations quickly occupied the few natural shelters available
in these areas.  The provision of man- made shelter made existence in
challenging and variable climates possible.  Without houses, year- round
populations could not have increased beyond minimums.

========
=MARKET=
========

Age: Tool
Prerequisites: You must have built the Town Center and Granary.
Cost: 150 Wood
Hit points: 350
Note: The Market lets you build Farms, pay Tribute to other civilizations,
and research technologies that improve your military units and the
effectiveness of your villagers, including Woodworking, Artisanship,
Craftsmanship, Stone Mining, Siegecraft, Gold mining, Coinage,
Domestication, the Plow, Irrigation, and the Wheel.  You must build the
Market before you can build the Government Center or Temple.  Researching
Architecture increases the hit points and decreases the construction time
of this building.  The specialization made possible by the development of
agriculture created the need for a place where craftsmen could meet to
barter their wares for those of others and for food.  The Market in each
town and village was the place where barter and exchange took place.  The
development of the Market marked the change from the small hunting/ foraging
group that shared its harvest to the much more complex economy that rose
with the rise of towns and cities.  Specialization resulted in efficiencies
of scale and greater overall production fairly among the food providers
and specialists.  The profit motive spurred innovation to increase
production.  The potter, for example, looked for ways to make more and
better pots for the same effort to increase the amount of food that he
could obtain by trading pots.

=============
=MEDIUM WALL=
=============

Age: Bronze
Prerequisites: You must have built the Town Center, Granary, researched
Small Wall, and upgraded to Medium Wall.
Upgrade Cost: 180 Food, 100 Stone
Cost: 5 Stone
Hit points: 300
Upgrade of: Small Wall
Upgrade at: Granary
Note: The Medium Wall has more hit points than the Small Wall.  The Medium
Wall can be upgraded to the Fortification.  Walls are defensive structures
that can be built around your empire or important areas.  Villagers and
military units cannot move through standing walls; however, they can attack
the walls.  Stone Throwers, Catapults, Heavy Catapults, Ballistas, and the
Helepolis are particularly effective for destroying walls.  Researching
Architecture increases the hit points and decreases the construction time
of this wall.  One of the earliest human setlements yet discovered is the
city of Jericho near the Jordan River in modern Isreal.  This site from
7000 B.C. is remarkable for possessing a stone masonry wall, dry moat
around the wall, and a tower.  At an astonishingly early date, Jericho
demonstrated that the ancients understood principles of fortification that
would carry forward essentially unchanged until the development of
gunpowder.  The Medium Wall is a defensive structure built of stone or other
substantial construction to withstand a protracted attack.

==============
=SENTRY TOWER=
==============

Age: Bronze
Prerequisites: You must have built the Town Center, Granary, researched
Watch Tower, and upgraded to Sentry Tower.
Upgrade cost: 120 Food, 50 Stone
Cost: 150 Stone
Hit points: 150
Attack: 4
Armor: -
Range: 6
Special: Fire rate once / 1.5 seconds
Upgrade of: Watch Tower
Upgrade at: Granary
Note: The SEntry Tower has more hit points, attack strength, and range than
the Watch Tower.  The Sentry Tower can be upgraded to the Guard Tower.
Towers are defensive structures that fire missiles at enemy villagers and
military units within range.  Researching Architecture increases the hit
points and decreases the construction time of this tower.  Alchemy increases
attack strength.  Ballistics increases accuracy.  Woodworking, Artisanship,
and Craftsmanship increase range.  The tower discovered on the wall at the
ancient site of Jericho served several purposes.  It extended the visual
range of lookouts that would be watching for the approach of raiders and
other visitors.  An early warning might have been the difference between a
successful defense and the fall of the town.  The tower was a superior
firing position for archery.  Bowmen shooting down had an advantage in
range and penetration power of arrows versus enemies shooting up.  Enemies
hiding at the bottom of the wall may have remained visible to archers in
the tower.  The tower itself was an independent bastion that could serve as
the defensive position of last resort if the wall was carried.  The Sentry
Tower was an improved fortification of strong materials and designed for
defense.

================
=SIEGE WORKSHOP=
================

Age: Bronze
Prerequisites: You must have built the Town Center, Barracks, and Archery
Range.
Cost: 200 Wood
Hit Points: 350
Note: The Siege Workshop lets you build siege weapons, including the Stone
Thrower, Catapult, Heavy Catapult, Ballista, and Helepolis.  Researching
Architecture increases the hit points and decreases the construction time
of this building.  The earliest fortifications yet discovered date from
7000 B.C., but evidence of siege weapons doesn't appear until much later.
We can assume, however, that siege equipment was in use long before the
first evidence that has survived.  Evidence of a scaling ladder does not
appear until about 2500 B.C.  The earliest record of a simple battering
ram comes from 1900 B.C.  Amore powerful ram plus the undermining of walls
appears by 880 B.C.  The mobile siege tower first appears one hundred years
later.  The catapult was invented by Greeks in 397 B.C.  There were no
further significant advances in siege engines until the advent of gunpowder.
Siege weapons were researched and built in siege workshops.

============
=SMALL WALL=
============

Age: Tool
Prerequisites: You must have built the Town Center, Granary, and researched
Small Wall.
Research cost: 50 Food
Cost: 5 Stone

Hit points: 200
Research at: Granary
Note: The Small Wall is the wealest of the walls.  Upgrades include the
Medium Wall and Fortification.  Walls are defensive structures that can be
built around your empire or important areas.  Villagers and military units
cannot move through standing walls; however, they can attack the walls.
Stone Throwers, Catapults, Heavy Catapults, Ballistas, and the Helepolis
are particularly effective for destroying walls.  Researching Architecture
increases the hit points and decreases the construction time of this wall.

========
=STABLE=
========

Age: Tool
Prerequisites: You must have built the Town Center and Barracks.
Cost: 150 Wood
Hit points: 350
Note: The Stable lets you train cavalry units, including the Scout, Cavalry,
Heavy Cavalry, Cataphract, Chariot, and War Elephant.  You must build the
Stable before you can build the Academy.  Researchinf Architecture increases
hit points and decreases the construction time of this building.  The
horses that survived the last Ice Age were relatively small animals unsuited
for riding or pulling.  They were hunted out of existence in the Americas
and domesticated first for food on the steppes of Asia.  Over many
generations of selective breeding, they grew large enough to be of use other
than as food.  One issue that had to be resolved was how to harness them
without causing choking.  Humans eventually learned to ride, first from the
rear, non- control position over the hips, and then from the forward
position that we are familiar with today.  The first evidence of horses
being ridden appears in the second millenium B.C., although it is generally
accepted that they were ridden earlier in Asia.  The Stable represents the
application of animals, primarily the horse, to warfare, first pulling
chariots and then carrying warriors.  Detailed records survive from Assyria
and elsewhere related to the acquisition, training, equipping, and
employment of horses in battle.

=============
=STORAGE PIT=
=============

Age: Stone
Prerequisites: You must have built the Town Center
Cost: 120 Wood
Hit points: 350
Note: The Storage Pit lets you research technologies that improve the armor
and attack strength of military units, including Toolworking, Metalworking,
Metallurgy, the Bronze Shield, the Iron Shield, Leather Armor for Infantry,
Scale Armor for Infantry, Chain Mail for Infantry, Leather Armor for
Cavalry, Scale Armor for Cavalry, Chain Mail for Cavalry, Leather Armor for
Archery, Scale Armor for Archery, and Chain Mail for Archery.  Hunters,
fishermen, and miners can deposit meat, fish, stone, wood, and gold at the
Storage Pit instead at the Town Center.  Researching Architecture increases
the hit points and dcreases the construction time of this building.  The
storage pit was the functional equivalent of the granary, but for meat
instead of grain.  Storing meat presented special problems because it
spoiled so quickly and easily.  Meat was generally stored by drying or
salting.  The Storage Pit also represents the tool- and weapon- making
skill of hunting societies, leading eventually to metalworking, making war,
and armor making.  In this capacity it also serves as a storehouse and
collection point for the raw materials of tool and weapon making: wood,
stone, and gold (representing all metals).

========
=TEMPLE=
========

Age: Bronze
Prerequisites: You must have built the Town Center, Granary, and Market.
Cost: 200 Wood
Hit Points: 350
Note: The Temple lets you train Priests and research technologies that
increase their powers, including Polytheism, Mysticism, Astrology,
Monotheism, Afterlife, Jihad, and Fanaticism.  Researching Architecture
increases the hit points and decreases the construction time of this
building.  The temple was a religious center.  It was often the earthly
home or point of communication with a particular god or goddess.  Priests
or priestesses in the temple acted as the servants of the resident god or
goddess and managed contact to and from the people, plus instruction,
rituals, petitions, and answers to questions.  The most common form of
petition was the prayer.  Another was the provision of gifts that supported
the temple and its servants.  A less common petition was the sacrifice of
animals or even humans.  The general belief of the time  was that the more
elaborate a temple, the taller it was, and the more grand, the more disposed
the god or goddess would be to provide good weather, rainfall, and crop
yields, while keeping away pests, disease, and human invaders.

=============
=TOWN CENTER=
=============

Age: Stone
Prerequisites: You must already have a Town Center, and you must have built
the Granary, Market, and Government Center.
Cost: 200 Wood
Hit Points: 600
Note:  The Town Center lets you create villagers and advance to the next
Age.  It is also where villagers can deposit food, wood, gold, and stone.
The Town Center supports four villagers, military units, or boats.  Priests
cannot convert Town Centers.  After you build a Government Center, you can
build additional Town Centers to expand your civilization's dominance and
build Town Centers closer to distant resources.  You can also replace your
Town Center if it is destroyed in combat.  Researching Architecture
increases the hit points and decreases the construction time of this
building.  Allvillages and towns had an administrative center that was the
site of governmental power and leadership.  In the earliest villages this
might have been the leader's home.  Later it might have been the king's
palace.  The center was often the place where important supplies, especially
food surpluses, were stored.  Vessels for storing grain and oil were found
in the ruins of the Palace at Knossos of Crete.  Some of the earliest
accounting records yet found were clay tablets left in long- forgotten
storerooms in ancient Sumeria and in Hittite cities.  The destruction of the
town center usually meant the destruction of the town's governmental
infrastructure.

