; Civilopedia.txt
;   Notes: for Conquests main game
;     Keys:
;       to add a game concept one must first add a Key for it.  these are of the form:
;           GCON_Name
;       where Name contains only alpha-numerical symbols.
;       these Keys are used to look up the game concept Name and Text.
;       Keys are NOT translated.
;       Keys for other items (units, capabilities, etc.) are set by Civ3Edit.
;
;     Game concepts follow the form:
;           #Key
;           Name
;           Text
;       Links in game concepts follow the form:
;           $LINK<Text=Key>
;       the Text -- everything between the '<' and the '=' must be translated.
;       the Key  -- everything between the '=' and the '>' must be a valid key
;                   for the link to work
;
;     Descriptions follow the form:
;           #Header
;           Text
;       the Header for descriptions must be in the form DESC_Key
;       so, for the game concept: "Territory" that has the key "GCON_Territory",
;       the Header should be "DESC_GCON_Territory"
;       A complete list of all Civilopedia Keys is coming soon.
;


#GAME_CONCEPTS_KEYS
GCON_Adventure_Island
GCON_Agreements
GCON_Air_Missions
GCON_Amphibious Zombie Units
GCON_Armies
GCON_Assimilation
GCON_Barbarians
GCON_Barricades
GCON_Bombardment_in_Ports
GCON_Capability_Guide_Authorities
GCON_Capability_Guide_Company
GCON_Capability_Guide_Farmers
GCON_Capability_Guide_Survivors
GCON_Capability_Guide_Zombies
GCON_Capture_Rescue_List
GCON_Colony
GCON_Combat
GCON_Commerce
GCON_Conversion
GCON_Collateral_Damage
GCON_Corruption
GCON_Craters
GCON_Culture
GCON_Disorder
GCON_Draft
GCON_Elvis_Birthday_Special
GCON_Embassies
GCON_Enslavement 
GCON_Espionage
GCON_Espionage_Missions
GCON_Experience
GCON_Food
GCON_Fortresses
GCON_Game_Levels
GCON_Game_Tips_1
GCON_Game_Tips_2
GCON_Game_Tips_3
GCON_Game_Tips_4
GCON_Game_Tips_5
GCON_Golden_Age
GCON_Governments
GCON_Greetings_From_Vuldacon
GCON_Halloween_Special
GCON_Happy_Faces
GCON_Hotkeys_Controls
GCON_Hotkeys_Units
GCON_Hurry_Production
GCON_Invisible_Units
GCON_Impassable_Terrain
GCON_Jungle_Island_Resort
GCON_Keypad
GCON_King_Unit_List
GCON_Landmark_Terrain
GCON_Leaders
GCON_Locked_Alliances
GCON_Maintenance
GCON_Mobilization
GCON_Moods
GCON_Nationality
GCON_Outposts
GCON_Overpopulation
GCON_Plants
GCON_Pollution
GCON_Pollution...
GCON_Radar_Towers
GCON_Radius
GCON_Reach_Adventure_Island
GCON_Research
GCON_Resistance
GCON_ResourcesB
GCON_ResourcesL
GCON_ResourcesN
GCON_ResourcesS
GCON_Revolution
GCON_Ruins
GCON_Sated_Alpha_Zombie_List
GCON_Ship_Movement
GCON_Shields
GCON_Short_Game_Modes
GCON_Spaceship
GCON_Specialists
GCON_Stealth_Attack
GCON_Strengths
GCON_TeleportBeam
GCON_Terrain_Combat
GCON_Territory
GCON_Trade
GCON_Transport
GCON_Treasury
GCON_Unit_Support
GCON_Victory
GCON_Volcanic_Eruptions
GCON_War_Weariness
GCON_We_Love_The_King_Day
GCON_WideScreen
GCON_Worker_Jobs
GCON_Worker_Jobs_Advanced
GCON_ZOC
GCON_Zombie_Buildings_&_Auto_Defense_Systems


#GAME_CONCEPTS


#GCON_Game_Tips_1
Game Tips from Vuldacon Page 1
^
^{Please Consult the Civilopedia and Game Concepts to gain needed game and unit information.}
^
^{*}Try to build all Sewer Tunnels before the end of day one.
^
^{*}Check Research each turn because that changes as your Faction develops and you will want to save supplies by adjusting the amount you need to spend to gain a capability within 14 turns.
^
^{*}IF you need more supplies you can set two or three buildings producing supplies.
^
^{*}Try to make your Faction Happy even if you need to set supplies for them because you will fare better in many ways.
^
^{*}It is very helpful to get the Farmers in the War against the Zombies because the Zombies that are Fighting them, will not be after you. You can make a Mutual Protection Pact with them when you reach Gun, Guns, Guns. 
This also provides a way for you to gain the Wild Boar Inn. Note that the Zombies can Raze the Wild Boar Inn during the early game because the Booze Imports cannot be built until there is a fridge in the building that is needed to build Booze Imports. 
This Key Location will Greatly Help all Human Factions.
^
^{*}Everything you do in the first few turns will make all the difference in your game.
^
^{*}The Four Most Important Buildings to gain in the early game are The Coast Guard, Paradise Resort, North Shore Industry and Mr Tokugawa's Home. 
^
^{*}As you become aware of more things from playing this game, you will be better able to anticipate many things that you can prepare for from the start and with each turn in the game.
^
^$LINK<Continued=GCON_Game_Tips_2>


#GCON_Game_Tips_2
Game Tips from Vuldacon Page 2
^{*}Give some thought to what you can do with different units and your particular strategies to play the game Your Way for more Fun. Giant Squids are not a big problem for the Human Factions if you use "Search and Destroy" Tactics. 
You can "Bait" them with Cruise Mines and when they come for them, Kill them with Cruisers, Voyagers and Other Special Lethal Shooting Units. This type thinking is what you need to do in this game to have an easier time and Win. 
Another example is using your skills as to when to have the Farmers ally with you against the Zombies and what Order you Research Capabilities. 
^{See Capability Guides in Game Concepts}.
^
^{*}Make each Turn count and you will be able to have more control and a Fun Game. When all becomes too easy later, play a higher level.
^
^{*}Build the Supply Drop Point, Pick up the stray Supply Drops and gain more supplies by trading with the other Human Factions.
^
^{*}It is best to Upgrade Great Leaders to Champions for needed Lethal Fire Power but you can also Rush build Improvements and Minor Locations with them.
^
^{*}When you Upgrade the TARDIS, you can use it to place multiple units into buildings you just captured.
^
^{*}Use Bold Play and remember that each unit is stronger in a stack of many units, especially so when you achieve a stronger game position. In other words, overwhelm the Zombies with many units when you attack.
^
^{*}Aggressive play that bombards the Zombie buildings will prevent their growth and limit their unit numbers. The sooner, the better :)
^
^{*}Select the "Best" buildings to capture that will help your Faction and or hurt the Zombies the most as you decide your game strategy...Read about Key Locations in the Civilopedia.
^
^$LINK<Continued=GCON_Game_Tips_3>


#GCON_Game_Tips_3
Game Tips from Vuldacon Page 3
^
^{*}You will need to Help the other AI Human Factions, especially the Authorities who own buildings such as the Radio Station, To slow the Zombies Advance and Power.
^
^{*}Trade with the Other AI Human Factions to gain Capabilities and Supplies. Use good timing concerning your trades.
^
^{*}Block access to your buildings with strong, fortified units. If the Zombies have any access at all they will go for your buildings.
^
^{*}Cover all tiles around your buildings (and tiles close by them) with units to prevent Coffin and Mortician Units from "Unearthing" there. Invisible Units will help you Greatly concerning this :)
^
^{*}Block the Streets with Visible Units if you do not want other Human Transports to drive through.
^
^{*}If you place invisible units such as Land Mines on the streets, add a Visible unit with them to prevent Wars with the other Human Factions who may otherwise run into them with transports.
^
^{*}Guard workers with stronger units and remember that King Units are the last to fight. King Units are stated in the Civilopedia Unit entries in their "Bonus Areas".
^
^{*}Population and Building improvements increase the Defense of a building and the units inside are stronger, so build improvements and increase your population.
^
^{*}Especially just after capturing a building with resistors, slide the Entertainment up, located on top of the Situation Advisor Screen, as high as you can manage to make the Resistors content faster.
^
^{*}Offense is the Best Defense.
^
^$LINK<Continued=GCON_Game_Tips_4>


#GCON_Game_Tips_4
Game Tips from Vuldacon Page 4
^
^{*}When out numbered, First shoot the strongest units as well as the units that can move more and have Blitz Attack. Even if you only wound a unit, they will generally retreat.
^
^{*}Free Units such as Chainsaw Maniac, Strippers and Dockers can all be used to help guard/block access to your buildings. They are stronger in groups and when fortified on Sky Scrapers where they will attack Zombies that try to pass them.
^
^{*}Keep all Buildings that you capture for more supplies and a stronger game position.
^
^{*}Stockpile Explosive Units and transport them all at one time with Shaggin' Wagons and or Hazard Trucks to be more effective against Strong Zombie Buildings. 
^
^{*}Your Special Lethal Shooting Units, Champions and Snipers will help you Greatly against Hordes of Hornets and other Zombies if you keep Car and Truck Transports around where your Lethal Shooting Units can Load into them to reach areas where they are most needed during any turn. This 
can be accomplished by setting up "Chains" of Transports to be able to reach Hot Spots with your Lethal Shooting Units, moving from one transport to another. Chains of Transports are also a very effective way to run Great Leaders back to a Building with a Machine Shop to Upgrade them :)
^
^{*}Playing as the Survivors, it is generally best to Hold Off having the Pyromaniac units start your "Morale Boost" until the Zombies gain "The Omega" Capability... you will Seriously Need the Boost then!
^
^{*}Building Barricades will greatly help you to prevent the Zombies from getting to your Buildings by increasing the strength of your Units in them.
^
^$LINK<Continued=GCON_Game_Tips_5>


#GCON_Game_Tips_5
Game Tips from Vuldacon Page 5
^
^{*}When not playing as the Survivors it is very important to capture Tokugawa's Home as soon after the Zombies capture it  their first turn to prevent having to go to War with the Survivors if they manage to take it back from the Zombies.
^
^{*}Keep in mind that it is important to keep Good Relations and Help the Human AI so you can trade for needed Capabilities to gain all Capabilities on time. Trade with the AI to keep them researching Capabilities on time that will allow you to Trade for the ones you need.
^
^{*}IF you really feel the need to exploit the game such as shooting out Streets and other maneuvers that you think will help you... Play as the Farmers as they were set up as an extreme exploit to begin with :)
^
^{*}When things become difficult, don't give up without a fight.
^
^{*Just in case it all goes terribly wrong... Keep that last bullet for yourself :)}
^
^{Cheers,
^Vuldacon}


#GCON_Amphibious Zombie Units
Amphibious Zombie Units
^
^{5 Zombie Units that can use Amphibious Attack:}
^
^$LINK<Crawling Brain=PRTO_Crawling_Brain>
^$LINK<Dark One=PRTO_Dark_One>
^$LINK<Mutant Zombie=PRTO_Mutant_Zombie>
^$LINK<Omega Zombie=PRTO_Omega_Zombie>
^$LINK<Putrid Zombie=PRTO_Putrid_Zombie>
^
^{Amphibious units can directly attack from ships.}


#GCON_WideScreen
Wide Screen Adjustment
^
^{Possible Wide Screen Adjustments:}
^
^Open the "conquests.ini" file found in your Civilization III\Conquests Folder.
^Add "KeepRes=1"  (without the Quotation Marks) to the list and save the file. This will apply your Desktop Resolution to the Game.
^
^Add "Video Mode="1280 (without the Quotation Marks) to the list and add the Resolution you want.
Can be 1024, 1152, 1280, 1600, 1792. Changes the game's resolution to the value specified (instead of the default 1024x768).
Only the following resolutions are supported with this command: 
1024x768
1152x864
1280x1024
1600x1200
1792x1344
^
^{Note:} If you see pink/purple font on the "domestic" = situation advisor screen, it is caused by the "ClearType" font smoothing option. 
^Change it to "Standard" when you want to play Civ to correct this. 
^
"ClearType" font smoothing option is generally used on Flat Panel Monitors and that causes the Font on the "Domestic" = Situation Advisor Screen (only) 
to show Magenta/Pink/Purple. To correct this we have to change it to Standard when Playing CIV.
This is changed by right clicking your Desktop and selecting Properties\Display Properties\ Appearance\ Effects.
^
^To Skip the Game Intro Video, Add "PlayIntro=0" (without the Quotation Marks).
^
^{Note:} Generally, I use the Game Default Resolution with my Wide Screen and add KeepRes=0  to the Conquest INI File. I then view the game with the Left and Right sides of the Wide Screen Black.
^{Most people simply use their Desktop Resolution by adding KeepRes=1 to the Conquests.ini file. Experiment to find what is best for you.}
^
^{Cheers,
^Vuldacon}


#GCON_Capability_Guide_Authorities
Capability Guide - Authorities
^
^
^{Recommended Capability Research Path on the Strategy Advisor Screen for the Authorities:}
^
^$LINK<Guns, Guns, Guns=TECH_Guns>
^$LINK<Call 911=TECH_Call_911>
^$LINK<Here Boy=TECH_Here_Boy> [...Negotiate for this]
^$LINK<Revenge of the Nerds=TECH_Nerds> [...Negotiate for this]
^$LINK<Aid Relief=TECH_Aid_Relief> [...Negotiate for this]
^$LINK<Keep 'Em Out=TECH_Keep_Em_Out>
^$LINK<Keep The Lights On=TECH_Lights_On>
^$LINK<Do It Yourself=TECH_DIY>
^$LINK<Advanced Mathematics=TECH_Advanced_Mathematics> 
^$LINK<Mega Laser=TECH_Mega_Laser> [...Negotiate for this]
^$LINK<Lethal Force=TECH_Lethal_Force>
^$LINK<Impose Martial Law=TECH_Impose_Martial_Law>
^[Then build the] $LINK<Authorities Think Tank=BLDG_Authorities_Think_Tank>
^$LINK<Send In The Marines=TECH_Marines> [...Free from Think Tank] 
^$LINK<Operation Sledgehammer=TECH_Sledgehammer> [...Free from Think Tank]
^$LINK<Get Me The President=TECH_President>
^
^On the {Situation Advisor Screen}, Set the Research Slider to gain each Capability in 14 Turns and set the Entertainmant slider to keep your population Happy.
^
^Research costs will change so be sure to check the Research Slider each turn to see if it can be adjusted with less cost to save supplies.
^
^Zombies can complete their Final Capability, $LINK<Domination=TECH_Domination>, turn 140 or before with $LINK<Dark Sky IV=BLDG_Dark_Sky_IV>.


#GCON_Capability_Guide_Company
Capability Guide - Company
^
^
^{Recommended Capability Research Path on the Strategy Advisor Screen for the Company:}
^
^$LINK<Guns, Guns, Guns=TECH_Guns>
^$LINK<Here Boy=TECH_Here_Boy> [...Negotiate for this]
^$LINK<Keep 'Em Out=TECH_Keep_Em_Out>
^$LINK<Keep The Lights On=TECH_Lights_On>
^$LINK<Do It Yourself=TECH_DIY>
^$LINK<Revenge of the Nerds=TECH_Nerds> [...Negotiate for this]
^$LINK<Aid Relief=TECH_Aid_Relief> [...Negotiate for this]
^$LINK<Advanced Mathematics=TECH_Advanced_Mathematics> 
^$LINK<Mega Laser=TECH_Mega_Laser> [...Negotiate for this]
^$LINK<Hot Wiring=TECH_Hot_Wiring>
^$LINK<We're Screwed=TECH_Were_Screwed>
^[Then build the] $LINK<Company Think Tank 1=BLDG_Company_Think_Tank_1>
^$LINK<Contain This Mess=TECH_Contain_This_Mess> [...Free from Think Tank 1]
^$LINK<Evil Genius=TECH_Evil_Genius> [...Free from Think Tank 1]
^$LINK<Liquidate Expendable Assets=TECH_Liquidate>
^[Then build the] $LINK<Company Think Tank 2=BLDG_Company_Think_Tank_2>
^$LINK<The Cover Up=TECH_Cover_Up> [...Free from Think Tank 2]
^$LINK<Cybernetics=TECH_Cyborgs> [...Free from Think Tank 2]
^$LINK<Complete the 10 Step Plan=GCON_Spaceship> or Go for a Conquest Victory
^
^On the {Situation Advisor Screen}, Set the Research Slider to gain each Capability in 14 Turns and set the Entertainment slider to keep your population Happy.
^
^Research costs will change so be sure to check the Research Slider each turn to see if it can be adjusted with less cost to save supplies.
^
^Zombies can complete their Final Capability, $LINK<Domination=TECH_Domination>, turn 140 or before with $LINK<Dark Sky IV=BLDG_Dark_Sky_IV>.


#GCON_Capability_Guide_Farmers
Capability Guide - Farmers
^
^
^{Recommended Capability Research Path on the Strategy Advisor Screen for the Farmers:}
^
^$LINK<Guns, Guns, Guns=TECH_Guns>
^$LINK<Baa Baa Bomb=TECH_Baa_Baa_Bomb>
^$LINK<Keep 'Em Out=TECH_Keep_Em_Out>
^$LINK<Keep The Lights On=TECH_Lights_On>
^$LINK<Do It Yourself=TECH_DIY>
^$LINK<Revenge of the Nerds=TECH_Nerds> [...Negotiate for this]
^$LINK<Aid Relief=TECH_Aid_Relief> [...Negotiate for this]
^$LINK<Here Boy=TECH_Here_Boy> [...Negotiate for this]
^$LINK<Advanced Mathematics=TECH_Advanced_Mathematics> 
^$LINK<Mega Laser=TECH_Mega_Laser> [...Negotiate for this]
^$LINK<Hot Wiring=TECH_Hot_Wiring>
^$LINK<Here Kitty=TECH_Here_Kitty>
^$LINK<Together We Stand=TECH_Together_We_Stand>
^[Then build the] $LINK<Farmer's Think Tank=BLDG_Farmer's_Think_Tank>.
^$LINK<Farmland Security=TECH_Farmland_Security> [...Free from Think Tank}
^
^On the {Situation Advisor Screen}, Set the Research Slider to gain each Capability in 14 Turns and set the Entertainmant slider to keep your population Happy.
^
^Research costs will change so be sure to check the Research Slider each turn to see if it can be adjusted with less cost to save supplies.
^
^Zombies can complete their Final Capability, $LINK<Domination=TECH_Domination>, turn 140 or before with $LINK<Dark Sky IV=BLDG_Dark_Sky_IV>.


#GCON_Capability_Guide_Survivors
Capability Guide - Survivors
^
^
^{Recommended Capability Research Path on the Strategy Advisor Screen for the Survivors:}
^
^$LINK<Guns, Guns, Guns=TECH_Guns>
^$LINK<Kickin' Zombie Ass=TECH_Zombie_Ass>
^$LINK<Revenge of the Nerds=TECH_Nerds> [...Negotiate for this]
^$LINK<Aid Relief=TECH_Aid_Relief> [...Negotiate for this]
^$LINK<Here Boy=TECH_Here_Boy> [...Negotiate for this]
^$LINK<Keep 'Em Out=TECH_Keep_Em_Out>
^$LINK<Keep The Lights On=TECH_Lights_On>
^$LINK<Do It Yourself=TECH_DIY>
^$LINK<Advanced Mathematics=TECH_Advanced_Mathematics> 
^$LINK<Mega Laser=TECH_Mega_Laser> [...Negotiate for this]
^$LINK<Hot Wiring=TECH_Hot_Wiring>
^$LINK<The Horrible Truth=TECH_Horrible_Truth>
^$LINK<*The Big Finale=TECH_Big_Finale> [...To Escape to the TV Station from the Airport or research Last IF playing for a Conquest Victory.]
^$LINK<*Sewer Strategy=TECH_Sewer_Strategy> [...If Playing for a Conquest Victory. 
^[Then build the] $LINK<Survivors Think Tank=BLDG_Survivors_Think_Tank>
^$LINK<Damsel Of Distress=TECH_Damsel_Distress> [...Free from Think Tank]
^$LINK<Rev 'N' Ride=TECH_Rev_'N'_Ride> [...Free from Think Tank]
^
^On the {Situation Advisor Screen}, Set the Research Slider to gain each Capability in 14 Turns and set the Entertainmant slider to keep your population Happy.
^
^Research costs will change so be sure to check the Research Slider each turn to see if it can be adjusted with less cost to save supplies.
^
^Zombies can complete their Final Capability, $LINK<Domination=TECH_Domination>, turn 140 or before with $LINK<Dark Sky IV=BLDG_Dark_Sky_IV>.


#GCON_Capability_Guide_Zombies
Capability Guide - Zombies
^
^
^{Zombie Capabilities}
^
^{The Zombies Gain Capabilities approximately as follows:}
^
^$LINK<Mmmm Brains=TECH_Mmmm_Brains>{...........14 Turns}
^$LINK<Damned Dogs=TECH_Damned_Dogs>{...........28 Turns}
^$LINK<The Mutation=TECH_The_Mutation>{............42 Turns}
^$LINK<Species Jump=TECH_Species_Jump>{............56 Turns}
^$LINK<Zombiegeddon=TECH_Zombiegeddon>{.........70 Turns}
^$LINK<Horrible Things=TECH_Horrible_Things>{.........84 Turns}
^$LINK<The Dreaded=TECH_The_Dreaded>{.............98 Turns 
^$LINK<The Omega=TECH_The_Omega>{.............112 Turns}
^$LINK<Deadly Evolution=TECH_Deadly_Evolution>{.....126 Turns}
^$LINK<Domination=TECH_Domination>{.............140 Turns or before with} $LINK<Dark Sky IV=BLDG_Dark_Sky_IV> 


#GCON_Capture_Rescue_List
Capture or Rescue Unit List
^
^
^{Most of these Units can be rescued or captured by Any Faction and they can be recaptured until they are Upgraded.}
^
^$LINK<Annihilator Project=PRTO_Annihilator_Project> All Factions
^$LINK<Captain Spiff=PRTO_Captain_Spiff> All Factions
^$LINK<Dr Lazar=PRTO_Scientist> {Company and Zombies Only}
^$LINK<Elvis Putnam=PRTO_Elvis> ALL Factions
^$LINK<Friar Thomas=PRTO_Friar_Thomas> All Factions
^$LINK<Jake Stranded=PRTO_Jake_Stranded> All Factions
^$LINK<Jeff Morris=PRTO_Jaimo> {Survivors, Farmers and Zombies Only}
^$LINK<M1 Mech Project=PRTO_M1_Mech_Project> {Company Only}
^$LINK<Mr T Drugged=PRTO_Mr_T_Drugged> All Factions
^$LINK<Reverend Simmons=PRTO_Priest> {Survivors Only}
^$LINK<Sam Hammer=PRTO_Sam_Hammer> ALL Factions
^$LINK<TARDIS=PRTO_TARDIS> All Factions
^
^{Exceptions that will be Killed or Destroyed by other Factions:}
^
^$LINK<Dr Lazar=PRTO_Scientist>
^$LINK<Jeff Morris=PRTO_Jaimo>
^$LINK<M1 Mech Project=PRTO_M1_Mech_Project>
^$LINK<Reverend Simmons=PRTO_Priest>  


#GCON_Reach_Adventure_Island
Buildings To Reach Adventure Island
^
^
^{Buildings} where Special Units that can Paradrop or TeleportBeam from {to reach} $LINK<Adventure Island=BLDG_Solar_Plant> {are:}
^
^The {Nuclear Power Plant} - 7 tiles to land on Adventure Island,
^The {Paradise Airport} - 7 tiles to land on Adventure Island,
^The {City Car Park} - 8 tiles to land on Adventure Island,
^The {Executive Club} - 8 tiles to land on Adventure Island,
^The {Conference Center} - 10 tiles to land on Adventure Island.
^The {Paradise Mortuary} - 10 tiles to land on Adventure Island.
^The {White Sands Hotel} - 11 tiles to land on Adventure Island
^The {Company HQ} - 12 tiles to land on Adventure Island.
^The {Penal Colony} - 13 tiles to land on Adventure Island.
^
^
^You need a $LINK<Sewer Tunnel=BLDG_Aqueduct> to be able to Use the Sewer, Paradrop or TeleportBeam a Unit from a building unless you are in the Military Base, Armory, Paratrooper Base, Camp Paradise , Weapons Range or Paradise Airport.


#GCON_Zombie_Buildings_&_Auto_Defense_Systems
Zombie Buildings & Auto Defense Systems
^
^
^{These 14 starting Zombie buildings should not be Air Attacked with Bombing Missions by Old Crop Duster, F-15s or UH34 Helicopter until their $LINK<Auto Defense Systems=BLDG_SAM_Missile_Battery>
{have been destroyed:}
^
^Adventure Island
^Aerospace Center
^Airport
^Armory
^Camp Paradise
^Conference Center
^Detective Agency
^Jungle Island Resort
^Paradise Mortuary
^Paratrooper Base
^Penal Colony
^Research Center
^Weapons Range
^White Sands Hotel
^
^{Alert...}Most of the Trucks, Cars and Special Units have Anti-Air Defense, made possible by Auto Defense Systems. 
^
^{Units that have Anti-Air Defense} have it listed in their Stats in the Civilopedia Unit Entries.
^
^{Special Note:} If you Bomb any Human Faction Building with an Air Unit... Keep in mind that if there are any Units that have Anti-Air Defense inside the Building, they can Shoot Down your 
Aircraft! 
^{F-15, Old Buzzard or UH34 Helicopter... Good Luck.}


#GCON_Keypad
Number Keypad
^
^
^With your Num Lock "on," you can use the number keypad to move your units. Think of the numbers as the
eight directions on a compass.
^
^1 = move Southwest
^2 = move South
^3 = move Southeast
^4 = move West
^6 = move East
^7 = move Northwest
^8 = move North
^9 = move Northeast


#GCON_Overpopulation
Overpopulation
^
^
^Depending upon the level of difficulty you choose to play, overpopulation affects your buildings at different stages. 
In each building, a number of citizens are born content. Thereafter, the rest are born unhappy. The number born content
are as follows.
^
^
^{Difficulty       Content Citizens}
^* G                     4
^* PG                    3
^* PG13                2
^* Mature              2 Default Level
^* R}                      1
^* Controlled         1
^* Restricted         1
^* Banned             1
^
^Overpopulation can also result in $LINK<starvation=GCON_Food>.


#GCON_Terrain_Combat
Defender Combat Bonus
^
^
^{Terrain Bonuses}
^Beach                              10%
^Parkland                          10%
^Streets                             10%
^Trees                               25%
^Official Areas                   33%
^Small Houses                   33%
^Apartment Blocks            50%
^Skyscrapers                     75%
^
^{Structural Bonuses}
^Fortified Units                +25%
^Fortress                         +50%
^Barricade                     +100%
^Fortified Building          +100%
^
^
^Buildings with resisters do not give defensive bonuses.


#GCON_Hotkeys_Units
Hotkeys: Unit Commands
^
^
^{Worker Actions}
^Repair Road 					                  R
^Road to							          Ctrl-R
^Repair Road Net					          Ctrl-N
^Repair/Join building/supply cache		           B
^Road then Supply Cache			                  Ctrl-B
^Irrigate							           I
^Irrigate to Building				                  Ctrl-I
^Improve Nearest Building				           Shift-I
^Build Fortress						           Ctrl-F
^Clear Dead Bodies or Damage			           Shift-C
^Automate Clear all Dead Bodies or Damage         Shift-D
^Automate Worker		                                  A
^Automate Worker (virgin terrain)                          Shift-A
^
^{Air Missions}
^Bombing							            B
^Recon							            R
^Air Superiority						            S
^Re-Base							            No Key
^Precision Strike						            P

#DESC_GCON_Hotkeys_Units
^{General Unit Commands}
^Hold (don't move)					                  Spacebar
^Wait (til end of turn)					                  W or Tab
^Fortify/Garrison/Sleep				                  F
^Go to								                  G
^*	Stack Goto						                   J
^Disband							                  D
^Load/unload						                  L
^Explore							                  E
^*Shoot or Bombard					                  B
^Automate: Shoot or Bombard                            Shift-B
^Access Sewer, Airdrop, Paradrop or Beam Transport   A
^Use Sewer Tunnels:					                  T
^Sentry							                  Y
^*	Sentry (Until Enemy Contact)			                  Shift-Y
^
^{Special Actions and Orders}
^Upgrade Unit						                  U
^*	Upgrade all Obsolete Units			                  Shift-U
^Hurry Production					                  Ctrl-H


#GCON_Hotkeys_Controls
Hotkeys: Game Controls
^
^
^{Main Controls}
^End Turn                                                    Shift-ENTER
^Save Game                                                Ctrl-S
^Load Game                                                Ctrl-L
^Start New Game                                        Ctrl-Shift-Q
^Retire                                                        Ctrl-Q
^Quit                                                           ESC
^Civilopedia                                                Ctrl-C
^
^{Map Controls}
^Center map on Active unit                          C
^Clear Map                                                  Ctrl-Shift-M
^Zoom in/out                                               Z
^Map Grid on/off                                         Ctrl-G
^Locate Building                                          Shift-L
^Center on Headquarters                              H
^
^{Advisors and miscellaneous}
^Situation Advisor                                        F1
^Trade Advisor                                             F2
^Combat Advisor                                         F3
^Faction Advisor                                          F4
^P. R. Advisor                                               F5
^Strategy Advisor                                         F6
^Key Locations - Paradise Island                     F7
^Victory Status Screen                                  F8
^Headquarters                                              F9
^Company Spaceship                                    F10
^Demographics                                             F11
^Preferences                                                  Ctrl-P
^Audio Preferences                                        Shift-S
^Change Attitudes                                        Shift-G
^Change Mobilization                                    Shift-M

#DESC_GCON_Hotkeys_Controls
^{Negotiation and Private Investigation}
^Plant Private Detective                                  Ctrl+Shift+E
^Use Detective's Office                                   Shift+E
^Negotiation Contact                                     Shift+D
^Private Investigation                                      E
^
^{Building Window}
^Hurry Production                                           H
^Add to Production Queue                              Shift+Click
^Caretaker                                                     G
^
^{Multiplayer}
^Center on Message Location                         Ctrl-M
^Pause                                                           Pause
^Perform Automation                                      Ctrl-U
^Send Voice Message                                     Tab
^Send Text Message                                        ~~


#GCON_Craters
Craters
^
^
^Craters can occur in a non-building square due to bombardment attack. After a bombardment attack eliminates
the last unit or terrain improvement in a square, a crater may be formed. Like dead bodies, the presence of
craters reduces a square's production, supplies, and food output by one.
^
^


#GCON_Invisible_Units
Invisible Units
^
^
^{Invisible Units In the Game:}
^
^[IF a friendly Faction runs into an invisible unit, it will cause War with them... Take Care where you place them!]
^
^{Invisible Units That Can Cause War:}
^{Read the Description for the} $LINK<TARDIS=PRTO_TARDIS> {to get Sam Hammer and TARDIS Hints.}
^$LINK<Daryl Paine=PRTO_Daryl_Paine>
^$LINK<Detectives=PRTO_Detective>
^$LINK<Giant Squids=PRTO_Giant_Squid> [Zombie Unit]
^$LINK<Homemade Mines=PRTO_Homemade_Mine>
^$LINK<"Indian Braves"=PRTO_Indian_Brave>
^$LINK<Joe Rouerk=PRTO_Rouerk> 
^$LINK<Natasha Di Salvatore=PRTO_Lara>
^$LINK<Sam Hammer=PRTO_Sam_Hammer> [Zombie Unit]
^$LINK<Sam Hammer Armed=PRTO_Sam_Hammer_Armed> [Zombie Unit that has been Captured-Upgraded]
^$LINK<Sneaky Zombies=PRTO_Sneaky_Zombie> [Zombie Unit]
^$LINK<Sniper King Arthur=PRTO_Sniper_King_Arthur>
^$LINK<Paul "Snake" Diego=PRTO_Diego>
^$LINK<Vuldacon=PRTO_Vuldacon> 
^$LINK<Zombie Squids=PRTO_Zombie_Squid> [Zombie Unit]
^
^{Invisible Units That Do Not Cause War:}
^[Have Hidden Nationality]
^$LINK<Big Chief=PRTO_Hiawatha>
^$LINK<CEO's Helicopter=PRTO_CEO_Helicopter>
^$LINK<Chopper One=PRTO_Chopper_One>
^$LINK<Radio Controlled Balloons=PRTO_Radio_Controlled_Balloon>


#GCON_Impassable_Terrain
Impassable Terrain
^
^
^The Ocean cannot be crossed except by the Survivors when they get a Rescue Helicopter.
^
^The only other Terrain that is {Impassable} are $LINK<Stockpiles=TERR_Marsh>.
^
^The Highway Department created Six Huge Stockpiles of earth and rock while working on roads 
around Paradise Island but since the Zombie Outbreak, there is no chance of the Highway Department removing the piles now.
^
^Nothing can travel across the Stockpiles.


#GCON_Barricades
Barricades
^
^
^Barricades can effectively block off a street and keep the Zombies at bay - for a while.
^
^$LINK<Barricades=TFRM_Barricades> can only be built on tiles already containing a $LINK<Fortress=TFRM_Fortress>.
^{Barricades can only be built on Repaired Streets.}
^Even if unoccupied, Barricades automatically stop movement of a ground unit entering its square, unless that unit belongs to the same Faction
currently controlling the Barricade's square, or if that unit has a $LINK<Right of Passage=GCON_Agreements>
agreement through that land. You need to have $LINK<spare parts=GOOD_Rubber> in order to build Barricades.
^
^Combat units inside Barricades have a few advantages.
^* They get a 100% defensive bonus if attacked (i.e., twice the defensive bonus of a Fortress).
^* Units have a $LINK<zone of control=GCON_ZOC> when inside a Barricade.
^
^A Barricade can become a Fortress if it is bombarded by the enemy or personal bombardment.
^
^{Note:} If you want to remove a Barricade you have built, you will have to destroy it with your bombarding units.


#GCON_Bombardment_in_Ports
Air Defense for Units
^
^
^Thanks to the $LINK<Nerds=GOOD_Nerd>, Units that carry Transmitter/Homing Devices are guarded by Deadly Laser Satellites against Air Attacks or Bombing Missions.
^
^Only Select Units have the Special Transmitters that allow them to be guarded against Air Attacks.
^
^The Units that have this special {Anti-Air Defense} have it listed in their Unit Entries in the Civilopedia.
^
^{See} $LINK<Auto Defense System=BLDG_SAM_Missile_Battery> and Starting $LINK<Zombie Buildings=GCON_Zombie_Buildings_&_Auto_Defense_Systems> with Auto Defense Systems.


#GCON_Collateral_Damage
Collateral Damage
^
^
^An attack by a unit with the Collateral Damage capability can potentially damage improvements in the
attacked square during the attack, representing damage to improvements, local structures or residents due
to combat (but not necessarily due to bombardment).



#GCON_Enslavement 
Enslavement
^
^
^A single bite or scratch from a Zombie is all it takes to transmit the Radioactive Zombie Virus. 
^Any living thing that comes into contact with Radioactive Zombie Virus will become infected and be transformed into a variety of creatures able to infect others.



#GCON_Landmark_Terrain
Lethal Bombardment
^
^
^Any unit with {Lethal Bombardment}, including shooting with Guns, Special Weapons or simply throwing Rocks can damage streets or destroy building improvements as well as Kill other units.
^
^{Note} that there is no need to Bombard streets to try and remove resources because all Zombie buildings have Sewer Tunnels that connect almost all of their buildings to all of their resources. Almost all Zombie buildings have Zombie Goo inside the building as well.


#GCON_Locked_Alliances
Defensive Bombardment
^
^
^Units with a Defensive Bombardment enjoy an added bonus of using Bombardment as their first response when they are attacked. 