=============
=WATCH TOWER=
=============

Age: Tool
Prerequisites: You must have built the Town Center, Granary, and researched
Watch Tower.
Research Cost: 50 Food
Cost: 150 Stone
Hit points: 100
Attack: 3
Armor: -
Range: 5
Special: Fire rate once / 1.5 seconds
Research at: Granary
Note: The Watch Tower is the weakest of the towers.  Upgrades include the
Sentry Tower, Guard Tower, and Ballista Tower.  Towers are defensive
structures that fire missiles at enemy villagers and military units within
range.  Researching Architecture increases hit points and decreases the
construction time of this tower.  Alchemy increases attack strength.
Ballistics increases accuracy.  Woodworking, Artisanship, and Craftsmanship
increase range.  The Watch Tower was a simple tower, easily built, and
intended mainly to give early warning.

========
=WONDER=
========

Age: Iron
Prerequisites: Advance to the Iron Age
Cost: 1000 Wood, 1000 Stone, 1000 Gold
Hit points: 500
Note: Building a Wonder can be a victory condition that wins the game or it
can provide score points.  You can build more than one Wonder.  Researching
Architecture increases the hit points and decreases the construction time
of this building.  A Wonder is a massive structure, a crowning achievement
of technology, resources, and construction time for civilizations that build
one.  Examples of historic ancient wonders are the Egyptian Pyramid, the
Great Wall of China, and the Athenian Acropolis.  You must advance to the
Iron Age before you can build a Wonder.  Priests cannot convert a Wonder.

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

4.     The Units

-------------------------------------------------------------------------------
       A. Miscellaneous
-------------------------------------------------------------------------------


==========
=Villager=
==========

Age: Stone
Prerequisites: Build the Town Center
Cost: 50 Food
Hit Points: 25
Attack: 3
Armor: 0
Range: 0
Speed: Medium
Create at: Town Center

Villagers can be assigned different tasks (these are mentioned much earlier in
this FAQ).  Hunters and villagers used in combat have increased attack strength.

Researching Stone Mining increases stone mining efficiency.  Siegecraft
increases stone mining efficiency and allows villagers to destroy walls and
buildings.  Gold Mining increases gold mining efficiency.  The Wheel increases
speed.  Jihad increases combat strength.

Most people of ancient times lived their lives working to make a living
primarily as hunters, gatherers, and fishermen originally, and later as farmers
and herders.  The agricultural revolution that began around 8000 B.C. freed
more and more people from the daily persuit of substenance as food production
became more dependable and efficient.  New specialists included potters,
metalworkers, builders, scribes, leather workers, woodworkers, traders, and
professional soldiers.  By the endo of the ancient period, food production
employed less than half the population within civilized cultures.

========
=Priest=
========

Age: Bronze
Prerequisites: Build the Town Center, Granary, Market, and Temple.
Cost: 125 Gold
Hit Points: 25
Attack: 0
Armor: 0
Range: 10
Speed: Slow
Train at: Temple

A Priest heals friendly and allied units and converts enemy units. If your
diplomacy is set to Neutral or Enemy, your military units will attack Priests
from other civilizations.

Researching Astrology allows faster conversions. Mysticism increases hit
points. Polytheism increases speed. Fanaticism speeds Priest rejuvenation after
conversion. Monotheism allows conversion of enemy Priests and buildings.
Afterlife increases range.

-------------------------------------------------------------------------------
       B. Infantry
-------------------------------------------------------------------------------

========
=Axeman=
========

Age: Tool
Prerequisites: Build the Town Center, Barracks, and upgrade to the Battle Axe
Upgrade Cost: 100 Food
Cost: 50 Food
Hit Points: 50
Attack: 5
Armor: 0
Range: 0
Speed: Medium
Upgrade Of: Clubman
Train at: Barracks

The Axeman has more hit points and attack strength than the Clubman.  The Axeman
cannot be upgraded.  However, you can research the Short Swordsman, which is
stronger than the Axeman.

Researching Toolworking, Metalworking, and Metallurgy increases attack strength.
Leather Armor, Scale Armor, and Chain Mail increase armor.  The Bronze Shield
and Iron Shoeld increase piercing armor.

The increasing population and wealth of the earliest civilizations made it
possible to support standing armies available at all times for defense and
attacking neighbors.  The first professional armies were probably built in
Sumeria and Egypt.  These early civilizations had much time to protect and were
sufficiently wealthy to provide protection.  Sumerian artwork from around 2500
B.C. provides evidence of an early army, in this case lines of soldiers,
possibly in formation, equipped with identical armor, helmets, and weapons.

=========
=Clubman=
=========

Age: Stone
Prerequisites: Build the Town Center and the Barracks.
Cost: 50 food
Hit points: 40
Attack: 3
Armor: 0
Range: 0
Speed:  Medium
Train at: Barracks

The Clubman is the weakest of the infantry units.  The Clubman can be upgraded
to the Axeman.

Researching Toolworking, Metalworking, and Metallurgy increases their attack
strength.  Leather Armor, Scale Armor, and Chain Mail increases their armor.
The Bronze Shield and Iron Shield increases piercing armor.

The first soldiers were local people called up for military duty in times of
emergency.  These temporary soldiers were commonly armed with a mace, usually
a club with a stone head.  This was an inexpensive weapon and one that could be
used effectively with a minimum of training.  Clubmen were at a disadvantage,
however, when facing the better- trained and armed professional soldiers that
eventually appeared to defend the early farming civilizations.  The mace had
little practical use other than in combat against humans.  It appeared  long
before the first civilization, indicating that the roots of warfare go far back
into prehistoric times.

=========
=Slinger=
=========

Age: Tool
Prerequisites: Build the Town Center and the Barracks.
Cost: 40 Food, 10 Stone
Hit Points: 25
Attack: 2
Armor: 0
Range: 4
Speed: Medium
Special: +2 attack against archers; +2 armor against missile weapons, Ballista,
         Helepolis; increased attack against walls and towers
Train at: Barracks

The Slinger is an infantry unit used to defend against early archer and Watch
Tower attacks.

Bronze Shield, Iron Shield, and Tower Shield increase piercing armor.  Alchemy
increases attack strength.  Stone Mining and Siegecraft increase attack
strength and range.

Note: Slingers do not get armor upgrades from Leather Armor, Scale Armor, and
Chain Mail.

=================
=Short Swordsman=
=================

Age: Bronze
Prerequisites: Build the Town Center, Barracks, and research Short Sword.
Research Cost: 120 Food, 50 Gold
Cost: 35 Food, 15 Gold
Hit Points: 60
Attack: 7
Armor: 1
Range: 0
Speed: Medium
Train at: Barracks

The Short Swordsman is not an upgrade of the Axeman.  It is a seperate unit with
more hit points, attack strength, and armor than the Axeman.  The Short
Swordsman can be upgraded to the Broad Swordsman.

Researching Toolworking, Metalworking, and Metallurgy increases attack strength.
Leather Armor, Scale Armor, and Chain Mail increase armor.  The Bronze Shield
and Iron Shield increase piercing armor.

The short sword represents an evolutionary step in infantry weapons.  The spear,
mace, and axe were relatively easy to manufacture and use, but somewhat
cumbersome in actual hand-to-hand combat.  Following the discovery of bronze,
it became possible to manufacture short swords that were basically enlarged and
strengthened knives.  These were much easier to wield in hand-to-hand combat
and improved the effectiveness of infantry who carried them.  Short swords were
carried as a second weapon by spearmen or pikemen, such as the Greek hoplites.
The most famous short sword of antiquity was the gladius adopted by the Roman
legions from the Spanish allies of Carthage.  The gladius was especially
effective in the dense legion fighing formations that presses tightly against
their opponents and restricted movement.

=================
=Broad Swordsman=
=================

Age: Bronze
Prerequisites: Build the Town Center, Barracks, research the Short Sword, and
               upgrade to Broad Sword.
Upgrade Cost: 140 Food, 50 Gold
Cost: 35 Food, 15 Gold
Hit Points: 70
Attack: 9
Armor: 1
Range: 0
Speed: Medium
Upgrade of: Short Swordsman
Train at: Barracks

The Broad Swordsman has more hit points, attack strength, and armor than the
Short Swordsman.  The Broad Swordsman can be upgraded to the Long Swordsman.

Researching Toolworking, Metalworking, and Metallurgy increases attack strength.
Leather armor, Scale Armor, and Chain Mail increase armor.  The Bronze Shield
and Iron Shield increase piercing armor.

The appearance of bronze short swords led to further advances in weaponry as
competing cultures sought an advantage in military technology over their
neighbors.  Where the early short sword was primarily a piercing weapon, the
broad sword evolved as a slashing weapon.  The width of the blade increased
strength sufficently to support a slashing attack that could cut into armor and
break short swords designed for stabbing.

================
=Long Swordsman=
================

Age: Iron
Prerequisites: Build the Town Center, Barracks, research the Short Sword,
               upgrade to the Broad Sword, and upgrade to the Long Sword.
Upgrade Cost: 160 Food, 50 Gold
Cost: 35 Food, 15 Gold
Hit Points: 80
Attack: 11
Armor: 2
Range: 0
Speed: Medium
Upgrade of: Broad Swordsman
Train at: Barracks

The Long Swordsman has more hit points, attack strength, and armor than the
Broad Swordsman.  The Long Swordsman can be upgraded to the Legion.

Researching Toolworking, Metallworking, and Mettalurgy increases attack
strength.  Leather Armor, Scale Armor, and Chain Mail increase armor.  The
Bronze Shield and Iron Shield increase piercing armor.

The long sword represents the culmination of infantry weapon development in
antiquity.  It was designed for both piercing and slashing, combining the best
of both the short and broad swords.  The long sword was make possible first by
advances in bronzeworking and improved by the discovery of iron.  Some 
historians believe that the development of long swords by barbarian cultures 
was a key factor in the catastrophe of 1200 B.C., when most of the civilized 
cultures of the Mediterranean and Middle East were overrun.  The long sword in 
various forms remained an important military weapon until the advent of 
gunpowder.

========
=Legion=
========

Age: Iron
Prerequisites: Build the Town Center, Barracks, research the Short Sword,
               upgrade to the Broad Sword, upgrade to the Long Sword, research
               Fanaticism, and upgrade to Legion.
Upgrade Cost: 1400 Food, 600 Gold
Cost: 35 Food, 15 Gold
Hit Points: 160
Attack: 13
Armor: 2
Range: 0
Speed: Medium
Upgrade to: Long Swordsman
Train at: Barracks

The Legion is the ultimate infantry unit.  The Legion has many more hit points
and more attack strength than the Long Swordsman.  You must research Fanaticism
before you can upgrade to Legion.

Researching Toolworking, Metalworing, and Metallurgy increases attack strength.
Leather Armor, Scale Armor, and Chain Mail increase armor.  The Bronze Shield
and Iron Shield increase piercing armor.

The Roman legion was the ultimate military formation of antiquity.  The legion
was a 4200-man unit at full strength, broken down into 120-man units called
maniples.  Most of the maniples went into battle as separate blocks of men in
a square formation that looked something like a checkerboard from above.  Ten
maniples fought as skirmishers in loose order to the front line of blocks.
They attacled the enemy infantry line with sling stones, arrows, and javelins
as the two armies closed and then fell back between gaps in the blocks.  They
may have moved to the edges of the battle to protect the Roman line and harass
the enemy line.  The heavy infantry blocks moved forward, throwning javelins
just before the clash.  Gaps in the blocks may have been filled in by a second
row of blocks containing more experienced soldiers.  The third and final row of
blocks was the smallest but contained the most experienced veterans who served
as the legion's reserve.  The basic legion might have attached cavalry, archers,
engineers, and artillery, depending on the task before it.  At its peak, the
Roman Empire had legions deployed all along its frontiers, defending against
barbarians, putting down revolts, expanding the empire, and maintaining order.

=========
=Hoplite=
=========

Age: Bronze
Prerequisites: Build the Town Center, Barracks, Stable, and Academy.
Cost: 60 Food, 40 Gold
Hit Points: 120
Attack: 17
Armor: 5
Range: 0
Speed: Slow
Train at: Academy

The Hoplite is the weakest of the elite infantry units.  Upgrades include the
Phalanx and Centurion.

Researching Toolworking, Metalworking, and Metallurgy increases attack strength.
Leather Armor, Scale Armor, and Chain Mail increase armor.  The Bronze Shield
and Iron Shield increase piercing armor.  Aristocracy increases speed.

Greek infantry soldiers of the Classical Age were called hoplites, from the name
of their large shields, called hoplons.  For battle they wore a cuirass
(breastplate), helmet, and greaves.  They were armed with a long spear or pike
and sword.  Hoplite armies fought each other hand-to-hand in the dense phalanx
formation that faced the enemy with a bristling wall of spear points staggered
at chest level.  Fighting at close range in such a formation required a
commitment to training and discipline that became a way of life.  Hoplites were
the best infantry units in the world for many centuries until being supplanted
by the more flexible and functional Roman legionnaires.

=========
=Phalanx=
=========

Age: Iron
Prerequisites:  Build the Town Center, Barracks, Stable, Academy, and upgrade
                to Phalanx.
Upgrade cost: 300 Food, 100 Gold
Cost: 60 Food, 40 Gold
Hit points: 120
Attack: 20
Armor: 7
Range: 0
Speed: Slow
Upgrade of: Hoplite
Train at: Academy

The Phalanx has more attack strength and armor than the Hoplite. The
Phalanx can be upgraded to the Centurion.

Researching Toolworking, Metalworking, and Metallurgy increases attack
strength.  Leather Armor, Scale Armor, and Chain Mail increase armor. The
Bronze Shield and Iron Shield increase piercing armor. Aristocracy increases
speed.

The phalanx was a Greek heavy infantry formation used from about 800 B.C. to
the conquest of Greece by the Romans in the second century B.C.  The Greek
infantry, called hoplites, formed a square that could quickly face in any of
four directions.  Each man carried a pike or spear up to 12 feet in length.  As
the formation advanced, it presented an imposing wall of spear points to its
front.  Hoplites carried a large shield and wore a bronze helmet, cuirass
(breastplate), and graves.  All free men in the Greek city-states trained in the
phalanx.  The discipline and drill required to make the phalanx work permeated
the entire Greek culture.  Greek infantry fighting from the phalanx was the
finest in the western world for several centuries.  No other infantry faced it
in hand-to-hand combat and won until the new tactics of combined arms made it
obsolete.  The last great success of the phalanx was in Alexanger the Great's
campaign against the Persians, although in that army, it fought as part of a
combined arms army.

===========
=Centurion=
===========

Age: Iron
Prerequisites: Build the Town Center, Barracks, Stable, Academy, upgrade to
               Phalanx, research Aristocracy, and upgrade to Centurion.
Upgrade cost: 1800 Food, 700 Gold
Cost: 60 Food, 40 Gold
Hit points: 160
Attack: 30
Armor: 8
Range: 0
Speed: Slow
Upgrade of: Phalanx
Train at: Academy

The Centurion is the ultimate elite infantry unit. It has more hit
points, attack strength, and armor than the Phalanx. You must research
Aristocracy before you can upgrade to the Centurion.

Researching Toolworking, Metalworking, and Metallurgy increases attack strength.
Leather Armor, Scale Armor, and Chain Mail increase armor.  The Bronze Shield
and Iron Shield increase piercing armor.  Aristocracy increases speed.

The smallest tactical unit in the Roman army trusted with independent maneuver
was the 120-man maniple.  Each maniple was commanded by a centurion, a veteran
promoted from the ranks after demonstrating bravery, skill, discipline, and
leadership.  The maniple was roughly equivalent to the modern infantry company,
and the centurion was a combination of modern infantry captain and top sergeant.
Centurions were the backbone of the legions that build and defended the Roman
Empire.

-------------------------------------------------------------------------------
       C. Archery
-------------------------------------------------------------------------------

========
=Bowman=
========

Age: Tool
Prerequisites: Build the Town Center, Barracks, and Archery Range.
Cost: 40 Food, 20 Wood
Hit points: 35
Attack: 3
Armor: 0
Range: 5
Speed: Medium
Train at: Archery Range

The Bowman is the weakest of the archers. The Bowman cannot be upgraded.
However, you can research the Improved Bowman, which is stronger than
the Bowman. Other archers include the Chariot Archer, Elephant Archer,
and Horse Archer.

Archers fire arrows at enemy villagers, military units, boats, and buildings
within their range.

Researching Alchemy increases attack strength. Ballistics increases accuracy.
Leather Armor, Scale Armor, and Chain Mail increase armor.  Woodworking,
Artisanship, and Craftsmanship increase range.

The bow was an important military weapon from the time of the first armies, 
being easily adopted from hunting animals to warfare.  Archers required less 
discipline and leadership in battle because they were not expected to engage in 
hand-to-hand combat, a terrifying experience.  Bowmen fought from a distance on 
the battlefield, from behind walls or other cover, and from ambush.  They were
usually not decisive in battle on attack because they could not physically take
ground from the enemy like infantry could.  They acted mainly as defensive 
troops that disrupted enemy formations prior to the decisive moment when the 
infantry clashed.  If barrages of arrows could cause casualties and lower 
morale of the enemy prior to the clash, friendly infantry had a better chance 
of breaking the will of the enemy infantry had being victorious.

=================
=Improved Bowman=
=================

Age: Bronze
Prerequisites: Build the Town Center, Barracks, Archery Range, and research
               Improved Bow.
Research cost: 140 Food, 80 Wood
Cost: 40 Food, 20 Gold
Hit points: 40
Attack: 4
Armor: 0
Range: 6
Speed: Medium
Train at: Archery Range

The Improved Bowman is not an upgrade of the Bowman. It is a separate
unit with more hit points, attack strength, and range than the Bowman.
The Improved Bowman can be upgraded to the Composite Bowman.

Archers fire arrows at enemy villagers, military units, boats, and buildings
within their range.

Researching Alchemy increases attack strength.  Ballistics increases accuracy.
Leather Armor, Scale Armor, and Chain Mail increase armor. Woodworking,
Artisanship, and Craftsmanship increase range.

The simple bow was improved by using better materials and by better training.
Employing better wood or strips of laminated wood increased the tensile strength
of the bow, increasing power and thus range.  Arrows were improved also by such
changes as matal arrowheads.  In modern times, hundreds of bronze arrowheads
were recovered from an archaelogical excavation of the battlefield at
Thermopylae.  On this site, a Spartan force under Leonidas had perished under
a hail of Persian arrows after delaying the huge Persian army for many days.

==================
=Composite Bowman=
==================

Age: Bronze
Prerequisites: Build the Town Center, Barracks, Archery Range, research
               Improved Bow, and upgrade to Composite Bow.
Upgrade cost: 180 Food, 100 Wood
Cost: 40 Food, 20 Gold
Hit points: 45
Attack: 5
Armor: 0
Range: 7
Speed: Medium
Upgrade of: Improved Bowman
Train at: Archery Range

The Composite Bowman has more hit points, attack strength, and range
than the Improved Bowman. Other archery units include the Horse Archer
and Elephant Archer.

Archers fire arrows at enemy villagers, military units, boats, and buildings
within their range.

Researching Alchemy increases attack strength. Ballistics increases accuracy.
Leather Armor, Scale Armor, and Chain Mail increase armor. Woodworking,
Artisanship, and Craftsmanship increase range.

The composite bow was developed in Asia was also known as the oriental or
recurved bow.  It reached the Mediterranean and Middle East by the beginning of
the second millennium B.C.  It was made of layers of wood glued together rather
than a single piece.  The composite material was then bent outward at each end
to increase tension.  The result was a very powerful bow that doubled the
effective range of the short bow.  Egyptian engravings depicting the Battle of
Kadesh show Rameses II and other Egyptian archers using composite bows.

================
=Chariot Archer=
================

Age: Bronze
Prerequisites: Build the Town Center, Barracks, Archery Range, and research
               Wheel.
Cost: 40 Food, 70 Wood
Hit points: 70
Attack: 4
Armor: 0
Range: 7
Speed: Fast
Special: High resistance to conversion; triple attack against Priests.
Train at: Archery Range

The Chariot Archer is a powerful archery unit that combines the speed
and mobility of the Chariot and the attack strength of the Improved
Bowman. Other mounted archery units include the Elephant Archer, Horse
Archer, and Heavy Horse Archer. You must research the Wheel before you
can train Chariot Archers.

Researching Nobility increases hit points.  Researching Alchemy increases
attack strength. Ballistics increases accuracy. Leather Armor, Scale Armor, and
Chain Mail increase armor.  Woodworking, Artisanship, and Craftsmanship increase
range.

Around 1700 B.C., two existing technologies of military consequence, the chariot
and the bow, were merged to create a fearsome new military weapon--the chariot
archer.  Armored archers carried in fast chariots dominated the battlefields of
the civilized world for the next 500 years and remained useful for some time
after that.  In the open ground of the settled plains and river valleys, the
chariot archer was devastating due to its speed, mass, and firepower.  Chariot
archers were typified by the Egyptian nobility and pharaohs of the New Kingdom,
1552-1069 B.C., who prided themselves of their archery.  The first recorded
battle of history.  Megiddo in 1460 B.C., was fought with chariot carrying
archers.