#GCON_Volcanic_Eruptions
Fire in Apartment Blocks
^
^
^$LINK<Apartment Blocks=TERR_Volcano> are a fire hazard. A building can go up in smoke at any
time, however, the structure begins to smolder from the roof a few turns in advance of a full scale fire --
but such a warning cannot be guaranteed. Rest assured, however, once you notice a building beginning to smolder there's
no Fire Brigade to call and a full scale fire is in the offing.
^
^{Fire Effects}  
^When a building goes up in flames a lot of people can $LINK<die=GCON_Pollution> -- that will mar the landscape of many of
the tiles adjacent to the building. Dead bodies can be cleaned up by $LINK<Handy Men, Flamin' Hero, Captain Spiff Power Packed, Chain Gang Workers, Engineers, Hellfire Reverend, Prospectors, Joggers, Pyromaniacs, Jake Recovered, or HazMat Worker=GCON_Worker_Jobs>.
^set to clean up damage.


#GCON_Game_Levels
Game Levels
^
^
^{Game Levels}
^{Corruption and Optimal Buildings:}
^
^{G}-----------------------0% Corruption, Optimal Buildings-100%
^{PG}-------------------60% Corruption, Optimal Buildings---95%
^{PG13}--------------70% Corruption, Optimal Buildings---90%
^{Mature}---------100% Corruption, Optimal Buildings---85% Default Level
^{R}------------------120% Corruption, Optimal Buildings---80%
^{Controlled}---140% Corruption, Optimal Buildings---70%
^{Restricted}----160% Corruption, Optimal Buildings---60%
^{Banned}---------180% Corruption, Optimal Buildings---50%


#GCON_King_Unit_List
King Unit List
^
^{King Unit Types that are in the Game:}
^
^{Champion Units:}
^Authorities Champion
^Company Champion
^Farmers Champion
^Survivors Champion
^Zombies Champion
^{All Faction Leaders:} 
^General Fullbright Restricted - {Authorities}
^General Fullbright Unleashed - {Authorities}
^General Fullbright's Tank - {Authorities} 
^Director - Company
^Test Subject Alpha and Test Subject Alpha Escaped - {Zombies}
^Zeb - {Farmers}
^Our Hero - {Survivors}
^Badass Hero - {Survivors}
^Flamin' Hero - {Survivors}
^
^{Special Unit Upgrades for Pre-placed Units:}
^Annihilator Armed, Captain Spiff Power Packed, Dalek, 
^Elvis The King, Empowered Priest, Jake Recovered, 
^Manbot, Mr T, Sam Hammer Armed, TARDIS FullPower, 
^TARDIS Transport, UH34 Helicopter Enabled
^{Authorities}
^Confiscated Farm Trucks, Mayor Reynolds 
^{Farmers}
^Deadly Lawman Jed, Old Clunker, Old Betsy
^{Company}
^Corporate Chopper Enabled, Company Cars, M1 Mech Armed, Manbot
^{Survivors}
^Hellfire Reverend, Rushmobile, Super Coupe, Shogun Tokugawa, 
^Sniper King Arthur
^{Zombies}
^Coffin Zombies, Coffin Mutants, Morticians, Nuclear Coffin Zombies 


#GCON_Plants
Power Plants
^
^
^The {Factory} has the $LINK<Production Line=BLDG_Factory> and allows upgrading units at half price as well as increasing production by 5.
^
^The $LINK<Nuclear Reactor=BLDG_Nuclear_Plant> can be activated at the {Nuclear Power Plant}and Places an $LINK<Electric Generator=BLDG_Electric_Generator> in every Building.


#GCON_Revolution
Revolution
^
^
^If your Faction has knowledge of more than one system of $LINK<attitudes=GCON_Governments>,
you can cause a revolution to usher in a {new} system of attitude.
^
^On the {Situation Advisor Screen} click the "Attitude" button to start a revolution.


#GCON_ZOC
Zone of Control
^
^Most combat units have a {zone of control} that influences the eight tiles surrounding the unit.
This represents the unit's ability to project its combat power into surrounding areas - typically they
have a gun or are highly mobile. Such units attack enemies that enter the zone of control without initiating a full battle.
^
^{The following combat units have a zone of control:}
^* Abe Peters; * All Champion Units; * Androctonus; * Armed Farmhand; 
^* Attack Chopper; * Attack Dogs; * Aggressive Dogs; * Badasses; 
^* Badass Hero; * Biker Gal; * Black Bull; * Black Ops; * Boss; * Bubba;
^* Captain Spiff Power Packed; * Chainsaw Maniac; * Charlie; Cop; 
^* Colossus; * Crawling Brain; * Cruiser; * Cruise Mine; * Dalek; 
^* Daryl Paine; * Deadly Lawman Jed; * Detective; * Devil's Reef; 
^* Director; * Docker; * Dominant Omega; * Elvis The King; 
^* Empowered Priest; * Flamin' Hero; * Freddie; * Guardian Evil; 
^* Gatling Gal; * General Fullbright Unleashed; 
^* General Fullbright's Tank; * Guard Dog; * Graveyard Swarm; 
^* Hank O'Donnel; * Haunted Campfire; * Heavy Infantry; 
^* Hellfire Reverend; * Highway Patrol; * Hilton Smith; * Indian Archer; 
^* Indian Brave; * Infected Dog; * Homemade Mine; * Joe Rouerk; 
^* Killer Hornet; * King Arthur; * Lawman Jed; * Machine Gun Squad; 
^* M1 Mech Armed; * Macrobite; * Manbot; * Marine; * Mr T; 
^* Mr Tokugawa; * Ms Tokugawa; * Mean Machine; * Mike Rush; 
^* Monster Spider; * Nasty Horror; * Natasha Salvatore; 
^* Omega Zombie; * Paratrooper; * Paul Snake Diego; * Pre-Zombie Dog; 
^* Prom Queen; * Prospector; * Pyromaniac; * Putrid Zombie; 
^* Radar Artillery; * RoboForce; * Roaming Alpha Zombie; 
^*Sam Hammer Armed; * Scraps; * Security SMG; * Sewer Guard; 
^* Sewer R.A.T.; * Shogun Tokugawa; * Skreech; * Spunky Kid; * Sniper; 
^* Sniper King Arthur; * Stripper; * SWAT;  * T-800; * TARDIS FullPower; 
^* Test Subject Alpha Escaped; * TOW Team; * Toxic Colossus; 
^*Our Hero; * The Terror; * Vuldacon; * Zeb; * Zeb's Marauders; 
^* Zombie Nurse 
^
^{Zone Of Control is listed in the Bonus area at the bottom of each Unit entry in the Civilopedia for units that have this ability.}


#GCON_Unit_Support
Supporting Combat Units
^
^
^Generally, each combat unit must be supported with one unit of supplies per turn from your $LINK<Supply Store=GCON_Treasury>.
Each building under your control supports free units as follows:
^
^{Attitudes              Small    Medium size  Large size}
^Panic                          0             0                     0
^Basic Instinct            10           10                   10
^Survive                       4             5                     6
^Determination             5             6                     7
^Martial Law                 6             7                     8
^H.R.                            5             6                     7


#GCON_Governments
Attitudes
^
^
^For the human being, $LINK<Survival=GOVT_Survive> is the rule at the start of the game. What matters most is staying alive
for another minute longer.  Later on, the Survivors will be able to switch to $LINK<Determination=GOVT_Determination> to aid
them in their attempt to get off the island. The Authorities can $LINK<Impose Martial Law=GOVT_Martial_Law>. The Company can
switch to $LINK<HR=GOVT_HR>
^
^{Zombies} have their own "Attitude" type called $LINK<Basic Instinct=GOVT_Zombified> that will make 
them very tough to destroy.


#GCON_Mobilization
Mobilization
^
^
^When the Human Factions gain $LINK<Guns, Guns, Guns=TECH_Guns>, they can {Mobilize} 
^for war. Mobilize by using the "Mobilization" button on the Situation Advisor Screen. Zombies can Mobilize when they reach $LINK<Zombiegeddon=TECH_Zombiegeddon>.
^
^
^{Effects of Mobilization}
^* During mobilization, a building that is building a combat unit produces one extra $LINK<shield=GCON_Shields>
in every square that is already producing at least one.
^{A Faction that is mobilized:}
^* May only build combat units and combat building improvements.
^* May not build peacetime improvements.
^* May not return to Normalcy until a Peace Treaty is signed. 
^{Note that you cannot make peace with the Zombies so choose Mobilization with caution.} 
^
^
^During Mobilization Handy Men, Prospectors and Engineers can be built, but will not receive the production bonus. 


#GCON_Barbarians
Stray Supply Drops
^
^You may be lucky enough to find a $LINK<Stray Supply Drop=TERR_Grassland_with_Shield> from which you can scavenge some supplies.
^
^Any Unit with an attack and defense setting can gather a Stray Supply Drop for an immediate boost in supplies. The 
extra supplies will help your Faction survive a little easier.
^
^...If you are really Lucky, you might find a nice 30 year old bottle of single malt Scotch Whisky to help you
forget about the Zombies for a little while... {Cheers, Vuldacon :)}
^
^{Note} that if you want to have more Stray Supply Drops more often, simply start a Normal Conquest game and set the Barbarians setting to Raging Hordes.
You can quit that Game and the settings will remain until you change them again. This will provide more Stray Supply Drops in EFZI2 Complete more often.


#GCON_Strengths
Faction Strengths
^
^
^There are 5 areas in which Factions have natural {strengths.} Each strength gives a Faction one rules advantage as outlined below:
^
^
^{Commercial}                                                   
^The Company is Commercial.  The center building tiles of all Buildings produce extra $LINK<Supplies=GCON_Commerce>, and less
$LINK<Corruption=GCON_Corruption> is experienced.
^
^
^{Cannibalistic}                                             
^The Zombies are cannibalistic, which in civ terms is expansionist - a largely useless trait in this Game except the zombies will
start the game with one $LINK<Pre-Zombie Dog=PRTO_Pre-Zombie_Dog> randomly placed on the map at the start of the game.
^
^
^{Industrious}                                      
^The Survivors are Industrious.  They complete $LINK<tasks=GCON_Worker_Jobs> faster and the center building square of all buildings 
produces extra $LINK<shields=GCON_Shields>.
^
^
^{Militaristic}                                                 
^The Authorities find it easier to build combat improvements (Barricades, for example), and combat $LINK<experience=GCON_Experience>
is gained more quickly.
^
^
^{Agricultural}                                                 
^Zeb is a Farmer and he knows how to Farm. The center building square of all buildings gain one more food.


#GCON_Draft
Draft
^
^ 
^The Draft allows each building to draft some of its population each turn. Zombies can draft from the start of the game. The Survivors, Farmers, Authorities and Company can Draft when they gain $LINK<Do It Yourself=TECH_DIY>. 
^
^A Faction in $LINK<Panic=GOVT_Panic> may not use the draft.
^
^To utilize the draft, press the "Draft" button on the building Display inside a building. 
^You may only draft citizens from a building with a population of 7 or higher.
^
^The draft produces the following $LINK<conscript=GCON_Experience> units, depending upon the progress of your escape plan
and your Faction:
^
^{Survivors__}$LINK<Old War Vet=PRTO_Old_War_Vet>.
^{Farmers___}$LINK<Farmhand=PRTO_Farmhand> and $LINK<Armed Farmhand=PRTO_Armed_Farmhand>.
^{Authorities_}$LINK<Riot Cop=PRTO_Riot_Cop> and $LINK<National Guard=PRTO_National_Guard>.
^{Company__}$LINK<Security SMG=PRTO_Security_SMG>.
^{Zombies___}$LINK<Zombie=PRTO_Zombie> and $LINK<Mutant Zombie=PRTO_Mutant_Zombie>.
^
^{However, drafting citizens will cause unhappiness in the building for 3 turns.}


#GCON_Maintenance
Maintenance
^Some building improvements must be maintained after they are built. This {Maintenance} cost
is paid from your {supply store} once every turn.
^{This Addition requires 2 units of supplies per turn:}
^$LINK<Explosives Room=BLDG_Harbor>
^
^{These Additions require 4 units of supplies per turn:}
^$LINK<Fridge=BLDG_Internet>,
$LINK<Research Lab=BLDG_Lab>
^
^{These Additions requires 5 units of supplies per turn:}
^$LINK<Auto Defense System=BLDG_SAM_Missile_Battery>,
$LINK<Electric Generator=BLDG_Electric_Generator>,
$LINK<HazMatDivision=BLDG_HazMat_Division>,
$LINK<Machine Shop=BLDG_Machine_Shop>,
^
^{These Additions require 6 units of supplies per turn:}
^$LINK<Attack Dog Academy=BLDG_Temple>,
$LINK<Paradise School=BLDG_Great_Playhouse>,
$LINK<Security Cameras=BLDG_Mausoleum>
^
^{These Additions require 15 units of supplies per turn:}
^$LINK<Military H.Q.=BLDG_Military_Academy>,
$LINK<Munitions Store=BLDG_Pentagon>
$LINK<Oil Refinery=BLDG_Coastal_Fortress>
^
^{These Additions require 20 units of supplies per turn:}
^$LINK<Booze Imports=BLDG_Sistine_Chapel>, 
$LINK<Chemical Factory=BLDG_Apollo_Project>,
$LINK<Clem's Reunion=BLDG_Clem's_Reunion>,
$LINK<Company Car Lot=BLDG_Company_Car_Lot>, 
$LINK<Co-op=BLDG_Great_University>,
$LINK<Detective's Office=BLDG_Library>,
$LINK<District Central Garage=BLDG_District_Central_Garage>,
$LINK<Elmo's Farm Trucks=BLDG_Elmo's_Farm_Trucks>,
$LINK<Exploding Sheep Operation=BLDG_Grand_Cathedral>
$LINK<Marine Recruit Depot=BLDG_Longevity>,
$LINK<Mayor's Office=BLDG_Courthouse>,
$LINK<Meeting Room=BLDG_Intelligence_Center>,
$LINK<Mike's Auto Shop=BLDG_Solar_System>,
$LINK<Missile Capability=BLDG_Bank>,
^$LINK<Paratrooper Academy=BLDG_Theory_of_Evolution>,
$LINK<Police Department=BLDG_Police_Station>
^
^{These Additions require 30 units of supplies per turn:}
^$LINK<Acme Hazardous Transports=BLDG_Acme_Hazardous_Transports>,
$LINK<Coffee Exports=BLDG_Trading_Company>,
^
^{These Additions require 40 units of supplies per turn:}
^$LINK<Arthur's Sniper School=BLDG_Forbidden_Palace>,
$LINK<Paradise Voyage=BLDG_Hydro_Plant>
^
^{These Additions require 75 units of supplies per turn:}
^$LINK<Nuclear Reactor=BLDG_Nuclear_Plant>,
$LINK<Nuclear Weapons=BLDG_Manhattan_Project>
^
^{These Additions require 100 units of supplies per turn:}
^$LINK<Cyber-Force Facility=BLDG_Cyber-Force_Facility>,
$LINK<HazMat Office=BLDG_HazMat_Office>,
$LINK<Farmland Strike Force=BLDG_Farmland_Strike_Force>,
^$LINK<Security System=BLDG_Zeus>


#GCON_Combat
Combat
^
^
^There are four types of combat: ground/naval combat, bombardment, missile attacks, and air combat.
^{Ground/Naval combat} occurs when units of different Factions try to occupy the same square.
The two units trade blows until one of them loses its health bar and is destroyed.
The winner may be damaged (its health bar is reduced). 
^{Bombardment} occurs when a ranged unit or air unit attacks without entering the defender's square.
Bombardment inflicts losses to the defender's health bar or destroys them.
Air bombardment is the same except the aircraft fly to the target and may be shot down on the way.
^{Missile attacks} are like bombardment, but the unit never returns to its base.
^{Air combat} occurs between air units.
^
^{Repairing Damage}
^A unit that takes damage in combat but survives can heal, adding one $LINK<block=GCON_Experience> per turn back to
its health bar. To do so, it
^* must be in friendly or neutral territory.
^* must not move for a complete turn.
^
^{Repairing Faster}
^A building with a $LINK<Machine Shop=BLDG_Machine_Shop> repairs ground units.
^$LINK<Aegis Cruiser Facility=BLDG_Art_Of_War> produces Veteran Aegis Cruisers and repairs Sea going Units.
^$LINK<Camp Paradise=BLDG_Offshore_Platform> produces and repairs Air, Land and Sea Units.
^$LINK<Dock Yard=BLDG_Commercial_Dock> repairs Sea going Units.
^$LINK<Emergency Room=BLDG_Hospital> enables your units to heal in enemy territory.
^$LINK<Military HQ=BLDG_Military_Academy> produces and repairs Air, Land and Sea Units.
^$LINK<Munitions Store=BLDG_Pentagon> produces and repairs Air, Land and Sea Units.
^$LINK<Paratrooper Academy=BLDG_Theory_of_Evolution> produces and repairs Air, Land and Sea Units.
^
^$LINK<Zombie Nurse School=BLDG_Cure_for_Cancer>, $LINK<Nasty Eggsack=BLDG_Oracle> and the $LINK<Evil Nest=BLDG_Great_Library> allow Zombie Units to heal in enemy territory. 


#GCON_Conversion
Building Defection
^
^
^Citizens in buildings with low $LINK<Status=GCON_Culture> can {defect} to another, stronger, more impressive Faction. This can occur when the building is located close
to a Faction with high $LINK<Status=GCON_Culture> or when another Faction's members are still present in the building.
^
^
^{Defections are made more likely by:}
^* The presence of $LINK<members=GCON_Nationality> of another Faction in the building.
^* The application of $LINK<propaganda=GCON_Espionage> by the other Faction.
^* $LINK<Panic=GCON_Disorder> in the building.
^* The proximity of another Faction's territory.
^* The proximity of a another Faction's Headquarters.
^
^{Defections are made less likely by:}
^* The presence of ground combat units in the building.
^* $LINK<We Love The ____ Day=GCON_We_Love_The_King_Day>.
^* The proximity of your Headquarters.


#GCON_Air_Missions
Air Missions
^
^
^Air units are not moved around the map like other units. Instead, they are stationed in a building,
and assigned missions which they execute immediately against targets within their operational range.
^
^When an air unit is active, choose the mission you want it to perform (command button or hot key) and
choose a target within the aircraft's range.
^
^{Air Superiority (S)}
^The aircraft attempts to intercept enemy aircraft that attack targets within the inner half of its operational range.
^
^{Bombing Mission (B)}
^The aircraft flies to the target and attacks, sometimes affecting building improvements,
and sometimes population.
^
^{Precision Strike (P)}
^Performed by $LINK<stealth aircraft=PRTO_F-15>,
precision strikes destroy building improvements only, unless there are none in which case population is affected.
^
^{Recon Mission (R)}
^The aircraft flies to the target and reveals the map.
^
^{Re-Base Mission (No Key)}
^The unit can be moved to another building a distance equal to up to Six
times the aircraft's operational range.
^
^{See Starting} $LINK<Zombie Buildings=GCON_Zombie_Buildings_&_Auto_Defense_Systems> {that have an Auto Defense System.}


#GCON_Transport
Transport
^
^
^Some naval and air units can carry or {transport} other units.
^
^{Ships}
^Ships can be boarded from any shoreline
by simply moving the unit onto the ship. They may also be boarded from inside a coastal building by right-clicking
the unit in the garrison box and selecting from the menu, or using the Load command button when on the main map.
^
^{Helicopters}
^Helicopters are air units that can {transport} foot units.
To board the $LINK<Rescue Helicopter=PRTO_Helicopter>, a foot unit must start its turn in The Paradise Airport with the Rescue Helicopter and use the Load command button.
^THE RESCUE HELICOPTER COULD SAVE YOUR LIFE IN THIS Game!
^
^{Other Special Transports} exist for the Human Player to transport Foot Units over land such as the various Cars and Trucks found in the game.
^ 
^$LINK<Hazard Trucks=PRTO_Hazard_Truck> and $LINK<Shaggin Wagons=PRTO_Shaggin'_Wagon> transport Cows, Bulls or Explosive Units over land. 
^
^The $LINK<TARDIS=PRTO_TARDIS>, $LINK<TARDIS Transport=PRTO_TARDIS_Transport> and $LINK<TARDIS FullPower=PRTO_TARDIS_FullPower> will transport Foot Units over Land or Water.

#GCON_Espionage
Detective's Office
^
^
^Once a human Faction captures the Detective Agency and establishes the 
$LINK<Detective's Office=BLDG_Library>,
it can conduct $LINK<Private Investigation Missions=GCON_Espionage_Missions> to find out classified information about 
other Factions, friend and foe.
Private Investigation can also be used to harm a rival or sabotage his 
$LINK<production=GCON_Shields>.
Remember though, failed missions can seriously damage your reputation.
#DESC_GCON_Espionage
^
^Private Investigations are handled by professional $LINK<Detectives=PRTO_Detective> when you build the Detective's Office at the Detective Agency.


#GCON_Espionage_Missions
Private Investigation Missions
^
^
^
^{Using Negotiation or Private Detective Missions:}
^
^You can send a messenger to contact another Human Faction and use Negotiation Missions but Negotiation won't work with Zombies. 
{Private Detective Missions} become available after you capture the Detective Agency and build the $LINK<Detective's Office=BLDG_Library>.
^
^{1 -} Select the target Faction in the Opponents area.
^
^{2 -} Select a mission.
^
^{3 -} Select the target building for the mission (if appropriate).
^
^{4 -} Select an option in the Operational Costs area.
^
^{5 -} Click Execute to launch the mission.
^
^Note that if you decide NOT to execute the mission, you can click Cancel or 
exit the Detective's Office screen to cancel it.
^
^The following is a list of Negotiation and Private Investigation missions that may be 
performed:
^
^{Negotiation Rooms -} Are available for use to all Human Factions when they discover $LINK<Guns, Guns, Guns=TECH_Guns>.
^
^{Plant Private Detective -} This option attempts to plant a Private Detective with the currently 
selected Faction.
^
^{Investigate Building -} Your Private Detective attempts to Investigate a Building belonging 
to the currently selected Faction.
^(continued)
^
#DESC_GCON_Espionage_Missions
^
^
^(continued)
^
^
^{Steal Plans -} Use a Private Detective to steal combat plans of a rival, 
which reveals the locations of all their combat units.
^
^{Initiate Propaganda -} Initiate propaganda against the building where the Private Detective 
resides. If successful, the citizens will $LINK<join=GCON_Conversion> 
^your Faction. Note, Zombies are immune to Propaganda.
^
^{Sabotage Production -} Use a Private Detective to destroy all the 
$LINK<shields=GCON_Shields> in the production box of a rival building.


#GCON_Victory
Victory Conditions
^To check your current level of victory at any time during play, press the {F8} key to open the Victory Status Screen,
or press the {V} button located in the lower right corner of the screen. 
^ 
^{There are 3 basic ways to win:}
^
^{Conquest}
^Destroy everyone on the island, you win. The End.
^
^{Escape}
^Build a $LINK<Rescue Helicopter=PRTO_Helicopter> and fly to the $LINK<TV Station=BLDG_United_Nations> on the mainland, located in the northeastern part of the map. After
{ten turns} you will accumulate enough points to win the game. This Escape Victory is only open to the Survivors.
^
^{Complete "The 10 Step Management Procedure to Diffuse a Level Alpha Scenario"}
^This "Space Race" type Escape Victory is only available to the Company. 
^{The Company Must first establish the} $LINK<Meeting Room=BLDG_Intelligence_Center> {before they can complete the Following Steps:}
^
^{The 10 steps that must be completed are:}
^1. $LINK<Test ZV-69 Antidote=BLDG_SS_Thrusters>
^2. $LINK<Cut Communications with Mainland=BLDG_SS_Engine>
^3. $LINK<Destroy All Evidence=BLDG_SS_Landing_Docking_Bay> 
^4. $LINK<Implement Witness Coercion and Persuasion Program=BLDG_SS_Cockpit>
^5. $LINK<Issue Press Release - Cover Story=BLDG_SS_Fuel_Cells>
^6. $LINK<Issue Press Release - Persuade=BLDG_SS_Life_Support_System>
^7. $LINK<Issue Press Release - Divert Attention=BLDG_SS_Stasis_Chamber>
^8. $LINK<Issue Press Release - Public Relations=BLDG_SS_Storage_Supply>
^9. $LINK<Issue Press Release - Grandstand=BLDG_SS_Planetary_Party_Lounge>
^10. $LINK<Issue Press Release - Stall=BLDG_SS_Exterior_Casing>
^
^{Histograph}
^{After 150 Turns = Day 13 at Noon}, the game ends and if no one has won by 
then the winner is determined by the {histograph.} 
A histograph looks at the total "Score" generated by all Factions turn by turn over the course of the game.


#GCON_Golden_Age
Morale Boost
^
^
^ The Survivors, The Company, The Authorities or the Farmers can experience a {Morale Boost}, a 30-turn period in which every person
is more productive, scavenging extra $LINK<Supplies=GCON_Commerce> and building defenses faster. They really believe they
can beat the Zombies (Ha-ha-ha!). 
^
^A Morale Boost is triggered when specific units are obtained by each Faction then used to fight and Win a battle. 
^
^{Morale Boost Units:}
^{Survivors}___ $LINK<Pyromaniac=PRTO_Pyromaniac>
^{Company}___ $LINK<Attack Chopper=PRTO_Attack_Chopper> 
^{Authorities}_ $LINK<General Fullbright's Tank=PRTO_General_Fullbright's_Tank> or $LINK<Tank=PRTO_Tank> 
^{Farmers}_____ $LINK<Mean Machine=PRTO_Mean_Machine>
^{Zombies}____ $LINK<Crawling Brain=PRTO_Crawling_Brain> 
^
^
^{Zombies} do not have the ability to emotionally enjoy a "Morale Boost" like Humans but they still gain a {30 turn boost in production, YIKES!}


#GCON_Radius
Building Radius
^
^
^Every building has a {building radius}, an area around the building in which its people scavenge for supplies. The radius is shown on
the Building Display.
^
^{A square is part of a building's radius if it is}
^* within the buildings $LINK<borders=GCON_Territory>, and
^* within two tiles of the building. 
^
^People hold out in the building, work the tiles in the building radius, extracting $LINK<Supplies=GCON_Commerce>.


#GCON_Jungle_Island_Resort
Jungle Island Resort
^
^Located SW of Paradise Island, The {Jungle Island Resort} has been infected by Zombie Virus and is loaded with Zombies!
^
^Beware of $LINK<Area 13=BLDG_Area_13>!
^
^IF the Humans can manage to get there and take the Island back from the Zombies, they will have some $LINK<Great Tropical Fruit=GOOD_Tropical_Fruit> to eat.
^
^{Human Faction Units That Can Reach Jungle Island Resort:}
^
^$LINK<Balloons=PRTO_Radio_Controlled_Balloon>
^$LINK<Black Ops=PRTO_Black_Ops>
^$LINK<CEO's Helicopter=PRTO_CEO_Helicopter>
^$LINK<Chopper One=PRTO_Chopper_One>
^$LINK<Corporate Chopper=PRTO_Corporate_Chopper_Enabled> (Rebases)
^$LINK<Cruisers=PRTO_AEGIS_Cruiser>
^$LINK<Cruise Mines=PRTO_Cruise_Mine>
^$LINK<Cruise Missiles=PRTO_Cruise_Missile>
^$LINK<Custom Sailboats=PRTO_Custom_Sailboat>
^$LINK<Dalek=PRTO_Dalek>
^$LINK<F-15s=PRTO_F-15>
^$LINK<HellFire Missiles=PRTO_HellFire_Missile>
^$LINK<M1 Mech Armed=PRTO_M1_Mech_Armed>
^$LINK<Manbot=PRTO_Manbot>
^$LINK<Old Buzzard=PRTO_Cropduster>
^$LINK<Paratroopers=PRTO_Paratrooper>
^$LINK<Rescue Helicopters=PRTO_Helicopter>
^$LINK<Sewer R.A.T.s=PRTO_SewerR.A.T.>
^$LINK<Shrike=PRTO_Shrike>
^$LINK<T-800=PRTO_T-800>
^$LINK<TARDIS FullPower=PRTO_TARDIS_FullPower> (Rebases)
^$LINK<TARDIS Transport=PRTO_TARDIS_Transport> (Rebases)
^$LINK<Transports=PRTO_Transport> 
^$LINK<UH34 Helicopter=PRTO_UH34_Helicopter_Enabled>
^$LINK<Voyagers=PRTO_Voyager>


#GCON_Adventure_Island
Adventure  Island
^
^{See} $LINK<Adventure Island=BLDG_Solar_Plant>
^
^Beware of $LINK<Area 14=BLDG_Area_14>!
^
^{Human Faction Units That Can Reach Adventure Island:} {See} $LINK<Buildings To Reach Adventure Island=GCON_Reach_Adventure_Island>
^
^$LINK<Balloons=PRTO_Radio_Controlled_Balloon>
^$LINK<Black Ops=PRTO_Black_Ops>
^$LINK<CEO's Helicopter=PRTO_CEO_Helicopter>
^$LINK<Chopper One=PRTO_Chopper_One>
^$LINK<Corporate Chopper=PRTO_Corporate_Chopper_Enabled> (Rebases)
^$LINK<Cruisers=PRTO_AEGIS_Cruiser>
^$LINK<Cruise Mines=PRTO_Cruise_Mine>
^$LINK<Cruise Missiles=PRTO_Cruise_Missile>
^$LINK<Custom Sailboats=PRTO_Custom_Sailboat>
^$LINK<Dalek=PRTO_Dalek>
^$LINK<F-15s=PRTO_F-15>
^$LINK<HellFire Missiles=PRTO_HellFire_Missile>
^$LINK<M1 Mech Armed=PRTO_M1_Mech_Armed>
^$LINK<Manbot=PRTO_Manbot>
^$LINK<Old Buzzard=PRTO_Cropduster>
^$LINK<Paratroopers=PRTO_Paratrooper>
^$LINK<Rescue Helicopters=PRTO_Helicopter>
^$LINK<Sewer R.A.T.s=PRTO_SewerR.A.T.>
^$LINK<Shrike=PRTO_Shrike>
^$LINK<T-800=PRTO_T-800>
^$LINK<TARDIS FullPower=PRTO_TARDIS_FullPower> (Rebases)
^$LINK<TARDIS Transport=PRTO_TARDIS_Transport> (Rebases)
^$LINK<Transports=PRTO_Transport>
^$LINK<UH34 Helicopter=PRTO_UH34_Helicopter_Enabled>
^$LINK<Voyagers=PRTO_Voyager>


#GCON_Elvis_Birthday_Special
Elvis Birthday Special
^
^
^The Birthday for Elvis Presley is January 8th, 1935 and the CIV Game will show all $LINK<King Units=GCON_King_Unit_List> as the Elvis Unit in EFZI2 Complete every January 8th.
^
^This is simply a Novelty placed in the CIV III/Conquests Game but if you want to play your game without seeing all King Units as Elvis, you can temporarily change the Date on your Computer to a different day before playing a game.
^
^It is important to return the Date on your computer to the correct day after playing in order to keep current dates correct on your computer.  


#GCON_Halloween_Special
Halloween Special
^
^
^Halloween is October 31 each year and the CIV Game will show all $LINK<King Units=GCON_King_Unit_List> as a Mutant Zombie Unit in EFZI2 Complete every October 31st.
^
^This is simply a Novelty placed in the CIV III/Conquests Game but if you want to play your game without seeing all King Units as Mutant Zombies, you can temporarily change the Date on your Computer to a different day before playing a game.
^
^It is important to return the Date on your computer to the correct day after playing in order to keep current dates correct on your computer.  


#GCON_Greetings_From_Vuldacon
Greetings From Vuldacon 
^{Welcome to Escape From Zombie Island 2 Complete}
^
^This game has required thousands of hours of work to develop and complete. I want to express my Appreciation and Thanks to King Arthur 
who worked with me on the last version, EFZI2 The Remake, and the individuals who contributed their time and talents on all earlier versions 
of this game to help improve it. They helped make it a real pleasure for me to continue working another 7 years to develop this New Game Version. 
^{Credit} goes to Firaxis for the Great Civilization Games that made this MOD/Scenario possible. Each Unit and Game folder has a "Read Me" File with credits.
^
^{Special Thanks} and Appreciation goes to Plotinus, aaglo and odintheking for personally working with me to create some wonderful units 
that remain in the Game from EFZI2 The Remake...Thanks Guys, Fantastic work and very much appreciated. It was a pleasure working with 
you and your unit contributions for this game.
^{Special Thanks} goes to Rob Riley for working with me to make a New Farmer Leaderhead for the Game.
^{Special Thanks to the Testers} who tested the previous version as it was being developed during the past and or during the final stages, for their Time, 
Thoughts and Opinions: Anthony Boscia, Balthasar, clasical hero, egroen, General 666, Ivan Grozny, Nwoll, Sasebo, Takhisis, Tank Guy#3, Tarus Bulba, WonderGrunion. 
^
^{Special Thanks} to Lionic for Testing this December, 2014 Updated Version. 
^{Extra Special Thanks} goes to my Wife, Elizabeth, for her Loving Support, Patience and Understanding.
^
^I wish you all the Best experience in your game play and hope you Enjoy {Escape From Zombie Island 2 Complete.}
^
^{Good Luck, Champion your Dreams and take time to have some Fun in Life... but Watch Out for Zombies :)}
^
^{Cheers,}
^{Vuldacon}


#GCON_Agreements
Negotiation Agreements
^
^
^Human Factions can use a $LINK<Negotiation Room=GCON_Embassies> with All Human Factions when they discover the $LINK<Guns, Guns, Guns=TECH_Guns> Capability that will allow
 {Negotiation Agreements} with them. 
^
^Only the Farmers can Negotiate with the Zombies. 
^
^
^ {There are three kinds of Negotiation Agreements:}
^
^{Combat Alliance}
^You agree to declare war on a despised third party.
^
^
^{Right of Passage}
^You agree to allow his or her combat units to move through your $LINK<territory=GCON_Territory>.
^
^
^{Mutual Protection Pact}
^An agreement to declare war upon any Faction that attacks your partner.


#GCON_Culture
Status
^
^
^{Status} represents the impact of your Faction's perceived strength and is represented in the game by $LINK<borders=GCON_Territory>.
^ 
^
^{building Status Value and Borders}
^All key locations and building improvements generate status points every turn. These accumulate
over time and when the total status value of a building reaches certain thresholds (10, 100, 1,000, 10,000, 20,000, etc.),
the {border expansion} is triggered. Pay attention to the status box on the {building Display} in your Buildings to judge
when expansions will occur.
^ 
^
^{Faction Status Value}
^The sum of the status values of all of your buildings is your {Faction's status value.}
It comes into play when you conquer an enemy building (and $LINK<resistance=GCON_Resistance> is determined),
conduct Negotiations with a rival, or when you and a rival both have a legitimate claim on a terrain square.
In all cases, if your Faction has better $LINK<Status=GCON_Culture> than your rival, that's good --
and the greater the discrepancy between you, the better.
^ 
^{Key and Minor Locations Greatly increase Status and are Strategic Locations.} 
^Improvements established in buildings also increase Status.
^
^{Faction Status}
^There are five Factions in the game: Authorities, Company, Farmers, Survivors and Zombies. Faction type determines the look of buildings 
and citizens.


#GCON_Nationality
Loyalty
^
^
^Each Faction produces citizens loyal to its cause, a characteristic that
persists until $LINK<assimilated=GCON_Assimilation> into another Faction.
^
^ 
^{Strangers}
^When a building is captured, this can create a building controlled by one Faction, but populated by another.
These citizens are called {strangers}. Strangers retain their team colors so they can be easily identified.
^
^
^Having a building with strangers is not a problem unless you are at war with
the Faction that originally produced them. When at war, strangers become
unhappy more quickly than others and are more likely to be affected by hostile propaganda from
their own Faction.


#GCON_Resistance
Resistance
^
^
^{Resistance} represents the unwillingness of the citizens of an influential Faction to be subjugated by
another, less influential Faction. When a building is captured, a comparison of the 
$LINK<Faction Status values=GCON_Culture> of the two Factions determines if any of the
$LINK<citizens=GCON_Nationality> will resist.
^
^Resisters are unwilling to work under the new regime.
^ 
^{Stopping Resistance}
^Resisters can be quelled by ending the war or garrisoning strong combat units in the building -- the more the better.