The chariot archer was the dominating battlefield weapon from China to Greece
from about 1600 to 1200 B.C., according to the historical and archaelogical
record.  The long reign of chariot armies was due to several factors, including
most importantly the placement of a composite bow archer in the basket with the
driver and using the chariot as a mobile firing platform.  The fast-firing
chariot archer was devastating against slow, poorly armored infantry in the
open areas of the civilized cultures.  The glorious vision of elite archers from
the nobility fighting from their expensive chariots and wheeling around the
battlefields at will prevaded all civilized cultures of the time.

=================
=Elephant Archer=
=================

Age: Iron
Prerequisites: Build the Town Center, Barracks, and Archery Range.
Cost: 180 Food, 60 Gold
Hit points: 600
Attack: 5
Armor: 0
Range: 7
Speed: Slow
Train at: Archery Range

The Elephant Archer combines the hit points of the War Elephant and the
attack strength and range of the Composite Bowman. Other mounted archery
units include the Chariot Archer, Horse Archer, and Heavy Horse Archer.

Researching Alchemy increases attack strength. Ballistics increases
accuracy. Leather Armor, Scale Armor, and Chain Mail increase armor.
Woodworking, Artisanship, and Craftsmanship increase range.

Attempting to use elephants in combat posed a number of problems, including the
central one of how the elephant would fight and cause casualties.  One answer
was to place a box on the elephant's back from which archers could shoot.  The
archers were protected by the box and could fire down into the melee below.
That worked only as long as the elephant remained standing and within range of
the enemy.  In the years following the death of Alexander the Great, many
western kings adorned their armies of ancient India used elephants more
succuesfully for many centuries.

==============
=Horse Archer=
==============

Age: Iron
Prerequisites: Build the Town Center, Barracks, and Archery Range.
Cost: 50 Food, 70 Gold
Hit points: 60
Attack: 7
Armor: 0
Piercing Armor: 2
Range: 7
Speed: Fast
Special: +2 piercing armor against Ballista, Helepolis, and missile weapons.
Train at: Archery Range

The Horse Archer is a fast archery unit with strong attack strength and
range. The Horse Archer can be upgraded to the Heavy Horse Archer.
Other mounted archery units include the Chariot Archer and Elephant
Archer.

Researching Nobility increases hit points. Researching Alchemy increases attack
strength. Ballistics increases accuracy.  Leather Armor, Scale Armor, and Chain
Mail increase armor. Woodworking, Artisanship, and Craftsmanship increase range.

The chariot archer was replaced eventually on many ancient battlefields by
horse archers.  This transition took place during the dark age following 1200
B.C.  Mounted warriors fighting with composite bows made up many of the
barbarian armies on the Asia steppes.  This type of unit was embraced by the
Assyrians first and eventually by their rivals.  Two horse archers had twice
the firepower of one chariot archer, were much more flexible in where they could
go on the battlefield, were only half eliminated by the loss of one horse, and
avoided the expense of the chariot itself.  Horse archers rarely dominated
fighting as the chariot archers had, however, because advances in armor and
tactics relegated horse archers to a supportive role.  The hordes of horse
archers employed by the Persians against Alexander, for example, were no match
for his Companion cavalry, heavy Greek infantry, and skirmish troops.  The
Great Wall of Chine was built to restrict the movements of barbarian horse
archers from the north.

====================
=Heavy Horse Archer=
====================

Age: Iron
Prerequisites: Build the Town Center, Barracks, Archery Range, research Chain
               Mail for Archers, and upgrade to Heavy Horse.
                Archer.
Upgrade cost: 1750 Food, 800 Gold
Cost: 50 Food, 70 Gold
Hit points: 90
Attack: 8
Armor: 0
Piercing Armor: 2
Range: 7
Speed: Fast
Special: +2 piercing armor against Ballista, Helepolis, and missile weapons.
Upgrade of: Horse Archer
Train at: Archery Range

The Heavy Horse Archer has more hit points and attack strength than the
Horse Archer. You must research Chain Mail for Archers before you can
train the Heavy Horse Archer.

Researching Nobility increases hit points.  Researching Alchemy increases
attack strength. Ballistics increases accuracy. Leather Armor, Scale Armor, and
Chain Mail increase armor.  Woodworking, Artisanship, and Craftsmanship
increase range.

In a few armies of the late ancient period the Horse Archer was equipped with
helmet and limited body armor.  This made the archer less vulnerable to arrows
himself.  The Heavy Horse Archer could get closer to the enemy and do more
damage with bow fire with less risk to himself.  Heavy Horse Archers were not a
common unit, however.  They were difficult to train, except for those cultures
who were hoesr archers by common practice.  Body armor for archers was a luxury
that most armies could not afford.

-------------------------------------------------------------------------------
       D. Cavalry
-------------------------------------------------------------------------------

=======
=Scout=
=======

Age: Tool
Prerequisites: Build the Town Center, Barracks, and Stable.
Cost: 100 Food
Hit points: 60
Attack: 3
Armor: 0
Range: 0
Speed: Fast
Train at: Stable

The Scout is the weakest cavalry unit. The Scout cannot be upgraded.
However, you can train Cavalry, which is stronger than the Scout. Other
cavalry units include Heavy Cavalry, Cataphract, Chariot, and War
Elephant.

Researching Nobility increases hit points. Toolworking, Metalworking, and
Metallurgy increase attack strength.  Leather Armor, Scale Armor, and Chain
Mail increase armor.

An important innovation in military tactics was the provision of skirmish, or
light, troops that scouted ahead of the main body when an army was on the move.
While it was important to form solid, disciplined ranks of spearman or other
infantry for the shock of hand-to-hand combat, these dense formations were
vulnerable to surprise.  It was the functional of scouts to keep the army
commander informed of the tactical situation and locate enemies so the main body
was brought into combat at the right place and time.  At the Battle of Kadesh in
1275 B.C., Ramses II of Egypt did not investigate reports that the Hittite army
was far to the north.  Instead he advanced one of his four divisions across the
Orontes River and was attacked while his second was still crossing.  Ramses
managed to win the battle, but the lack of proper scouting put his army in
jeopardy.

=============
=Camel Rider=
=============

Age: Bronze
Prerequisites: Build the Town Center, Barracks, and Stable.
Cost: 70 Food, 60 Gold
Hit Points: 126
Attack: 6
Armor: 0
Range: 0
Speed: Fast
Special: Attack bonus against all cavalry, horse archers, and chariots.
Train at: Stable

The Camel Rider is used by desert civilizations to defend against cavalry
attacks.  Camel Riders do not receive a cavalry bonus against infantry.

Nobility increases hit points.  Toolworking, Metalworking, and Metallurgy
increase attack strength.  Leather armor, Scale armor, and Chain Mail increase
armor.

=========
=Chariot=
=========

Age: Bronze
Prerequisites: Build the Town Center,  Barracks, Stable, and research Wheel.
Cost: 40 Food, 60 Wood
Hit points: 100
Attack: 7
Armor: 0
Range: 0
Speed: Fast
Special: High resistance to conversion; double attack against Priest.
Train at: Stable

The Chariot is a fast, two-wheel cavalry unit pulled by horses. You
must research the Wheel before you can build the Chariot.

Researching Nobility increases hit points. Toolworking, Metalworking, and
Metallurgy increase attack strength. Leather Armor, Scale Armor, and Chain Mail
increase armor.

Chariots originated in Sumeria before 2500 B.C. as four-wheeled carts pulled by
onogers.  These chariots were slow and cumbersome compared to later chariots,
but provided a protected platform for spearman and archers.  How they were used
in combat remains unclear, although all charging animals were intimidating on
the battlefield.  At this time, the horse was not widely domesticated in the
civilized  parts of the world.  In the first half of the second millennium B.C.,
the chariot basket was reduced in size and mounted on only two wheels.  Horses
were substituted eventually to provide greater speed.  The fast two-wheeled
chariot was especially intimidating in battle because of its speed and the shock
value of charging horses.  At this time horses were rarely being ridden.
Charioteers became the elite of the civilized armies for the next 600 or so
years.  Chariots were often manned by the nobility because of their elite 
status, the glory to be won, and the high cost of building and maintaining 
chariots and their horse teams.

================
=Scythe Chariot=
================

Age: Iron
Prerequisites: Build the Town Center, Barracks, Stable, research the Wheel and
               Nobility.
Cost: 1200 Wood, 800 Gold
Hit Points: 120
Attack: 9
Armor: 2
Range: 0
Speed: Fast
Special: High resistance to conversion; double attack against Priests.  Scythed
         wheels damage adjacent enemy units.
Train at: Stable

The Scythe Chariot is an upgrade of the Chariot.  It has more hit points, more
attack strength, and more armor.

Toolworking, Metalworking, and Metallurgy increase attack strength.  Leather
Armor, Scale Armor, and Chain Mail increase armor.

=========
=Cavalry=
=========

Age: Bronze
Prerequisites: Build the Town Center, Barracks, and Stable.
Cost: 70 Food, 80 Gold
Hit points: 150
Attack: 8
Armor: 0
Range: 0
Speed: Fast
Special: Cavalry charge bonus (+5 attack against infantry)
Train at: Stable

Cavalry is not an upgrade of the Scout. It is a separate unit with more
hit points and attack strength (including +5 attack against infantry,
except for slinger) than the Scout. Cavalry can be upgraded to Heavy
Cavalry. Other cavalry units include the Chariot and War Elephant.

Researching Nobility increases hit points. Toolworking, Metalworking,
and Metallurgy increase attack strength. Leather Armor, Scale Armor,
and Chain Mail increase armor.

Horses were domesticated around 4000 B.C. for use as work animals.  They first
appeared in the Middle East around 2000 B.C. but were kept only as expensive
pets.  Gradually they were found useful in the civilized world as draft animals,
but were rarely ridden.  The concept of cavalry was introduced to the Assyrians
from the plains of Russia during the dark age that followed the catastrophe of
1200 B.C.  The Assyrians added cavalry to their armies in order to fight the
barbarians on the plains to their north.  Israelite kind Solomon was renowned
for his large cavalry force.  It eventually became clear that cavalry was more
efficient that cnariots.  Two men, each on his horse, were more useful that two
men in a chariot that could be disabled with increasing ease.  Cavalry was
cheaper tomaintain that chariotry and could enter more difficult terrain, but
was no less fast and intimidating to infantry.