#GCON_Assimilation
Assimilation
^
^
^{Assimilation} is the process by which $LINK<members of another Faction=GCON_Nationality>
^change their loyalty from one Faction to another. When a stranger has been a part of a minority population in a building longer than not, he or she assimilates 
and becomes a member of the Faction's majority population.
^ 
^
^This process can take many turns, but the reduced risk of successful $LINK<hostile propaganda=GCON_Espionage> makes
it useful.


#GCON_Territory 
Territory
^
^
^Every Faction has {Territory}, (areas of the map claimed as their land). The extent of your territory
is the sum of all terrain tiles under the $LINK<Status=GCON_Culture> influence of your buildings, which in turn is a
result of the $LINK<Status value=GCON_Culture> of each building. 
^
^
^{Borders}
^Your territory is defined by your {borders}, which are drawn in your Faction's color, and clearly mark
your $LINK<Status=GCON_Culture> boundaries. The area within your borders is {friendly} territory.
^ 
^
^{Advantages of Friendly Territory}
^Your territory has several characteristics beneficial to you.
^* Rival Factions cannot benefit from the roads within your territory without a
$LINK<right of passage=GCON_Agreements> agreement.
^* You can always "see" tiles in friendly territory.
^* Tradable $LINK<resources=GCON_ResourcesN> are easier to get when found within your territory
(no need for a $LINK<Supply Cache=GCON_Colony>).
^* You can eject rival combat units from your territory during Negotiation meetings held in your $LINK<Negotiation Room=GCON_Embassies>.


#GCON_Colony
Supply Cache
^
^
^{Supply Caches} are $LINK<Built=TFRM_Build_Colony> by a  $LINK<Handy Man=PRTO_Handy_Man>, $LINK<Engineer=PRTO_Engineer>, $LINK<Chain Gang Worker=PRTO_Chain_Gang_Worker> or $LINK<Prospector=PRTO_Prospector> and enable exploitation of tradable $LINK<resources=GCON_ResourcesN>
^that lie outside your $LINK<territory=GCON_Territory>. As with all tradable resources (strategic and luxury),
you need a road connecting the Supply Cache to one of your buildings to get the benefits of the resource.


#GCON_Trade
Trade and Trade routes
^
^ 
^{Local Trade}
^Local trade occurs automatically between buildings of the same Faction that are {connected} to each other.
Any tradable $LINK<resource=GCON_ResourcesN> 
^within your territory that is connected to any building is shared by {all} 
^connected buildings. Every building that is connected to a resource has that resource in the appropriate box of the
building Display.
^ 
^{Other Factions Trade}
^A single resource icon is enough to supply the needs of an entire Faction. Excess resources may
be traded to other Factions if the Headquarters of both Factions are connected. You can trade
strategic and luxury resources with other Factions during Negotiation meetings in your $LINK<Negotiation Room=GCON_Embassies>.
^
^{Trade Route Connections}
^Two buildings are connected if:
^* there is a $LINK<road=GCON_Worker_Jobs> running between them or as one of the Human Factions, you have built a $LINK<Sewer Tunnel=BLDG_Aqueduct>.
^
^
^{An exception involves enemy territory:} two buildings are not connected if the only road that
connects them passes through enemy territory and the Human Faction does not have a $LINK<Sewer Tunnel=BLDG_Aqueduct> built.
^
^{Special Note}... The Military buildings located on the West side of Paradise Island are not and cannot be connected by roads. 
These buildings are the {Paratrooper Base, Armory, Military Base, Camp Paradise and Weapons Range.}
^The {Airport}, located on the Southeast corner of Paradise Island is not and cannot be connected by roads. 
^These buildings all have functional Sewer Tunnel abilities, however, Resources cannot be shared from them with any other buildings that are connected to your Headquarters in order to prevent sharing the $LINK<Military Gear=GOOD_Military_Gear> and the $LINK<Pilot=GOOD_Pilot> Resources that are intended Only for Special Units from those buildings.


#GCON_ResourcesN
Resources
^
^
^There are {54 available resources} represented by various icons scattered around the Island. These fall into three
categories, {Bonus, Luxury,} and {Strategic}.
^
^
^$LINK<Bonus Resources=GCON_ResourcesB> give building production bonuses in worked tiles within a building radius. Bonus resources
cannot be traded to other buildings or Factions. Bonus resources are always visible in explored areas of the map. 
^
^
^$LINK<Luxury Resources=GCON_ResourcesL> also give building production bonuses in tiles worked by citizens.
But they may also be traded along trade routes, and make content people happy in buildings that receive them. Luxury
resources are always visible on the map in explored areas.
^
^
^$LINK<Strategic Resources=GCON_ResourcesS>, like both the others, give bonuses to building production, but, like luxuries they can also be traded.
Strategic resources are required for a building to build various combat units and building improvements. Strategic resources 
appear on the map when a Capability exposes its usefulness.
^
^
^Luxury and Strategic Resources are referred to as {Tradable Resources.}


#GCON_ResourcesB
Bonus Resources
^
^
^{Bonus resources} are one of the types of $LINK<resources=GCON_ResourcesN>. These
cannot be traded like $LINK<luxury=GCON_ResourcesL> or $LINK<strategic resources=GCON_ResourcesS>,
but do provide bonuses to worked tiles within a $LINK<building radius=GCON_Radius>.
^
^
^{building Production Bonuses}
^A citizen laborer working a bonus resource square gains extra $LINK<food=GCON_Food>,
$LINK<shields=GCON_Shields>, and/or $LINK<Supplies=GCON_Commerce>.
^
^{Types           Food    Shields Supplies}
^$LINK<Barley=GOOD_Barley>                 +1         +0         +0
^$LINK<Burial Ground=GOOD_Burial_Ground>      +0         +12       +8
^$LINK<Canned Food=GOOD_Spam>      +3         +1         +2
^$LINK<Cattle=GOOD_Cattle>                 +3         +4         +0
^$LINK<Chemicals=GOOD_Chemicals>           +0         +4         +4
^$LINK<Coffee=GOOD_Coffee>                +0         +2         +2
^$LINK<Coffee Beans=GOOD_Coffee_Beans>       +0         +4         +0
^$LINK<Corn=GOOD_Corn>                   +1         +0         +0
^$LINK<Fish=GOOD_Fish>                    +2         +1         +2
^$LINK<Flamethrowers=GOOD_Flamethrowers>    +0         +6         +5 
^$LINK<Fruit=GOOD_Fruit>                   +2         +1         +1   
^$LINK<Furs=GOOD_Furs>                    +0         +0         +1
^$LINK<Goats=GOOD_Goats>                 +2         +1         +0
^$LINK<Gold Record=GOOD_Gold_Record>       +0         +2         +6
^$LINK<Junk Food=GOOD_Junk_Food>           +1         +1         +2
^$LINK<Old Folks=GOOD_Old_Folks>            +0         +6         +2
^$LINK<Pearls=GOOD_Pearls>                  +1         +2         +3
^$LINK<Pigs=GOOD_Pigs>                    +3         +2         +1
^$LINK<Poultry=GOOD_Poultry>                +2         +1         +0
^$LINK<Spider Eggs=GOOD_Spider_Eggs>         +0         +6         +4
^$LINK<Timber=GOOD_Timber>                +0         +0         +1
^$LINK<Tobacco=GOOD_Tobacco>             +0         +0         +1
^$LINK<Tropical Fruit=GOOD_Tropical_Fruit>       +3         +2         +2
^$LINK<Windmill=GOOD_Windmill>              +2         +2         +2










#GCON_ResourcesL
Luxury Resources
^
^ 
^{Luxury resources} are one of the types of $LINK<resources=GCON_ResourcesN>.
When available to a building from Other Factions or local $LINK<trade routes=GCON_Trade>, luxury resources produce
$LINK<happy faces=GCON_Happy_Faces>, making content citizens happy.
^
^When a building "has" a luxury resource, it appears in the building's {Luxuries box}.
^
^
^{building Production Bonuses}
^Like all resources, luxuries resources also provide building production bonuses to worked tiles within a
$LINK<building radius=GCON_Radius>.
^ 
^{Types       Food    Shields Supplies}
^$LINK<Aid Parcel=GOOD_Food_Parcel>     +2          +6           +8
^$LINK<Booze=GOOD_Booze>          +0          +3           +6
^$LINK<Pills=GOOD_Pills>              +0          +3           +5
^$LINK<Cola=GOOD_Cola>             +0          +2           +4
^$LINK<Roadkill=GOOD_Roadkill>        +2          +1           +2


#GCON_ResourcesS
Strategic Resources
^{Strategic Resources} are one of the types of $LINK<resources=GCON_ResourcesN>.
When available to a building, strategic resources enable the construction of some units and building improvements.
^When a building "has" a strategic resource, it appears in the building's {Strategic Resource box}.
^{building Production Bonuses}
^Like all resources, strategic resources also provide building production bonuses to worked tiles within a
$LINK<building radius=GCON_Radius>.
^
^{Types                     Food   Shields Supplies}
^$LINK<Ammo=GOOD_Aluminum>                             +0         +3           +4
^$LINK<Bats=GOOD_Bats>                                +0         +3           +0
^$LINK<Chainsaws=GOOD_Chainsaws>                       +0         +2           +2
^$LINK<Detective=GOOD_Detective>                        +0         +4           +6
^$LINK<Docker=GOOD_Docker>                            +0         +2           +3
^$LINK<Dogs=GOOD_Dogs>                               +0         +3           +7
^$LINK<Evil Skull=GOOD_Evil_Skull>                          +0         +10         +10
^$LINK<Files=GOOD_Files>                                +0         +2           +0
^$LINK<Fuel=GOOD_Oil>                                +0         +3            +6
^$LINK<Furniture=GOOD_Furniture>                          +0         +3           +5
^$LINK<Marine Recruits=GOOD_Marine_Recruits>                +0         +4           +4
^$LINK<Manhole=GOOD_Sewer>                          +0         +1           +1
^$LINK<Military Gear=GOOD_Military_Gear>                    +0         +4           +7
^$LINK<Movie Reel=GOOD_Movie_Reel>                      +0         +2           +5
^$LINK<Nerd=GOOD_Nerd>                               +0         +1           +0
^$LINK<Pilot=GOOD_Pilot>                                +0         +1           +3
^$LINK<Police Chief=GOOD_Police_Chief>                     +0         +5           +0
^$LINK<Sheep=GOOD_Sheep>                             +2         +3           +4
^$LINK<Spare Parts=GOOD_Rubber>                      +0         +5           +7
^$LINK<Spin Doctors=GOOD_Spin>                   +0         +2           +3
^$LINK<Stripper=GOOD_Stripper>                          +0         +2           +4
^$LINK<Tools=GOOD_Iron>                              +0         +3           +3
^$LINK<Transmitter=GOOD_Transmitter>                     +0         +3           +5
^$LINK<Uranium=GOOD_Uranium>                          +0         +4           +8
^$LINK<Zombie Goo=GOOD_Goo>                    +2         +1           +1


#GCON_Experience
Combat Experience
^
^
^Combat units are rated according to combat experience: {conscripts, regulars, veterans,} and {elite units}.
The more experienced a unit, the more damage it can absorb before being destroyed in combat.
The number of blocks in the unit's health bar shows this distinction.
^
^{Unit Type      Blocks}
^Conscripts        2
^Regulars           3
^Veterans           4
^Elite units          5
^Super Elite        more than 5
^
^Normally, buildings produce regular units. But if a building has a $LINK<Machine Shop=BLDG_Machine_Shop>, it produces {veterans} units.
The $LINK<Headquarters=BLDG_Palace> of each Faction produces veteran units. Several Zombie buildings such as the Armory, have Machine Shops and also produce veteran units.
^
^
^{Elite units} cannot be built: they gain this status only through actual combat experience. An elite unit can produce a
$LINK<Great Leader=GCON_Leaders>, if it continues to be successful.
^
^
^{Battlefield Promotions}
^When one of your units is victorious in battle, there is a chance it will gain combat experience and be promoted to
the next level.


#GCON_Leaders
Great Leaders
^
^
^All Human Factions start the game with a pre-placed Great Leader.
^
^{Great Leaders} are generally born in combat. This {can} occur when an $LINK<elite unit=GCON_Experience> wins a
battle. A few Great Leaders are created from Special Key Locations.
^
^A Great Leader can Rush Build Improvements and Minor Locations or be upgraded to a Faction specific $LINK<Champion=GCON_Armies> unit with powerful stats.
^
^$LINK<Elmo's Farm Trucks=BLDG_Elmo's_Farm_Trucks>, $LINK<Granary=BLDG_Granary>, $LINK<Interrogation Room=BLDG_Colossus>, 
^$LINK<Police Department=BLDG_Police_Station> and $LINK<Shinto Shrine=BLDG_Hanging_Gardens> increase the chances of a Great Leader appearing from battle. 
^
^$LINK<Camp Paradise=BLDG_Offshore_Platform> and the $LINK<Shinto Shrine=BLDG_Hanging_Gardens> produce a Great Leader every 25 turns.
^
^{Special Note:} If you gain more than one Great Leader, use them in the sequence that you gained them. This can happen if you save a Great Leader 
and gain another Great Leader from the Shinto Shrine or Camp Paradise. The Game is programed to have Only one Great Leader at a time, however, if you gain more than one, use 
them in the sequence they were obtained and all will work as intended.
^
^{Also see the} $LINK<King Unit List=GCON_King_Unit_List>{.}

#GCON_Armies
Champions
^
^
^Each Faction has a specific {Champion} unit that a $LINK<Great Leader=GCON_Leaders> will upgrade to.
^
^$LINK<Authority Champion=PRTO_Victor_Authorities>
^
^$LINK<Company Champion=PRTO_Victor_Company>
^
^$LINK<Farmer Champion=PRTO_Victor_Farmers>
^
^$LINK<Survivor Champion=PRTO_Victor_Survivors>
^
^$LINK<Zombie Champion=PRTO_Victor_Zombies>
^
^Champions are exactly what you need in an extreme crisis. They all have Lethal Shoot or Bombardment and Blitz moves.

#GCON_Hurry_Production
Hurry Production
^
^
^Building construction projects (improvements or units) can be hurried to completion if necessary. 
Use the "Hurry" button on the {building Display}.
^
^
^Under $LINK<Basic Instinct=GOVT_Zombified>, you hurry production in your buildings
by {forced labor}. When worked hard, Zombies are prone to lose limbs and become ineffective resulting in the Zombie population
decreasing in the building that has used this method of hurrying production. Zombie Workers are able to work more and complete work faster because they do not feel pain.
^
^
^All other attitudes can utilize supplies to complete a project or put together a unit more quickly.
^
^
^
^
^You have {no} production if your Faction is in $LINK<Panic=GOVT_Panic>.

#GCON_Corruption
Corruption and Waste
^
^{Corruption} is income lost to theft, accidental Zombie destruction, and other illegal practices. {Waste} is shield production
lost to inefficiency. If left unchecked, corruption and waste will significantly slow the development of your
Faction. You can track the status of corruption and waste in your empire on the
{building Display} and {Situation Advisor} screen.
^
^{Causes}
^In general, the farther a building is from your Headquarters, the more corruption and waste it experiences. Also the more buildings
in your control, the higher rates of both, overall. Finally, the extent of corruption and waste is also affected by
the system of $LINK<attitudes=MENU_Governments> you are currently using.
^
^{Solutions:}
^{These Locations and Improvements Reduce Corruption in the buildings that possess them:}
^$LINK<Advanced Ballistics=BLDG_Advanced_Ballistics>, $LINK<Adventure Island=BLDG_Solar_Plant>, $LINK<Aegis Cruiser Facility=BLDG_Art_of_War>, 
^$LINK<Attack Dog Academies=BLDG_Temple>, $LINK<Booze Imports=BLDG_Sistine_Chapel>, $LINK<Camp Paradise=BLDG_Offshore_Platform>, 
^$LINK<Coffee Exports=BLDG_Trading_Company>, $LINK<Detective's Office=BLDG_Library>, $LINK<Emergency Room=BLDG_Hospital>, 
^$LINK<EPA=BLDG_EPA>, $LINK<Exploding Sheep Operation=BLDG_Grand_Cathedral>, $LINK<Hard Labor House=BLDG_Hard_Labor_House>, $LINK<Headquarters=BLDG_Palace>,  
^$LINK<Marine Recruit Depot=BLDG_Longevity>, $LINK<Mayor's Office=BLDG_Courthouse>, $LINK<Military HQ=BLDG_Military_Academy>, $LINK<Outback=BLDG_Colosseum>, 
^$LINK<Munitions Store=BLDG_Pentagon>, $LINK<Nerd Club=BLDG_Nerd_Club>, $LINK<Paradise Airport=BLDG_Airport>, $LINK<Paratrooper Academy=BLDG_Theory_of_Evolution>, 
^$LINK<Police Department=BLDG_Police_Station>, $LINK<Security Cameras=BLDG_Mausoleum>. 
^
^{This Key Location Reduces Corruption in all buildings:} $LINK<Security System=BLDG_Zeus>.
^
^{Zombies Only:} $LINK<Area 13=BLDG_Area_13>, $LINK<Androctonus Den=BLDG_Androctonus_Den>, 
^$LINK<Infected Coast Guard Academy=BLDG_Infected_CGA>, $LINK<Infected Dirt=BLDG_Infected_Dirt>, 
^$LINK<Omega Houses=BLDG_Omega_House>, $LINK<Zombie Morgues=BLDG_Zombie_Morgue>, $LINK<Zombie Nurse School=BLDG_Cure_for_Cancer>, 
^$LINK<Zombie Nurse Stations=BLDG_Knights_Templar>, $LINK<Putrid Rooms=BLDG_Putrid_Room>, $LINK<Putrid Rooms II=BLDG_Putrid_Room_II>, $LINK<Dark Sky IV=BLDG_Dark_Sky_IV>. 
^
^Another solution is to change your system of $LINK<attitude=GCON_Governments>.
^Being attached to your Headquarters via road or Sewer Tunnel also reduces corruption and waste.
^$LINK<We Love The ____ Day=GCON_We_Love_The_King_Day> also reduces waste.

#GCON_Pollution
Dead Bodies
^
^
^On a Zombie infested island lots of people will die. These people do not become the UN-dead, they become the DEAD-dead.
^ 
^{Building improvements and situations that can cause Death:}
^{Meltdown of a} $LINK<Nuclear Reactor=BLDG_Nuclear_Plant>, $LINK<Building Fires=GCON_Volcanic_Eruptions>, {Missile Attacks}, 
^{Fires and or Explosions in:} 
^$LINK<Chemical Factory=BLDG_Apollo_Project>,
^$LINK<Exploding Sheep Operation=BLDG_Grand_Cathedral>, 
^$LINK<Explosives Rooms=BLDG_Harbor>, 
^$LINK<Kitty Shack=BLDG_Kitty_Shack>,
^$LINK<Nuclear Reactor=BLDG_Nuclear_Plant>, 
^$LINK<Oil Refinery=BLDG_Coastal_Fortress>,
^$LINK<Outback=BLDG_Colosseum>.
^...Also just random killings within the general population.
^
^
^{...A zombie outbreak is a great opportunity to whack someone you don't like.}
^
^Human Factions can radically Reduce Dead Bodies by building 
^$LINK<HazMat Division=BLDG_HazMat_Division> improvements or by building the $LINK<HazMat Office=BLDG_HazMat_Office> Key Location.
^
^The Zombies can Reduce Dead Bodies with $LINK<Zombie Nurse Stations=BLDG_Knights_Templar> and $LINK<Advanced Zombie Virus=BLDG_Coal_Plant> improvements.
^
^{Global Warming}
^Things will get "hot" on the island but will not cause global warming.
^The Skull on the Front Right Box of the Game Screen indicates Pollution.
^Keep those Dead Bodies Cleared from the Area.
^
^
^$LINK<Who Can Clear Dead Bodies=TFRM_Clear_Dead_Bodies>

#GCON_Pollution...
Pollution
^
^
^On a Zombie Infested Island there will be extreme pollution of various types but the most profound will be $LINK<Dead Bodies!=GCON_Pollution>

#GCON_Embassies
Negotiation Rooms
^
^
^Each Human Faction will gain the use of a Negotiation Room with All other Human Factions when they discover $LINK<Guns, Guns, Guns=TECH_Guns> but Only the Farmers can Negotiate with the Zombies. 
^
^{Zombies Eat Messengers from all other Factions!}


#GCON_Worker_Jobs
Worker Actions
^
^
^{Worker Actions} can be carried out by a $LINK<Handy Man=PRTO_Handy_Man>, $LINK<Engineer=PRTO_Engineer>, $LINK<Chain Gang Worker=PRTO_Chain_Gang_Worker>, $LINK<Prospector=PRTO_Prospector>. 
^
^A $LINK<Civilian=PRTO_Civilian>, $LINK<Nerd=PRTO_Nerd>, $LINK<Farmhand=PRTO_Farmhand>, $LINK<Corporate Executive=PRTO_Corporate_Executive> and $LINK<Riot Cop=PRTO_Riot_Cop> can only build a $LINK<Fortress=TFRM_Fortress> or $LINK<Barricade=TFRM_Barricades>.
^{Note:} $LINK<Zombie Workers=PRTO_Zombie_Worker> are limited.
^
^{Irrigate (I)}
^Increases $LINK<Food=GCON_Food> output. This worker action can only be used to irrigate the $LINK<Farmland=TERR_Plains> fields found around Zeb's Farm 
and the Coffee Plantation.
^
^{Note that Zombies cannot irrigate, build a Fortress or Barricade with Any unit.} 
^
^{Repair Road (R)}
^Increases $LINK<Supply=GCON_Commerce> output and speeds movement.
^
^{Build Fortress (Ctrl-F)}
^Increases a square's $LINK<Defensive Value=GCON_Terrain_Combat> by 50%. 
^
^{Build Barricade (Ctrl-F)}
^Turns a $LINK<Fortress=TFRM_Fortress> into a $LINK<Barricade=TFRM_Barricades>, doubling the square's $LINK<Defensive Value=GCON_Terrain_Combat>.
^
^{Clear Dead Bodies or Damage (Shift-C)} 
^Removes $LINK<Dead Bodies=GCON_Pollution> and $LINK<Craters=GCON_Craters>. 
^Other than a $LINK<Handy Man=PRTO_Handy_Man>, $LINK<Engineer=PRTO_Engineer>, $LINK<Chain Gang Worker=PRTO_Chain_Gang_Worker>, $LINK<Prospector=PRTO_Prospector>, 
$LINK<Jogger=PRTO_Jogger>, $LINK<Jake Recovered=PRTO_Jake_Recovered>, $LINK<HazMat Worker=PRTO_HazMat_Worker> or $LINK<Zombie Worker=PRTO_Zombie_Worker>. 
^$LINK<Captain Spiff Power Packed=PRTO_Captain_Spiff_Power_Packed>, $LINK<Flamin' Hero=PRTO_Flamin'_Hero>, The $LINK<Pyromaniacs=PRTO_Pyromaniac>, can also 
Clear Pollution by Burning Dead Bodies and $LINK<Hellfire Reverend=PRTO_Badass_Priest> can Clear Dead Bodies by Praying for, then Burying them. They all can repair craters.
^
^{Build Cache (B)}
^Caches are built atop $LINK<Tradable Resource=GCON_ResourcesN>. If $LINK<Connected=GCON_Trade>
to a building, a {cache} provides the resource to that building.

#DESC_GCON_Worker_Jobs
^
^
^{Build Outpost (Ctrl-O)}
^$LINK<Outposts=GCON_Outposts> eliminate fog of war in neutral or owned territory. They can be built by all Human Factions from the beginning of the Game. 
^
^{Build Radar Tower (Ctrl-T)}
^$LINK<Radar towers=GCON_Radar_Towers> provide a combat bonus for the units that are within their affected area. They must be built
within your territory.
^ 
^{Radar Towers can only be built by the Authorities after the discovery of} $LINK<Send In The Marines=TECH_Marines>.

#GCON_Worker_Jobs_Advanced
Worker Actions (Advanced)
^{See also} $LINK<Worker Actions=GCON_Worker_Jobs>
^
^
^
^{Road to (Ctrl-R)}
^Repairs a road to a particular destination.
^
^{Repair Road Then Cache (Ctrl-B)}
^The worker repairs a road to a particular destination and then builds a $LINK<Supply Cache=GCON_Colony>
at the destination.
^
^{Automate (A)}
^Causes control of the worker to be relinquished while he performs automated tasks.
^
^{Automate: Build Trade Network (Ctrl-N)}
^Automates the worker, giving him the task of linking all buildings to your Headquarters.
^
^{Automate: Clear Damage (Shift-D)}
^Automates the worker, giving him the task of clearing all nearby Dead Bodies, including $LINK<craters=GCON_Craters>.
^
^{Automate: This Building Only (Shift-I)}
^Automates the worker, allowing him to perform automated tasks to improve the nearest building.

#DESC_GCON_Worker_Jobs_Advanced
^
^ 
^{Automate: No Altering (Shift-A)}
^Automates the worker, allowing it to perform automated tasks that do not change existing tile improvements.
^
^{Automate: No Altering/This Building Only (Ctrl-Shift-I)}
^Automates the worker, allowing it to perform automated tasks to improve the nearest building and that do
not change existing tile improvements.


#GCON_Moods
Citizen Moods
^
^Each citizen in a building is either {happy, content}, or {unhappy}.
^
^{What Makes 'em Sad?}
^* $LINK<Draft=GCON_Draft>.
^* $LINK<Forced labor=GCON_Hurry_Production>.
^* $LINK<Overpopulation=GCON_Overpopulation>. 
^* $LINK<War Weariness=GCON_War_Weariness>.
^
^{What Makes 'em Glad?}
^To combat unhappiness in your buildings you can build improvements or take actions that produce
happy or content $LINK<faces=GCON_Happy_Faces>. Each happy face changes the mood of one citizen from content to happy; each
content face alters a citizen from unhappy to content.
^* Bring assorted $LINK<luxuries=GCON_ResourcesL> into the building.
^* Convert some citizens to $LINK<funny men=GCON_Specialists>.
^* Increase funding for entertainment using the Entertainment slider on the Situation Advisor Screen.
^* Garrison combat units in the building (Combat Police).
^* {Hold on to your} $LINK<Headquarters=BLDG_Palace>.
^
^* {Acquire any of the following Improvements, Key or Minor 
^  Locations:}
^* $LINK<Attack Dog Academy=BLDG_Temple>, * $LINK<Booze Imports=BLDG_Sistine_Chapel>, * $LINK<Brothel=BLDG_Universal_Suffrage>,
^* $LINK<Call Center=BLDG_Civil_Defense>, * $LINK<Chainsaw Club=BLDG_Pyramids>, * $LINK<Coffee Exports=BLDG_Trading_Company>,
^* $LINK<Co-op=BLDG_Great_University>, * $LINK<Electric Generator=BLDG_Electric_Generator>, * $LINK<Exploding Sheep Operation=BLDG_Grand_Cathedral>,
^* $LINK<Fortification=BLDG_Walls>, * $LINK<Fridge=BLDG_Internet>, * $LINK<Interrogation Room=BLDG_Colossus>, 
^* $LINK<Kitchen=BLDG_University>, * $LINK<Movie Theater=BLDG_Artemis>, * $LINK<Sailboat Rentals=BLDG_Mass_Transit_System>, 
^* $LINK<Security Cameras=BLDG_Mausoleum>, * $LINK<Security System=BLDG_Zeus>, *$LINK<Sewer Tunnel=BLDG_Aqueduct>, 
^* $LINK<Shinto Shrine=BLDG_Hanging_Gardens>, * $LINK<Supply Drop Point=BLDG_Recycling_Center>, * $LINK<Warehouse Outlet=BLDG_Wall_Street>.
^
^{For Zombies Only:} 
^* $LINK<Advanced Zombie Virus=BLDG_Coal_Plant>, * $LINK<Evil Advantage=BLDG_Evil_Advantage>, * $LINK<Infected Dirt=BLDG_Infected_Dirt>, 
^*$LINK<Mass Infection=BLDG_Mass_Infection>, * $LINK<Pile Up=BLDG_Great_Wall>, * $LINK<Putrid Room=BLDG_Putrid_Room>, * $LINK<Putrid Room II=BLDG_Putrid_Room_II>, 
^* $LINK<Zombie Virus=BLDG_Manufacturing_Plant>.  
^
^A building in which more people are unhappy than happy falls into $LINK<civil disorder=GCON_Disorder>.
Content citizens and specialists are ignored.


#GCON_War_Weariness
War Weariness
^
^
^People fighting for their very $LINK<survival=GOVT_Survive> against hordes of flesh-eating Zombies will become {War Weary} and $LINK<unhappy=GCON_Moods> as a result.
^
^Carrying on a defensive battle, that is, barricading yourself inside buildings, is more tolerable than offensive campaigns.
^
^The only way to totally end {War Weariness} is to win the game but it will help to switch $LINK<Attitudes=GCON_Governments> to $LINK<Determination=GOVT_Determination>, $LINK<Martial Law=GOVT_Martial_Law>
or $LINK<Human Resources=GOVT_HR>. 
^
^You can {Reduce War Weariness in All owned buildings} if you build or Capture $LINK<Booze Imports=BLDG_Sistine_Chapel>. 
^
^You can {Reduce War Weariness in the building} by building or capturing the $LINK<Brothel=BLDG_Universal_Suffrage>, the $LINK<Call Center=BLDG_Civil_Defense>, the $LINK<Chainsaw Club=BLDG_Pyramids>, 
^the $LINK<Police Department=BLDG_Police_Station> the $LINK<Shinto Shrine=BLDG_Hanging_Gardens>, or a $LINK<Supply Drop Point=BLDG_Recycling_Center>. 
^   
^You can use all your normal "tricks" to $LINK<make 'em happier=GCON_Moods>, but War Weariness will continue until the dying stops.


#GCON_We_Love_The_King_Day
We Love the __ Day
^
^
^At certain points in the game, if the inhabitants of a building have been well provided for and are happy, the entire building 
will have a celebration party called {"We Love the __ Day"}.
^
^{The provisions for this to occur are:}
^
^The building cannot be starving,
^The building cannot have any resisters,
^The building cannot have any unhappy citizens,
^There must be more happy citizens than content citizens, and
^The building must be large enough to party... size 4 or above.
^
^
^
^{The benefits of having a "We Love the __ Day" celebration are:}
^
^The chance of the building converting to another Faction is 50% less.
^Waste in the building is reduced.
^The effectiveness of enemy Private Detective propaganda missions against the building are reduced. 


#GCON_Research
Research
^
^
^Your Faction is constantly striving to formulate an {escape plan} and devise novel ways of defeating the Zombies.
The ability to succeed at these pursuits depends in large measure upon your allocation of Supplies to Research.
You set the allocation on the {Situation Advisor Screen} by sliding the research slider left or right to decrease
or increase (respectively) the amount of your supplies that you divert into research. By doing this,
you determine the percentage of each building's supplies that will be poured into research.
^
^At the start of each turn, the research output of each building is added to the research project currently
in progress, eventually resulting in the discovery of a new $LINK<Capability=MENU_Technologies>.
^
^To increase the research production in only one building, you can convert a citizen or two to a $LINK<Nerd=GCON_Specialists>.
^
^Finally, the research output of individual buildings -- and the Faction overall, in some cases --
can be dramatically increased by acquiring some improvements and Key Locations in those buildings, such as:
^$LINK<Research Labs=BLDG_Lab>
^$LINK<Movie Theater=BLDG_Artemis>
^
^{Research Time:}
^{Minimum is 14 Turns and Maximum is 56 Turns.}


#GCON_Food
Food
^
^
^{Every citizen must eat two food per turn or die.} Luckily, most citizens scavenge in
the areas around their building, yielding some combination of food, $LINK<Shields=GCON_Shields>,
and $LINK<Supplies=GCON_Commerce>, and feeding themselves in the process.
^   In some cases, an citizen gains more food than he needs and the excess is put into
his building's food storage box each turn. When it is full, the storage is emptied and the building grows, adding
one citizen to its population.
^   In other cases, a building does not gain enough food to sustain its population, so food
is drawn out of the storage box to make up the shortfall. If a building cannot feed its
population by gaining more food, the stored food is used up then one of its citizens {starves} and disappears.
^   Food is gathered or sometimes grown on the terrain within the building radius. Citizens
laboring on each terrain tile gather or produce food. When the {building Display} is open, you can see what the citizens are producing on each terrain tile they work.
^
^{A citizen working         Produces this much food}
^Apartment Blocks               2
^Beaches                             1
^Contaminated Beaches        0
^Coast                                 1
^Farmland                            1    3 if irrigated.
^Houses                               2
^Jungles                               2
^Official Area                        2
^Parkland                             1    
^Sea                                    1
^Skyscrapers                        2
^Stockpiles                          0
^Stray Supply Drops             0
^Streets                               1
^Trees                                  2
^
^Note that some $LINK<resources=GCON_ResourcesN> provide bonus food as well.


#GCON_Shields
Production and Shields
^
^
^{Shields} represent {common} raw materials in the countryside {and} the labor
required to make useful materials from them. In essence they are a measure of {production}.
^   The shields a building produces are used to complete its current project, which may be to build a combat unit,
building improvement, or key location. When the production box is full of shields, the project is finished,
the box is emptied, and a new project must be started.
^   Some buildings lose shields to $LINK<waste=GCON_Corruption>.
^   Shield production depends upon the terrain within the building's radius, because citizens
scavenging there produce shields. When the {building Display} is open, you can see what the citizens are producing.
^
^{A citizen working     Produces this many shields}
^Apartment Blocks           2
^Beaches                         1
^Contaminated Beaches    6
^Coast                             1
^Farmland                        2
^Houses                           1
^Jungles                           2
^Official Area                    2
^Parkland                         0
^Sea                                0
^Skyscrapers                    2
^Stockpiles                      6
^Stray Supply Drops         0
^Streets                           1
^Trees                              1
^
^Note that some $LINK<resources=GCON_ResourcesN> provide bonus shields as well.


#GCON_Commerce
Supplies
^Supplies are found within and around buildings and used in $LINK<Negotiations=GCON_Embassies> between Factions. 
It is the exploitation of supplies and services that help your Faction survive a little easier.
^Although much of this activity is curtailed during a zombie outbreak a surprising amount of bartering still goes on.
^Supply production depends upon the terrain within the building's radius because citizens
scavenging there produce supplies. When the {building Display} is open, you can see what the citizens are producing.
^
^{A citizen working         Produces}
^Apartment Blocks               2
^Beaches                             1
^Contaminated Beaches        3
^Coast                                 1
^Farmland                            2
^Houses                               0
^Jungles                               1
^Official Area                        0
^Parkland                             0
^Sea                                    1
^Skyscrapers                        2
^Stockpiles                          0
^Stray Supply Drops              various... when picked up
^Streets                               0... 1  if Paved
^Supply Drops                      100...take out and back into Headquarters
^Trees                                  0
^
^Many $LINK<resources=GCON_ResourcesN> provide bonus Supplies as well.
^
^A Faction derives {Supplies} from bartering, scavenging and looting and divides the supplies into three areas,
^* The build-up of supplies in the $LINK<central supply store=GCON_Treasury>,
^* Long-term investment in an $LINK<escape plan=GCON_Research>, or
^* The entertainment of the population to produce $LINK<happy faces=GCON_Happy_Faces>.
^
^The allocation of supplies into these three categories is set using the Supply Slider on the {Situation Advisor Screen}.


#GCON_Treasury
Supply Stores
^
^
^The {supply store} is where your Faction's "wealth" is stored. Each turn, the net income from each of your buildings is combined,
costs are deducted, and the remainder is placed into your supply store. On some turns, supplies may have to be drawn out of the
store to cover costs. Balancing your need to spend with your need to build a substantial store of supplies for a rainy day is
an interesting challenge.
^
^{Supplies}
^You use supplies from the stores to pay:
^* $LINK<Maintenance=GCON_Maintenance> costs for building improvements.
^* Support for combat units in excess of those allowed by your $LINK<Attitude=GCON_Governments> types.
^* Payments you may be making to rival Factions as part of a $LINK<Negotiation Agreement=GCON_Agreements>.
^* To conduct Negotiations in $LINK<Negotiation Rooms=GCON_Embassies> and for $LINK<Private Investigation Missions=GCON_Espionage_Missions>.
^* To $LINK<hurry production=GCON_Hurry_Production> of Improvements or Units.