===============
=Heavy Cavalry=
===============

Age: Iron
Prerequisites: Build the Town Center, Barracks, Stable, train Cavalry, and
               upgrade to Heavy Cavalry.
Upgrade cost: 350 Food, 125 Gold
Cost: 70 Food, 80 Gold
Hit points: 150
Attack: 10
Armor: 1
Piercing Armor: 1
Range: 0
Speed: Fast
Special: Cavalry charge bonus (+5 attack against infantry); +1 piercing armor
        against Ballista, Helepolis, and missile weapons.
Upgrade of: Cavalry
Train at: Stable

Heavy Cavalry has more attack strength and armor (including +1 armor against
missile weapons) than Cavalry. Heavy Cavalry can be upgraded to the Cataphract.
Other cavalry units include the Chariot and War Elephant.

Researching Nobility increases hit points. Toolworking, Metalworking, and
Metallurgy increase attack strength. Leather Armor, Scale Armor, and Chain Mail
increase armor.

Heavy cavalry was distinguished from other cavalry by equipment and battlefield
role.  It was considered heavy because the warriors and horses usually wore some
metal armor, including breastplates, helmets, and greaves.  The horses were also
oversized to more easily carry an armored man and to intimidate foes.  While
most cavalry acted as skirmishers and scouts on the battlefield, heavy cavalry
was a shock weapon, held back for the proper moment to charge into enemy
formations and ride them down.  Heavy cavalry was rare in antiquity because the
saddle and stirrup had not yet been invented.  It took an excellent rider to
ride into a shock batle and use a lance effectively.  The most famous heavy
cavalry of the time was the Companion cavalry of Alexander the Great.  These
men were horsemen from birth on the plains of Thessaly and Macedon.  Part of
their devastating success in battle against the Persians may have been due to
the novelty of their wedge-shaped charges, unprecedented at that time.

============
=Cataphract=
============

Age: Iron
Prerequisites: Build the Town Center, Barracks, Stable, research Cavalry,
               upgrade to Heavy Cavalry, research Metallurgy, and upgrade to
               Cataphract.
Upgrade cost: 2000 Food, 850 Gold
Cost: 70 Food, 80 Gold
Hit points: 180
Attack: 12
Armor: 3
Piercing Armor: 1
Range: 0
Speed: Fast
Special: Cavalry charge bonus (+5 attack against infantry); +1 piercing armor
         against Ballista, Helepolis, and missile weapons.
Upgrade of: Heavy Cavalry
Train at: Stable

The Cataphract is the ultimate cavalry unit. The Cataphract has more hit points,
attack strength and armor than Heavy Cavalry. You must research Metallurgy
before you can upgrade to the Cataphract. Other cavalry units include the
Chariot and War Elephant.

Researching Nobility increases hit points. Toolworking, Metalworking, and
Metallurgy increase attack strength. Leather Armor, Scale Armor, and Chain Mail
increase armor.

The cataphract was an improvement on ancient heavy cavalry represented by
Alexander the Great's Companions.  The Companions wore only helmets, greaves,
and cuirass (breastplate).  Cataphracts wore chain mail that covered more of the
body and often armored their horses partially also.  This gave greater 
protection against arrows and hand-to-hand weapons.  Cataphracts were very 
expensive to equip, however, and appeared in the armies of only the most 
warlike and wealthy cultures.

==============
=War Elephant=
==============

Age: Iron
Prerequisites: Build the Town Center, Barracks, and Stable.
Cost: 170 Food, 40 Gold
Hit points: 600
Attack: 15
Armor: 0
Range: 0
Speed: Slow
Special: Trample damage to all adjacent enemy units; attack strength cannot be
         upgraded.
Train at: Stable

The War Elephant is a cavalry unit with many hit points and special
attack. The War Elephant causes trample damage to all adjacent enemy
units. The War Elephant's attack strength cannot be upgraded because
it already causes so much damage to other units. For example, if ten
men attack a War Elephant, all ten men receive 15 points of damage, so
that the War Elephant causes 150 points of damage per round.

Researching Leather Armor, Scale Armor, and Chain Mail increases armor.

Elephants were tamed in antiquity but never domesticated.  They were most useful
as beasts of burden, but were employed in battle by several cultures, including
the Phoenicians, Persians, and Indians.  Elephanmts were much more intimidating
than horses and much tougher as well.  In addition, horses avoided elephants,
making elephants, in theory, a great weapon against enemy cavalry.  In practice,
unfortunately, elephants rarely proved useful.  They were difficult to acquire,
train, and maintain.  Hannibal attempted to take elephants across the Alps to
attack Rome, but only one survived.  No account of Alexander the Great's battles
makes any mention of Persian elephants being effective.  Elephants were 
difficult to control in battle and were likely to charge in any direction but 
the one desired, especially after being wounded.  They were apparently more 
dangerous to friend than foe, being already nearer to friends and most likely 
to charge away from perceived danger through the friendly army arrayed around 
them.

==================
=Armored Elephant=
==================

Age: Iron
Prerequisites: Build the Town Center, Barracks, Stable and research Iron Shield.
Upgrade Cost: 1000 Food, 1200 Gold
Cost: 600
Attack: 18
Armor: 2
Range: 0
Speed: Slow
Special: Trample damage against all adjacent enemy units; attack strength 
cannot be upgraded. Increased attacking vs. walls and towers; +1 armor against 
missile weapons, Ballista, and Helepolis
Upgrade Of: War Elephant
Train at: Stable

The Armored Elephant is an upgrade of the War Elephant. The Armored Elephant 
has Siegecraft, more attack strength, armor and piercing armor. 

Leather Armor, Scale Armor, and Chain Mail increase armor.

-------------------------------------------------------------------------------
       E. Siege Weapons
-------------------------------------------------------------------------------

===============
=Stone Thrower=
===============

Age: Bronze
Prerequisites: Build the Town Center, Barracks, Archery Range, and Siege 
Workshop.
Cost: 180 Wood, 80 Gold
Hit points: 75
Attack: 50
Armor: 0
Range: 10
Speed: Slow
Special: Fire rate once/5 seconds; small damage area; minimum range 2.
Build at: Siege Workshop

The Stone Thrower is the weakest of the siege weapons. Upgrades
include the Catapult and Heavy Catapult. Other siege weapons include
the Ballista and Helepolis.

Siege weapons are used to attack military units, buildings, towers, and walls.
Researching Alchemy increases attack strength. Ballistics increases accuracy.
Engineering increases range.

The stone thrower was an artillery weapon based on the principle of the lever.
The stone thrower fired a heavy missile, usually a large stone or stone wrapped
in burning oily rage.  The missile was placed in a large basket at the end of
the throwing arm.  Tension was built up on the other end of the arm while the
throwing basket was held taut against the fulcrum.  When released, the throwing
arm swung up and forward until checked, throwing the missile.  Stone throwers
were used primarily against fixed positions, especially cities and 
fortifications.  Stones were used to knock down walls to open way of an 
infantry assault.  Fireballs set wood rubble on fire, buring out the 
defenders.  Small stone throwers were also used on the battlefield to disrupt 
massed enemy fortifications, although the enemy rarely easy targets within 
range.  The stone thrower was invented around 400 B.C. by Greeks seeking to 
capture an island fortress off the coast of Sicily.

==========
=Catapult=
==========

Age: Iron
Prerequisites: Build the Town Center, Barracks, Archery Range, Siege Workshop,
               and upgrade to Catapult.
Upgrade cost: 300 Food, 250 Wood
Cost: 180 Wood, 80 Gold
Hit points: 75
Attack: 60
Armor: 0
Range: 12
Speed: Slow
Special: Fire rate once/5 seconds; medium damage area; minimum range 2.
Upgrade of: Stone Thrower
Build at: Siege Workshop

The Catapult has more attack strength and range and damages a larger
area than the Stone Thrower. The Catapult can be upgraded to the Heavy
Catapult. Other siege weapons include the Ballista and Helepolis.

Siege weapons are used to attack military units, buildings, towers, and walls.

Researching Alchemy increases attack strength. Ballistics increases accuracy.
Engineering increases range.

The stone thrower continued to evolve over time following its invention around
400 B.C.  Improvements increased the size or range of the missile and the
mobility of the catapult.

================
=Heavy Catapult=
================

Age: Iron
Prerequisites: Build the Town Center, Barracks, Archery Range, Siege Workshop,
               upgrade to Catapult, research Siegecraft, and upgrade to Heavy
               Catapult.
Upgrade cost: 1800 Food, 900 Wood
Cost: 180 Wood, 80 Gold
Hit points: 150
Attack: 60
Armor:0
Range: 13
Speed: Slow
Special: Fire rate once/5 seconds; large damage area; minimum range 2.
Upgrade of: Catapult
Build at: Siege Workshop

The Heavy Catapult has many more hit points and more range than the Catapult.
You must research Siegecraft before you can upgrade to the Heavy Catapult.
Other siege weapons include the Ballista and Helepolis.

Siege weapons are used to attack military units, buildings, towers, and walls.

Researching Alchemy increases attack strength.  Ballistics increases accuracy.
Engineering increases range.

The heavy catapult was a powerful siege weapon, representing the greatest 
advance in siege weaponry during ancient times.  It was employed against 
fortifications and on the battlefield.  It broke down fortification walls, 
allowing attackers to break in.  On the battlefield, smaller missiles could be 
fired in a shower against dense formations of soldiers to cause casualties and 
disrupt morale at long range.  Enemy armies that could be softened and shaken 
before the hand-to-hand clash of infantry were at a decided desadvantage.

==========
=Ballista=
==========

Age: Iron
Prerequisites: Build the Town Center, Barracks, Archery Range, and Siege
               Workshop.
Cost: 100 Wood, 80 Gold
Hit points: 55
Attack: 40
Armor:0
Range: 9
Speed: Slow
Special: Fire rate once/3 seconds; minimum range 3.
Build at: Siege Workshop

The Ballista can be upgraded to the Helepolis. Other siege weapons include the
Catapult and Heavy Catapult.

Ballistas are used to attack military units, buildings, towers, and walls.

Researching Alchemy increases attack strength. Ballistics increases accuracy.
Engineering increases range.

The ballista was an early artillery weapon that fired missiles, primarily large
bolts or spears.  It was used in attacks on cities or fortified positions
because it could cause structural damage and casualties from a great distance.
When it could be deployed on a battlefield, it was especially useful against
dense formations of troops.  In this situation, one shot could cause multiple
casualties.  The ballista was invented in the second half of the first 
millennium B.C., probably by Greek engineers.  It functioned like a large 
crossbow.  Tension was built up in the engine by twisting leather, and then 
released, propelling the missile down a guided trough and into flight.