#GCON_Fortresses
Fortresses
^
^
^When you learn $LINK<Keep Em Out=TECH_Keep_Em_Out>, a $LINK<Handy Man=PRTO_Handy_Man>, $LINK<Engineer=PRTO_Engineer>, $LINK<Chain Gang Worker=PRTO_Chain_Gang_Worker>, $LINK<Prospector=PRTO_Prospector>, $LINK<Civilian=PRTO_Civilian>, $LINK<Nerd=PRTO_Nerd>, $LINK<Farmhand=PRTO_Farmhand>, $LINK<Corporate Executive=PRTO_Corporate_Executive> or $LINK<Riot Cop=PRTO_Riot_Cop> can construct a $LINK<Fortress=TFRM_Fortress>. 
Units inside these defenses have a few advantages.
^* They get a 50% defensive bonus if attacked.
^* They have a $LINK<zone of control=GCON_ZOC> and fire at passing enemy units without receiving return fire.
^
^A Handy Man, Engineer, Chain Gang Worker, Prospector, Civilian, Nerd, Farmhand, Corporate Executive or Riot Cop can upgrade a Fortress by building a $LINK<Barricade=TFRM_Barricades>.
^
^If an enemy gains access to a Fortress, they enjoy its stronger benefits as well!
^ 
^A Fortress can be destroyed if it is bombarded by the enemy or personal bombardment.
^
^{Note:} If you want to remove a Fortress you have built, you will have to destroy it with your bombarding units.


#GCON_Happy_Faces
Happy Faces
^
^
^building improvements, key locations, minor locations, entertainers, and luxuries produce either {content} or {happy faces} in the
building where they exist. 
^
^{These                             Produce this}
^* building improvements   content faces
^* Key Locations                content faces
^* Combat police               content faces
^* Luxuries                         happy faces
^* Entertainers                    happy faces
^* Entertainment                 happy faces
^* Headquarters                  happy faces
^
^Each happy face affects the $LINK<mood=GCON_Moods> of one occupant.
^* Each {content face} makes one unhappy occupant content.
^* Each {happy face} makes one content occupant happy.
^
^If there aren't enough faces of the appropriate sort in a building, extra faces will have a limited "carry over" effect. For example, if a building has the capability to generate 5 happy faces, yet there are only 2 content faces in the building, then those 2 content faces will become happy and the remaining 3 happy faces will carry over to unhappy citizens at reduced efficiency.
^
^Certain events, such as winning or losing battles, can also influence the overall happiness in your Faction's buildings.


#GCON_Disorder
Disorder
^
^
^{Disorder} is a state of near Panic in a building, in which the building essentially freezes and shuts down:
^* $LINK<Production=GCON_Shields> ceases,
^* No $LINK<Supplies=GCON_Commerce> come in, and
^* No excess $LINK<food=GCON_Food> is stored.
^
^
^Prolonged periods of civil disorder can lead to:
^* Destruction of existing building improvements or even sabotage to ongoing projects by angry mobs.
^* $LINK<Defection=GCON_Conversion> of the building to a nearby rival Faction with a strong $LINK<Status=GCON_Culture>.
^* An overthrow of your $LINK<attitude=GCON_Governments> and descent of your Faction into Panic.
^
^
^Civil disorder erupts when a building has more unhappy than happy citizens. The only remedy is to improve the 
$LINK<mood=GCON_Moods> of the people in the building.


#GCON_Specialists
Specialists
^
^
^It is sometimes necessary to fine-tune a building's production. To do so, you'll want specialists.
Specialists do not work in the building radius so they don't contribute to building production of food or supplies.
Instead, they produce extra happy faces, enhance inventiveness, increase supplies, or shield production, or
help control $LINK<Corruption=GCON_Corruption>.
^
^
^{Funny Man}
^A funny man produces one $LINK<happy face=GCON_Happy_Faces>.
^
^{Nerds}
^A Nerd produces extra $LINK<inventiveness=GCON_Research>.
^
^{Looters}
^A looter produces extra $LINK<Supplies=GCON_Commerce>.
^
^{Enforcers}
^Enforcers help keep a lid on $LINK<Corruption=GCON_Corruption> in a building.
^
^{Mechanics}
^Mechanics can be used to produce additional $LINK<shields=GCON_Shields> which can be applied toward the production of building
Improvements and key locations.
^
^
^To create one of these specialists, on the {building Display}, click any square currently being worked;
the production icons disappear and a Funny Guy appears among the population. If you wanted a Funny Guy,
you're done. If you wanted a different specialist, click on the Funny Guy to cycle through all the
specialists. 


#GCON_TeleportBeam
TeleportBeam
^
^
^Units that have the ability to TeleportBeam are dematerialized, beamed to another location and re-materialized. This Capability was invented by Dr Lazar for the Company but others have gained access to this Capability and have started to use it.

#GCON_Outposts
Outposts
^
^
^{Outposts can only be built by a Human Faction and are available from the beginning of the game.}
^
^
^Outposts eliminate fog of war.  To construct an Outpost, move a  $LINK<Handy Man=PRTO_Handy_Man>, $LINK<Engineer=PRTO_Engineer>, $LINK<Chain Gang Worker=PRTO_Chain_Gang_Worker> or $LINK<Prospector=PRTO_Prospector> to any land tile in neutral or owned 
territory and select the Build Outpost unit action.  Construction of the Outpost consumes the Handy Man, Engineer, Prospector, Chain Gang Worker or Zombie Worker.  The range 
of vision for the Outpost is 1 tile on flat terrain, 2 on houses and 3 on Skyscrapers.  Outposts can only be used 
by the player who created them.  If an Outpost falls within the territory of any other Faction, it will be 
destroyed.  Outposts can only be built on a tile that is empty, has irrigation or a road.
You cannot build an Outpost on a tile that has a Supply Cache.
^Building an Outpost consumes the Handy Man, Engineer, Prospector or Chain Gang Worker.


#GCON_Radar_Towers
Radar Towers
^
^
^{Authorities Faction ONLY} 
^
^Radar Towers provide a combat bonus to units within their affected area.  To construct a Radar Tower, move a 
 $LINK<Handy Man=PRTO_Handy_Man>, $LINK<Engineer=PRTO_Engineer>, $LINK<Chain Gang Worker=PRTO_Chain_Gang_Worker> or $LINK<Prospector=PRTO_Prospector>  to any land tile within your territory and select the "Build Radar Tower" unit action. Construction of 
the Radar Tower consumes the Handy Man, Engineer or Chain Gang Worker.  The range of the effected area is 2 tiles. Friendly units within the Radar 
Towers range get a +25% attack and defense bonus.  This bonus can only be applied once, even if multiple towers 
overlap.  Radar Towers can only be used by the Authorities who can build them.  If a Radar Tower falls into the 
territory of another Faction, it will be destroyed.  Radar Towers can only be built in a tile that is empty, other than irrigation or a road.  
^
^
^The "{Build Radar Tower}" unit-action becomes available after the discovery of $LINK<Send In The Marines=TECH_Marines>.


#GCON_Ship_Movement
Ship Movement
^
^
^
^The $LINK<Aegis Cruiser Facility=BLDG_Art_of_War> provides a +1 Ship Movement and the 
^$LINK<Dock Yard=BLDG_Commercial_Dock> provides a +2 Ship Movement.
^
^Owning both Buildings provides 3 Extra Moves to all Sea going Units!
^
^Especially provides Extra Power for the $LINK<Voyagers=PRTO_Voyager>, increasing movement and Blitz Attack to 25!
^
^$LINK<Cruisers=PRTO_AEGIS_Cruiser> and $LINK<Cruise Mines=PRTO_Cruise_Mine>, $LINK<Transports=PRTO_Transport> and $LINK<Custom Sailboats=PRTO_Custom_Sailboat> also benefit from the Extra Movement.


#GCON_Short_Game_Modes
Escape Location
^
^
^
^Escape Location is a method of scoring escape points. An Escape Location tile can be found on the mainland,
represented on the map by the $LINK<TV Station=BLDG_United_Nations>. 
^
^The Survivors score escape points by going to and holding the TV Station.
To score points, a unit with a defensive combat status must be in the TV Station tile at the end of the turn.
Each turn the TV Station is controlled, the controlling player receives 100 escape points. After ten turns the game will be won. 
^
Only a $LINK<rescue helicopter=PRTO_Helicopter> can transport members of the Survivor Faction to the mainland.
#DESC_GCON_Short_Game_Modes
^
^
^If, as one of the Survivors, you Successfully make it to the TV Station and stay there for 10 turns, you will have Escaped Zombie Island.


#GCON_Ruins
Ruins
^
^
^When a building is destroyed, Ruins take its place on the map. Ruins will stay on the map indefinitely, unless they
are built upon by another Structure such as Streets. Ruins have no impact on the production of the terrain they reside in. 


#GCON_Stealth_Attack
Stealth Attack
^
^
^Stealth attack allows a unit to specify which enemy unit -- in a stack -- it will attack. As soon as a unit with stealth capability attacks a stack of enemy units, a selection box appears listing the target units. >From this box, you may select the unit to attack. The stealth unit then conducts its attack normally against the unit you've targeted. 


#GCON_Sated_Alpha_Zombie_List
Sated Alpha Zombie List
^{There are 1050 Elite} $LINK<Sated Alpha Zombies=PRTO_Sated_Alpha_Zombie> {in their 30 beginning Zombie Buildings.}
^
^{List of Sated Alpha Zombies inside each initial Zombie Building:}
^Initial Zombie Buildings with $LINK<Machine Shops=BLDG_Machine_Shop> are listed as well.
^
^{City Utilities-6}
^{Executive Club-8} ...has a Machine Shop
^{Gentlemens Club-10}
^{City Car Park-15} ...has a Machine Shop
^{Fast Food Joint-15}
^{Hardware Store-15} ...has a Machine Shop
^{Sanitation Plant-15} ...has a Machine Shop
^{Snorkel Beach-15} 
^{Yacht Association-15} ...has a Machine Shop
^{Graveyard-16}
^{Aerospace Center-20} ...has a Machine Shop 
^{Church-20}
^{Airport-25} ...has a Machine Shop
^{Armory-25} ...has a Machine Shop
^{Camp Paradise-25} ... has a Machine Shop
^{Factory-25} ...has a Machine Shop
^{North Shore Industry-25} ...has a Machine Shop
^{Cinema-30} ...has a Machine Shop
^{Paradise Resort-30} ...has a Machine Shop
^{Paratrooper Base-35} ...has a Machine Shop
^{Bank-40} ...has a Machine Shop
^{Detective Agency-40} ...has a Machine Shop
^{Jungle Island Resort-40} ... has a Machine Shop
 ^{Weapons Range-40} 
^{Conference Center-50} ...has a Machine Shop
^{Penal Colony-50}
^{White Sands Hotel-50}
^{Adventure Island-100} ... has a Machine Shop
^{Research Center-100} ...has a Machine Shop 
^{Paradise Mortuary-150}...has a Machine Shop
^{Beware the} $LINK<Mass Infection=BLDG_Mass_Infection>{!}


; End Game Concepts_______________________________________________________________________________End Game Concepts



















; Units__________________________________________________________________________________________________________ Units


#PRTO_Civilian
^
^{Faction(s): Survivors}
^{Civilians} are the average Joes (and Janes) who got caught up in this whole horrible mess.  Most of them don't have guns, so 
they rely on whatever improvised weapons they can get their hands on and sometimes just their hands.
^Civilians are smart enough to run away if losing a fight against a Zombie.
^{Civilians can also build} $LINK<Fortresses=TFRM_Fortress> {and} $LINK<Barricades=TFRM_Barricades>.
^
^{Oh No!... The} $LINK<Kitchen=BLDG_University> {at the Fast Food Joint is Turning Civilians into Zombies Every 6 Turns!}
^
^{Bonuses:} {Ignore Movement Cost for Apartment Blocks; Houses, Official Areas and Parkland; 3 extra Hit Points; 
^100% Worker Strength;} $LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Civilian
^
^
^Many average, everyday people found themselves in a situation they never considered would happen, not even in their wildest 
imaginations.  Real Zombies walking around, and eating people!  Who would have ever thought such a thing could be possible.  
So now these ordinary people have to rise to the occasion and become extraordinary.  Because if they don't, they'll just 
become Zombie snacks.
^
^{Caution, Civilians should not eat at the Fast Food Joint until the Humans have regained control. The Food has become contaminated with Zombie Virus!}

#PRTO_Police_Car
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Auto-Produced By Key Location Only}
^
^After the Key Location, $LINK<District Central Garage=BLDG_District_Central_Garage> is established in the Police Station, a New Police Car will be produced {Every 8 Turns.}
^ 
^{Any Human Faction can complete the District Central Garage facility at the Police Station after the} $LINK<Police Chief=GOOD_Police_Chief> {returns to the Police Station.}
^
^
^
^
^
^{Bonuses:} {Wheeled; Radar; Extra Large Gas Tank; Blitz; 10 extra Hit Points}
#DESC_PRTO_Police_Car
^
^
^Police Chief: "Alright Men, our Garage is now able to provide us with New Police Cars and I am happy to say that each of you will receive your own car just as soon as each car becomes available".
^
^The New Police Cars will have extra large fuel tanks so we will be able to cover a larger area around Paradise Island before we need to refuel.
^
^"Remember to conserve your ammunition for situations where you need it most. Use your Police Cars to run the zombies over when ever possible...Now lets roll."


#PRTO_Spunky_Kid
^{Faction(s): Authorities, Company, Farmers, Survivors, Zombies}
^{Auto-Produced By Key Location Only}
^
^{Spunky Kids} are great little scouts... very good at finding and taking home $LINK<Stray Supply Drops=TERR_Grassland_with_Shield> for the Survivors.
^
^The $LINK<Paradise School=BLDG_Great_Playhouse>, "Graduates" a {Spunky Kid Every 3 Turns} and those little guys really know how to throw rocks.
^
^{Careful...The Zombies can Capture the Paradise School and Infect the Spunky Kids.}
^
^{Bonuses:} {Zone Of Control; Lethal "Throw Rocks" Land Bombardment; Radar; Detect Invisible; All Terrain as Roads; 4 extra Hit Points; Requires No Support;} $LINK<Use Sewers=BLDG_Aqueduct>.
#DESC_PRTO_Spunky_Kid
^
^
^Spunky Kids are cute, endearing and as annoying as Kids can be after about 15 minutes.  However, they do have their uses.  They can move 
fast and they always seem to notice the Zombies before everyone else does.  Also, despite the fact that they are young, 
and armed only with rocks they find on the ground, Zombies seem to have a tough time catching and killing them.
^
^"Wow!  That's neat-0  Can I have one those grenades too?  Awww, you never let me play with the fun stuff.  Oh, hey, 
what's that over there... an alley way!  Let's go run through the dark alley... it's a shortcut!  Oh, oh, here come the bad 
men.  They're all around us. Well, I can get away through that storm drain, but I don't think you'll fit.  Wait here, 
I'll go for help!"  


#PRTO_Corporate_Executive
^
^{Faction(s): Company}
^
^{Corporate Executives} are the Company's Executives who became a part of this whole horrible mess.  They didn't expect 
they would have to defend themselves against the Zombies and without Guns they can only rely on their Briefcases as weapons.
^{Corporate Executives} are smart enough to run away if losing a fight against a Zombie and they know how to build $LINK<Fortresses=TFRM_Fortress> {and} $LINK<Barricades=TFRM_Barricades>.
^{They are Also Auto-produced from the} $LINK<Interrogation Room=BLDG_Colossus> {Every 6 Turns.}
^
^{Bonuses:} {Ignore Movement Cost for Skyscrapers; Apartment Blocks; Houses, Official Areas and Parkland; 3 extra Hit Points;} $LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Corporate_Executive
^
^
^The Company's {Corporate Executives} were aware of the experimental Zombie Virus but had no idea the experiment would turn into something the Company could not easily handle.
^
^Corporate Executives are smart Company businessmen that tend to be fearful of physical confrontations. Without a gun and their very lives at stake, they will use their solid briefcases to defend themselves against any Zombie or enemy that attacks them. 
^
^The Company has told them that the Zombie Outbreak is actually an elaborate team building exercise and they expect them to look for "Outside the box" solutions.

#PRTO_Jogger
^
^{Faction(s): Company}
^
^{Joggers} are fast individuals who run for the Company. Boy you should see them run - it's as if their very lives depend on it (which it does of course).  
Zombie fodder - sorry, force of habit - I mean Joggers, can run five tiles per turn and are very adept at exploring Paradise Island and gathering $LINK<Stray Supply Drops=TERR_Grassland_with_Shield> for the Company.
^
^Joggers are capable of moving so fast when they are scared, fighting or clearing $LINK<dead bodies=GCON_Pollution>, they become invisible.
^{Joggers Clear Dead Bodies} 25% faster than a Handy Man.
^
^{Bonuses:} {Air cushioned footwear allows All Terrain as Roads; 100% Worker Strength; Clear Dead Bodies; 1 extra Hit Point}; $LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Jogger
^
^
^"Sure I can run and pick up those supplies and look around for you boss and still have time for my P90X workout, I have been running for years and I can out run any of those slow Zombies easily." 

#PRTO_Old_War_Vet
^
^{Faction(s): Survivors}
^
^{Old War Vets} are citizens of Paradise Island with prior combat experience.  When the Zombie attack began, they grabbed their old guns
(from under their pillows) and rose to the call of duty once again. Despite the fact that most have cataracts and fight
in their pyjamas, these old coffin-dodgers can put up a helluva good fight against the Zombies.  
^
^
^
^
^
^{Bonuses:} {Can be Drafted; Lethal Defensive Bombardment; 6 extra Hit Points}
#DESC_PRTO_Old_War_Vet
^
^
^"Bah, Zombies.  I hate 'em,  But these Zombies are wimps.  Back in my day, Zombies were real vicious and we had to 
fight 'em all the time on the way to school... through a blizzard... going up-hill... both ways.  Let me at 'em and I'll show 
you how to blast 'em back where they belong... whoopee!"

#PRTO_Abe_Peters
^
^
^{Faction(s): Survivors} 
^{Unique Unit, Cannot Be Built}
^
^{Abe Peters} didn't even have time to put in his teeth when the Zombies attacked the Retirement Home in the dead of night.
Luckily though, he had old-Bessy under his pillow and was shortly out killing Zombies left, right and center. "Now where's my
slippers" he wheezed.
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{; Ignores Movement Cost for Parkland; Houses, Official Areas and Apartment Blocks; Blitz; Lethal Land "Shoot" Bombardment; Zone of Control; 6 extra Hit Points; Requires No Support; Cannot Be Disbanded}
#DESC_PRTO_Abe_Peters
^
^
^"Bah, Zombies.  I hate 'em.  But these Zombies are wimps.  Back in my day, Zombies were real vicious.  And we had to 
fight 'em all the time on the way to school... through a blizzard... going up-hill... both ways.  Let me at 'em and I'll show 
you how to blast 'em back where they belong... whoopee!"

#PRTO_Charlie
^
^{Faction(s): Survivors}
^{Unique Unit, Cannot Be Built}
^
^{Charlie} is a no nonsense Old War Vet who is out in the streets doing his part to help the Survivors.
^
^just let me at 'em... whoopee! What! They took over the breakfast buffet at the Fast Food Place? This means war!"
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{; Ignores Movement Cost for Parkland; Houses, Official Areas and Apartment Blocks; Blitz; Lethal Land "Shoot" Bombardment; Zone of Control; 6 extra Hit Points; Requires No Support; Cannot Be Disbanded}
#DESC_PRTO_Charlie
^
^
^"Dang Zombies don't have a chance against the Good Guys like my Old Friend $LINK<Abe Peters=PRTO_Abe_Peters> and me. We can handle those Zombies, just let me at 'em... whoopee!"

#PRTO_Hilton_Smith
^
^{Faction(s): Survivors}
^{Unique Unit, Cannot Be Built}
^
^{Hilton Smith} is Hannibal Smith's Father. He is an Old War Vet who taught his son, Hannibal, all he could about his War Days
and Glad he did, Especially now that Paradise Island is in dire need of a Leader who is capable of leading the Survivors to Escape or Totally Defeat the Zombies.
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{; Ignores Movement Cost for Parkland; Houses, Official Areas and Apartment Blocks; Blitz; Lethal Land "Shoot" Bombardment; Zone of Control; 6 extra Hit Points; Requires No Support; Cannot Be Disbanded}
#DESC_PRTO_Hilton_Smith
^
^
^"I am proud of my son, Hannibal, and the type of man and leader he has become. 
^
^I had no idea that Hannibal would need to put into effect all I taught him about War and what it means to be a Leader.
^
^... I am Old now but my spirit and mind are strong... I will not go silently through the night nor allow my son to die without making a personal difference.
^
^If I don't make it through this Horror, I fervently believe my son will.
^
^I will fight to see that he succeeds with more vigor and sense of purpose than anyone could possibly know."

#PRTO_Mr_Tokugawa
^
^{Faction(s): Survivors}
^{Unique Unit, Cannot Be Built}
^
^{Mr Tokugawa} was a mild-mannered teacher at the local school and a pillar of the local community - but that was before all
his school kids were turned into mindless, flesh-eating Zombies!  Mr Tokugawa fought his way back home using only his 
Martial Art training.  Once there he dug out an old trunk from the attic that belonged to his beloved grandfather.  Inside 
the case he found an ancient Samurai sword and costume.  As Mr Tokugawa drew the blade from its sheath he realized what he 
had to do. {Upgrades to} $LINK<Shogun Tokugawa=PRTO_Shogun>.
^
^{Bonuses:} {Blitz; Detect Invisible; 7 extra Hit Points; Lethal Defensive Bombardment; All Terrain as Roads; Requires No Support;} $LINK<Use Sewers=BLDG_Aqueduct>{; Zone of Control}
#DESC_PRTO_Mr_Tokugawa
^
^
^Before you start complaining about the lack of realism in this game - remember, it's a game about Zombies. So why not have Samurai
too? Imagine a game with Zombies - wow; or a game with Samurai - wow. Now think of a game that included both!! We all know what
happens when you put Zombies and Samurai together - well a huge amount of gory decapitations of limbs and heads mostly - but above
all we get fun.

#PRTO_Shogun
^
^{Faction(s): Survivors}
^{Unique Upgrade Unit Only}
^
^{Mr. Tokugawa} rummages deeper in his grandfather's trunk and finds some old armor.
^
^
^
^
^
^
^
^{Bonuses:} {Blitz; Detect Invisible; 16 extra Hit Points; All Terrain as Roads;} $LINK<Use Sewers=BLDG_Aqueduct>{; Require. No Support; Cannot Be Disbanded; King unit}
#DESC_PRTO_Shogun
^
^
^Yes, Mr. Tokugawa has put on his Grandfather's armor and is seriously ready to slice and dice the Zombies.


#PRTO_Ms_Tokugawa
^
^{Faction(s): Survivors}
^{Unique Unit, Cannot Be Built}
^
^{Miss Tokugawa} is Mr Tokugawa's beautiful but rebellious daughter and the romantic interest for our hero (a Zombie film 
should have some romance even if it's just to help convince your own romantic interest to watch a horror movie with you).
^
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{; All Terrain As Roads; Requires No Support; Lethal Land "Shoot" Bombardment; 6 extra Hit Points; Blitz; Detect Invisible; Zone of Control; Cannot Be Disbanded}
#DESC_PRTO_Ms_Tokugawa
^
^Yumiko Tokugawa sat in her office in the back of the Furniture Store she had recently purchased.  It was almost midnight and having decided to get straight 
to work after a very successful dinner party, she was still dressed in a stylish silk evening gown which accentuated her full figure.  She had just secured 
a lucrative contract to supply traditional Japanese furnishings for an exclusive club due to open on Paradise Island in 3 months, so had decided to send an 
e-mail to her supplier in Tokyo.
^   Her thoughts were interrupted with a scream outside ... a scream full of terror. 
^   She reached under her desk and drew out the Glock 10mm complete with silencer, a gift from an admirer that she kept hidden for security.  She handled the firearm with a natural expertise that had left many of the male instructors awe struck when she continued to get perfect scores at the pistol firing range.   
^   More screams and now the sound of frantic running. 
^   She turned on the outside lights and moved with feline stealth through the shop towards the front of the shop. 
^   Outside 2 people attracted by the light had rushed up and started frantically pounding on the reinforced glass of the front doors.  They saw her and started to urgently wave and plea for entry, behind them shapes slowly approached.  She unlocked, opened and relocked the door, the scared couple fell inside sobbing hysterically at her feet. 
^   More figures were moving around the street outside, they looked odd and somehow feral, clothing stained and tattered, their movements jerky and twitchy. 
^   "They killed Sara and Ken ... They killed Sara and Ken ..." the girl repeated over and over.  Her partner lay shaking in a ball silent in shock. 
^   Suddenly a horn sounded ... tires screeched ... and CRASH as a car swerving madly and smashed into the front window of the shop opposite.  The driver stunned opened the door and staggered half out.  He was instantly set upon by the figures outside and violently pulled from the wreckage and ... torn apart in a frenzy of screams and flailing limbs. 
^   Then the Lights went off ...

#PRTO_Badass
^
^{Faction(s): Survivors}
^
^It takes a real badass to survive a Zombie-infested Island this long, and that's just what these guys are.
^
^
^
^
^
^
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>; {All Terrain As Roads; Defensive Bombardment; Blitz; Zone of Control; 5 extra Hit Points}
#DESC_PRTO_Badass
^
^
^"Braaaaaiiiins!"
^
^"Keep firing!" yelled Tom.
^
^Max wiped his brow and loaded another clip into his automatic. Trial and error had revealed the best way 
to mow down the Zombies. Spraying bullets into their torsos slowed them down slightly thanks to the recoil, 
and a lucky shot could shear off an arm or a leg, hampering their movement. But the only reliable way to destroy one 
was a direct shot to the head, and even then detached limbs and other body parts might still come at you. 
It was grueling and grisly work, but they could not afford to stop firing for even a moment 
as the undead hordes lurched towards them.
^
^"Tom!" shouted Max. "Where's Sam? He needs to cover them on the right."
^
^"Sam went to barricade the back door," yelled Tom. "If the Zombies circle round -"
^
^His voice trailed off as, from behind them, they heard the shuffling of dead feet and the moan - "Braaaaiiins!"
^
^"Dammit," growled Max, hefting his automatic in his left hand as he pulled out another with his right. 
"Now I'm angry!"

#PRTO_Friar_Thomas
^
^{Faction(s): Farmers; Company; Survivors; Zombies}
^{Unique Unit, Cannot Be Built}
^
^{Friar Thomas}, is trapped in the Church.
^
^"Pray for your souls, because when Hell is full, the dead shall walk the Earth".
^
^Rescue the Good Friar, you will want what he can become to help fight against the Zombies.
^
^
^
^{Bonuses:} {All Terrain As Roads; Requires No Support; Detect Invisible; Cannot Be Disbanded}

#PRTO_Empowered_Priest
^
^{Faction(s): Farmers; Company; Survivors}
^{Unique Upgrade Unit Only}
^
^Friar Thomas has become an {Empowered Priest} and possesses Power that can only come from the Almighty. 
^
^"I am an empowered man of God and have come to rid the Evil that has befallen Paradise Island".
^
^
^{Bonuses:} {Lethal Power Land Bombardment; Collateral Damage; All Terrain As Roads; Radar; Detect Invisible; Blitz; 8 extra Hit Points; Zone of Control; Requires No Support;} 
^$LINK<Uses Sewers=BLDG_Aqueduct>{; Cannot Be Disbanded;  Enslavement "Saves" a} $LINK<Civilian=PRTO_Civilian>{, King Unit}

#PRTO_Badass_Priest
^
^{Faction(s): Survivors}
^{Unique Upgrade Unit Only}
^
^What does a priest do after he's lost all hope? He takes up his Uzi-9mm of course.
^
^"I am a righteous man and Mr. 9mm here is the shepherd protecting my righteous ass in this valley of darkness".
^
^
^{Bonuses:} {Lethal "Shoot" Land Bombardment; All Terrain As 
Roads; Detect Invisible; Blitz; 6 extra Hit Points; Zone of Control; 
Radar; Clear Dead Bodies - 150% Worker Strength; Requires No Support;} $LINK<Use Sewers=BLDG_Aqueduct>{; Cannot Be Disbanded; King Unit}

#PRTO_Priest
^
^{Faction(s): Survivors; Zombies}
^{Unique Unit, Cannot Be Built}
^
^Reverend Simmons, the Firebrand Preacher.
^
^"Pray for your souls, because when Hell is full, the dead shall walk the Earth".
^
^Help the Good Reverend get to safety fast, you will want what he can become later to help fight against the Zombies.
^
^
^
^{Bonuses:} {All Terrain As Roads; Requires No Support; 1 extra Hit Point; Detect Invisible; Cannot Be Disbanded}
#DESC_PRTO_Priest
^
^
^Unto thee, O LORD, do I lift up my soul.
^O my God, I trust in thee: let me not be ashamed, let not mine enemies triumph over me.
^Yea, let none that wait on thee be ashamed: let them be ashamed which transgress without cause.
^Shew me thy ways, O LORD; teach me thy paths.
^Lead me in thy truth, and teach me: for thou art the God of my salvation; on thee do I wait all the day.
^Remember, O LORD, thy tender mercies and thy loving kindnesses; for they have been ever of old.

#PRTO_Chain_Girl
^
^{Faction(s): Survivors}
^
^The {Gatling Girl} is armed with a big mini-gun that fires lots of bullets really fast.  She ought to be able to mow through 
most obstacles.  Have fun.
^
^
^
^
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>; {Zone Of Control; Lethal Land (Shoot) Bombardment with Collateral Damage; Blitz;  All Terrain As Roads; 7 extra Hit Points}
#DESC_PRTO_Chain_Girl
^
^
^Included for gratuitous nudity, mayhem and slaughter and because you need help kicking Zombie ass!  Besides, like the Samurai, 
any movie can be made better by including a beautiful scantily-clad woman armed with a big gun.

#PRTO_Byker_Gal
^
^{Faction(s): Survivors}
^
^The {Biker Gal} is Ready to Ride and help you Finish off your Enemies.
^
^Her Bike is armed with a state of the art Laser weapon that is sure to get the job done.
^
^The Biker Gal is able to travel long distances with her fuel efficient Top Class Bike.
^
^
^
^{Bonuses:} {Wheeled with All Terrain As Roads; Detect Invisible; Lethal "Shoot" Land Bombardment; Collateral Damage; 6 extra Hit Points; Zone of Control} 
#DESC_PRTO_Byker_Gal
^
^
^The {Biker Gal} is included for gratuitous nudity, mayhem and slaughter, and because you need help kicking Zombie ass!  Besides, like the Samurai, 
any movie can be made better by including a beautiful scantily-clad woman armed with a big gun.

#PRTO_Zeb's_Marauders
^
^{Faction(s): Farmers; Authorities; Company; Survivors}
^{Produced By Key Location Only}
^
^Take Control of the Island with these Powerful Zombie Killing machines!  Blow their heads clean off with the big mounted machine gun in the back.
^{Zeb's Marauders are Auto-produced} from the $LINK<Farmland Strike Force=BLDG_Farmland_Strike_Force> at Zeb's Farm {Every 2 Turns.}
^
^
^
^{Bonuses:} {Wheeled; All Terrain as Roads; Radar; Detect Invisible; Blitz; Zone of Control; Lethal (Shoot) Land and Sea Bombardment; Collateral Damage; 8 extra Hit Points; Transports 4 units}
#DESC_PRTO_Zeb's_Marauders
^
^"Zeb, What we need is a bunch of stronger trucks like this'n from the $LINK<Farmland Strike Force=BLDG_Farmland_Strike_Force> to guard our families and help us in our cause. 
^
^These Trucks might look old but the Co-op and our cousins say they have re-built them stronger with bigger engines and added more powerful machine guns that can blow the heads clean off them Zombies.
^
^The entire Clan is together now Zeb and everyone aims to take back our land!" 

#PRTO_Mean_Machine
^
^{Faction(s): Farmers}
^
^Reclaim the streets in this snazzy, New Truck.
^
^The mounted machine gun in the back makes this truck a Zombie Killing {Mean Machine!}  
^
^{The Farmers gain a} $LINK<Morale Boost=GCON_Golden_Age>{!}
^
^
^
^
^
^{Bonuses:} {Wheeled; All Terrain as Roads; Blitz; Zone of Control; Defensive Lethal Bombardment; 8 extra Hit Points}
#DESC_PRTO_Mean_Machine
^
^"Zeb, We need somethin' with more get up an go in our fight against the Zombies. 
^If we walk on the streets, no matter how fast we are, we're gonna get cornered in a blind alley by a bunch of them Zombies. 
^
^What we need is a strong truck like this'n. Let's add a mounted machine gun in the back. We'd have to change the truck a little 
to add it but I think our cousins at the machine shop should be able to do it. 
^
^You know everyone in our family can all drive trucks better than other folks...Let's do it Zeb!"

#PRTO_Farm_Truck
^
^{Faction(s): {Authorities; Company; Farmers; Survivors}
^{Produced By Key Location Only}
^
^The Farmers can get around the Island in their Farm Trucks that are Old but Real "Work Horses".
^
^These Old Farm Trucks can Run over a Zombie with ease, making them the transportation of choice for the Farmers. 
^
^Farm Trucks are Produced from the Key Location, $LINK<Elmo's Farm Trucks=BLDG_Elmo's_Farm_Trucks>, that the Farmers can build at Zeb's Farm.
^
^
^{Bonuses:} {Wheeled with All Terrain As Roads; 9 extra Hit Points}
#DESC_PRTO_Farm_Truck
^
^"Zeb, these are strong, dependable old trucks from Uncle Elmo. Some of our gang have been out runnin' over them Dang Zombies.
^
^Everyone in our family can all drive trucks and these Farm Trucks are sure Dang Fun to drive. Lets get some more!"  

#PRTO_Old_Betsy
^
^{Faction(s): Farmers}
^{Unique Unit, Cannot Be Built}
^
^Zeb's Farm Truck, {Old Betsy} has been on his Farm since he began Farming years ago but it has been a Great Old Truck and 
Zeb keeps it in Good working condition even if it is a "Rusty Old Work Horse".
^
^
^
^
^
^
^{Bonuses:} {Wheeled with All Terrain As Roads; Blitz; Cannot Be Disbanded; Requires No Support; 12 extra Hit Points; King Unit}
#DESC_PRTO_Old_Betsy
^
^Old Betsy can transport the Farmers where they want to go on the Island and it is strong enough to Run Over Zombies if they get in the way.
^
^This 1940 Ford Truck was built to last!

#PRTO_Confiscated_Farm_Truck
^
^{Faction(s): Authorities}
^{Unique Unit, Cannot Be Built}
^
^The Authorities Two {Confiscated Farm Trucks} are not Troop Trucks but they can certainly transport fighting units anywhere on the Island.
^
^The Farmers seemed ok to help the Authorities when they said they had to Confiscate Two Old Farm Trucks... that surprised the Authorities but 
they both knew that anyone willing to fight the Zombies would be appreciated by every living person on the Island.
^
^
^{Bonuses:} {Wheeled with All Terrain As Roads; Blitz; Cannot Be Disbanded; Requires No Support; 10 extra Hit Points; King Unit}
#DESC_PRTO_Confiscated_Farm_Truck
^
^The Zombie Crisis came on suddenly and the Authorities had no choice but to confiscate a couple of Farm Trucks from the Farmers near by.
^
^Confiscated Farm Trucks can transport the Authorities where they want to go on the Island and it is strong enough to Run Over Zombies if they get in the way.
^
^This 1940 Ford Truck was built to last!