===========
=Helepolis=
===========

Age: Iron
Prerequisites: Build the Town Center, Barracks, Archery Range, Siege Workshop,
               research Craftsmanship, upgrade to Helepolis.
Upgrade cost: 1500 Food, 1000 Wood
Cost: 100 Wood, 80 Gold
Hit points: 55
Attack: 40
Armor:0
Range: 10
Speed: Slow
Special: Fire rate once/1.5 seconds; minimum range 3.
Upgrade of: Ballista
Build at: Siege Workshop

The Helepolis has more range and a faster fire rate than the Ballista.  You
must research Craftsmanship before you can upgrade to the Helepolis. Other
siege weapons include the Catapult and Heavy Catapult.

The Helepolis is used to attack military units, buildings, towers, and walls.

Researching Alchemy increases attack strength.  Ballistics increases accuracy.
Engineering increases range.

The helepolis (Greek for "city killer") was one of the most advanced weapons of
antiquity and a remarkable demonstration of ancient engineering ingenuity.  It
was in fact an automatic siege weapon that fired ballista bolts.  The top
loading lagazine of the helepolis was a horizontal funnel in which were laid
bundles of bolts.  These were fed by gravity into the chanber of the weapon.  A
clever gearing mechanism automatically recocked the helepolis and fired.  Human
operators needed only to keep it loaded and aimed, plus providing power by
cranking.  The original of the machine was abandoned outside the city of Rhodes
when a besieging army withdrew.  It has been reconstructed on paper from
contemporary sketches and descriptions of that only known example.

-------------------------------------------------------------------------------
       F. Boats
-------------------------------------------------------------------------------

==============
=Fishing Boat=
==============

Age: Stone
Prerequisites: Build the Town Center and the Dock.
Cost: 50 Wood
Hit points: 45
Attack: 0
Armor: 0
Range: 0
Speed: Medium
Special: Boats are twice as resistant to conversion as other units.
Build at: Dock

The Fishing Boat provides food by gathering fish and depositing them at
the Dock. The cargo capacity of a Fishing Boat is greater than the
carrying capacity of a villager. The Fishing Boat can be upgraded to
the Fishing Ship.

The Fishing Boat represents a small, vessel for use by one or a few fishermen.
The first boats were probably dugout canous, made from a single large log.  
These were excavated by fire and adze.  Despite the passage of time and great
technological advances in all areas, there are more log- hull boats in use today
of any other single type.

==============
=Fishing Ship=
==============

Age: Bronze
Prerequisites: Build the Town Center, Dock, and upgrade to Fishing Ship.
Upgrade cost: 50 Food, 100 Wood
Cost: 50 Wood
Hit points: 75
Attack: 0
Armor: 0
Range: 0
Speed: Fast
Special: Boats are twice as resistant to conversion as other units.
Upgrade of: Fishing Boat
Build at: Dock

The Fishing Ship has more hit points and is faster than the Fishing Boat.

The never-ending quest for food eventually enticed humans out onto lakes, 
rivers, and oceans in search of fish.  Fish of greater size and variety were 
often found in deeper offshore waters.  Fishing ships, larger than small 
canoes, were developed to control larger nets.  Fishing ships were able to hold 
greater quantities of processed fish before return to land was required.

============
=Trade Boat=
============

Age: Stone
Prerequisites: Build the Town Center and the Dock.
Cost: 100 Wood
Hit points: 200
Attack: 0
Armor: 0
Range: 0
Speed: Fast
Special: Boats are twice as resistant to conversion as other units.
Build at: Dock

The Trade Boat lets you trade with other civilizations to increase your
stockpile of gold. The Trade Boat can be upgraded to the Merchant Ship.

Small boats were used by Stone-Age peoples for trading across rivers, lakes, and
oceans.  We know, for example, that tool stone found on Aegean Islands was
brought to the mainland and other islands by traders long before large seagoing
boats existed.  Primitive trading boats were usually dugout canoes, papyrus
bundles, or hide boats with a limited cargo capacity.  They probably carried
only limited quantities of valuable trade goods, such as carvings, ivory, furs,
tool stone, decorative minerals, and amber.  Large bulk cargos could not be
carried profitably in small trading boats.

===============
=Merchant Ship=
===============

Age: Bronze
Prerequisites: Build the Town Center, Dock, and upgrade to Merchant Ship.
Upgrade cost: 200 Food, 75 Wood
Cost: 100 Wood
Hit points: 250
Attack: 0
Armor: 0
Range: 0
Speed: Fast
Special: Boats are twice as resistant to conversion as other units.
Upgrade of: Trade Boat
Build at: Dock

The Merchant Ship lets you trade with other civilizations to increase your
stockpile of gold. It is faster and has more hit points than the Trade Boat.

As civilization spread around the Mediterranean Sea, Indian Ocean, and China 
Sea, larger trading ships came into use to carry bulk cargos such as olive oil 
from Greece, cedar wood from Lebanon, grain from Egypt, and rice from China.  
Typical ancient Merchant Ships had keels and were built of planks, but did not 
have interior framing.  They carried a single mast for a mainsail and were 
steered with a large paddle.  Their broad beam allowed for cargos far beyond 
those of dugout canoes.  Recent underwater discoveries of ancient merchant 
ships indicate they had good sailing qualities and required only a small crew.

=================
=Light Transport=
=================

Age: Tool
Prerequisites: Build the Town Center and the Dock.
Cost: 150 Wood
Hit points: 150
Attack: 0
Armor: 0
Range: 0
Speed: Medium
Special: Boats are twice as resistant to conversion as other units.
Build at: Dock

The Light Transport lets you transport up to five villagers, military
units, or Artifacts across water. The Light Transport can be upgraded
to the Heavy Transport.

The earliest use of boats in war was probably to carry men across rivers, lakes,
or seas to raid and plunder.  The most suitable boat for this purpose was built
as a compromise between speed and capacity.  Raiders did not want to spend long
periods in boats making a crossing and needed to surprise their enemies.  The
boat also had to carry a reasonable number of raiders and have room for anyone
to be brought back.  The fastest boats of ancient times were galleys powered
by sails when possible but mainly by oars.  The Greek penteconter with 50 oars
was a common transport from troops.  In most cases, the crew of oarsmen became
raiders when they reached their destination.

=================
=Heavy Transport=
=================

Age: Iron
Prerequisites: Build the Town Center, Dock, and upgrade to Heavy Transport.
Upgrade cost: 150 Food, 125 Wood
Cost: 150 Wood
Hit points: 200
Attack: 0
Armor: 0
Range: 0
Speed: Fast
Special: Boats are twice as resistant to conversion as other units.
Upgrade of: Light Transport
Build at: Dock

The Heavy Transport lets you transport up to ten villagers, military units, or
Artifacts across water. The Heavy Transport has more hit points, is faster, and
carries more units than the Light Transport.

Ships build carrying military units replaced smaller galleys when armies grew
larger and targets became more valuable and better defended.  It became 
necessary to move ever-larger armies for invasion, and to bring siege engines 
and supplies along for extended sieges of coastal cities.  The Heavy Transport 
represents a large sailing ship, something like a Merchant Ship, build mainly 
for capacity at the expense of speed.

============
=Scout Ship=
============

Age: Tool
Prerequisites: Build the Town Center and the Dock.
Cost: 135 Wood
Hit points: 120
Attack: 5
Armor: 0
Range: 5
Speed: Fast
Special: Boats are twice as resistant to conversion as other units.
Build at: Dock

The Scout Ship is the weakest of the war vessels. Upgrades include the War
Galley and Trireme. Other war ships include the Catapult Trireme and
Juggernaught.

War vessels fire at enemy villagers, military units, and boats within range.

Researching Alchemy increases attack strength.  Ballistics increases accuracy.
Woodworking, Artisanship, and Craftsmanship increase range.

The first true warships built to attack and sink other ships were galleys with
a heavy ram mounted at the front.  The warship attempted to ram an enemy ship
and stave in its hull, causing it to take on water if not sink.  Early warships
were almost oar-powered torpedos, consisting of a light, floating hull manned by
oarsmen.  A sail, if present, was used only in transit, not in battle.

============
=War Galley=
============

Age: Bronze
Prerequisites: Build the Town Center, Dock, and upgrade to War Galley.
Upgrade cost: 150 Food, 75 Wood
Cost: 135 Wood
Hit points: 160
Attack: 8
Armor: 0
Range: 6
Speed: Fast
Special: Boats are twice as resistant to conversion as other units.
Upgrade of: Scout Ship
Build at: Dock

The War Galley has more hit points, attack strength, and range than a Scout
Ship. The War Galley can be upgraded to the Trireme.

War vessels fire at enemy villagers, military units, and boats within range.

Researching Alchemy increases attack strength. Ballistics increases accuracy.
Woodworking, Artisanship, and Craftsmanship increase range.

The appearance of the ram triggered an arms race in ship design.  Hulls were
strengthened to support ever-heavier rams on the bow.  As hulls grew larger,
more oarsmen were required to provide power.  A deck was added and a second
group of oarsmen was placed there.  This increased power without increasing
length, but the deck made the ship somewhat instable.  A ship with two levels
of rowers was called a bireme.

=============
=Fire Galley=
=============

Age: Iron
Prerequisites: Build the Town Center, Dock, and upgrade to War Galley.
Cost: 115 Wood, 40 Gold
Hit Points: 200
Attack: 24
Armor: 0
Range: 1
Speed: Fast
Special: Boats are twice as resistant to conversion as other units. +5 damage 
         from Ballista, Helepolis, +10 from other seige weapons

The Fire Galley is a short range vessel used to defend other ships. Fire 
Galleys are superior to Triremes in one-on-one combat. Fire Galleys take 
additional damage from Ballistics, Helepolises, Stone Throwers, Catapults, 
Heavy Catapults and Juggernauts, whose heavy artillery can shatter the Fire 
Galley's burning fire pots and set fire to the ship. 

Research Alchemy increase attack strength. 

Note: You can't build Fire Galleys if you select the Full Tech Tree option 
before starting a game.

=========
=Trireme=
=========

Age: Iron
Prerequisites: Build the Town Center, Dock, upgrade to War Galley, and upgrade
               to Trireme.
Upgrade cost: 250 Food, 100 Wood
Cost: 135 Wood
Hit points: 200
Attack: 12
Armor: 0
Range: 7
Speed: Fast
Special: Boats are twice as resistant to conversion as other units; fire rate
         once/2 seconds.
Upgrade of: War Galley
Build at: Dock

The Trireme has more hit points, attack strength, and range than a War Galley.
The Trireme cannot be upgraded. However, you can research the Catapult Trireme,
which is stronger than the Trireme.