#PRTO_The_Drunk
^
^{Faction(s): Farmers}
^
^{Drunks} are guys who lack the general ability to face life or deal with it effectively and in this case, an Extreme Crisis, so they head for the nearest Bottle of Booze where they find liquid courage to cope.
^They will not hesitate to light some of their Booze and effectively use them as "Molotov Cocktails" to set their enemies on Fire. 
^
^{Drunks} are also Auto-produced from $LINK<Booze Imports=BLDG_Sistine_Chapel> and the 
^$LINK<Farmer's Think Tank=BLDG_Farmer's_Think_Tank>.
^{Drunks} are available to any Human Faction from Booze Imports and or the Farmers Think Tank.
^
^{Bonuses:} {Lethal Defensive Bombardment; Blitz; All Terrain as Roads; 5 extra Hit Points;} $LINK<Use Sewers=BLDG_Aqueduct>

#PRTO_Pyromaniac
^{Faction(s): Survivors}
^
^{Pyromaniacs} are outfitted with Military Helmets, Clothing and Flame Throwers that were "Obtained" from Paradise Island's Military Base, Armory or abandoned supply trucks that never made it to their destinations.
^{The Survivors gain a} $LINK<Morale Boost=GCON_Golden_Age>{!}
^
^{Pyromaniacs} are also Auto-produced from the $LINK<Survivors Think Tank=BLDG_Survivors_Think_Tank>.
^{Any Human Faction can gain the Pyromaniac Units if they Capture the Survivors Think Tank.}
^{...Keep the Fires burning!}
^
^{Bonuses:} {Zone of Control; All Terrain as Roads; Blitz; "Flame" Lethal Land Bombardment; Clear Dead Bodies; 100% Worker Strength; Repair Craters; 6 extra Hit Points}
#DESC_PRTO_Pyromaniac
^
^
^The Civilian Survivors simply call the Military personnel who have joined them, "Pyromaniacs". 
^Even though the Military personnel who escaped from the Zombies have joined the Survivors and brought a great surplus of flame throwers, you need $LINK<fuel=GOOD_Oil> to be able to build Pyromaniacs.
^
^Tom shattered the window with the muzzle of his gun, pushed aside the shards of glass, and began firing through the hole. 
He knew it was pointless. The Zombies milled against each other in the road outside, hammering on the door, 
indefatigable in their lust for his brains. He couldn't hold them all off, not alone. But he would take as many of them 
down with him as he could.
^
^Suddenly there was a dull roar from somewhere behind the crowd of Zombies. Black smoke billowed over them, obscuring 
the street from Tom's eyes. When it cleared, there was nothing left but charred remains and the occasional twitching limb. 
A group of figures emerged from round the corner, wearing heavy backpacks, the nozzles of their hoses still smoking. 
These Military guys had some Zombie-cookin' hardware and they want to join us in our fight against the Zombies!
Tom allowed himself a grin. Perhaps they'd be able to turn the tables on those bastards after all! Perhaps they still 
had a chance of getting out of this one alive! Perhaps -
^
^There was an ominous creak from the stairs behind him. "Braaaaiiinnsss..."

#PRTO_Our_Hero
^
^{Faction(s): Survivors}
^{Unique Unit, Cannot Be Built}
^
^You are the ultimate badass! State of the badass art! If anyone can lead the Survivors out of this mess it's you.
^
^
^
^
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{; Blitz; 10 extra Hit Points; Zone Of Control; Detect Invisible; All Terrain as Roads; Requires No Support; Cannot Be Disbanded; King unit}

#PRTO_Badass_Hero
^
^{Faction(s): Survivors}
^{Unique Upgrade Unit Only}
^
^Well done, you've got a gun, that's definitely going to increase your chances of survival. Now go and shoot some Zombies-
just make sure you don't run out of ammo.
^
^You must have $LINK<Ammo=GOOD_Aluminum> to be able to upgrade to a Badass Hero.
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{; Lethal Defensive Bombardment; Blitz; 15 extra Hit Points; Zone of Control; Detect Invisible; All Terrain as Roads; 
Requires No Support; Cannot Be Disbanded; King unit}

#PRTO_Flamin'_Hero
^
^{Faction(s): Survivors}
^{Unique Upgrade Unit Only}
^
^I am the God of Hell Fire and I bring you fire! Burn, baby Burn!
^
^You must have $LINK<Fuel=GOOD_Oil> to be able to upgrade to the Flamin' Hero. 
^
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{; Lethal "Flame Land Bombardment; Blitz; Amphibious; 20 extra Hit Points; Zone of Control; Detect Invisible; 
800% Worker Strength; Clear Dead Bodies or Damage; All Terrain as Roads; Requires No Support; Cannot Be Disbanded; King unit}

#PRTO_Supply_Parcel
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Supply Parcels appear Every 10 Turns} when you build the $LINK<Supply Drop Point=BLDG_Recycling_Center> in one of your buildings. Supply 
parcels can be returned to your Headquarters to boost supplies. In order to return the supply parcels to your Headquarters you must order another unit 
to pick up the supply package and then move that unit into your Headquarters. If you build the Supply Drop Point in your Headquarters, you need to move the 
carrying unit out of the building and re-enter it in order to receive the supply boost. $LINK<Sewer Tunnels=BLDG_Aqueduct> {allow Supplies to be directly AirDropped to your Headquarters.}
Transports, or any unit with an attack and defense setting can "pick up" one Supply Drop at a time but the transport units can Load more Supply Drops to take to your Headquarters 
where they can then be "picked up" then taken out and back into your Headquarters to gain the Supplies. 
{A Supply Drop Point Reduces} $LINK<War Weariness=GCON_War_Weariness>{ in the Building.}
^{Bonuses: 100 supply boost; Hidden Nationality.}
#DESC_PRTO_Supply_Parcel
^
^
^{Supply Parcels are also produced from the} $LINK<Warehouse Outlet=BLDG_Wall_Street>.
^
^As the roar of the helicopter faded over the rooftops, the survivors peered fearfully out of the shattered windows. 
The street was empty.
^
^"Right," grunted Frank. "Tom and Sam, cover me. Max, get onto the roof and keep a lookout. Sarah, you - wait!"
^
^Little Timmy had already sprinted into the road, grabbed the parcel, and hauled it back to the shelter. How cute!
^
^"Medical supplies, food, water, ammo - " Frank rifled through the contents. "Everything we need. Now, if the next 
helicopter could actually {pick us up} and get us out of here, we'll be sorted!"

#PRTO_Freddie
^{Faction(s): Survivors}
^{Unique Unit, Cannot Be Built}
^
^Freddie was the owner of Paradise Island's Hardware Store before the Zombies took it away from him.  
Freddie has plans to dish out some serious pay back to the Zombies.
^As a Survivor, you must establish Freddie's $LINK<Chainsaw Club=BLDG_Pyramids> to be able to gain Chainsaw Maniacs. 
^
^A Chainsaw Maniac is produced {Every 4 Turns} from Freddie's Chainsaw Club you establish in your local Hardware Store...open all hours.
^
^{Bonuses:} {Requires No Support; Zone Of Control;} $LINK<Use Sewers=BLDG_Aqueduct>{; Blitz; 6 extra Hit Points; Detect Invisible; All Terrain as Roads; Cannot Be Disbanded}
#DESC_PRTO_Freddie
^
^Freddie sat, surrounded by what use to be his Hardware Store before the Zombies took it from him. Now lumps of decaying, twitching flesh are all around him. His friends and employees had succumbed to the hordes. 
He was all alone. His leg was twisted unnaturally backwards, he had no more bullets, and a tension headache 
was threatening to move in. Things looked bad.
^
^Suddenly he noticed something in the rubble around him, a gleam of metal. Freddie reached for it and pulled it out - 
a heavy-duty chainsaw, fueled and ready to go.
^
^From all around him, Freddie heard the ominous moan - "Braaaiiins!"
^
^Freddie revved the motor. For the first time that day, he had a twisted smile and all fear was gone. It was time to even the score for his lost friends and employees and take back his Hardware Store. 
^Freddie thought..."Maybe I can round up a good group of chainsaw guys to help. If I can just regain my Hardware Store I will start a Club that will rid Paradise Island of this Zombie Nightmare."

#PRTO_Chainsaw_Maniac
^
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Produced By Key Location Only}
^The Chainsaw Maniac is of course a maniac with a chainsaw to most people. These loonies think nothing of charging into a mob of Zombies
only to emerge covered in festering flesh and other miscellaneous body parts. Still, there is something honorable and more than meets the eye to these heroic loonies.
^Human Factions must gain Freddie's $LINK<Chainsaw Club=BLDG_Pyramids> to be able to gain Chainsaw Maniacs. 
^{A Chainsaw Maniac} is produced {Every 4 Turns} from Freddie's Chainsaw Club that can be established in the local Hardware Store...open all hours.
^{Bonuses:} {Requires No Support; Zone Of Control;} $LINK<Use Sewers=BLDG_Aqueduct>{; Blitz; 6 extra Hit Points; Detect Invisible; Ignores Movement Cost for Parkland and Trees}
#DESC_PRTO_Chainsaw_Maniac
^
^"We have all lost many friends and family members to the Zombies and it is time we show them the power of our chainsaws..."
^"Now, let's go cut down some Zombies for our Chainsaw Club Leader, Freddie!"

#PRTO_Da_Vinci_Tank
^
^{Faction(s): Survivors, Farmers}
^
^I don't think Leonardo would ever have envisaged his "tank" being used to fight Zombies but, as they say, necessity is the mother of invention.
^
^
^You must have $LINK<Spare Parts=GOOD_Rubber> and $LINK<Tools=GOOD_Iron> to be able to hand build a tank - you won't find a set of step by step instructions at the hardware store.
^
^
^
^{Bonuses:} {Wheeled; Lethal Defensive Bombardment; 7 extra Hit Points}
#DESC_PRTO_Da_Vinci_Tank
^
^
^WOW, this might be handmade but it is the next best thing to a military tank we have now...We need as many of these as we can build to help guard our buildings."
^
^The precursor to the modern tank, Leonardo da Vincis armored car invention was capable of moving in any direction and was equipped with a large number of weapons. The most famous of da Vincis war machines, the armored car was designed to intimidate and scatter an opposing army.
^
^Da Vincis vehicle has a number of light cannons arranged on a circular platform with wheels that allow for 360-degree range. The platform is covered by a large protective cover (much like a turtles shell), reinforced with metal plates, which was to be slanted to better deflect enemy fire. There is a sighting turret on top to coordinate the firing of the canons and the steering of the vehicle.
^

#PRTO_Guard_Dog
^
^{Faction(s): Authorities, Farmers, Survivors}
^
^There are some dogs at the City Dog Pound and Warehouse that remain unaffected by the Radioactive $LINK<Zombie Virus=BLDG_Manufacturing_Plant>.  They can be quite useful as {Guard Dogs} in your fight against the Zombies.
^
^{Note that Dogs ALWAYS slow down around Trees.}
^
^Guard Dogs can only be built by The Survivors, Authorities and Farmers and only if they have a Dog Resource.
^
^
^
^{Bonuses:} {Blitz; Radar; Detect Invisible; 6 extra Hit Points; Zone of Control; ignore movement cost except Trees}
#DESC_PRTO_Guard_Dog
^
^
^"Here Boy...You are truly Mans Best Friend...The way you guarded this place today and killed three Zombies in the process, deserves this good food that I share with you gladly...Good Boy!"

#PRTO_Pre-Zombie_Dog
^
^{Faction(s): Zombies}
^
^Yes, many of "Mans Best Friends" are infected with Radioactive $LINK<Zombie Virus=BLDG_Manufacturing_Plant> and it is just a matter of time before they completely change.
^
^{Pre-Zombie Dogs} are half $LINK<Zombie Dogs=PRTO_Zombie_Dog> and half $LINK<Guard Dogs=PRTO_Guard_Dog> 
^infected with Radioactive Zombie Virus. They appear as normal dogs until they attack or have occasional transformations that show what they are becoming...Zombie Dogs!
^
^{Note that Dogs ALWAYS slow down around Trees.}
^
^{Bonuses:} {Blitz; Radar; 0 extra Hit Points; Zone of Control; Detect Invisible; ignore movement cost except Trees; Enslavement produces a Zombie}
#DESC_PRTO_Pre-Zombie_Dog
^
^"Wait, don't pet him! He's Not Normal...Look how he changes when he Fights and sometimes when he is just sitting around. I think he is starting to change into a Zombie Dog! Stay
away from critters like him, they are no longer Friendly. 

#PRTO_Infected_Dog
^{Faction(s): Survivors} {Unique Unit, Enslaved Only}
^Yes, "Mans Best Friends" are becoming infected with Radioactive $LINK<Zombie Virus=BLDG_Manufacturing_Plant> and most people believe it is just a matter of time before they completely change...Others believe the more loyal and devoted a dog is to his master, the more he can avoid falling prey to Radioactive Zombie Virus. 
Good OLE $LINK<Scraps=PRTO_Scraps> started this new event where infected dogs do not totally become $LINK<Zombie Dogs=PRTO_Zombie_Dog> but rather half $LINK<Guard Dogs=PRTO_Guard_Dog> and half Zombie Dogs that remain loyal to their masters. 
^{Only Scraps can enslave new Infected Dogs for the Survivors.} Scraps and infected Dogs are a slightly lighter color than Zombie Dogs. {Note that Dogs ALWAYS slow down around Trees.}
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{, Blitz; Radar; 6 extra Hit Points; Zone of Control; Detect Invisible, ignore movement cost except Trees; Requires No Support}
#DESC_PRTO_Infected_Dog
^
^"Are you sure those Dogs won't turn on you?...I mean look how they change when they Fight and sometimes when they are just sitting around. That's Just Too Weird and Scary! I 
think you better keep a close watch on those Infected Dogs...better safe than sorry."

#PRTO_Scraps
^{Faction(s): Survivors} {Unique Unit, Cannot Be Built}
^Little Johnny's Dog, {Scraps}, was infected with Radioactive Zombie Virus but Little Johnny says his dog protects him from the Zombies. 
^Scraps is loyal to Little Johnny and will attack anyone or any "Thing" that tries to hurt his master. 
Scraps has a genetic natural defense against Radioactive $LINK<Zombie Virus=BLDG_Manufacturing_Plant>. Although it has changed him into half $LINK<Guard Dog=PRTO_Guard_Dog> and half $LINK<Zombie Dog=PRTO_Zombie_Dog>, it will not advance further
and Scraps is capable of passing his unique genetic immunity on to other Dogs, turning them into Good $LINK<Infected Dogs=PRTO_Infected_Dog> that will help the Survivors fight the Zombies. {Only Scraps can enslave new Infected Dogs. 
Note that Dogs ALWAYS slow down around Trees.}
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{; Blitz, Radar; 8 extra Hit Points; Zone of Control; Detect Invisible, ignore movement cost except Trees; Requires No Support; Enslavement produces an Infected Dog; Cannot be Disbanded}
#DESC_PRTO_Scraps
^
^"Good Boy Scraps! You Killed that Zombie before he could get near me. I don't care what other people believe, I know you and I have always been Best Friends 
and you have proven to me that you are still my Dog. I won't let anything happen to you Scraps...and no one will take you away from me either.  I don't understand how you
get more Infected Dogs but since they are like you, you can bring home any that you get. 
 
#PRTO_SewerR.A.T.
^{Faction(s): Survivors}
^Sewer R.A.T.s use the Sewer System to safely travel beneath the Zombie-infested streets of Paradise Island.
^A Sewer R.A.T. can use the $LINK<Sewer Tunnel=BLDG_Aqueduct> beneath a building and {pop up anywhere within a 13 tile radius}. Sewer R.A.T.s
can also move directly from one building to another if the Buildings have a Sewer Tunnel. You need a $LINK<Sewer Tunnel=BLDG_Aqueduct> to be able to use the Sewer from a building unless you are in the Military Base, Armory, Paratrooper Base, Camp Paradise , Weapons Range or Paradise Airport.
^{Sewer R.A.T.s} can reach $LINK<Adventure Island=BLDG_Solar_Plant> from The {City Car Park, Nuclear Power Plant, Paradise Airport, Penal Colony, Company HQ, Executive Club, White Sands Hotel, Paradise Mortuary} or {Conference Center.}
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{; "Sewerdrop"; All Terrain As Roads; Lethal "Shoot" Land Bombardment; Blitz; Zone Of Control; Detect Invisible; 7 extra Hit Points}.
#DESC_PRTO_SewerR.A.T.
^Queens and 'Roadrage' Tomkins were making their way through the narrow sewer tunnel, knee deep in splashing and smelly muck. Both wore professional diving suits and lights on their foreheads, as well as carrying an assortment of various firearms. Beat cop and reckless car thief, both were brothers in arms from the defense of Caiger Mall. Survivors of a week of non-quarter warfare between citizens of Paradise Island and cannibalistic living corpses.
Humanity's resourceful leaders were using all the tricks of urban warfare they could, and found the Island's sewer system to be perfect to get hunter squads to their destination quickly and safely. Diving equipment from abandoned sporting goods store proved to be needed to navigate the deep sump in the corridors, finding way to the otherwise inaccessible parts of the Island.
^
^Queens and Tomkins had a map with all the Manholes marked, they were to emerge at the eastside, behind the bulk of the shambling hordes.
Others like them were taking other tunnels to meet up an agreed point.
The pair were to investigate a biological research complex, where zombies were supposed to be first sighted. Both were getting hot and stuffy in their suits, especially with lagging a pistol, submachine gun and a shotgun each. "It's a nice walk actually. Sewers stink but at least there's no rotters hunting us." Queens said, huffing.
^
^His words were about to be proven untrue, because a minute later the urban commandos heard a bestial groan that only devolved, undead vocal chords could make. The groan of cannibalistic hunger was very close to them, and for sure came from the tunnels. More groans echoed from many directions, making Tomkins spit out the most vulgar curse he could.
The first walking corpse appeared in the rays of their headlights, covered with muck and trash, more limped behind it, tripping over themselves in the narrow tunnel.
"Go for the head!" spat Queens, echoing the motto of every experienced zombie hunter.
^
^Few of the zombies in the awkwardly lurching throng wore torn diving suits of the similar variety Queens and Tomkins wore. The valiant pair recognized the other sewer fighters who were now mindlessly hunting for their flesh.

#PRTO_Mike_Rush
^
^{Faction(s): Survivors}
^{Unique Unit, Cannot Be Built}
^
^Mike Rush, the Garage owner. 
^
^"Yeah, I can drive anything that moves and repair anything that is not reduced to dust... Used to work as a military 
Engineer, now I run the Garage in good ol' Paradise Island. Was just doin' a custom job on the Mayor's limo when those 
smelly types came here. Don't know what they are but they tasted my shotgun."
^{Bonuses:} {Ignores Movement Cost for Parkland, Houses, Official Areas and Apartment Blocks; Lethal "Shoot" Land Bombardment; 6 extra Hit Points; Blitz; extra Hit Points; Zone of Control; Detect Invisible; Requires No Support; Cannot Be Disbanded;} $LINK<Use Sewers=BLDG_Aqueduct>

#PRTO_Prom_Queen
^
^{Faction(s): Survivors}
^{Unique Unit, Cannot Be Built}
^
^The Zombies have ruined the most romantic night of her life and her dress and now she's about to make them pay!
^
^
^
^
^
^
^{Bonuses:} {Lethal Land "Shoot" Bombardment; Blitz; Ignore Movement Cost for Apartment Blocks, Houses, Official Areas and Parkland; 6 extra Hit Points; Zone of Control; Requires No Support; Cannot Be Disbanded;} $LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Prom_Queen
^"Brad! Brad!" yelled Britney, pushing aside the remains of a door and peering down the corridor. 
What a way to start the most romantic night of her life at the school prom with Brad. The twitching limbs and puddles of blood that 
littered the playground had not been a good sign. As soon as she'd realized that a full-scale Zombie invasion was under way, 
she'd pulled on the dress she was due to wear that night (just in case it would be the last time that she and Brad had together), 
rushed to the school, fearful that Brad would try to do something heroic.
^
^But it looked like she was too late. The staff had all become Zombies and Brad and the others preparing the sports hall for the evening were 
nowhere to be seen!
^
^Britney leaned against the door frame and tried to think, something that she was unaccustomed to doing. Suddenly there came a sound from beneath the rubble.
^
^"Help! Help!"
^As she pulled little Timmy from beneath the fallen beams, Britney felt a new sense of responsibility 
and determination flooding through her. At long last she had a purpose way beyond hair and nail care. 
She knew she could find a weapon at the school firing range. She would protect Timmy, find Brad, 
and put an end to the Zombie menace that had been unleashed upon the Island. Her life would never be the same again...

#PRTO_Vuldacon
^
^{Faction(s): Survivors}
^{Unique Unit, Cannot Be Built}
^
^{Vuldacon} is an American Ninja, Master of the Martial Arts.
^
^Faced with the Horrible Crisis that has happened on Paradise Island, Vuldacon is roaming the streets to help his friends and others in this time of need.
^{Caution... See} $LINK<Invisible Units=GCON_Invisible_Units>{!}
^{Bonuses:} {Blitz; 20 extra Hit Points; Radar; All Terrain as Roads; Amphibious; Defensive Lethal Land Bombardment with Collateral Damage =can destroy building Improvements with attacks; Invisible; Detect Invisible; Stealth; Zone of Control;} $LINK<Use Sewers=BLDG_Aqueduct>{; Cannot Be Disbanded; Requires No Support}
#DESC_PRTO_Vuldacon
^
^Vuldacon, who is a life long friend of Mr Tokugawa and his daughter, came to Paradise Island to visit them. He was visiting his old war buddy, Abe Peters at the Retirement Home when the Zombie Outbreak occurred. 
Although Vuldacon did not expect his visit to become a deadly battle of life or death, he would never allow his friends or himself to perish without fighting with the best of his abilities to the death if need be.
^He knew it was time to call upon all his deadly skills to fight this Evil Enemy of the living...He prepared himself for battle in the secret ways of the Ninja and went out into the streets of Paradise Island.

#PRTO_King_Arthur
^
^{Faction(s) Survivors}
^{Unique Unit, Cannot Be Built}
^
^4 months ago, King Arthur had been honorably discharged from active service as a Marine and returned to Paradise Island to recoup from his ordeal. 
^
^All he is seeking is a stress free place and a time to heal.
^
^{Survivors, Do not lose King Arthur, You will need his Upgrade to} $LINK<Sniper King Arthur=PRTO_Sniper_King_Arthur>.
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{; Blitz; 8 extra Hit Points; Detect Invisible; All Terrain as Roads; Zone of Control; Requires No Support; Cannot Be Disbanded}
#DESC_PRTO_King_Arthur
^It was an hour before dawn, the darkest time of night and most of Paradise Island were asleep, cozy in their beds and dreaming sweet fantasies.
^Not so King Arthur, who was trapped in nightmare's grip, tormented by images of death and destruction, reliving a certain moment. 
He was trapped and hugging the earth while above, angry swarms of colored tracer bullets buzzed overhead. All around, 
screams of fear, frustration and pain. Explosions thumping nearby and showering everything with desert rock and shrapnel. 
They had him trapped and coming closer, so close he could smell the exotic spice on their breath ... They had him now, he was going to DIE !!!
^
^BEEP BEEP BEEP BEEP ... Like an express train, the new day slapped him hard awake and sleep was expelled.
^
^King Arthur untangled himself from the sodden and tangled mess of bed sheets, weak and shaking he went to shower the night's 
terror away.
^
^Later, reinforced by a strong hit of coffee he sat in the kitchen, enjoying the sun's embrace. It had been 4 months since he had 
been presented a pension, a chest full of medals and head full of death. The psychologist had suggested that all he needed was 
rest and relaxation. So he had returned to his boyhood home in hope of finding the peace he so desperately sought. 
^
^But he was hailed a HERO, Paradise Island's most decorated veteran and everyone wanted to have a photo with the brave 
Marine, to shake his hand and make a fuss. 
^
^So here he was now drinking coffee and trying to relax ... to cope ... He looked at the plastic bottle of pills in front of him. NO! 
Not today! Today would be better, he was going to make it through without taking the red and white pills. 
^
^WHUMP WHUMP WHUMP as the Company's helicopter flies overhead.
^
^King Arthur flinches and with shaking hands pops the cap and takes 3 pills.

#PRTO_Sniper_King_Arthur
^{Faction(s) Survivors} 
^{Unique Upgrade Unit Only}
^It was time to bring 'Blue Valentine' out. King Arthur lovingly assembles his deadly sniper rifle, meticulously checking the action and attaches the night scope. 
^King Arthur remembers how he got his well earned Nick Name, "King Arthur" as he prepares for battle once again.
^He was the most accurate sniper that the Marines had ever trained and he was now going to show Paradise Island the deadly skill he hoped he would never have to use again.
^{Caution... See} $LINK<Invisible Units=GCON_Invisible_Units>{!}
^
^{Bonuses:} {Blitz; Lethal "Snipe" Land and Sea Bombardment; All Terrain as Roads; Invisible; Detect Invisible; Amphibious; Stealth; Zone of Control; 16 extra Hit Points; Requires No Support; Cannot Be Disbanded} 
$LINK<Use Sewers=BLDG_Aqueduct>{; King unit.}
#DESC_PRTO_Sniper_King_Arthur
^Something was wrong, something was terribly wrong ... the lights were off and screams were faintly heard in the distance ... 
many screams ... he was NOT dreaming, this was Real !!
^
^King Arthur goes to the bedroom and opens the trunk, inside was his former life. He slowly unpacks a full set of combat fatigues 
and puts them on. That done, he begins to assemble, 'Blue Valentine' his most prized possession, his sniper rifle. Finally, the action is 
checked and the night scope attached. All in order, everything is 'Present and Correct, Sir !!' 
^
^Out in the night, crouched and watching, his senses fine tuned, he waits. He is now 'Sniper King Arthur', a sniper without peer, the 
most accurate marksmen that the Marines had produced. In the distance he spies movement, a young boy fleeing from a 
larger, more menacing figure has been trapped. King Arthur breaths in and then slowly exhales, the finger gently squeezes and ... BANG !!!
^
^The larger shape is thrown back ... a perfect head shot. The boy looks up and with surprising dexterity, sprints in the direction 
the shot originated. King Arthur meets the boy half way.
^
^"WOW! Thanks King Arthur, I thought I was a goner that time", smiles the cocky youth.
^
^King Arthur is astonished, he was not expecting this reaction, "You don't seem too phased ... ummm..."
^
^"You Know me, I'm Timmy, didn't know you could shoot like that! But this ain't no place to talk. I was sent out to look 
around and collect as many people as I could find and bring them to safety. 
Took a wrong turn and ... well lucky you saw me I guess. Listen King Arthur, we got a couple of buildings defended. Talk with 
Hannibal, I know he will be very happy to have your extreme skill. Follow me."
^
^With that Timmy was off and King Arthur followed after his spunky little friend.

;   ____________________________________________ZOMBIE UNITS_____________________________________________

#PRTO_Zombie
^
^{Faction(s): Zombies}
^
^{Zombies} are people who died after being infected with The Company's Radioactive $LINK<Zombie Virus=BLDG_Manufacturing_Plant>.  Zombies are slow, noisy and smelly, 
and yet somehow they always manage to sneak up on people and mob them when they least expect it.
^
^$LINK<Pile Ups=BLDG_Great_Wall> and $LINK<Zombie Virus=BLDG_Manufacturing_Plant> also produce Zombies.
^
^
^
^
^
^{Bonuses:} {Enslavement produces another Zombie; can be Drafted; 1 Extra Hit Point}
#DESC_PRTO_Zombie
^
^
^Bio-infectious Material ZV-69 (a.k.a. the Radioactive Zombie Virus) is a special radioactive virus designed to alter DNA so that motor function 
continues after death.  Zombies are people who have been infected with ZV-69 before dying.  Zombies are motivated by the 
most basic of instincts... to obtain food.  For some reason, Zombies prefer human brains, even though that's the hardest part 
of the human anatomy to get to.  There's only two ways to completely kill a Zombie: 1) A head shot, or severing its head, 
will kill a Zombie instantly and 2) Completely destroying its body, such as burning it or dissolving it in acid.

#PRTO_Sneaky_Zombie
^
^{Faction(s): Zombies}
^{Auto-Produced Only}
^
^{Zombies} are people who died after being infected with The Company's Radioactive $LINK<Zombie Virus=BLDG_Manufacturing_Plant>.  Zombies are slow, noisy and smelly, 
and yet somehow they always manage to sneak up on people and mob them when they least expect it. Sneaky Zombies are even
more likely than a normal zombie to sneak up on you because they are invisible. {See} $LINK<Invisible Units=GCON_Invisible_Units>
^
^$LINK<Advanced Zombie Virus=BLDG_Coal_Plant> produces a Sneaky Zombie {Every 20 Turns}.
^
^
^{Bonuses:} {Invisible; 2 extra Hit Points; Requires No Support; Enslavement produces a} $LINK<Zombie Worker=PRTO_Zombie_Worker>

#PRTO_Zombie_Nurses
^
^{Faction(s): Zombies}
^{Auto-Produced Only}
^
^{Twisted Angels of Mercy}. If the Zombies get into the Hospital they will activate the $LINK<Zombie Nurse School=BLDG_Cure_for_Cancer> 
and gain a {Zombie Nurse Every Turn!!!} 
^
^{Zombie Nurses} are also produced from $LINK<Zombie Nurse Stations=BLDG_Knights_Templar> {Every 12 Turns}.
^
^{Zombie Nurses} are more curious than average Zombies... they have discovered the $LINK<Sewer Tunnels=BLDG_Aqueduct> for use...{YIKES!}
^
^{Bonuses:} {Use Sewer Tunnel; Enslavement produces a Zombie; 4 extra Hit Points}

#PRTO_Mutant_Zombie
^
^{Faction(s): Zombies}
^
^{Mutant Zombies} are superior mutated versions of normal Zombies.  And they like to eat brains, too.
^
^Mutant Zombies are also produced by $LINK<Flech Eating Bacteria=BLDG_Cathedral> {Every 9 Turns.}
^
^{Note:} IF the Zombies gain the Nuclear Power Plant, or the Military Base that have Uranium, the $LINK<Nuclear Zombies=PRTO_Nuclear_Zombie> will enslave Mutant Zombies before the zombies reach the $LINK<Mutation=TECH_The_Mutation>.
^$LINK<Putrid Zombies=PRTO_Putrid_Zombie> also enslave Mutant Zombies early.
^
^{Bonuses:} $LINK<Amphibious=GCON_Amphibious Zombie Units>{; Enslavement produces a Mutant Zombie; can be Drafted; Blitz; 2 extra Hit Points}
#DESC_PRTO_Mutant_Zombie
^
^
^As if normal Zombies weren't bad enough, as the Radioactive $LINK<Zombie Virus=BLDG_Manufacturing_Plant> mutates, it creates stronger, tougher Zombies.  Mutant 
Zombies are also just as sneaky as 'normal' Zombies.  Mmmm, brains.

#PRTO_Monster_Zombie
^
^{Faction(s): Zombies}
^
^{Monster Zombies} are the terrifying result of Zombies coming in contact with a concentrated and evolved form of the Radioactive 
^$LINK<Zombie Virus=BLDG_Manufacturing_Plant>. This allows them to Enslave $LINK<Nuclear Zombies=PRTO_Nuclear_Zombie>.
^
^Monster Zombies Upgrade to $LINK<Omega Zombies=PRTO_Omega_Zombie> when the Zombies discover $LINK<The Omega=TECH_The_Omega> Capability.
^
^
^
^
^
^{Bonuses:} {Wheeled Setting; 3 extra Hit Points; Enslavement produces a Nuclear Zombie}
#DESC_PRTO_Monster_Zombie
^
^
^Those idiots at The Company have stockpiled a huge supply of the Radioactive Zombie Virus in a concentrated form {Zombie Goo!}.
When a Zombie comes into contact with Zombie Goo it causes even more hideous mutations. The Zombie will grow 
monstrously large and become an almost unstoppable killing/eating machine.  May God have mercy on us!
^
^{Beware:} Although it is Rare, sometimes a Monster Zombies will Attack units that are on Sky Scrapers, Apartment Blocks, Houses and Areas with Trees {IF} another Zombie Unit, 
that can Attack Units on those areas is on the same Tile with the Monster Zombie. It is believed that the Other Zombie Units "Show the Monster Zombies How"!

#PRTO_Nuclear_Zombie
^
^{Faction(s): Zombies}
^
^When zombies come into contact with a radioactive source, such as $LINK<Uranium=GOOD_Uranium>, the result is {Nuclear Zombies}.
^
^Because the ZV-69 virus is radioactive, it evolves quickly and causes strange mutations that no one could have guessed would happen.
^
^{Nuclear Zombies} are stronger and more active than normal Zombies. They will certainly discover the $LINK<Sewers=BLDG_Aqueduct>...{Yikes!}
^{See Also} $LINK<Nuclear Coffin Zombies=PRTO_Nuclear_Coffin_Zombie>.
^
^{Bonuses:} {Use Sewers; Blitz; Ignores Movement Cost for Farmland and Parkland; 5 extra Hit Points; Enslavement produces a} $LINK<Mutant Zombie=PRTO_Mutant_Zombie>

#PRTO_To_Be_Continued
^
^{Faction(s): Zombies}
^{Unique Unit, Cannot Be Built}
^
^Sure it's a Horror Clich, but every movie must leave itself open for a sequel.
^
^
^
^
^
^
^
^
^
^{Bonuses:} {I'm not telling}
#PRTO_Grave_Swarm
^
^{Faction(s): Zombies}
^{Produced By Key Location Only}
^
^{Graveyard Swarm} can appear right under your feet, so watch out. A Graveyard Swarm appears Every 2 Turns from the graveyard. 
^
^Graveyard Swarms can use $LINK<Sewer Tunnels=BLDG_Aqueduct> to reach almost all Zombie Buildings on Paradise Island and they can come up from the Ground 15 tiles away from a Zombie Building...{Beware!}
^
^
^{Bonuses:} {Requires No Support; Cannot be Disbanded; Zone of Control; Enslavement produces a normal Zombie; Un-Earth from the ground with a 13 Tile Range; 0 Extra Hit Points;} 
^$LINK<Use Sewers=BLDG_Aqueduct>.
#DESC_PRTO_Grave_Swarm
^
^
^Sarah ran desperately, unthinkingly, blindly. The shuffling hordes were left far behind, but still she staggered on, 
not knowing where she was or where she was going. Her mind reeled as it tried to assimilate the horrors she had lived through 
in just the last couple of hours. And to think she'd been worried that the worst thing that would happen tonight 
was that Dan would try to get to base 5 on their date! Now the only part of her anatomy that Dan was interested in 
was her brain.
^
^She tripped on a root and fell headlong into the grass. Lifting her head, Sarah realized that she had run 
right out of the park, across the road, and into the graveyard. Old monuments surrounded her, and trees cut off 
her view of anything beyond. Shuddering, Sarah wondered if she was safe here - after all, the virus only affected 
the recently dead. Didn't it?
^
^She pulled at her foot, which was still lodged in the root. Suddenly, noiselessly, the earth around her shifted 
as dozens of white, shriveled hands thrust themselves out of the turf, a hideous mockery of crocuses in spring. 
As Sarah screamed and screamed, the hands seized her paralyzed form and began to pull her down...

#PRTO_Zombie_Dog
^{Faction(s): Zombies}
^{Auto-Produced Only}
^The City Dog Pound is actually a front for one of the Company's more sinister exploits.  It's actually an Animal Testing Facility where all sorts
of unspeakable things get tested on man's best friend.  The Company initially tested Bio-infectious Material ZV-69 (a.k.a. the Radioactive) $LINK<Zombie Virus=BLDG_Manufacturing_Plant> on
dogs there and some of these dogs have started to develop symptoms of zombification.
^{Note that Dogs ALWAYS slow down around Trees.}
^
^$LINK<Zombie Doghouses=BLDG_Zombie_Doghouse> {produce a Zombie Dog Every 3 Turns.}
^
^
^{Bonuses:} {Blitz; 2 extra Hit Points; Radar; Detect Invisible units; ignore movement cost except Trees; Enslavement produces a Zombie; Requires No Support}
#DESC_PRTO_Zombie_Dog
^
^
^Cole stopped to adjust his backpack which was heavy from a good days scavenging. As he knelt down to adjust the straps he heard soft padding
footsteps directly behind him. The hairs on the back of his neck stood up and his insides turned to liquid. He turned his head slowly to be confronted
by the hellish image of a dog in a partial state of decay. The dog gazed directly into his eyes and let out a low growl and moved slowly towards him. 
Cole reacted quickly, throwing his backpack straight at the dog and breaking into a run. He knew that the Radioactive Zombie Virus affected the areas of the brain
concerned with locomotion and coordination making the victim slow. He was certain he could outrun the dog. He turned the corner of the street and 
stopped to catch his breath. A second later the dog rounded the corner and turned to face him. Cole broke into a run again, his fear rising and his 
heart beat pounding in his ears. He was slowing down now and his left side was starting to burn. He could hear the dog now too and knew it was gaining on 
him. He looked desperately for an escape route, a car or doorway, anything that could get him out of reach of the thing's jaws but just then he tripped!
Cole only had time to spin onto his back and raise his arms and legs in a feeble defense as the dog pounced on top of him, jaws tearing into his body. The last
thing Cole saw was the dog lunge at his throat, ripping out most of the front of his neck in one bite. "Death" was mercifully swift and he wouldn't feel
the dog consuming the rest of his body.