War vessels fire at enemy villagers, military units, and boats within range.

Researching Alchemy increases attack strength. Ballistics increases accuracy.
Woodworking, Artisanship, and Craftsmanship increase range.

Ancient ship designers tried numerous tricks to get more power for warships,
including putting more men on single oars.  The most successful was a trireme,
three tiers of single rowers per side.  This ship provided resonable
maneuverability and speed.  It appeared around 600 B.C. and made up the bulk of
Mediterranean navies for several hundred years after 500 B.C.

==================
=Catapult Trireme=
==================

Age: Iron
Prerequisites: Build the Town Center, Dock, upgrade to War Galley, upgrade to
               Trireme, and research Catapult Trireme.
Research cost: 300 Food, 100 Wood
Cost: 135 Wood, 75 Gold
Hit points: 120
Attack: 35
Armor: 0
Range: 9
Speed: Fast
Special: Boats are twice as resistant to conversion as other units; fire rate
         once/5 seconds; small damage area.
Build at: Dock

The Catapult Trireme is not an upgrade of the Trireme. It is a separate vessel
with fewer hit points and a slower fire rate than a Trireme but it has much
more attack strength, range, and is armed with a Catapult, which can fire at a
location instead of at a particular unit. The Catapult Trireme can be upgraded
to the Juggernaught.

War vessels fire at enemy villagers, military units, and boats within range.

Researching Alchemy increases attack strength. Ballistics increases accuracy.
Engineering increases range.

The ultimate warships of antiquity were advances on the trireme that occurred
after the death of Alexander the Great.  These ships were first broadened so
that multiple rowers could apply power to each oar.  Based on limited
descriptions and detailed figures from crew and rowers, it is believed that the
largest ships of this perios may have had catamaran hulls.  The broadening of
ships and decks added weight and further reduced speed and maneuverability, but
increased stability.  Decks supported catapult artillery and large marine
contigents.  Ships engaged each other primarily with missile fire and boarding.

==============
=Juggernaught=
==============

Age: Iron
Prerequisites: Build the Town Center, Dock, upgrade to War Galley, upgrade to
               Trireme, research Catapult Trireme, research Engineering,
               and upgrade to Juggernaught.
Upgrade cost: 2000 Food, 900 Wood
Cost: 135 Wood, 75 Gold
Hit points: 200
Attack: 35
Armor: 0
Range: 10
Speed: Fast
Special: Boats are twice as resistant to conversion as other units; fire rate
         once/5 seconds; medium damage area.
Upgrade of: Catapult Trireme
Build at: Dock

The Juggernaught has more hit points and range and causes damage to a larger
area than the Catapult Trireme. Like the Catapult Trireme, the Juggernaught is
armed with a Catapult, which can fire at a location instead of at a particular
unit. You must research Engineering before you can upgrade to the Juggernaught.

War vessels fire at enemy villagers, military units, and boats within range.

Researching Alchemy increases attack strength. Ballistics increases accuracy.
Engineering increases range.

The most remarkable advances in war ships appeared on the Mediterranean before
the conquest of the entire region by Rome.  These ships could reach enormous
size, carrying crews of several thousand rowers and marines.  They fought by
firing catapults at each other until close enough to grapple and board.  The
largest were too slow to effectively ram each other.  Because of their size and
slowness, they could not operate far from shore and needed substantial support
from supply ships carrying food and water for the crew.  The largest were show
ships, built in an arms race that emphasized size and expense instead of
practicality.

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

5.     Technologies

-------------------------------------------------------------------------------
       A. Storage Pit
-------------------------------------------------------------------------------

=============
=TOOLWORKING=
=============

Age: Tool Age
Prerequisites: You must have built the Town Center and Storage Pit.
Cost: 100 Food
Benefit: This provides a +2 attack for your hand- to- hand units.
Note: The first metals put to use were those found in a relatively pure
state on the earth's surface, including gold, silver, and copper.  Gold
could be worked in its natural state.  Experimentation with it eventually
suggested electrum (a natural alloy of gold and silver) and copper could
also be hammered into useful shapes.  Learning how to extract copper from
ore and shape it into tools was an important milestone in the rise of
civilization because it opened the door first to making bronze and then
to making iron.  Cast copper tools were an important advance over stone
tools, but were too soft to have a long, useful life.  The discovery of
bronze, made by alloying a small amount of tin with copper, ushered in a
2000- year Bronze Age.  Cast bronze tools dramatically increased the
efficiency of workers.  Bronze weapons were superior to those made of
stone and copper.  Armies equipped with bronze swords, spears, and
arrowheads had a critical advantage over more poorly equipped armies.

==============
=METALWORKING=
==============

Age: Bronze
Prerequisites: You must have built the Town Center and Storage Pit, and
researched Toolworking.
Cost: 200 Food, 120 Gold
Benefit: This provides a +2 attack for your hand- to- hand units.
Note: The discovery and use of iron to make tools and weapons was one of
the most important advances in civilization.  Some historians consider the
use of iron to be one of the distinguishing characteristics separating
civilization from barbarism because the new tools were less brittle, could
hold better edges, and held edges for a longer time without resharpening.
Most importantly, iron ore was much easier to locate than copper and tin,
making iron tools cheaper and more readily available.  By 1000 B.C., iron
tools were being made that were as good as the best ones of bronze; by 500
B.C., iron had largely supplanted bronze from Europe and Asia.  The expanse
and scarcity of bronze had restricted its use to the elite and wealthy.
Iron tools and weapons were available to nearly everyone.

============
=METALLURGY=
============

Age: Iron
Prerequisites: You must have built the Town Center and Storage Pit, and
researched Toolworking and Metalworking.
Cost: 300 Food, 180 Gold
Benefit: This provides a +3 attack for your hand- to- hand units.
Note: You must research Metallurgy before you can upgrade to the
Cataphract.  The use of iron spread throughout the Mediterranean, Middle
East, and Asia during the first millenium B.C., and some areas became
especially adept at the new science.  Certain campgrounds added to the
molten metal increased the strength of the resulting tools.  New forging
techniques also resulted in better tools.  The best iron tool workers made
superior weapons that were an important advantage in battle.

===============
=BRONZE SHIELD=
===============

Age: Bronze
Prerequisites: You must have built the Town Center and Storage Pit.
Cost: 150 Food, 180 Gold
Benefit: This provides a +1 armor against the Ballista, Helepolis, and
missile weapons.
Note: The shield was probably the first piece of military equipment
developed to protect a warrior.  The earliest were made of wood or wood
and hide, and were in various shapes.  They were carried in the hand or on
the forearm and used to ward off blows or missiles in battle.  Shield
designs and materials evolved to keep up with advances in weapons.  Wood
and hide shields were easy to smash with bronze weapons, so bronze shields
were developed.  Bronze shields also provided better defense against
missiles.  Arrows, especially with metal points, were prone to lodge in
wooden shields.  This increased the weight of the shield and made it more
unwieldy.  Roman legions threw spears at barbarian formations mainly so
they would pierce and weigh down the enemy's shield just before closing.
Arrows and other missiles deflected off bronze shields without penetration.

=============
=IRON SHIELD=
=============

Age: Iron
Prerequisites: You must have built the Town Center and Storage Pit, and
researched the Bronze Shield.
Cost: 200 Food, 320 Gold
Benefit: This provides a +1 armor against the Ballista, Heleoplis, and
missile weapons.
Note: The iron shield replaced the bronze shield when swords and other
weapons of iron became common. Iron shields were not only expensive to
make, but also more effective in stopping all hand- to- hand and missile
weapons.  The basic iron shield remained in use until firearms made
personal shields on the battlefield obsolete.

==============
=TOWER SHIELD=
==============

Age: Iron
Prerequisites: You must have built the Town Center, Storage Pit, researched 
Bronze Shield, and researched Iron Shield.
Cost: 250 Food, 400 Gold
Benefit: +1 infantry armor against Ballista, Helepolis, and missile weapons.
Note: The Romans adopted a tall rectangular shield that gave them advantages in
battle when used properly.  The size of the shield protected more of the body. 
The Romans fought in tight rectangular formations of approximately 100 men 
called maniples.  The shields of the men in the maniple presented a continuous 
front, or shield wall, which protected them greatly from missile fire.  They 
developed a formation variant called Testudo (turtle).  In this formation, the 
shields covered all four sides and the heads of the men, allowing them to 
advance under missile fire.  This was useful when advancing toward a gap in an 
enemy wall.

===========================
=LEATHER ARMOR FOR ARCHERS=
===========================

Age: Tool
Prerequisites: You must have built the Town Center and Storage Pit.
Cost: 100 Food
Benefit: This provides a +2 armor for your Archery Range units.
Note: Soldiers have sought ways to protect themselves in combat since the
beginnings of warfare.  Long before the use of metals, leather was
employed to make helmets and body armor that could stop, or at least
soften, blows from blunt and edged weapons.  Leather was easy to work
with, it was light and not overly restrictive of movement, it could be
fitted to the wearer, and it was usually plentiful and inexpensive.
Leather remained an important material for body armor throughout the
Bronze Age due to the high cost of metal armor.  It wasn't until far into
the Iron Age that metal armor was available for common soldiers.

=========================
=SCALE ARMOR FOR ARCHERS=
=========================

Age: Bronze
Prerequisites: You must have built the Town Center and Storage Pit, and
researched Leather Armor for Archers.
Cost: 125 Food, 50 Gold
Benefit: This provides a +2 armor for your Archery Range units.
Note: The use of metals to make weapons was matched by using metals to
make better armor.  Among the first improvements in widespread use were
breastplates and greaves of bronze.  The breastplate protected the torso
while greaves protected the legs below the knee.  Both of these items
protected only the front of the soldier, saving the weight and cost that
all- around protection would entail.  Breastplates and greaves were worn
by hoplites of the phalanx, for example, during the glory years of
Greece.  When used together with a large shield and bronze helmet, they
left little of the soldier's body exposed to attack.  Bronze armor was an
example of scale armor, or plate armor, in which metal plates provided
protection.

========================
=CHAIN MAIL FOR ARCHERS=
========================

Age: Iron
Prerequisites: You must have built the Town Center and Storage Pit, and
researched Leather Armor and Scale Armor for Archers.
Cost: 150 Food, 100 Gold
Benefits: This provides a +2 armor for your Archery Range units.
Note: Chain mail was a type of body armor made of iron circlets woven
together into a cloak.  The interlocking chains of iron protected the body
somewhat from weapons that slashed or pounded.  Chain mail was also
flexible and allowed more freedom of body movement than armor made of
metal plates.  The disadvantages of chain mail were that it required a lot
of care, was heavy, and was expensive to make.  Chain mail was worn only
by wealthy or powerful individuals who could purchase or demand its
manufacture.