#PRTO_Mutant_Dog
^
^{Faction(s): Zombies}
^{Auto-Produced Only}
^
^The $LINK<Mutation=TECH_The_Mutation> also affects Dogs to create stronger, smellier Zombie {Mutant Dogs} that hunt human
survivors in packs.
^
^$LINK<Mutant Doghouses=BLDG_Mutant_Doghouse> {produce a Mutant Dog Every 6 Turns.}
^
^{Note that Dogs ALWAYS slow down around Trees.}
^
^
^
^{Bonuses:} {Blitz; 2 extra Hit Points; Radar; Detect Invisible units; ignore movement cost except Trees; Enslavement produces a} $LINK<Mutant Zombies=PRTO_Mutant_Zombie>{; Requires No Support}
#DESC_PRTO_Mutant_Dog
^
^
^Joke: How does a Mutant Dog smell?
^
^Bloody awful.

#PRTO_Monster_Dog
^{Auto-Produced Only)
^
^{Faction(s): Zombies}
^
^{Monster Dogs} are the terrifying result of Dogs coming in contact with $LINK<Advanced Zombie Virus=BLDG_Coal_Plant> and $LINK<Zombie Goo=GOOD_Goo>.
^
^Monster Dogs are produced by $LINK<Monster Doghouses=BLDG_Monster_Doghouse> {Every 7 Turns}when the Zombies reach $LINK<Zombiegeddon=TECH_Zombiegeddon>.
^{Note that Dogs ALWAYS slow down around Trees.}
^
^
^
^{Bonuses:} {Blitz; Radar; Detect Invisible; 2 extra Hit Points;
^ignore movement cost except Trees; Enslavement produces a} $LINK<Monster Zombie=PRTO_Monster_Zombie>{; Requires No Support}
#DESC_PRTO_Monster_Dog
^
^
^Joke: How does a Zombie Monster Dog smell?
^
^Bloody awful.
^You'll only get close enough to tell as one rips the head from your shoulders.

#PRTO_Nuclear_Dog
^{Faction(s): Zombies}
^{Auto-Produced Only}
^
^{Nuclear Dogs} are the terrifying result of Dogs coming in contact with concentrated and evolved forms of Radioactive Zombie Virus 
and large doses of radiation, usually from $LINK<Uranium=GOOD_Uranium> but also from $LINK<Advanced Zombie Virus=BLDG_Coal_Plant> found in many Zombie buildings.
^{Nuclear Dogs are Auto-Produced from} $LINK<Nuclear Doghouses=BLDG_Nuclear_Doghouse> {Every 7 Turns.}
^
^{Note that Dogs ALWAYS slow down around Trees.}
^
^
^{Bonuses:} {Blitz; Radar; Detect Invisible; 3 extra Hit Points;   
^ignore movement cost except Trees; Enslavement produces a} $LINK<Nuclear Zombie=PRTO_Nuclear_Zombie>{; Requires No Support}
#DESC_PRTO_Nuclear_Dog
^
^
^Nuclear Dogs are as Vicious as they are brightly illuminated...The Only good thing about them is that their glow allows you to see them just before they Bite your Head Off!

#PRTO_Zombie_Bat
^{Faction(s): Zombies}
^{Auto-Produced Only}
^
^You got to be kidding, right? What next - Zombie Cows, Zombie Rabbits?? No, that's for another sequel.
^
^Zombie Bats can only be Auto-Produced by $LINK<Bat Infestations=BLDG_Bat_Infestation> {Every 10 Turns} and only if the Zombies have control of the {Church}, {City Car Park}, {Executive Club}, {Paradise Mortuary} or {Paradise Resort}.
^
^
^Zombie Bats will appear when the Zombies discover $LINK<Species Jump=TECH_Species_Jump>.
^
^
^{Bonuses:} {Radar; All Terrain as Roads; 2 Extra Hit Points;  
^Enslavement produces a} $LINK<Mutant Zombie=PRTO_Mutant_Zombie>
#DESC_PRTO_Zombie_Bat
^
^
^Rev Simmons cowered between the two last pews in the nave. Although holy water had proved satisfyingly effective 
on the first undead who had attempted to smash in the stained-glass windows - they had sizzled and melted 
like the Wicked Witch of the West - his small supply had quickly run out. He had barricaded the doors 
and wedged the church silver into the locks, but he knew now it could only be a matter of time. 
Rev Simmons had spent much of his life praying - but it was only now that he felt he really meant it.
^
^There was a noise from somewhere in the rafters. A squeak, or was it a rustle? Until this afternoon, 
Rev Simmons' principal concern had been the bats in the church tower, which made a terrible mess of the wooden floor - 
so expensive to clean! - and distracted the choirboys during rehearsals. But the shadow which he could see 
flitting from rafter to rafter now was far bigger than the usual kind. And although Rev Simmons had never taken a keen 
interest in bat physiology before, he was sure they didn't usually have glowing red eyes or venom-dripping fangs...
^
^Rev Simmons scrambled to his feet and dashed for the door. But the chalice he had wedged into the handles 
to keep the Zombies out proved hard to pull out, and he was trapped, trapped as behind him the rustling, the screeching, 
and, yes, the cackling, grew louder and louder...

#PRTO_Zombie_Bat_Bomber
^{Faction(s): Zombies}
^
^You got to be kidding, right? What next - Zombie Cows, Zombie Rabbits?? No, that's for another sequel.
^
^Zombie Bat Bombers are Zombie {air} units that become available with $LINK<Horrible Things=TECH_Horrible_Things>. Zombie Bat Bombers are able to run effective {bombing} missions with Boulders. 
^{Rebase} to any owned building from any terrain or building on the map.
^Zombie Bats Bombers can only be built by The Zombies and only if they have control of the {Church}, {The City Car Park}, {Executive Club} or {Paradise Resort}.
^
^
^{Bonuses:} {Recon; Radar; Rebase; Bombing; Collateral Damage}
#DESC_PRTO_Zombie_Bat_Bomber
^
^
^OH My God! Those Giant Zombie Bats are Bombing us with Boulders!  

#PRTO_Sewer_Guard
^
^{Faction(s): Zombies}
^{Unique Unit, Cannot Be Built}
^
^For years the Company has been pouring chemicals and other mutagenic substances into the Island sewer system: by-products of their insidious industries.
This has produced all manner of monsters which will attack anyone venturing near the sewers.
^
^
^
^
^
^
^{Bonuses:} {4 extra Hit Points; Zone of Control; Enslavement produces another Sewer Guard; Requires No Support}

#PRTO_Crawling_Brain
^
^{Faction(s): Zombies}
^Crawling Brains are one of the horrible and terrifying results from concentrated and evolved forms of Radioactive Zombie Virus.
^
^Crawling Brains are deadly poisonous and infectious mutants. They attack with gaseous, Mutated Bacteria with Radioactive $LINK<Zombie Virus=BLDG_Manufacturing_Plant>, pumped from their brain out their spinal tails.
^
^{Crawling Brains know how to use the} $LINK<Sewers=BLDG_Aqueduct> {YIKES!}
^{The Zombies gain a} $LINK<Production Boost=GCON_Golden_Age>{!}
^
^{Bonuses:} $LINK<Amphibious=GCON_Amphibious Zombie Units>{; Blitz; Use Sewers; Detects Invisible;  Zone of Control; All Terrain as Roads; Radar; Lethal Land Bombardment; 4 extra Hit Points; Requires No Support; Enslavement produces another Crawling Brain} 
#DESC_PRTO_Crawling_Brain
^
^"Please No! Tell me it's not real...This just can't be happening...I must be having a Nightmare...It's Horrible! What's that shooting out of its tail? Kill it! Kill it Now, before it's too late! "

#PRTO_Putrid_Zombie
^{Faction(s): Zombies}
^{Auto-Produced and Enslaved Only}
^{Putrid Zombies} are Extremely infectious, large mutants with Swollen, Puss filled heads containing Mutated Bacteria and concentrated Radioactive Zombie Virus. 
They attack by Vomiting the Rotten Slime from their Festered heads onto their enemies and it is capable of Killing in seconds!
^$LINK<Putrid Rooms=BLDG_Putrid_Room> produce a Horrible Putrid Zombie {every 7 turns} and $LINK<Putrid Rooms II=BLDG_Putrid_Room_II> {Every 2 Turns!}
^{Beware:} $LINK<Colossus=PRTO_Colossus> and $LINK<Toxic Colossus=PRTO_Toxic_Colossus> {Enslave Putrid Zombies!}
^
^
^{Bonuses:} $LINK<Amphibious=GCON_Amphibious Zombie Units>{;} $LINK<Use Sewers=BLDG_Aqueduct>{; Blitz; Zone Of Control; Ignores Movement Cost for Farmland, Parkland, Houses, Official Areas and Apartment Blocks; Lethal Defensive Vomit Bombardment; 
2 extra Hit Points; Enslave} $LINK<Mutant Zombies=PRTO_Mutant_Zombie>
#DESC_PRTO_Putrid_Zombie
^
^"Look at the Size of that Rotting Zombie and his Huge Head! 
^What in the Hell is he doing?...Help! Help!... he is Puking on me!"

#PRTO_Monster_Spider
^
^{Faction(s): Zombies}
^
^Monster Spiders are one of the horrible and terrifying results from concentrated and evolved forms of $LINK<Advanced Zombie Virus=BLDG_Coal_Plant>.
^
^Monster Spiders are a nightmare that has come to life! They are an evolved, stronger variety of venomous huge Wolf Spiders that aggressively pursue and attack their favorite prey...people!
^
^{Beware... the} $LINK<Dreadful Nest=BLDG_Dreadful_Nest> {will incubate a Monster Spider Every Turn!}
^
^{Bonuses:}  {4 extra Hit Points; Blitz; Zone of Control; All Terrain as Roads; Radar; Requires No Support; Enslavement produces a} $LINK<Dark One=PRTO_Dark_One>
#DESC_PRTO_Monster_Spider
^
^"There just can't be more of those Monsters...can there? The Horror of being hunted and eaten alive by Giant Spiders is more than any human can take! Why is this all happening? 
We have to find a way to Kill those damned things or get the Hell OFF this Forsaken Island! AH!... Run! there's another one!!!"

#PRTO_The_Terror
^{Faction(s): Zombies}
^The Terrors evolve from the advanced evolution of Radioactive Zombie Virus. They are Giant, Deadly Spitting Spiders that are capable of Spitting Lethal Radioactive $LINK<Zombie Virus=BLDG_Manufacturing_Plant> venom!
^These Terrifying Giant Mutants are fast, powerful predators and will stop at nothing when in pursuit of a meal...They are Deadly Poisonous Killers that spit Radioactive Zombie Virus that is as corrosive as it is infectious and poisonous. {Time to Panic!}
^Only the Zombies can gain The Terrors after obtaining $LINK<Deadly Evolution=TECH_Deadly_Evolution>. They can "incubate" the $LINK<Evil Nest=BLDG_Great_Library> in any Zombie occupied building! 
The Evil Nest will hatch The Terror {Every Turn!} The Terror can also be "Built" in any Zombie occupied building.
^
^{Bonuses:} {Blitz; Radar; Zone Of Control; Lethal Land and Sea Bombardment = Venom Spitting; All Terrain As Roads; Enslavement produces an} $LINK<Omega Zombie=PRTO_Omega_Zombie>; {7 extra Hit Points!}
#DESC_PRTO_The_Terror
^
^"Look at the size of that damned thing! ...OH NO! it's coming for us John. Quick, hide!" The two friends ran as fast as they could, John following close behind his buddy, they darted around several buildings as they ran.... 
"Did you hear that strange sloppy spit sound John? ....John, where are you? ...John?" There was then a slurping, sucking sound coming from just around the building... John had failed to outrun The Terror's venom and was now being liquefied and devoured through the Fangs of The Terror.

#PRTO_Nasty_Horror
^{Faction(s): Zombies}
^The Nasty Horrors are one of the horrible and terrifying results from concentrated and evolved forms of Radioactive Zombie Virus.
^The Nasty Horrors are a nightmare that has come to life! They are an especially fast and strong variety of venomous, huge Wolf Spiders that aggressively pursue and attack their favorite prey...people!
^{IF the Zombies capture the Radio Station}, they will hatch the $LINK<Nasty Eggsack=BLDG_Oracle> waiting there under the $LINK<Broadcast Tower=BLDG_Lighthouse>. 
^A {Nasty Horror} is hatched from the {Nasty Eggsack Every 2 turns} and can be found coming from the Zombie occupied {Radio Station}.
^{The Zombies can build the Nasty Horror in any of their Buildings when they discover} $LINK<The Omega=TECH_The_Omega> {Capability!}
^You can Run but you can't hide from {The Nasty Horror}!
^
^{Bonuses:}  {Blitz; Zone of Control; All Terrain as Roads; Radar; 4 extra Hit Points; Enslavement produces a} $LINK<Dark One=PRTO_Dark_One> 
#DESC_PRTO_Nasty_Horror
^
^"There just can't be more of those Monsters...can there? The Horror of being hunted and eaten alive by Giant Spiders is more than any human can take! Why is this all happening? 
We have to find a way to Kill those damned things or get the Hell OFF this Forsaken Island! AH!... Run! there's another one!!!"

#PRTO_Skreech
^
^{Faction(s): Zombies}
^
^Skreech evolve from the evolution of $LINK<Advanced Zombie Virus=BLDG_Coal_Plant>. They are Horrible, Deadly Mutations that can travel Great Distances Fast!...some form of Monstrous Insect/Animal with large eyes and a
powerful bite. Their long, retractable, sharp Stingers can easily Kill without using their extremely Deadly Venom and they have discovered the Sewers, YIKES!  {Time to Panic!}
^
^Only the Zombies can build Skreech after obtaining $LINK<Deadly Evolution=TECH_Deadly_Evolution>. 
^
^
^{Bonuses:} {Radar; Blitz; Detects Invisible; Zone Of Control; All Terrain As Roads; Enslavement produces a} $LINK<Macrobite=PRTO_Macrobite>{; Requires No Support; 7 extra Hit Points;} $LINK<Use Sewers=BLDG_Aqueduct>!
#DESC_PRTO_Skreech
^
^
^
^"AHhhhhhhhhh! ...What the Hell is THAT! It just stung Larry to death and devoured him in two quick bites!
^
^It Came out of the Sewer Tunnel!!
^... It's time to take out that last bullet I was saving for myself, {I just can't take any more of this Horror!}"

#PRTO_Omega_Zombie
^
^{Faction(s): Zombies}
^
^Omega Zombies evolve as the end result and effect of $LINK<Advanced Zombie Virus=BLDG_Coal_Plant> on Humans. They are Fast, Powerful and Aware! They have gained awareness to be able to travel on all terrain.
^{...Don't just stand there, Run for your Life!}
^
^
^When the Zombies reach $LINK<The Omaga=TECH_The_Omega>, the $LINK<Omega Houses=BLDG_Omega_House> will produce an {Omega Zombie Every 4 Turns.}
^
^
^{Bonuses:} $LINK<Amphibious=GCON_Amphibious Zombie Units>{; Blitz; Zone of Control; All Terrain As Roads; Detects Invisible; Lethal "Spit" Land and Sea Bombardment; Enslaves} $LINK<Dark Ones=PRTO_Dark_One>{; 5 extra Hit Points}
#DESC_PRTO_Omega_Zombie
^
^
^
^"The Omega Zombies have Awareness and understand that they can move on All Terrain!"
^  
^"Look! Those Damned things Spit Radioactive Zombie Virus! That Deadly Gas can Kill on contact and create more Zombie Horrors!...Now we are all Doomed!" 

#PRTO_Dominant_Omega
^
^{Faction(s): Zombies}
^
^Dominant Omegas are Omega Zombies that have had rich doses of $LINK<Advanced Zombie Virus=BLDG_Coal_Plant>.
^They have grown Much Stronger than anyone could have known and are capable of traveling long distances.
^{...It may be time to take out that extra Bullet you have been saving for yourself!}
^
^{Beware the} $LINK<Dark Sky IV=BLDG_Dark_Sky_IV>
^
^{Bonuses:}  {Blitz; Zone of Control; All Terrain As Roads; Detects Invisible; Lethal "Spit" Land and Sea Bombardment; Enslaves} $LINK<Skreech=PRTO_Skreech>; {Requires No Support; 8 extra Hit Points;} 
^$LINK<Uses Sewers=BLDG_Aqueduct>!
#DESC_PRTO_Dominant_Omega
^
^
^
^"Like the Omega Zombies, {Dominant Omegas} have Awareness and understand that they can move on All Terrain!"
^  
^They Spit Radioactive Zombie Virus! The Deadly Gas can Kill on contact and create more Zombie Horrors!
^
^Dominant Omegas have had rich doses of Radioactive Advanced Zombie Virus and are much faster and far more Powerful than Omega Zombies... {YIKES!!!}" 

#PRTO_Colossus
^{Faction(s): Zombies}
^{Produced By Key Locations Only}
^
^{Colossus} evolve from the evolution of Radioactive Zombie Virus. They are Giant, Deadly Worms that are capable of traveling long distances underground.
^These Terrifying Giant Worms are fast, powerful predators and will stop at nothing when in pursuit of a meal...They are Deadly Killers that sense the least movement on the ground. {Time to Panic!}
^$LINK<Area 13=BLDG_Area_13> and $LINK<Area 14=BLDG_Area_14> will produce a Colossus {Every 12 Turns.}
^{Beware the} $LINK<Toxic Colossus=PRTO_Toxic_Colossus>!
^
^{Bonuses:} {Blitz; Radar; Zone Of Control; Wheeled with All Terrain As Roads; Detects Invisible; 5 extra Hit Points!; Cannot Be Disbanded; Enslavement Produces a $LINK<Putrid Zombie=PRTO_Putrid_Zombie>; $LINK<Uses Sewers=BLDG_Aqueduct>!
#DESC_PRTO_Colossus
^
^Colossus Worms come from Area 13, located on Jungle Island and Area 14 that can be established on Adventure Island. The large Colossus worms in Area 13 and Area 14 will become Giant Monsters that no one will believe possible. 
^
^The Colossus can sense movements on the ground miles away and they move Extremely Fast beneath the ground.
^Your only hope is to keep quiet and hope they will not hear you or shoot them until they are Dead. 
^
^Fortunately, Colossus cannot un-earth through Jungles, Trees, Houses, Apartment Blocks or Skyscrapers but they can un-earth through streets and all other land areas....{Better use strong Cars and Trucks to block them!}
^
^"Hear that! ...OH NO! it's coming for us Dave. Be Still!... maybe it won't hear us" The two friends remained still, Dave sneezed, the Sound from underground became louder and was moving towards them.... 
"Run for your Life Now Dave!" but the Colossus was too fast and ingested both friends in a single bite. 

#PRTO_Macrobite
^{Faction(s): Zombies}
^{Unique Unit, Enslaved Only} 
^
^Macrobites are hideous creatures with multiple eyes and a huge mouth with razor sharp teeth. Macrobites are capable of biting their victims to death in just a few seconds.
^Although basically unknown, Macrobites appear to be a combination of bacterial and animal genetics that have been mutated together from $LINK<Advanced Zombie Virus=BLDG_Coal_Plant> that has mutated further within other infected creatures.
^
^Macrobites are created from successful attacks by $LINK<Skreech=PRTO_Skreech>!
^
^{Bonuses:}  {Blitz; All Terrain As Roads; Radar; Zone of Control; 6 extra Hit Points; Requires No Support; Enslavement produces a} $LINK<Dark One=PRTO_Dark_One>
#DESC_PRTO_Macrobite
^
^
^
^"AHhhhhhhhhh! ...What the Hell is that THING! It just cannot be real...please tell me it isn't REAL!"
^
^"Quick, Hide before it sees you!"

#PRTO_Androctonus
^{Faction(s): Zombies}
^
^{Androctonus} evolve as a result and effect of Radioactive Zombie Virus on insects. They are Fast and Skillful Hunters.
^
^Androctonus are considered to be the most deadly and venomous Scorpions in the World...and now they have become
infected with $LINK<Zombie Virus=BLDG_Manufacturing_Plant> and are Huge!
^
^The Androctonus are after what has become their favorite meal, people!!
^{...Be Afraid, Be Very Afraid!} {Beware the} $LINK<Androctonus Den=BLDG_Androctonus_Den>{!}
^
^{Bonuses:}  {All Terrain As Roads; Zone of Control; Enslavement produces a} $LINK<Mutant Zombie=PRTO_Mutant_Zombie>{; 2 extra Hit Points; Requires No Support}
#DESC_PRTO_Androctonus
^
^
^
^"Insecticide is just not going to help against these Huge Killer Scorpions. 
^
^Have you seen them? They are Horrible! They have the Largest Stingers I have ever seen and their Pincers 
can cut a person in half with one snap! 

;   ____________________________________________THE AUTHORITIES UNITS_____________________________________________

#PRTO_National_Guard
^
^{Faction(s): Authorities}
^
^{Guardsmen} are National Guard reservists who have been called up to restore order to Paradise Island.  Unfortunately, most 
of these soldiers have no combat experience.  But they do have M-16s, which make up for a lot.  
^
^
^
^
^
^
^
^{Bonuses:} {Can be Drafted; Lethal Defensive Bombardment; 6 extra Hit Points}
#DESC_PRTO_National_Guard
^
^
^"Oh man, what the hell are those things.  I mean, when I joined up they said 'Be All You Can Be'.  Now I'm down to 'An Army 
of One'.  Man, I didn't sign up for this.  This sucks... we're all gonna die.  Game over, man!"

#PRTO_Riot_Cop
^
^{Faction(s): Authorities}
^
^{Riot Cops} are early basic defensive units for the Authorities. They are armed with riot shields and batons which makes killing zombies very gruesome work indeed.
^
^{Riot Cops can also build} $LINK<Fortresses=TFRM_Fortress> {and} $LINK<Barricades=TFRM_Barricades>.
^
^
^
^
^
^{Bonuses:} {Ignore Movement Cost for Apartment Blocks, Houses, Official Areas and Parkland; Can be Drafted; 
^100% Worker Strength; 4 extra Hit Points;} $LINK<Use Sewers=BLDG_Aqueduct>

#PRTO_Cop
^
^{Faction(s): Authorities}
^
^{Cops} are early basic offensive units for the Authorities. They are armed with Police issued handguns and a strong desire to "Serve and Protect". Although they are among the first to respond in this crisis, they also want to stay alive like everyone else!
^
^
^
^
^
^
^{Bonuses:} {Ignores Movement Cost for Parkland, Houses, Official Areas and Apartment Blocks; Blitz; Zone of Control; Lethal Defensive Bombardment; 5 extra Hit Points;} $LINK<Use Sewers=BLDG_Aqueduct>.

#PRTO_SWAT
^
^{Faction(s): Authorities}
^
^{SWAT} stands for Special Weapons and Tactics, and comprises the elite paramilitary forces of most major cities.  Paradise 
Island's SWAT forces were the first to report to the scene of the Zombie outbreak. Unfortunately, this means that most of them
got wasted and you will not be able to build anymore until you gain $LINK<Lethal Force=TECH_Lethal_Force>.
^
^{SWAT DO NOT Upgrade...They Become Obsolete with} 
^$LINK<Impose Martial Law=TECH_Impose_Martial_Law> {to Limit the number of them in game.}
^
^
^{Bonuses:} {All Terrain As Roads; Lethal "Snipe" Land Bombardment; Blitz; Zone of Control; Detect Invisible; 
^5 extra Hit Points.}
#DESC_PRTO_SWAT
^
^
^"We went into that lab, not having any idea what was going on in there.  They should have warned us!  But those SOBs at 
The Company were all hush-hush; they wouldn't tell us anything.  So, we went in and got slaughtered.  We'd empty entire clips from our 
MP-5s into those things, and all they'd do is twitch around a little.  Now most of my old team has been turned into Zombies.  
Just remember kid, go for the head shot... that's the only way to be sure."

#PRTO_Marine
^
^{Faction(s): Authorities}
^
^Marines are Special Forces, highly trained to carry out integrated land and sea operations.
^
^If the Authorities capture and have or re-build $LINK<Camp Paradise=BLDG_Offshore_Platform>, they can rebuild The $LINK<Marine Recruit Depot=BLDG_Longevity> there and {it will produce a Veteran Marine Every 4 Turns.}
^
^
^
^
^{Bonuses:} {All Terrain As Roads; Detect Invisible; Lethal "Shoot" Land Bombardment; Amphibious; Blitz; Zone of Control; 5 extra Hit Points}.
#DESC_PRTO_Marine
^
^
^What are you waiting on? Get these Marines Moving! IF the transport can make it to $LINK<Adventure Island=BLDG_Solar_Plant>, these Marines can secure the Island and the Annihilator Project.

#PRTO_Paratrooper
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Auto-produced and Directly Built}
^
^{Paratroopers} are Special Military Forces, highly trained especially for covert air operations.
^Paratroopers can {Paradrop up to 13 tiles away.}You need a $LINK<Sewer Tunnel=BLDG_Aqueduct> to be able to paradrop from a building unless you are in the Military Base, Armory, Paratrooper Base, Camp Paradise , Weapons Range or Paradise Airport.
^The $LINK<Paratrooper Academy=BLDG_Theory_of_Evolution> at the Paratrooper Base produces a veteran Paratrooper {Every 5 Turns}.
^{Only the Authorities can Directly Build Paratroopers when they reach} $LINK<Operation Sledgehammer=TECH_Sledgehammer>.
^{Bonuses:} {Paradrop; All Terrain As Roads; Detect Invisible; Lethal "Shoot" Land Bombardment; Blitz; Zone of Control;} $LINK<Use Sewers=BLDG_Aqueduct>{; Paradrop 13 tiles; 8 extra Hit Points}.
#DESC_PRTO_Paratrooper
^
^
^Modern Paratroopers are highly trained soldiers capable of fighting behind enemy lines for
long periods of time. They use a variety of techniques including HALO (high altitude, low opening) jumps, which permit covert insertion of paratroopers -- the transport plane
flies too high to be detected, and the paratroopers open their chutes too low for the chutes
to be spotted by the enemy. Virtually all military Special Forces training includes
parachute training, since it is a key element of modern commando
operations.
^
^These Guys don't fool around...Now Go secure $LINK<Adventure Island=BLDG_Solar_Plant> if the Marines have not done so already.
^
^The {City Car Park, Nuclear Power Plant, Paradise Airport, Penal Colony, Company HQ, Executive Club, White Sands Hotel, Paradise Mortuary} or {Conference Center.} 
are ideal locations to {Paradrop a Paratrooper to} $LINK<Adventure Island=BLDG_Solar_Plant>.
^
^You need a $LINK<Sewer Tunnel=BLDG_Aqueduct> to be able to Use the Sewer, Paradrop or TeleportBeam a Unit from a building unless you are in the Military Base, Armory, Paratrooper Base, Camp Paradise , Weapons Range or Paradise Airport.

#PRTO_Troop_Truck
^
^{Faction(s): Authorities}
^{Produced By Key Location Only}
^
^{Trucks} can be used by the Authorities to transport their slower units around the streets of Paradise Island.
^
^{Troop Trucks are automatically built by the} $LINK<Military H.Q.=BLDG_Military_Academy> {in the Military Base Every 12 Turns.}
^
^If the Military Base is captured by another Human faction, they gain the Military HQ and Troop Trucks for use.
^
^
^
^{Bonuses:} {Wheeled; All Terrain as Roads; 10 extra Hit Points}

#PRTO_Tank
^
^{Faction(s): Authorities}
^
^A {Tank} is a powerful weapon against any ground unit and can annihilate any Zombie in their path.
^
^{The Authorities Gain a} $LINK<Morale Boost=GCON_Golden_Age>{!}
^
^
^
^
^
^
^{Bonuses:} {Wheeled with All Terrain As Roads; Blitz; Detect Invisible; Radar; 8 extra Hit Points; Lethal Land and Sea Bombardment; Collateral Damage; Create Craters.}
#DESC_PRTO_Tank
^
^
^The rise in the use of semi-automatic and automatic firearms in the late 19th and early 20th century led to 
the demise of horse-mounted cavalry. As a result, attackers lost a significant advantage in both scouting and deployment. 
It was only with the development of tanks, armored mobile attack 
vehicles equipped with high caliber-guns, that a weapon was found which could once more punch a 
hole through enemy field forces. First appearing in World War I, armored attack vehicles move quickly and 
strike with power, while still possessing an effective defensive strength. 

#PRTO_General_Fullbright's_Tank
^
^{Faction(s): Authorities}
^{Unique Upgrade Unit, Cannot Be Built}
^
^{General Fullbright's Tank} carries General Fullbright and he is ready to annihilate any Zombie in his path.
^
^{The Authorities Gain a} $LINK<Morale Boost=GCON_Golden_Age>{!}
^
^
^
^{Bonuses:} {Wheeled with All Terrain As Roads; Blitz; Detect Invisible; Radar; 10 extra Hit Points; Lethal Land and Sea Bombardment; Zone of Control; Collateral Damage; Create Craters; Requires No Support; Cannot be Disbanded; King Unit}
#DESC_PRTO_General_Fullbright's_Tank
^
^
^General Fullbright is Very Happy to finally be in his Tank to Blast the Zombies to Hell!
^
^General Fullbright's Tank has special armor and is stronger than the other Tanks. 

#PRTO_Cruise_Missile
^{Faction(s): Authorities}
^
^Cruise missiles are long-range, fire-and-forget weapons that can find the target on their own. Like all artillery-type
units, cruise missiles have no attack or defense values but have bombardment that is capable of taking out a single target.
^You must have $LINK<Military Gear=GOOD_Military_Gear> available in order to be able to build Cruise Missiles.
^
^Cruise Missiles are Not affected by the $LINK<Missile Defense System=BLDG_Circumnavigation> in the Research Center Test Lab or $LINK<Auto Defense Systems=BLDG_SAM_Missile_Battery> in Buildings.
^
^
^{Bonuses:} {Lethal Land and Sea Bombardment; All Terrain as Roads; Radar; Create Craters; Collateral Damage; Can be used without Nuclear Consequences}
#DESC_PRTO_Cruise_Missile
^
^
^One of the most effective weapons in modern military arsenals is the cruise missile. The AGM-86 and the Tomahawk can be launched against a strategic target hundreds of miles away, traveling low 
to avoid radar and other means of detection, and hitting their target with unnerving accuracy.  They can also 
be used against short-range, tactical targets such as ships. In this role, it is often possible for a single, 
one million dollar missile to seriously damage or even destroy 80 million dollar warships.

#PRTO_Shrike
^{Faction(s): Authorities.} {Produced By Key Location Only}
^The {Shrike} Missile is a V1 Rocket (Cruise Missile), developed by the Military and armed with a secret chemical that uses Nuclear Fission without Nuclear Radiation consequences.
^This experimental, Deadly Weapon is capable of destroying any enemy unit.
^The Authorities must establish the $LINK<Missile Capability=BLDG_Bank> Key Location in order to be able to gain Shrike missiles.
^If another Human Faction captures the Military Base after the Missile Capability has been built, they will gain the Missile Capability and Shrike Missile production.
^{Missile Capability} will automatically build a new {Shrike Missile Every Turn.}
^{Bonuses:} {Rebase; Lethal Land and Sea Bombardment; All Terrain as Roads; Radar; Create Craters; Collateral Damage; Can be used without Nuclear Consequences}
#DESC_PRTO_Shrike
^
^
^Shrike Missiles were created from V1 Rockets due to the ability of the V1 Rockets to handle the volume of the Chemical Payload used in combination with Nuclear Fission to produce
a Devastating, Killer Explosion without Nuclear Radiation Consequences. 
^
^Leaks from Government workers suggest that the Secret Chemical used in the Shrike missiles acts as both a disruptive agent to all organic matter as well as a buffer against Nuclear Radiation.
^
^Although the Shrike missile has been tested in secret by the military, it is still experimental and the long term results of using this weapon is unknown.
^
^Shrike Missiles are Not affected by the $LINK<Missile Defense System=BLDG_Circumnavigation> in the Research Center Test Lab or $LINK<Auto Defense Systems=BLDG_SAM_Missile_Battery> in Buildings.

#PRTO_Transport
^
^{Faction(s): Authorities}
^
^While barely able to defend itself, the {Transport} can move large quantities of military forces over
the bounding main. A transport carrying $LINK<Marines=PRTO_Marine> can be a significant off-shore
threat to any Faction.
^
^{Troop Transports can Only Travel around the Waters of Paradise Island and cannot cross the Ocean to the Mainland.}
^
^
^{Gain Extra} $LINK<Ship Movement=GCON_Ship_Movement>{!}
^
^
^
^{Bonuses:} {5 Extra Hit Points}
#DESC_PRTO_Transport
^
^
^The troop transport ship, which in peacetime serves as a cargo or passenger vessel, is the principle means 
used by modern powers to move large quantities of military equipment and personnel over long distances. 
Because transports lack offensive weaponry, they require armed vessels as escorts during times of war. A 
properly escorted transport can move large military forces to a new area quickly to act as reinforcements 
or as an attacking force.

#PRTO_AEGIS_Cruiser
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Produced By Key Location Only}
^
^{AEGIS Cruisers} are nimble and lethal. They can bombard up to nine tiles away; they have {radar} so they can see two tiles
regardless of blocking terrain; and they can see $LINK<Giant Squids=PRTO_Giant_Squid> and $LINK<Zombie Squids=PRTO_Zombie_Squid> when within radar range.
All in all the AEGIS Cruiser is a formidable warship.
^{Cruisers Only Travel around the Waters of Paradise Island and do not cross the Ocean to the Mainland.}
^The $LINK<Aegis Cruiser Facility=BLDG_Art_of_War>, located in the {Coast Guard building}, Reduces $LINK<Corruption=GCON_Corruption> in the building and {produces a Cruiser Every 13 turns.} {Gain Extra} $LINK<Ship Movement=GCON_Ship_Movement>{!}
^
^{Bonuses:} {Zone Of Control; Collateral Damage; Create Craters; Detect Invisible; Radar; 6 extra Hit Points}
#DESC_PRTO_AEGIS_Cruiser
^
^
^Cruisers have long served in the role of escort and defensive vessels, screening carrier task forces and 
amphibious assaults from enemy ships and aircraft. In recent years, the abilities of the cruiser have been 
upgraded significantly. In addition to their traditional five-inch guns, cruisers also carry batteries of 
Harpoon and Tomahawk missiles. The latest development in cruiser armament is the AEGIS surface-to-air missile 
system, which allows cruisers to target and fire their missiles more accurately and more effectively than ever 
before. The cruisers of today are highly capable of intercepting and destroying enemy submarines, surface ships, 
aircraft, and missiles.
^
^
^{Beware} $LINK<Tornadoes=PRTO_Tornado>

#PRTO_F-15
^
^{Faction(s): Authorities}
^
^Like other jet fighters {F-15s} are faster versions of their predecessor and F-15s pack very potent attack power.
They may execute all $LINK<air missions=GCON_Air_Missions> and have {radar} that 
allows them to "see" two tiles, regardless of blocking terrain. F-15's can perform Precision Strikes to eliminate improvements.
^{F-15s can perform 4 air missions per turn.}
^There is a strong 35% chance that an F-15 will be shot down by an $LINK<Auto Defense System=BLDG_SAM_Missile_Battery> when attempting a Precision Bombing Mission.
^{See Starting} $LINK<Zombie Buildings=GCON_Zombie_Buildings_&_Auto_Defense_Systems> {with Auto Defense Systems.}
^
^{Bonuses:} {Precision Bombing; Blitz; Recon; Interception; Lethal Land and Sea Bombardment; Collateral Damage; Create Craters; Stealth}
#DESC_PRTO_F-15
^
^
^The successor to the Grumman F-14 Tomcat, the F-15 was the first military aircraft with a genuine 
"look-down/shoot-down" capability, the product of pulse-Doppler radars that could detect fast-moving targets 
against cluttered radar reflections from the ground. Also designated the Eagle, the American F-15 was a 
twin-engine jet fighter produced by the McDonnell Douglas Corporation. Based on a design proposed in 1969 for an 
air-superiority fighter, it has also been extensively used in fighter-bomber versions. For two decades, it was the 
primary fighter of the American Air Force. F-15s were delivered to the U.S. Air Force between 1974 and 1994, and 
since have been sold to American allies and assembled under contract in Japan. The "Strike" Eagle carried out much 
of the nighttime precision bombing of Iraqi installations during the Persian Gulf conflict (1990-1991), as well as
sweeping the Iraqi Air Force from the skies.

#PRTO_Hank
^
^{Faction(s): Authorities}
^{Unique Unit, Cannot Be Built}
^
^Private O'Donnel is the sole survivor from the Armory.
^
^
^
^
^
^
^
^
^{Bonuses:} {All Terrain As Roads; Lethal Defensive Bombardment; Zone of Control; 6 extra Hit Points;} 
^$LINK<Uses Sewers=BLDG_Aqueduct>{; Requires No Support; Cannot Be Disbanded}
#DESC_PRTO_Hank
^
^
^Hank O'Donnel was a born soldier. A model patriot who never questioned orders. Stationed in the Paradise Island military base he trained to be a Marine, hopefully to be sent into real action after completing the drill.
Hank wasn't too liked in his squad, endlessly talking about patriotic duty and rebuking his mates for even slightest breach of regulations. 
His squad was given two days of free time and his pals had gone partying downtown, while Hank stayed at the base alone, studying for the
theoretical part of Marine exams. When the alarms went off and loudspeakers announced "Biological Danger Code Red" the whole base was quite 
unprepared, most of the soldiers were having fun in the city. The fresh recruits started panicking.
^   Hank was the only member of his squad to report at the Armory to find the "code red danger" shambling towards the place in hordes. The soldiers in the Armory were few but had a heap of weapons at their disposal. They defended fiercely against the living dead and fought 
for every room, felling heaps of Zombies until finally being overwhelmed... Hank made a final stand in the main Armory room. All the other soldiers 
were already fleeing in panic or dead. Hank decided to die fighting - when he saw a crate of LAW anti-tank charges. Deciding that he had nothing 
to lose, he fired charge after charge at the shambling horde and rushed forward. Burned and battered he emerged at the Armory's courtyard. All around him
there were signs of fighting. Hordes of Zombies were walking everywhere, and Hank thought he was the only survivor in the place. Hank made his way cross-country
through the forest and emerged on the outskirts of downtown to find a scene straight from hell...

#PRTO_Diego
^
^{Faction(s): Authorities}
^{Unique Unit, Cannot Be Built}
^
^Sergeant Paul "Snake" Diego, Special Forces.
^
^
^
^{Caution... See} $LINK<Invisible Units=GCON_Invisible_Units>{!}
^
^
^
^{Bonuses:}  {All Terrain As Roads; Zone of Control; Lethal "Shoot" Land and Sea Bombardment; Invisible; Detect Invisible; Stealth; 8 extra Hit Points; Requires No Support; Cannot Be Disbanded}
$LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Diego
^
^
^"Military Command & Control center, Zulu time 0600."
^"This is H.Q., come in unit bravo. What's the situation on the island so far?"
^"...This is bravo leader, we see empty houses, signs of intense fighting, but no people."
^"Bravo leader, proceed downtown, look for survivors, check for any signs of life."
^"...Affirmative, bravo leader out."
^{Camera shows soldiers sneaking around a ruined town.}
^   The special forces unit "bravo" was sent from the mainland to assess the situation on Paradise Island before the regular army would be sent.
They were making their way through an empty neighborhood, not knowing that those who died here turned into Zombies and were hunting those 
few who were still human. 
^   "Bravo leader here, a man is running in our direction screaming for help. There's a...
^a mob of mutilated people chasing him, they seem not to be able to control themselves..."
^   {Close-ups of soldiers fending off Zombies. One of them is being torn apart alive. Only one of the soldiers manages to escape.}
^   "Sergeant Paul Diego reporting. Everyone in my unit has been obliterated...{ ...static... } Crap! It's broken!"

#PRTO_Engineer
^
^{Faction(s): Authorities, Survivors, Company, Farmers}
^
^The humans are able to deploy Engineers. These guys can carry out all the usual $LINK<worker jobs=GCON_Worker_Jobs> of a normal Handy Man but in half the time.
^
^{An Engineer} can also build $LINK<Outposts=GCON_Outposts>, $LINK<Fortresses=TFRM_Fortress>, $LINK<Barricades=TFRM_Barricades>, $LINK<Supply Caches=GCON_Colony> and $LINK<Radar Towers=GCON_Radar_Towers> for Human Factions.
^
^
^
^
^
^{Bonuses:} {Detects Invisible; All Terrain As Roads; 150% Worker Strength; Hard Hats and Ingenuity give 4 extra Hit Points;} $LINK<Use Sewers=BLDG_Aqueduct>

#PRTO_Handy_Man
^
^{Faction(s): Authorities, Survivors, Company, Farmers}
^
^Handy Men are handy people to know. These guys can perform many important $LINK<worker jobs=GCON_Worker_Jobs>.
^
^
^{A Handy Man} can also build $LINK<Outposts=GCON_Outposts>, $LINK<Fortresses=TFRM_Fortress>, $LINK<Barricades=TFRM_Barricades>, $LINK<Supply Caches=GCON_Colony> and $LINK<Radar Towers=GCON_Radar_Towers> for Human Factions.
^
^
^
^
^
^{Bonuses:} {All Terrain As Roads; Detects Invisible; 75% Worker Strength;} $LINK<Use Sewers=BLDG_Aqueduct>

#PRTO_Prospector
^{Faction(s): Farmers}
^{Produced By Key Location Only}
^Prospectors are Tough, Seasoned Old Relatives and Friends of the Farmers who know how to get a Job done. They can perform many important $LINK<worker jobs=GCON_Worker_Jobs>.
^They Enjoy Exploring as well as Working the Land and Fighting when necessary...and sometimes just for Fun. 
^{A Prospector} can also build $LINK<Outposts=GCON_Outposts>, $LINK<Fortresses=TFRM_Fortress>, $LINK<Barricades=TFRM_Barricades>, $LINK<Supply Caches=GCON_Colony> and $LINK<Radar Towers=GCON_Radar_Towers> for Human Factions.
^{Prospectors Clear Dead Bodies} twice as fast as a Handy Man.
^$LINK<Clem's Reunion=BLDG_Clem's_Reunion> {will Attract a New Prospector Every 5 Turns at Clem's Lodge.}
^
^{Bonuses:} {Blitz; Detects Invisible; Lethal "Shoot" Land Bombardment; All Terrain as Roads; Zone of Control; 150% Worker Strength, 6 Extra Hit Points and} $LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Prospector
^
^
^The Prospectors, being Old Friends of the Farmers, gladly provide their help against the Zombies.
 
#PRTO_TOW_Infantry
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Auto-produced and Directly Built}
^Blow zombies into tiny pieces with TOW-armed infantry units. Originally designed for fighting tanks, the TOW missile is quite effective against Monster Zombies.
^"TOW" is a "Tube-launched, Optically-tracked, Wire-guided" Missile.
^
^$LINK<Advanced Ballistics=BLDG_Advanced_Ballistics>, located at the {Weapons Range}, will produce a {TOW Team Unit Every 7 Turns} when owned by {any Human Faction}.
^
^{Only the Authorities can directly build TOW Teams in their military buildings when they reach} $LINK<Operation Sledgehammer=TECH_Sledgehammer>.
^
^{Bonuses:} {Zone Of Control; Collateral Damage; Create Craters; Lethal Land and Sea Bombardment; Blitz; 5 extra Hit Points}

#PRTO_Highway_Patrol
^
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Produced By Key Location Only}
^
^Yes, in times of Trouble, Humans are glad they can count on the Highway Patrol for support.
^The Authorities must establish the $LINK<Police Department=BLDG_Police_Station>and or the $LINK<Authorities Think Tank=BLDG_Authorities_Think_Tank> to gain Highway Patrol units.
^
^{Any Human Faction can gain Highway Patrol units if they capture the Police Department or Authorities Think Tank after they have been established by the Authorities.}
^
^{Bonuses:} {All Terrain As Roads; Radar; Blitz; Zone of Control; Detect Invisible; Lethal "Shoot" Land Bombardment; 5 extra Hit Points}
#DESC_PRTO_Highway_Patrol
^
^
^The Highway Patrol are a courageous group of guys that you can count on when the going gets tough. 
Armed with a powerful shotgun, regulation sidearm and other professional weapons, the Highway Patrol can Kick Zombies back into the ground where they belong. 

#PRTO_HellFire_Missile
^{Faction(s): Authorities}
^{Produced By Key Location Only}
^When push comes to shove, this Bad Boy has the final word. You must have $LINK<Military Gear=GOOD_Military_Gear> and $LINK<Uranium=GOOD_Uranium> available to establish The $LINK<Nuclear Weapons=BLDG_Manhattan_Project> facility...{only at the Military Base.}
^If another Human Faction captures the Military Base after the Nuclear Weapons facility has been built, they gain the Nuclear Weapons Facility and HellFire Missiles.
^The Nuclear Weapons facility will automatically build a HellFire Missile {Every 2 turns}. 
^{Beware of the Missile Defense System} in the $LINK<Test Lab=BLDG_Circumnavigation> for the Zombies, located in the Research Center. It is capable of intercepting 70% of the HellFire Missiles and it guards all Zombies and their Buildings
^{Bonuses:} {Infinite Bombard Range; Deadly Nuclear Effectiveness.}
#DESC_PRTO_HellFire_Missile
^
^
^A HellFire Missile will effectively kill or destroy anyone or anything on Paradise Island within range of its blast area, including innocent civilians and private structures. 
^
^The HellFire Missile is specifically made to use the smallest nuclear warhead for controlled blast and radiation. The Warhead has an effective and adjustable 10 to 20 ton yield capable of 
destroying or injuring within a quarter mile radius. The harmful radiation dissipates within a 48 hour period making the HellFire Missile the best choice when targets require a smaller, more controlled nuclear blast. 
^
^After any devastating Nuclear explosion, many dead bodies will pollute the land and structures all around the blast area. You risk war with other Factions when you use HellFire Missiles...use with caution unless 
of course you have enough weapons and power to fight everyone on the Island. 

#PRTO_Chopper_One
^
^{Faction(s): Authorities}
^{Unique Unit, Cannot Be Built}
^
^{Chopper One} is a special military helicopter the Authorities use to assess the tactical situation on Paradise Island. {Moves 20 Tiles.}
^{Warning:} you can run out of Fuel when moving far away from the island and can therefore lose Chopper One if it finishes 
its turn over Sea or Ocean. Storms and other adverse weather conditions that are common in the surrounding Seas and Oceans can 
easily result in you losing Chopper One. Just make sure Chopper One finishes its turn over Land or Coast.
^{See} $LINK<Invisible Units=GCON_Invisible_Units>
^{Bonuses:} {Hidden Nationality; Invisible; Detect Invisible; Radar; Sinks in Sea and Ocean; Requires No Support; 
^Cannot Be Disbanded}
#DESC_PRTO_Chopper_One
^
^
^"Base to Chopper One, Base to Chopper One, what's your status, over". 
^"This is Chopper One, current location is northeast of Zeb's Farm. The Church and Research Center have been captured by the Zombies, over". 
^"Roger that Chopper One, be advised to recon the entire island then report back to base, over". 
^"Copy that Base, will do... Chopper One Out". 

;   ____________________________________________THE COMPANIES UNITS_____________________________________________

#PRTO_Security
^
^{Faction(s): Company}
^
^The Company employs a large staff of {Security} personnel. They are armed with semi-automatic pistols that are equipped with silencers.
^
^
^
^
^
^
^
^
^
^{Bonuses:} {All Terrain As Roads; Lethal Defensive Bombardment; Blitz; 5 extra Hit Points;} $LINK<Use Sewers=BLDG_Aqueduct>.
#DESC_PRTO_Security
^
^
^"I don't know what's going on, I just work here.  Corporate said turn out with full gear and guard the lab at all costs, 
so that's what I did.  I don't know where those Zombie things came from, and I don't want to know.  The more you know, the 
less likely it is you'll survive after all this, if you know what I mean.  Trust me, you don't want to cross The Company."

#PRTO_Security_SMG
^
^{Faction(s): Company}
^
^The Company can equip their {Security} personnel with better weaponry once $LINK<Do It Yourself=TECH_DIY> has been discovered.  
^These Top Security Men are the best money can buy and they are armed with Special long range SMGs. 
^{Security SMG Units} are also Auto-Produced from the 
^$LINK<Company Think Tank 1=BLDG_Company_Think_Tank_1>.
^{Any Human Faction can gain the Security SMG Units if they Capture the Company Think Tank 1.}
^
^
^{Bonuses:} {All Terrain As Roads; Can be Drafted; Lethal "Shoot" Land Bombardment; 5 extra Hit Points; Zone of Control; Blitz; Can Load in Attack Choppers and Cars}
#DESC_PRTO_Security_SMG
^
^
^"I don't know what's going on, I just work here.  Corporate said turn out with full gear and guard the lab at all costs, 
so that's what I did.  I don't know where those Zombie things came from, and I don't want to know.  The more you know, the 
less likely it is you'll survive after all this, if you know what I mean.  Trust me, you don't want to cross The Company."

#PRTO_RoboForce
^
^{Faction(s): Company}
^
^The Company has many Electronic Gadgets and most of them are High Tech Weapons.
^ The {RoboForce} unit is one of the Company's early technological developments 
that was intentioned as an Automated Attacking Mobile Force-field Defense unit to sell to the Military.
^
^Due to the electromagnetic propulsion engine, Roboforce units can only travel across flat, open terrain such as grassland and streets.
^
^{Bonuses:} {Blitz; Zone Of Control; Travels with "wheeled" settings; Ignores Movement Cost for Farmland, Parkland and Beaches; Radar, Lethal "Force-field" Land Bombardment; 7 Extra Hit Points}
#DESC_PRTO_RoboForce
^
^
^The RoboForce was developed several years ago and the technology was adapted to the wheel chair for the Company $LINK<Director=PRTO_Director> and made stronger.
^RoboForce units create a Force-field for Defense and Attack. These Force-fields are electronically generated and amplified to gain enough power to kill. 
^
^Roboforce units are good at guarding the Company buildings and patrolling and blocking the surrounding streets. They are capable of attacking with Powerful Electronic Microwave Force-Fields that are set to Kill. 
^
^No Doubt the Company will decide to use the RoboForce units to help with defense and their plans as soon as they can gather the supplies to build them.  

#PRTO_Attack_Dog
^
^{Faction(s): Company}
^The City Dog Pound is actually a front for one of the Company's more sinister exploits. It's actually an Animal Testing Facility where all sorts
of unspeakable things get tested on man's best friend.  The Company has also bred their own {Attack Dogs} there, vicious beasts with a taste for human leg bones.
^
^Attack Dogs can only be built by The Company and only if they have control of the {Dog Pound} or {Warehouse}.
^An $LINK<Attack Dog Academy=BLDG_Temple> can be established by any Human Faction in the Dog Pound and Warehouse.
^{Note that Dogs ALWAYS slow down around Trees.}
^
^{Bonuses:} {Blitz; Radar; Detect Invisible; Zone of Control; 6 extra Hit Points; ignore movement cost except Trees}
#DESC_PRTO_Attack_Dog
^
^
^Suddenly a white hot streak jumps the colder, slower, ambling shape ... Caesar attacks ... the weight of the giant Husky crashes against the zombie
taking it down ... snap snap of sharp teeth, clamping down with steel trap jaws ... the deadly head shake ... and the Zombie is no more ... then up 
again and off ... speeding to the Dog Pound watch ...
^
^Wescombe - under his breath with emotion - "Go you beautiful, slobbering furry truck thing."

#PRTO_T-800
^{Faction(s): Company}
^{Unique Unit and Auto-Produced ONLY}
^Another one of the Company's secret projects, the T-800 was first an experimental Cybernetic Unit that the Company intended to market as a domestic servant. 
The Two Original T-800 models {at the Secret Lab and Nuclear Power Plant} are still at the prototype stage but have been rewired to enable them to use extreme force.
^The T-800 units are able to use the {TeleportBeam up to 8 tiles.} 
^
^{The T-800 will be Auto-Produced Every 2 Turns from the} $LINK<Cyber-Force Facility=BLDG_Cyber-Force_Facility> {when the Company establishes it.}
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{; Blitz; Uses TeleportBeam; Lethal "Shoot" Land and Sea Bombardment; Radar; Detect Invisible; All Terrain as Roads; Zone of Control; 10 extra Hit Points; 
^Loads in Attack Choppers and all Transports }
#DESC_PRTO_T-800
^
^Jake sprayed bullets into the shuffling mass of undead as they lurched towards him, but it was useless. 
There were just too many of them. He knew he shouldn't have allowed them to corner him in the old warehouse, 
but it had seemed like a good hiding place at first. How was he to know that The Company had been storing prototype 
Radioactive Zombie Virus vials here, and that he would find himself at the epicenter of a new outbreak?
^   Suddenly, just as Jake was preparing to turn the gun upon himself rather than wait to be shredded by the Zombies' claws, 
a metallic voice boomed across the dusty air.
^   "Put down your weapons! You have ten seconds to comply!"
^   Some of the less dilapidated Zombies turned their heads this way and that, seeking the source of the announcement, 
but they had hardly begun their advance once more when an enormous explosion shattered half the warehouse wall. 
Impossibly fast machine gun fire peppered the room, sending Zombie bodies dancing like puppets, and Zombie heads 
exploding like coconuts at an Asian street vendor's hawker stand. The horde of undead was reduced to twitching, pulpy flesh 
in a matter of minutes.
^   Jake lifted his head cautiously as the dust settled, to see a metallic figure striding, as if in bad stop-motion, 
through the smoke. "Man!" he gasped. "Who are you?"
^   The figure did not pause in its advance, or lower its enormous gun.
^   {"Put down your weapon!"} it intoned. "You have ten seconds to comply!"
^
^T-800's can reach $LINK<Adventure Island=BLDG_Solar_Plant> from The {City Car Park, Nuclear Power Plant, Paradise Airport,} or {Executive Club.}
^
^You need a $LINK<Sewer Tunnel=BLDG_Aqueduct> to be able to Use the Sewer, Paradrop or TeleportBeam a Unit from a building unless you are in the Military Base, Armory, Paratrooper Base, Camp Paradise , Weapons Range or Paradise Airport.

#PRTO_M1_Mech_Armed
^
^{Faction(s): Company}
^{Unique Upgrade Unit Only}
^
^The {M1 Mech Project} is Now Armed and Fully Operational! 
^
^{Careful...}do not Beam the M1 Mech to an unseen area or you could lose it if there is another Faction's unit occupying the square.
^{Rebase} to any Building you Own from any terrain or building on the map. 
^
^
^{Bonuses:} {Rebase; Blitz; Lethal Land and Sea Bombardment; Zone of Control; Detect Invisible; Radar, All Terrain as Roads; TeleportBeam up to 13 tiles;
20 extra Hit Points; Requires No Support; King Unit; Cannot Be Disbanded}
#DESC_PRTO_M1_Mech_Armed
^
^"Sir, our Cybernetics Research and Development Team sent word that our M1 Mech Project is Armed and fully operational and all testing has been successfully completed. 
I am happy to report that the Beam Transport we have been waiting on for the M1 Mech Project is now working properly.
^
^Oh, I do need to mention that although the Beam Transport works very well with the M1 Mech, if the M1 Mech is beamed to terrain that already has a unit present, the molecules cannot materialize properly and the Secret M1 Mech can be lost. 
^
^We have the perfect opportunity to field test the M1 Mech and Beam Transport on Paradise Island now...Do we have your approval Sir"? {"Duh!"}
^
^The {M1 Mech Armed} can reach $LINK<Adventure Island=BLDG_Solar_Plant> from The {City Car Park, Nuclear Power Plant, Paradise Airport, Penal Colony, Company HQ, Executive Club, White Sands Hotel, Paradise Mortuary} or {Conference Center.}
^
^You need a $LINK<Sewer Tunnel=BLDG_Aqueduct> to be able to Use the Sewer, Paradrop or TeleportBeam a Unit from a building unless you are in the Military Base, Armory, Paratrooper Base, Camp Paradise , Weapons Range or Paradise Airport.

#PRTO_M1_Mech_Project
^
^{Faction(s): Company}
^{Unique Unit, Cannot Be Built}
^The M1 Mech Project is a Top Secret Weapon that the Company has been working on to create the ultimate combat unit. 
^
^The Company ultimately intends to use the M1 Mech to gain power and control over the world after they succeed in their 10 Step Plan or 
gain great profits from world governments by selling to the highest bidders.  
^{Take Care, it Can be destroyed by any other Faction! Only the Company can make it Armed and Operational}
^
^{Bonuses:} {Detect Invisible; Radar; TeleportBeam 5 tiles; Requires No Support; 20 Extra Hit Points; Cannot Be Disbanded}
#DESC_PRTO_M1_Mech_Project
^
^"Sir, our Research and Development Team reports that our Secret M1 Mech Project is developing better than we had hoped. Our Top Scientists are working around the clock on a 
Beam Transport that they say will be able to transport the M1 Mech by molecular projection. 
^
^If we can manage to make this project successful, it will be one of the greatest achievements of all time".

#PRTO_Annihilator_Project
^{Faction(s): Authorities, Company, Farmers, Survivors, Zombies}
^{Unique Unit, Cannot Be Built}
^The {Annihilator Project} is a Huge Laser Cannon, Secretly developed by the Company on $LINK<Adventure Island=BLDG_Solar_Plant>.
^The Company avoided public awareness of the Advanced Laser Cannon by building it on the Small Island that was promoted as a "Special Get Away Island" for the most wealthy Members of society.
^{May be captured or recaptured by any faction.}
^The Zombies have taken control of $LINK<Adventure Island=BLDG_Solar_Plant> but fortunately, they do not know how to make the Annihilator Armed.
^Any Human Faction can arm the Annihilator when they capture $LINK<Adventure Island=BLDG_Solar_Plant> and gain the $LINK<Mega Laser=TECH_Mega_Laser> Capability.
^
^{Bonuses:} {Immobile; Detect Invisible; Radar; Requires No Support; Cannot Be Disbanded}
#DESC_PRTO_Annihilator_Project
^
^One of the Company's most Advanced and Deadly Projects, the {Annihilator}, was developed as the Most Powerful Laser Cannon in the World.
^It is capable of repeating Fantastic Bursts of Energy that can reach a target well over 1000 miles away with Devastating Destruction and Death!
^
^This Cannon Must Not fall into the Wrong Hands... we can only prey that whom ever arms it has high moral reverence for Life. 
^
^{Buildings} where Special Units that can Paradrop or TeleportBeam from {to reach} $LINK<Adventure Island=BLDG_Solar_Plant> {are:}
^
^The {Nuclear Power Plant} - 7 tiles to land on Adventure Island,
^The {Paradise Airport} - 7 tiles to land on Adventure Island,
^The {City Car Park} - 8 tiles to land on Adventure Island,
^The {Executive Club} - 8 tiles to land on Adventure Island,
^The {Conference Center} - 10 tiles to land on Adventure Island.
^The {Paradise Mortuary} - 10 tiles to land on Adventure Island.
^The {White Sands Hotel} - 11 tiles to land on Adventure Island
^The {Company HQ} - 12 tiles to land on Adventure Island.
^The {Penal Colony} - 13 tiles to land on Adventure Island. 

#PRTO_Annihilator_Armed
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Unique Upgrade Unit Only}
^The {Annihilator} is the most Advanced and Powerful Laser Cannon in the World. It is capable of accurately Destroying or Killing a Target over 1000 miles away! and can be {TeleportBeamed} up to 60 tiles away! 
^The TeleportBeam requires a $LINK<Sewer Tunnel=BLDG_Aqueduct> to function with the exceptions of the Military Base, Armory, Paratrooper Base, Camp Paradise, Weapons Range and Paradise Airport, that do not require a Sewer Access.
The $LINK<Mega Laser=TECH_Mega_Laser> Capability is required to make the Annihilator Armed.
^
^{Bonuses:} {Rebase; Immobile; Uses} $LINK<TeleportBeam=GCON_TeleportBeam>{; Detect Invisible; Blitz; Radar; Lethal Land and Sea Bombardment; Create Craters; Collateral Damage; 20 extra Hit Points; Requires No Support; Cannot Be Disbanded; King Unit}
#DESC_PRTO_Annihilator_Armed
^
^One of the Company's most Advanced and Deadly Projects, the {Annihilator}, was developed as the Most Powerful Laser Cannon in the World.
^It is capable of repeating Fantastic Bursts of Energy that can reach a target well over 1000 miles away with Devastating Destruction and Death!
^
^Dr Lazar incorporated his TeleportBeam technology into the Annihilator so it is capable of Beaming 60 tiles away!
^
^Use this Power wisely and with reverent moral discretion...or may God have mercy on your soul.
^
^{Buildings} where Special Units that can Paradrop or TeleportBeam from {to reach} $LINK<Adventure Island=BLDG_Solar_Plant> {are:}
^
^The {Nuclear Power Plant} - 7 tiles to land on Adventure Island,
^The {Paradise Airport} - 7 tiles to land on Adventure Island,
^The {City Car Park} - 8 tiles to land on Adventure Island,
^The {Executive Club} - 8 tiles to land on Adventure Island,
^The {Conference Center} - 10 tiles to land on Adventure Island.
^The {Paradise Mortuary} - 10 tiles to land on Adventure Island.
^The {White Sands Hotel} - 11 tiles to land on Adventure Island
^The {Company HQ} - 12 tiles to land on Adventure Island.
^The {Penal Colony} - 13 tiles to land on Adventure Island.

#PRTO_Black_Ops
^{Faction(s): Company}
^The Company also employs several {Black Ops} teams, whose job is to clean up the Company's messes.  Black Ops are well trained 
and armed with SMGs.
^A Sewer Tunnel is required in the Building to be able to {Paradrop a Black Ops up to 13 tiles.} Sewers allow safe access to needed supplies such as parachutes. 
^Black Ops are also Auto-produced from the $LINK<Company Think Tank 2=BLDG_Company_Think_Tank_2>. 
^{Any Human Faction can Gain Black Ops Units if they Capture the Company Think Tank_2.}
^
^ 	
^{Bonuses:} {All Terrain as Roads; Paradrop; Zone of Control; Lethal "Snipe" Land Bombardment; Blitz; Detect Invisible; 7 extra Hit Points; 
Stealth Attack;} $LINK<Use Sewers=BLDG_Aqueduct> {Can Load in Attack Choppers and Cars}
#DESC_PRTO_Black_Ops
^
^
^This pedia entry is on a need-to-know basis and you don't need to know.  Keep your nose out of The Company's business!
^
^{Black Ops} can reach $LINK<Adventure Island=BLDG_Solar_Plant> from The {City Car Park, Nuclear Power Plant, Paradise Airport, Penal Colony, Company HQ, Executive Club, White Sands Hotel, Paradise Mortuary} or {Conference Center.} 
^
^You need a $LINK<Sewer Tunnel=BLDG_Aqueduct> to be able to Use the Sewer, Paradrop or TeleportBeam a Unit from a building unless you are in the Military Base, Armory, Paratrooper Base, Camp Paradise , Weapons Range or Paradise Airport.

#PRTO_Scientist
^
^{Faction(s): Company; Zombies}
^{Unique Unit, Cannot Be Built}
^
^The deranged genius.
^
^Dr. Lazar was captured by the Zombies while relaxing at the Company Executive Club! {The Company Must Rescue Dr. Lazar} and see to it that he stays alive to complete his $LINK<Master Project=PRTO_Manbot> and upgrade to the Manbot.
^{Take Care, he can be killed by any other Faction. Only the Company can use Dr Lazar to complete the Manbot.}
^
^
^{Bonuses:} {Detect Invisible; 5 extra Hit Points; Loads in Transports; Requires No Support; Cannot Be Disbanded}
#DESC_PRTO_Scientist
^
^{"Sir, The Zombies have captured the Company's Executive Club along with Dr. Lazar who is hold up inside the Club now! We Need him to complete his secret Master Project...shall I inform Security to rescue Dr. Lazar at all costs?"} 
^
^"...They laughed at me, you know. They did! They said it couldn't be done. They said I was mad even to try it. Mad! 
Well, who's mad now? They tried to kick me out of medical school. Said it was against the law of nature and of God. 
Said our job was simply to preserve life. But I told them, I did, how can we preserve life better than by extending it? 
By enhancing it? By... {creating} it? They didn't understand, no, they cursed me. Mad? Who says I'm mad? Mad, am I! Well, 
could a madman do {this}? Aha! Ahahaha!"

#PRTO_Daryl_Paine
^
^{Faction(s): Company}
^{Unique Unit, Cannot Be Built}
^
^{Daryl Paine,} The tough nut Chief of Security with a soft center.
^
^
^
^{Caution... See} $LINK<Invisible Units=GCON_Invisible_Units>{!}
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{; Blitz; All Terrain as Roads; Lethal "Shoot" Land Bombardment; Invisible; Detect Invisible; 10 extra Hit Points; 
Zone of Control; Requires No Support; Cannot Be Disbanded}

#PRTO_Director
^
^{Faction(s): Company}
^{Unique Unit, Cannot Be Built}
^
^The psychotic Director of The Company. Stuck in a Wheelchair and confined to areas where wheeled transports can go but this wheelchair is armed with deadly electronic technology! 
^
^He will Load in Cars, Corporate Chopper, Attack Choppers, Sailboats, and all Transports. 
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{; Wheeled with All Terrain As Roads; Loads in Transports, Blitz;  Lethal Land and Sea Bombardment; Detect Invisible; a stock-boosting 20 extra Hit Points; Zone of Control; Requires No Support; Cannot Be Disbanded; King Unit}
#DESC_PRTO_Director
^"And so, gentlemen, it appears that we face a Level Alpha Scenario."
^   Despite the calm, even tones in which Director Van Allen's computerized voice-box invariably spoke, his words 
were greeted by shocked silence by the most powerful men and women in the Company - and therefore in Paradise Island. 
First a child chemistry prodigy, then a teenage computer Nerd with a flair for entrepreneurship, 
Van Allen had made his first million dollars by the age of sixteen 
and set up what would become the Company the following year. The brilliance of his scientific promise had been matched 
only by his canny business acumen, a skill which was rumored to be based upon an utterly ruthless business ethic 
that had seen his competitors fail, go out of business, retire to spend more time with their horses or, in extreme instances, 
die unexpectedly in freak bowling accidents. As his grip over the chemical and pharmaceutical industries had tightened, 
though, Van Allen's control over his own body had frayed, as a terrible wasting disease left him 
prone in the electric wheelchair that the Company's best Engineers had built to his own specifications.
^   One of the suits put up an arm. "Are you suggesting that we may need to implement the 10-Step Management Procedure?"
"That may prove necessary," responded the voice-box that was now Van Allen's sole means of communicating with the world. 
But before he could utter another word, there was a 
tremendous crash from above. The skylight directly above the Director shattered, showering glass upon the assembled suits. 
A tattered corpse landed on the table with a sickening thump, but almost immediately stirred, rose to its bloody feet, 
and lurched towards the Director himself. Everyone was frozen in shock and horror as the helpless Van Allen gazed 
at the hideous abomination stumbling towards him, almost as if it were heading instinctively for the biggest brain in the room...
^   There was a blinding flash of light. When everyone could see again, the Zombie was nothing more than 
a pool of melted flesh and charred bones, and the battery cells on the back of Van Allen's chair were glowing slightly.
^   "As I was saying, gentlemen, the scenario has definitely reached Level Alpha..."


;   ____________________________________________LEADER / ARMY UNITS_____________________________________________


#PRTO_Mayor_Reynolds
^
^{Faction(s): Authorities}
^{Unique Unit, Cannot Be Built}
^
^The reprehensible and corrupted elected governor of Paradise Island.
^
^This Guy tries to pass himself off as a sophisticated statesman... 
he even quotes Shakespear in an attempt to sway public opinions to avoid negative crowds. 
^
^Mayor Reynolds is also just plain "Nuts" as he has been observed casually strolling around the Island during this Horrible Zombie Outbreak as if he has nothing to worry about! What a Lunatic!
^
^{Bonuses:} {Detect Invisible; 5 extra Hit Points; Requires No Support; Cannot Be Disbanded; King Unit}
#DESC_PRTO_Mayor_Reynolds
^
^
^"Damn it!" exploded Mayor Reynolds, slamming his fist on the table. "I don't want to hear about emergencies! 
I don't want to hear about contingency plans! And I sure as hell don't want to hear about evacuation orders!"
^
^He turned, face red with rage, to the chief of police.
^
^Don't you understand that I'm running for re-election this month? The last thing I need is anything that tells the 
voters that the Mayor is losing his grip on the Island! I don't care what's happened at the Company's labs, 
and I don't want to know! I'm telling you to sort it out and don't worry the voters!"
^
^The chief of police and the Mayor's PR chief exchanged glances. Somehow, they thought the voters were going to be worried, 
no matter what Mayor Reynolds wanted...

#PRTO_General_Restricted
^
^{Faction(s): Authorities}
^{Unique Unit, Cannot Be Built}
^
^The grizzled and slightly crazy 5 Star General.
^
^
^{General Fullbright} has not been given the OK to use Lethal Force on Paradise Island. He must wait to get orders from his superiors.
^
^
^
^
^
^{Bonuses:} {Detect Invisible; Immobile; 20 extra Hit Points; Requires No Support; Cannot Be Disbanded; King Unit}
#DESC_PRTO_General_Restricted
^
^
^General Fullbright was given command over the Paradise Island operation, being stubbornly brave he made his way to the thick of action and 
took charge of the besieged military base. Fullbright has an obsession with discipline and drill and is regarded as overzealous even by the military. 
Given that, he was still the best choice because, while being anything but subtle, this man is still a brilliant leader. Fullbright has never failed an 
assignment given to him. Never ever.  At first Fullbright proposed his own plan of action, entitled 'Operation Sledgehammer' which involved an all-out 
war with ordnance, leveling the Island block by block, but his superiors considered that too much for a small scale (as they thought) riot. 
^
^General Fullbright knows it is only a matter of time before his superiors understand that he must use extreme Lethal Force to prevent the Zombies from a Total Takeover on Paradise Island.

#PRTO_General_Unleashed
^
^{Faction(s): Authorities}
^{Unique Upgrade Unit, Cannot Be Built}
^
^{General Fullbright} has been given orders to use Lethal Force on Paradise Island!
^Powerful Artillery is at his Command.
^
^{General Fullbright} can order powerful Artillery Bombardment.}
^
^
^
^{Bonuses:} {Blitz; Detect Invisible; All Terrain as Roads; Lethal Land and Sea Bombardment; Create Craters, Collateral Damage, Zone Of Control, 20 extra Hit Points; Requires No Support; Cannot Be Disbanded; King Unit}
#DESC_PRTO_General_Unleashed
^
^
^General Fullbright has finally been given orders from his superiors to use extreme Lethal Force to stop the Zombie takeover on Paradise Island. 
^
^It might not be good news for the average Paradise Island citizen, but Gen. Fullbright is gonna do all he has to do to stop the undead menace or die trying.