===========================
=LEATHER ARMOR FOR CAVALRY=
===========================

Age: Tool
Prerequisites: You must have built the Town Center and Storage Pit.
Cost: 125 Food
Benefits: This provides a +2 armor for your Stable units.
Note: The same as above.

=========================
=SCALE ARMOR FOR CAVALRY=
=========================

Age: Bronze
Prerequisites: You must have built the Town Center and Storage Pit, and
researched Leather Armor for Cavalry.
Cost: 150 Food, 50 Gold
Benefit: This provides a +2 armor for your Stable units.
Note: The same as above.

========================
=CHAIN MAIL FOR CAVALRY=
========================

Age: Iron
Prerequisites: You must have built the Town Center and Storage Pit, and
researched Leather and Scale Armor for Cavalry.
Cost: 175 Food, 100 Gold
Benefits: This provides a +2 armor for your Stable units.
Note: The same as above.

============================
=LEATHER ARMOR FOR INFANTRY=
============================

Age: Tool
Prerequisites: You must have built the Town Center and Storage Pit.
Cost: 75 Food
Benefits: This provides a +2 armor for your Barracks and Academy units.
Note: The same as above.

==========================
=SCALE ARMOR FOR INFANTRY=
==========================

Age: Bronze
Prerequisites: You must have built the Town Center and Storage Pit, and
researched Leather Armor for Infantry.
Cost: 100 Food, 50 Gold
Benefits: This provides a +2 armor for your Barracks and Academy units.
Note: The same as above.

=========================
=CHAIN MAIL FOR INFANTRY=
=========================

Age: Iron
Prerequisites: You must have built the Town Center and Storage Pit, and
researched Leather and Scale Armor for Infantry.
Cost: 125 Food, 100 Gold
Benefits: This provides a +2 armor for your Barracks and Academy units.
Note: The same as above.

-------------------------------------------------------------------------------
       B. Market
-------------------------------------------------------------------------------

=======
=WHEEL=
=======

Age: Bronze
Prerequisites: You must have built the Town Center, Granary, and Market.
Cost: 175 Food, 75 Wood
Benefits: Villager speed is increased by 30%.
Note: You must research the Wheel before you can build a Chariot or
Chariot Archer.  The use of the wheel for transport was discovered in
Sumeria sometime after 3400 B.C. and derived from the potter's wheel that
appeared first.  The Sumerians learned that in a small cart, a donkey
could pull a load equal to three times what it could carry on its back.
The wheel revolutionized transport and had an important impact on the
battlefield as well.  By the Bronze Age, chariot archers were dominating
warfare on the open plains.  The wheel was apparently used only for
children's toys in ancient America, probably because of the rough
geography and the lack of an animal like the ox or horse.

=============
=WOODWORKING=
=============

Age: Tool
Prerequisites: You must have built the Town Center, Granary, and Market.
Cost: 120 Food, 75 Wood
Benefits: You receive a +2 woodcutting ability and a +1 range for missile
weapons.
Note: The small stone blades that characterized the New Stone Age
(neolithic period) made possible finer techniques in many areas, including
woodworking.  The larger and more unweildy stone tools of the past were
capable of crude cutting and carving only.  Better woodworking improved
other tools and weapons, making possible the bow and arrow and spear
thrower.

=============
=ARTISANSHIP=
=============

Age: Bronze
Prerequisites: You must have built the Town Center, Granary, and Market,
and researched Woodworking.
Cost: 170 Food, 120 Gold
Benefits: You receive a +2 woodcutting ability and a +1 range for missile
weapons.
Note: The discovery and use of first copper and then the much more useful
bronze tools and weapons was a dramatic leap in technology.  Bronze,
especially, posessed a hardness, strength, and ability to hold an edge
that far surpassed the best stone tools, making it much more useful when
working with stone, wood, hides, meat, and other materials.  Cultures that
used bronze had a decided economic and military advantage over those that
did not.

=========
=COINAGE=
=========

Age: Iron
Prerequisites: You must have built the Town Center, Granary, and Market,
and researched Gold Mining.
Cost: 200 Food, 100 Gold
Benefits: This provides you with free tribute and increases your Gold
Mining productivity by 25%.
Note: The first true coins were minted in ancient Lydia, now part of
modern Turkey.  These first coins were made from electrum, a naturally
ocurring malleable alloy of gold and silver.  Coins, and money in general,
proved an important facilitator of trade and economic progress.  Money
acted as a storehouse of value, a medium of exchange, and a standard of
value, as it continues to do today.  Following the conquest of the Persian
Empire, the concept of coinage or as adopted by the Greeks and spread by
them throughout the Hellenistic world.

===============
=CRAFTSMANSHIP=
===============

Age: Iron
Prerequisites: You must have built the Town Center, Granary, and Market,
and researched Woodworking and Artisanship.
Cost: 240 Food, 200 Wood
Benefits: You receive a +2 woodcutting ability and +1 range for missile
weapons.
Note: You must research Craftsmanship before you can upgrade to the
Helepolis.  The discovery of inexpensive ways to make iron was as great a
technological leap over bronze making as bronze was over stone.  Iron
surpassed bronze in every critical characteristic- hardness, strength, and
the ability to hold an edge before needing to be resharpened- Plus one.
Iron was much easier to acquire than were copper and tin, making it
available to all cultures and for all uses.  Historians consider the
ability to make and use iron ore one of the distinctions between barbaric
and civilized culture.

===============
=DOMESTICATION=
===============

Age: Tool
Prerequisites: You must have built the Town Center and Granary, and
researched Market.
Cost: 200 Food, 50 Wood
Benefits: You receive a 75% increase of food production to your farms.
Note: The revolution in agriculture involved both the development of
animals.  The ability to control and manage herds of milk- and meat-
producing animals also served to free humans from the drudging and
desperation of continual hunting and gathering.  Herding did not lead
necessarily to a sedentary village life, however.  The need to find pasture
often meant that herding societies remained nomadic, at least for part of
the year.  Domesticated sheep and goats first appear in the archaelogical
record around 7500 B.C. in the Zagros Mountains to the east of the Tigro
and Euphrates River valleys.  Cattle were domesticated around 600 B.C. in
both the Sahara and Egypt, perhaps near simultaneously.  Domestication of
cattle alone may have been for responsible for a doubling of world human
population in a few generations.

==============
=STONE MINING=
==============

Age: Tool
Prerequisites: You must have built the Town Center, Granary, and Market.
Cost: 100 Food, 50 Stone
Benefits: Your stone mining is increased by +3.
Note: Wood for building was scarce in most places where civilizations
first arose.  Vast forests just did not exist in these predominately arid
regions.  The principle building material for common uses was mud bricks,
sun- dried at first and then fire- baked.  In some areas important
structures such as temples, palaces, tombs, and fortifications were built
of stone when it was available.  Much information about ancient Egypt was
preserved because of the permanence of stone.  Equilalent structures in
Mesopotamia collapsed into mounds of earth after many centuries of neglect
and weathering.  Acquiring non- wood building  materials through brick
making or quarrying was the object of Stone Mining.

=============
=GOLD MINING=
=============

Age: Tool
Prerequisites: You must have built the Town Center, Granary, and Market.
Cost: 120 Food, 100 Wood
Benefits: The gold mining production is increased by +3.
Note: Gold washed down the hills and mountains was probably the 1st metal
with which humans experimented.  It was sufficiently soft and pure to be
fashioned easily into objects of beauty for adornment and trade.  The
value of gold remained high as populations increased because of demand for
it continued to exceed supply.  Because of this value, the trail of gold
was followed back to the source of the alluvial nuggets.  Gold mining was
developed to obtain ore from which the pure metal could be extracted.
Many of the most beautiful objects that survive from antiquity are made of
gold, including hundreds of items from the Egyptian Pharaoh, Tutankhamen's
tomb.

============
=SIEGECRAFT=
============

Age: Iron
Prerequisites: You must have built the Town Center, Granary, and Market,
and researched Stone Mining.
Cost: 190 Food, 100 Stone
Benefits: Villagers can destroy walls and towers, and your stone mining
ablity is increased by +3.
Note: You must research Siegecraft before you can upgrade to the Heavy
Catapult.  Despite the written records and depictions of cities and
fortifications being stormed with the aid of siege equipment, starvation
was the only certain and effective way to take strongholds before the
gunpowder age.  The defender of a strong position, with adequate troops,
food, and water, had all the advantages.  Physical assault of strongholds
was a difficult proposition accompanied regularly only by those armies
posessing siegecraft- the necessary equipment, resolve, leadership, elan,
discipline, and skill.  Examples from ancient history were the army of
Alexander the Great that conducted 20 sieges over a ten- year period, most
after the fall of the Persian Empire; the Hittites, the Assyrians, and the
Romans.

======
=PLOW=
======

Age: Bronze
Prerequisites: You must have built the Town Center, Granary, and Market,
and researched Domestication.
Cost: 250 Food, 75 Wood
Benefits: You receive a 75% food production increase to your farms.
Note: The first agriculturists planted seeds by hand using digging sticks
to open the ground.  The invention of the plow made it possible to more
easily prepare farmland for planting.  The plow ripped open long rows for
seeding, burying unwanted plants and cutting unwanted roots in the
process.  When pulled behind domesticated animals, such as oxen, food
production per farmer and per acre again increased.  The plow has
continued to evolve since ancient times.  For example, U.S. President
Thomas Jefferson invented an improved version.

============
=IRRIGATION=
============

Age: Iron
Prerequisites: You must have built the Town Center, Granary, and Market,
and researched Domestication and the Plow.
Cost: 300 Food, 100 Wood
Benefits: You receive a 75% food production increase to your farms.
Note: One of the key steps in the agricultural revolution was
understanding and managing irrigation.  Observation of the natural world
revealed eventually the relationship between planted seeds, good soils,
sunlight, water, and resultant crops.  Large- scale irrigation in both
Mesopotamia and Egypt turned the rich but arid soils near the rivers into
rich farmlands and made possible the rise of the great civilizations on
earth.  Building the dams and channels to irrigate these lands required
sophistication of government, construction, and engineering not seen
previously in any society.

-------------------------------------------------------------------------------
       C. Government
-------------------------------------------------------------------------------

=========
=ALCHEMY=
=