#PRTO_Roaming_Alpha_Zombie
^{Faction(s): Zombies} 
^{Produced By Key Location or Enslaved Only}
^
^{Roaming Alpha Zombies} are from the original contaminated subjects who broke free from the Test Lab.
^Roaming Alpha Zombies are driven by insatiable hunger and actively hunt their next meal. 
^A Roaming Alpha Zombie breaks out of the $LINK<Test Lab=BLDG_Circumnavigation> at the {Research Center Every 6 Turns.}
^
^{BEWARE} $LINK<Test Subject Alpha Escaped=PRTO_Test_Subject_Alpha_Escaped> and $LINK<Sated Alpha Zombies=PRTO_Sated_Alpha_Zombie> Enslave Roaming Alpha Zombies!
^
^{Bonuses:}  {Ignore Movement Costs for Farmland and Parkland; Zone Of Control; 4 extra Hit Points; Enslave Zombies; Cannot Be Disbanded} 
#DESC_PRTO_Roaming_Alpha_Zombie
^
^From the lab notes of $LINK<Dr Lazar=PRTO_Scientist>. Strictly Confidential.
^
^"Subjects in the initial ZV-69 test group, code named Alpha, continue to show
remarkable progress. Cellular protein replacement has accelerated by at
least 400%, although rates of metabolic exhaustion are approaching 1100%. I
believe this to be vindication at last of my theories, or at least some of
them. Subjects display improved stamina and exaggerated muscle growth, in
some cases outgrowing their hospital gowns more quickly than new ones can be
found. Despite our best efforts, regrettably, necrosis continues to spread
throughout the body. Projected outcome: uncertain. Recommendation: increase
observation and order some stronger restraints. Leather ones aren't tough
enough.
^
^The Radioactive ZV-69 appears to do all we had hope but the radiation levels 
fluctuate wildly and are unstable. I fear this could give rise to mutations with extremely high 
radioactive cellular make up." 

#PRTO_Sated_Alpha_Zombie
^{Faction(s): Zombies} 
^{Unique Unit, Cannot Be Built}
^
^
^{Sated Alpha Zombies} are the original contaminated subjects from the $LINK<Test Lab=BLDG_Circumnavigation> at the Research Center. They have gorged themselves on human flesh and do not leave the buildings they start the game in.
The Zombies start the game with many Sated Alpha Zombies placed in each building. {See} $LINK<Sated Alpha Zombie List=GCON_Sated_Alpha_Zombie_List>. 
^ 
^The $LINK<Mass Infection=BLDG_Mass_Infection> produces a new Sated Alpha Zombie {Every 5 Turns! YIKES!}
^
^
^{Bonuses:} {Requires No Support; Enslave} $LINK<Roaming Alpha Zombies=PRTO_Roaming_Alpha_Zombie>; {Immobile; Cannot Be Disbanded; 10 extra Hit Points!}
#DESC_PRTO_Sated_Alpha_Zombie
^
^From the lab notes of $LINK<Dr Lazar=PRTO_Scientist>. Strictly Confidential.
^
^"Subjects in the initial ZV-69 test group, code named Alpha, continue to show
remarkable progress. Cellular protein replacement has accelerated by at
least 400%, although rates of metabolic exhaustion are approaching 1100%. I
believe this to be vindication at last of my theories, or at least some of
them. Subjects display improved stamina and exaggerated muscle growth, in
some cases outgrowing their hospital gowns more quickly than new ones can be
found. Despite our best efforts, regrettably, necrosis continues to spread
throughout the body. Projected outcome: uncertain. Recommendation: increase
observation and order some stronger restraints. Leather ones aren't tough
enough.
^
^The Radioactive ZV-69 appears to do all we had hope but the radiation levels 
fluctuate wildly and are unstable. I fear this could give rise to mutations with extremely high 
radioactive cellular make up."

#PRTO_Test_Subject_Alpha
^{Faction(s): Zombies} 
^{Unique Unit, Cannot Be Built}
^
^
^{Test Subject Alpha} was the First contaminated subject from the $LINK<Test Lab=BLDG_Circumnavigation> at the Research Center. He has been gorging himselve on human flesh and stays in the Test Lab until later when he $LINK<Upgrades!=PRTO_Test_Subject_Alpha_Escaped>.
^
^Test Subject Alpha is the King of the Zombies and like all other $LINK<Sated Alpha Zombies=PRTO_Sated_Alpha_Zombie> only stronger. 
^ 
^
^
^
^{Bonuses:} {Requires No Support; Cannot Be Disbanded;
^Enslaves} $LINK<Roaming Alpha Zombies=PRTO_Roaming_Alpha_Zombie>; {King Unit; 10 extra Hit Points!}
#DESC_PRTO_Test_Subject_Alpha
^
^From the lab notes of $LINK<Dr Lazar=PRTO_Scientist>. Strictly Confidential.
^
^"{Test Subject Alpha} has progressed faster than we had hoped. He has grown stronger and appears to be accepted as the Leader of the others."
^
^Subjects in the initial ZV-69 test group, code named Alpha, continue to show
remarkable progress. Cellular protein replacement has accelerated by at
least 400%, although rates of metabolic exhaustion are approaching 1100%. I
believe this to be vindication at last of my theories, or at least some of
them. Subjects display improved stamina and exaggerated muscle growth, in
some cases outgrowing their hospital gowns more quickly than new ones can be
found. Despite our best efforts, regrettably, necrosis continues to spread
throughout the body. Projected outcome: uncertain. Recommendation: increase
observation and order some stronger restraints. Leather ones aren't tough
enough.
^
^The Radioactive ZV-69 appears to do all we had hope but the radiation levels 
fluctuate wildly and are unstable. I fear this could give rise to mutations with extremely high 
radioactive cellular make up."

#PRTO_Test_Subject_Alpha_Escaped
^{Faction(s): Zombies} 
^{Unique Upgrade Unit, Cannot Be Built}
^
^
^{Test Subject Alpha} has become Much Stronger, broken his chains and {escaped} from the $LINK<Test Lab=BLDG_Circumnavigation> at the Research Center! 
^
^
^ 
^
^
^
^
^{Bonuses:} {Requires No Support; Cannot Be Disbanded;
^Enslaves} $LINK<Roaming Alpha Zombies=PRTO_Roaming_Alpha_Zombie>; $LINK<Uses Sewers=BLDG_Aqueduct>; {Zone of Control; All Terrain as Roads; 10 extra Hit Points; King Unit}
#DESC_PRTO_Test_Subject_Alpha_Escaped
^
^From the lab notes of $LINK<Dr Lazar=PRTO_Scientist>. Strictly Confidential.
^
^"{Test Subject Alpha} has broken his chains and {escaped} the Test Lab... He is smarter than the others and I fear the worst is to come."

#PRTO_Leader
^
^{Faction(s): Authorities, Company, Farmers Survivors, Zombies}
^
^{Great Leaders} can arise when an $LINK<elite unit=GCON_Experience> wins a battle. These Great Leaders can Rush Build Minor Locations and improvements or be upgraded to a Faction Specific $LINK<Champion=GCON_Armies> unit with powerful stats.
^$LINK<Elmo's Farm Trucks=BLDG_Elmo's_Farm_Trucks>, $LINK<Granary=BLDG_Granary>, $LINK<Interrogation Room=BLDG_Colossus>, 
^$LINK<Police Department=BLDG_Police_Station> and $LINK<Shinto Shrine=BLDG_Hanging_Gardens> increase the chances of a Great Leader appearing from battle. 
^$LINK<Camp Paradise=BLDG_Offshore_Platform> {and the} $LINK<Shinto Shrine=BLDG_Hanging_Gardens> {build a Great Leader Every 25 Turns.}
^
^{Bonuses:} {All Terrain As Roads; Loads in Transports;} 
^$LINK<Use Sewers=BLDG_Aqueduct>{; Rush Build Improvements and Minor Locations; Upgrades to a Faction Specific Champion; Requires No Support; Cannot be Disbanded}
#DESC_PRTO_Leader
^
^Whether you use your Great Leaders to Rush Build a Unit, Improvement, Minor Location or Upgrade to a Fighting Champion, it is a Lucky Faction that gains them for use. 

#PRTO_Dalek
^
^{Faction(s): Farmers; Survivors}
^{Unique Upgrade Unit Only}
^
^{Uses TeleportBeam up to 13 tiles.}
^{The Company and Authorities will Kill Jeff Morris if they capture Paradise Resort.}
^{Be Careful } not to beam the Dalek to Terrain where it cannot move to surrounding terrain as a wheeled unit.
^A $LINK<Jeff Morris=PRTO_Jaimo> hobby project.
^
^{Bonuses:} {Wheeled with All Terrain As Roads; Uses TeleportBeam; Blitz; an exterminating 10 extra Hit Points; Zone of Control; Radar; Detect Invisible, 
Lethal Land and Sea Bombardment; Zone of Control; Requires No Support; King Unit; Cannot Be Disbanded}
#DESC_PRTO_Dalek
^
^Morris looks with pride at what he had done, it was now armed and dangerous and ready to be tested. Based on the model of a cult television classic that he had built for a science fiction conference, 
the Dalek looked like a large pepper shaker. It was cramped inside and while not fast it was surprisingly maneuverable, a converted and modified motor from an electric wheelchair supplying the thrust. 
The vision was limited to a protruding single eye stalk but Morris had added infrared, zoom and movement sensors. A long extendible arm could probe and push most obstacles and a vicious weapon which 
discharged a high voltage stream of electrons would ensure that he could fry any human or infected that he may encounter outside. Stairs would be a problem but he intended staying on the streets.
^
^The time for testing was done, Morris squeezed into the tight working space inside the Dalek chassis and locked the hatch. The lights went on, the eye stalk and probe moved jerkily about and the motor hummed as he trundled about. 
"Ha Ha Ha Ha ... time to EXTERMINATE some Vermin !!!"
Suddenly a frizzing bolt of energy emitted from the gun, and a pile of boxes exploded and bits of debris rained down burning.
^
^The Dalek slowly whirred its way out of the safety of the building and onto the footpath and stopped. The eye stalk swivelled about and then focused on the street sign. 
^
^The Dalek turned effortlessly and moved on, traveling slowly in the direction of the Company offices far away.
^
^The {Dalek} can reach $LINK<Adventure Island=BLDG_Solar_Plant> from The {City Car Park, Nuclear Power Plant, Paradise Airport, Penal Colony, Company HQ, Executive Club, White Sands Hotel, Paradise Mortuary} or {Conference Center.}
^
^You need a $LINK<Sewer Tunnel=BLDG_Aqueduct> to be able to Use the Sewer, Paradrop or TeleportBeam a Unit from a building unless you are in the Military Base, Armory, Paratrooper Base, Camp Paradise , Weapons Range or Paradise Airport.


;   ____________________________________________SPECIAL CHARACTERS_____________________________________________


#PRTO_Elvis
^
^{Faction(s): Authorities, Company, Farmers Survivors, Zombies}
^{Unique Unit, Cannot Be Built}
^
^Elvis Putnam had traveled 900 miles by car, plane and train to compete in Paradise Island's "Annual All Round Elvis Contest".
^Unfortunately, he got his dates wrong and arrived a week late and the only event at the Conference Center was a Sci-Fi Convention.
^He decided to see an old Elvis movie showing at The Cinema and was captured by the Zombies when the Outbreak occurred. 
^
^{Elvis Putnam hopes to be rescued at The Cinema.} 
^{May be captured or recaptured by any faction.}
^{Bonuses:} {just another Loser trying to make some money pretending to be someone who had Fame and Fortune; Cannot Be Disbanded}
#PRTO_Stripper
^
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Produced By Key Location Only}
^
^Strippers are a free unit produced from the $LINK<Brothel=BLDG_Universal_Suffrage> at the Gentleman's Club {Every 4 Turns}. They are minimally armed and clothed but know how to use a knife.
^
^
^
^
^
^
^
^{Bonuses:} {All Terrain As Roads; Requires No support; 5 extra Hit Points;} $LINK<Use Sewers=BLDG_Aqueduct>{; Zone of Control}

#PRTO_Docker
^
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Produced Bt Key Location Only}
^
^{Dockers} are a free unit produced from The Dock Yard {Every 4 Turns.}They are seasoned bar room brawlers making them tougher than ordinary civilians.
^
^{Careful...The Zombies can Capture the} $LINK<Dock Yard=BLDG_Commercial_Dock> {after it has been Established and infect the Dockers!}
^
^
^
^
^{Bonuses:} {All Terrain As Roads; Zone Of Control; Requires No support; 6 extra Hit Points;} $LINK<Use Sewers=BLDG_Aqueduct>}

#PRTO_Sam_Hammer
^{Faction(s): Authorities, Company, Farmers, Survivors, Zombies}
^{Unique Unit, Cannot Be Built}
^Sam Hammer, Paradise Island's no nonsense Private Detective.
^{Rescue Sam from the Zombies. Hint:} Sam will usually be East of the Detective Agency on a Skyscraper at the end of Turn 1. 
If you fail to rescue him at the end of Turn 1, you may have a chance again later if you have units that detect invisible and see him looking around the Island. {See} $LINK<Invisible Units=GCON_Invisible_Units>
{May be captured or recaptured by any faction.} The pink neon sign across the street cast a flickering shadow through the half-drawn Venetian blinds of my office window. It picked out my name, 
seen in reverse on the other side of the frosted glass of the office door: remmaH maS - eyE etavirP...(continued).
^{Bonuses:} {Invisible; Detect Invisible units; Recon 6 tiles (Investigation); Requires No Support; All Terrain As Roads; Cannot Be Disbanded}.
#DESC_PRTO_Sam_Hammer
^
^It was one of those days that feels like the air's been put in a tumble drier on high cycle and then dragged through the gutter. My powder blue trousers were on the desk in front of me, with 
my legs inside them. Business was slow. It was time for a conference with my associates, Mr J. Beam and Mr J. Daniels. I was just about to call 
the meeting to order when my office door swung open. In my line of work I meet a lot of dames. Most of them come with Trouble with a capital T. Makes no difference whether the dame is the guilty 
party or innocent victim - you know that before it's all over she'll be your judge and jury. But this dame was different. I couldn't quite put my 
finger on it. Was it the way her stockings were as ragged as my nerves after a night in the gutter wondering who turned off the stars? Was it the 
way her make-up had run like a hired goon after an abrupt conversation between his knuckles and my kidneys? Or was it the way she was moaning 
"Braiiinnssss" while shuffling her way across the floor towards me like a two-bit grass with some embarrassing news?
^   "Lady," I growled, "Didn't your parents tell you it's rude to enter without knocking?" I sensed trouble from this one, and when it comes to sensing
trouble from dames, I'm the best in the business. Instead of replying she lurched towards me, her bloodshot eyes fixed on my hat. Or, perhaps, on its
contents.
^   Clearly this customer had no business for me, at least none of the kind that pays enough to keep my partners topped up and me happy. I'm a 
broad-minded kinda guy - I'm happy to take what's coming to me from most broads, whether they're white, black, brown or yellow - but I draw the line 
at grey. It was time to adjourn the meeting, and for that I had a rebuttal that I felt even this determined dame couldn't say No to. I pulled my 
rebuttal out of the top desk drawer, lined it up, and pulled the trigger.
^   As the twitching subsided, I glanced around at the walls - well, the office had needed redecorating anyway, although Eggshell Brain hadn't been 
exactly the shade I'd had in mind. I stood up and took my trusty raincoat from the chair by the door. There was something behind this. Some crime 
had been committed. I didn't know exactly what sort of crime, or who had done it, or why, but I was going to find out. I took a slug of whiskey, 
reloaded my revolver, and opened the door.

#PRTO_Captain_Spiff
^{Faction(s): Authorities, Company, Farmers, Survivors, Zombies}
^{Unique Unit, Cannot Be Built}
^
^
^{Rescue Captain Spiff!} He has been Captured by the Zombies and is being held Captive in the Aerospace Center.
^
^
^
^
^
^
^
^
^{Bonuses:} {Requires No Support; Cannot Be Disbanded}
#DESC_PRTO_Captain_Spiff
^
^
^{Captain Spiff} was a former Astronaut helping the Aerospace Center research better Spacesuits and stronger portable Lasers.
^
^He was in the middle of testing an improved Spacesuit and Portable Laser when the Zombies captured him. 
^
^It was unfortunate that Captain Spiff did not have a Stronger Energy Pack for the New Prototype Portable Laser or he could have made a Good Stand against the Zombies.
...as it was, the Laser ran out of Power from testing, leaving Captain Spiff at the mercy of the Zombies without a usable weapon.
^
^Any Human Faction can Rescue Captain Spiff and if they discover the Needed Capability to be able to build a Stronger Power Pack, Captain Spiff will be only too Happy to Test the New Laser against the Zombies!

#PRTO_Captain_Spiff_Power_Packed
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Unique Upgrade Unit, Cannot Be Built}
^
^"Alright! with the discovery of the $LINK<Mega Laser=TECH_Mega_Laser> we have the ability to Upgrade Captain Spiff with a Powerful Energy Pack for his New Portable Laser!"
^
^"Captain Spiff... the Pleasure of using your Laser with the New Super Power Pack is naturally all Yours... Go Blast those Zombies to Hell!"
^
^
^
^{Bonuses:} {Requires No Support; All Terrain As Roads; Lethal "Shoot" Land and Sea; Blitz; Zone of Control; 800% Worker Strength; Can Clear Pollution; Remove Craters; King Unit; 
^12 Extra Hit Points; Cannot Be Disbanded;} $LINK<Uses Sewers=BLDG_Aqueduct>
#DESC_PRTO_Captain_Spiff_Power_Packed
^
^
^With the Discovery of the new Mega Laser Capability we have built the worlds first Portable Laser Power Pack that will replenish Extreme High Power indefinitely!
^
^"Captain Spiff said he is looking forward to Frying the Zombies to a Crisp."

#PRTO_Rouerk
^
^{Faction(s): Authorities}
^{Unique Unit, Cannot Be Built}
^
^Joe Rouerk, the {Bank Robber}
^Sgt. Decker was looking out of the window of the police station. "They're coming." Private Banks glared at him from across the room.
"So what are they exactly? Terrorists? Aliens? Mutants?" Decker walked up to the gun locker and took a shotgun. "Whatever they are they 
slaughtered the riot unit sent against them.  Everybody that gets killed becomes one of them". (continued) 
^{Caution... See} $LINK<Invisible Units=GCON_Invisible_Units>{!}
^
^{Bonuses:} {All Terrain As Roads; Blitz; Lethal "Shoot" Land Bombardment; Zone of Control; Invisible; Requires No Support; 8 extra Hit Points; Cannot Be Disbanded;} $LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Rouerk
^
^Banks picked a shotgun from the locker.
"Damn, we're stranded here and those creatures are eating up the whole Island..." Decker nodded and walked down the stairs with his weapon.
"Okay, we have to hold long enough for the military to arrive. Anybody who gets bitten is done for. Those are no longer human beings,
The only way to kill them is a head shot. Arm yourself."
^The sergeant looked around. There was only half of the SWAT team here and a
few beat cops with no real fighting experience. "Banks, go and release that bank robber, we're actually responsible for that scum."
Banks blinked. "Give him a weapon too. He saw what's going on, watching TV, it's a fight for survival."
^   Joe Rouerk was one notorious gangster. He had staged many armed robberies, and just recently the cops nabbed him during a single-handed attempt 
to rob the Paradise Island Cash Convertors. Because the Paradise Island station had TV in every cell, Joe knew what was happening and he had no choice but to 
fight for his life along with the law enforcers.
^   "The entire island is cut off," growled Decker, "you won't escape anyway, so get a gun and don't do anything stupid." 
"OK, copper, at least give me back my Uzi, OK? A shot of whiskey wouldn't be bad either. And give me my mask too, I feel 
strange shooting without it..."

#PRTO_Lara
^
^{Faction(s): Company}
^{Unique Unit, Cannot Be Built}
^
^Natasha Di Salvatore, Spec Ops X-Class
^
^A silhouette crept through the empty lab, out through a window to the roof, away from the living dead.
Standing under a large neon advertisement, Agent Natasha was observing the Zombie-infested city. 
The young, tanned, raven-haired woman had the figure of a goddess and the emotionless face of a killer. (continued)
^{Caution... See} $LINK<Invisible Units=GCON_Invisible_Units>{!}
^{Bonuses:} {Invisible; Lethal Land "Shoot" Bombardment; Blitz; Detect Invisible; Zone of Control; 8 extra Hit Points;
All Terrain as Roads; Requires No Support; Cannot Be Disbanded;} $LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Lara
^
^She wiped the sweat from her hair and tapped a button on her wristband-communicator. "N here, everybody in the lab is done for, there's no way to keep the specimens a secret any more. I've cleaned
the place of evidence and am awaiting further orders."
^Natasha was a top-secret Company operative, acting as a killer and spy. Only the Company directors knew of her existence. 
She was a crack shot with two custom-built pistols, an adept of Ninjutsu, a skillful burglar and had even had her body enhanced 
by experimental genetic technology. She never failed the Company. If even a small fraction of secrets she knew saw the
light of day, the whole Company would be finished...
^   Natasha Di Salvatore could not defect even if she wanted to. Her genetic modifications allowed her superiors to track her 
location and, if need be, instantly put her into a coma-like paralysis. She hadn't had a normal life since the age of eighteen. 
Her father, the Company's Head of Research, was murdered mysteriously; and with no other family left she was recruited into the Company's 
"Fast Track Program". Moving from extreme sports and traveling the world to killing and spying was only a new source of thrills 
for the adventurous girl...
^   Natasha froze as she heard someone moving behind her, then, with one graceful movement, she turned to face the rotting cadavers who
had found their way to the roof. Two automatic pistols blazed in her hands - not wasting a single bullet she popped the Zombies' heads like ripe melons.
^   >Beep<
^   "You're needed downtown. Dobson is gonna inform the police what happened. Stop him!"
^   She glanced across nearby roofs, looking for a quick route to the Paradise Island Police Station. 
^   "Affirmative."

#PRTO_Manbot
^
^{Faction(s): Company}
^{Unique Upgrade Unit Only}
^
^An evil genius always has one final trick up his sleeve and this is it. The Manbot is a prototype power armor exoskeleton which $LINK<Dr Lazar=PRTO_Scientist>
^upgrades to. MUHUHAHAHAHAH!! MUHUHAHAHAHAHA!!! etc. etc... 
^
^The Manbot is able to use the {TeleportBeam up to 13 tiles.}
^
^
^{Bonuses:} {Uses TeleportBeam; Blitz; Lethal Land and Sea Bombardment; Detect Invisible; Radar; 10 extra Hit Points; Requires No Support;
Collateral Damage; Create Craters; All Terrain as Roads; Zone of Control; Cannot Be Disbanded; King Unit}
#DESC_PRTO_Manbot
^
^
^The {Manbot} can reach $LINK<Adventure Island=BLDG_Solar_Plant> from The {City Car Park, Nuclear Power Plant, Paradise Airport, Penal Colony, Company HQ, Executive Club, White Sands Hotel, Paradise Mortuary} or {Conference Center.}
^
^You need a $LINK<Sewer Tunnel=BLDG_Aqueduct> to be able to Use the Sewer, Paradrop or TeleportBeam a Unit from a building unless you are in the Military Base, Armory, Paratrooper Base, Camp Paradise , Weapons Range or Paradise Airport.


#PRTO_Sam_Hammer_Armed
^
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Unique Upgrade Unit Only}
^
^Sam Hammer, Paradise Island's no nonsense Private Detective has a gun and he knows how to use it.
^
^It's Hammer Time when Sam gets some $LINK<ammo=GOOD_Aluminum> for his gun.
^
^{Caution... See} $LINK<Invisible Units=GCON_Invisible_Units>{!}
^
^
^{Bonuses:} {Invisible; Lethal "Shoot" Land Bombardment; Blitz; All Terrain As Roads;} $LINK<Use Sewers=BLDG_Aqueduct>{; Detect Invisible; Recon 6 tiles (Investigation); Zone of Control; Requires No Support; 8 extra Hit Points; Cannot Be Disbanded; King Unit}

#PRTO_Detective
^
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Produced By Key Location Only}
^
^These {Detectives} are highly trained by $LINK<Sam Hammer=PRTO_Sam_Hammer_Armed> himself and know how to get the job done.
^{It's Time for some Payback when Sam Hammer's} $LINK<Detective's Office=BLDG_Library> {is built!} 
^A New {Detective} will be trained and ready for a job from the Detective's Office {Every 4 Turns.}
^
^{Caution... See} $LINK<Invisible Units=GCON_Invisible_Units>{!}
^
^{Bonuses:} {Invisible; Lethal "Shoot" Land Bombardment; Blitz; All Terrain As Roads;} $LINK<Use Sewers=BLDG_Aqueduct>{; Detect Invisible; Recon 6 tiles (Investigation); Zone of Control; 6 extra Hit Points}
#DESC_PRTO_Detective
^
^
^"Yes Sir, I understand the situation and it will be my pleasure to help in the fight against the Zombies...Sam set orders not to charge any fee concerning this matter after what the Zombies did to him and his Agency.
^...Just name the job you want done and my Detectives and I will get right on it.
^
^Oh, and just so you know, all of the Detectives and I are ready to assist you when ever you need us and we will be monitoring all of your Faction Buildings after you have established the $LINK<Security System=BLDG_Zeus>.
^Until then, call when you need us." 

#PRTO_TARDIS
^{Faction(s): Authorities; Company; Farmers; Survivors; Zombies.} 
^{Unique Unit, Cannot Be Built}
^An evil genius always has several Awesome Projects and Dr Lazar has almost completed his TARDIS Project!
{TARDIS = Time And Relative Distances In Space.} A few Spare Parts and assistance from a mathematically gifted $LINK<Nerd=GOOD_Nerd> should allow the TARDIS to be Upgraded!
Most buildings require a $LINK<Sewer Tunnel=BLDG_Aqueduct> for the TARDIS to Teleport because the TARDIS must have supplies that can only safely be obtained through the Sewers.
{The TARDIS can be Captured and Used by any Faction. Only the Company and Survivors can Upgrade it to} $LINK<FullPower=PRTO_TARDIS_FullPower> {and the Authorities and Farmers can Upgrade it to the} $LINK<TARDIS Transport=PRTO_TARDIS_Transport> 
^{Bonuses:} {Teleports 6 Tiles; All Terrain as Roads; Transports Foot Units Only; Explore; Recon 6 tiles; Detect Invisible; Radar; Requires No Support; Cannot Be Disbanded}.
#DESC_PRTO_TARDIS
^
^
^"AHAHAHAAAAA, "Doctor Who" is Not the Only one that can have a TARDIS!"
^
^"I just need a few more Spare Parts and a little assistance from a Mathematically gifted $LINK<Nerd=GOOD_Nerd> to make the TARDIS Operate with Full Power."
^
^"This is one of my Greatest Accomplishments! A Time Machine that can Transport as well as Fight with a Powerful Forcefield and Deadly Energy Blasts, MUHUHAHAHAHAH!! MUHUHAHAHAHAHA!!! etc. etc...
^
^This Must be Kept Secret... I would not be Happy if my TARDIS fell into other hands... Especially those Wimpy Survivors who might be able to get the TARDIS up to Full Power with help from some of their $LINK<Nerd=GOOD_Nerd> Friends!" 
^
^{Hint:} Playing as any of the other Human Factions, you can capture the TARDIS from the Company. You can Capture Sam Hammer on your 2nd move if you stop your special unit on the Street curve to the West of Sales and Marketing on your starting Move. 
The TARDIS will usually be seen on The Skyscraper West of Sales and Marketing your 3rd move so simply capture Sam Hammer and Wait with Sam at the end of your 2nd move then capture the TARDIS on your 3rd move. {NOTE:} Do Not Move your Unit to the Skyscrapers  West of Sales and Marketing 
that have Coffee resources before capturing Sam Hammer because you want the area above them to remain Dark and undiscovered so the TARDIS will show on the Skyscraper your next turn. 
Capture the TARDIS with your special Unit then load your unit and Sam Hammer into the TARDIS. 
Keep all three units together as you make your way to safety being careful to guard both Sam Hammer and the TARDIS with your Special Unit. {Authorities... Paul 'Snake' Diego} is invisible and needs to stop on the Damaged Street West of Sales and Marketing or Sam Hammer will see him and not come out.
^It is also helpful to use Sam Hammer and the TARDIS to reveal the Map as you make your escape to safety.
^{Good Luck! :)}

#PRTO_TARDIS_FullPower
^{Faction(s): Company; Survivors}
^{Unique Upgrade Unit Only}
^
^{The TARDIS has Full Power!}
^Most buildings require a $LINK<Sewer Tunnel=BLDG_Aqueduct> for the TARDIS to Teleport because the TARDIS must have supplies that can only safely be obtained through the Sewers.
^
^
^
^
^{Bonuses:} {Teleports 13 Tiles; Recon13 tiles; Rebase from anywhere; Blitz; Lethal Land and Sea Bombardment; Detect Invisible; Radar; Requires No Support;
Transports Foot Units Only; All Terrain as Roads; Zone of Control; 20 extra Hit Points; Cannot Be Disbanded; King Unit}
#DESC_PRTO_TARDIS_FullPower
^
^"The TARDIS has Full Power Thanks to the Data we copied from Dr. Lazar's Journal and the assistance from that Mathematically Gifted $LINK<Nerd=GOOD_Nerd>! Now is the time to Show off what it can do."
^
^"Well, Unfortunately the TARDIS isn't powerful enough to make it all the way to the Mainland but it can sure help us out against the Zombies."
^"...with Full Power, I believe the TARDIS can make it to $LINK<Adventure Island=BLDG_Solar_Plant>! Maybe some of us can get to safety."
^
^The TARDIS Full Power can reach Adventure Island from The {City Car Park, Nuclear Power Plant, Paradise Airport, Penal Colony, Company HQ, Executive Club, White Sands Hotel, Paradise Mortuary} or {Conference Center.}

#PRTO_TARDIS_Transport
^{Faction(s): Authorities; Farmers}
^{Unique Upgrade Unit Only}
^
^{The TARDIS has Teleport Power!}
^Most buildings require a $LINK<Sewer Tunnel=BLDG_Aqueduct> for the TARDIS to Teleport because the TARDIS must have supplies that can only safely be obtained through the Sewers.
^
^
^
^
^
^{Bonuses:} {Teleports 13 Tiles; Recon 13 tiles; Rebase from anywhere; Blitz; Detect Invisible; Radar; Requires No Support;
Transports Foot Units Only; All Terrain as Roads; 20 extra Hit Points; Cannot Be Disbanded; King Unit}
#DESC_PRTO_TARDIS_Transport
^
^
^"The TARDIS has Teleport Power Thanks to the assistance from that Mathematically Gifted $LINK<Nerd=GOOD_Nerd> but we do not have the Data from Dr. Lazar's Journal to make the attack mechanism operational."
^
^...Fortunately, we have been able to partially activate the defense mechanism that should help strengthen the TARDIS as a Transport."
^
^"Well, Unfortunately the TARDIS isn't powerful enough to make it all the way to the Mainland but it can sure help us travel faster!"
^"...with Teleport Power, I believe the TARDIS can make it to $LINK<Adventure Island=BLDG_Solar_Plant>! Maybe some of us can get to safety."
^
^The TARDIS Transport can reach Adventure Island from The {City Car Park, Nuclear Power Plant, Paradise Airport, Penal Colony, Company HQ, Executive Club, White Sands Hotel, Paradise Mortuary} or {Conference Center.}

#PRTO_Deadly_Chemicals
^{Faction(s): Authorities; Company; Farmers; Survivors}
^{Produced By Key Location Only}
^
^{Deadly Chemicals} are beakers filled with mixtures of Extremely Toxic and Corrosive chemicals that release a Deadly Gas when the beaker is broken. The Gas is capable of Liquefying flesh and destroying most materials.
^
^When the $LINK<Chemical Factory=BLDG_Apollo_Project> is established in North Shore Industry, it will produce a beaker of Deadly Chemicals {Every Turn.}
^The $LINK<Nerds=GOOD_Nerd> need $LINK<Tools=GOOD_Iron> to make the Necessary Repairs to the North Shore Industry.
^Loads in $LINK<Shaggin' Wagons=PRTO_Shaggin'_Wagon> or $LINK<Hazard Trucks=PRTO_Hazard_Truck> only.
^
^{Bonuses:} {Immobile; Lethal Land and Sea Bombardment; Create Craters;} $LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Deadly_Chemicals
^
^
^"Alright!... these Deadly Chemicals that the $LINK<Nerds=GOOD_Nerd> helped us make will help us destroy the Zombies and those special Launchers should really work Great!
^ 
^I'm going to try some of these out immediately.
^
^We can carry a few of these through the $LINK<Sewers=BLDG_Aqueduct> to some of our other buildings to help fight the Zombies.
^
^All we need now is a $LINK<Shaggin' Wagon=PRTO_Shaggin'_Wagon> or $LINK<Hazard Trucks=PRTO_Hazard_Truck> so we can transport these where we can use them for better advantage."

#PRTO_Mustard_Gas_Bomb
^{Faction(s): Authorities; Company; Farmers; Survivors}
^{Produced By Key Location Only}
^
^{Mustard Gas Bombs} are Toxic, Corrosive and Very Acidic Bombs that release a Powerful Gas capable of burning flesh and corroding metal.
^The $LINK<Munitions Store=BLDG_Pentagon> at the Armory will produce a Mustard Gas Bomb {Every 2 Turns.}
^
^{Any Human Faction can gain the Mustard Gas Bomb production in the Munitions Store if they capture the Armory.}
^
^Loads in $LINK<Shaggin' Wagons=PRTO_Shaggin'_Wagon> or $LINK<Hazard Trucks=PRTO_Hazard_Truck> only.
^{Bonuses:} {Immobile; Lethal Land Bombardment; Create Craters;} $LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Mustard_Gas_Bomb
^
^
^"WOW!... with these Mustard Gas Bombs, we can Gas those Zombies to the ground!
 ^These bombs are easily launched effectively over long distances too!
^ 
^Lets grab some of these to protect our buildings!
^
^
^All we need now is a $LINK<Shaggin' Wagon=PRTO_Shaggin'_Wagon> or $LINK<Hazard Truck=PRTO_Hazard_Truck> so we can transport these where we can use them for better advantage."

#PRTO_Sniper
^{Faction(s): Authorities; Company; Farmers; Survivors}
^{Produced By Key Location Only}
^
^{Snipers} are armed with High Powered Rifles that accurately shoot and kill an enemy over long distances.
^
^$LINK<Arthur's Sniper School=BLDG_Forbidden_Palace> can Only be established in Mr Tokugawa's Home and will produce a Sniper {Every 3 Turns.}
^
^The $LINK<Shinto Shrine=BLDG_Hanging_Gardens> must be establish before any Human Faction can establish Arthur's Sniper School.
^
^
^{Bonuses:} {Blitz, Radar; Lethal (Snipe) Land and Sea Bombardment; Detect Invisible; Zone of Control; 
^All Terrain as Roads; 8 Extra Hit Points;} $LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Sniper
^
^
^"OK Men, you all know the Reputation of King Arthur and you have all had the benefit of being trained using his methods.
^We all know you will Shoot Well out there and rest assured that King Arthur is proud of each one of you... Now get out there and Neutralize this Zombie induced Holocaust."
^
^
^"There was not enough time to train the new Snipers in the Art of Invisibility but they would at least be able to help with their Accurate Shooting Skills."

;   ____________________________________________THE FARMERS UNITS_____________________________________________

#PRTO_Exploding_Sheep
^
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Produced By Key Location Only}
^Dr Lazar is not the only "genius" on Paradise island. Woolly Cruise Missiles are a novel invention by Zeb The Farmer. 
^
^Exploding Sheep will load into $LINK<Shaggin' Wagons=PRTO_Shaggin'_Wagon> or 
^$LINK<Hazard Trucks=PRTO_Hazard_Truck> for fast transportation to a desired location.
^
^{Exploding Sheep are produced Every 2 Turns from the} $LINK<Exploding Sheep Operation=BLDG_Grand_Cathedral> {after it is established at Zeb's Farm.}
^Any Human Faction that Captures Zeb's Farm will also gain the Exploding Sheep Operation if the Farmers have established it. 
^ 
^{Bonuses:} {Ignores Movement Cost for Farmland and Parkland; Create Craters and Collateral Damage}

#PRTO_Farmhand
^
^{Faction(s): Farmers}
^
^Some of Zeb's family members have taken up their pitchforks to protect the farm. Yeehah!
^
^{Farmhands can also build} $LINK<Fortresses=TFRM_Fortress> {and} $LINK<Barricades=TFRM_Barricades>.
^
^
^
^
^
^
^
^{Bonuses:} {All Terrain as Roads; 100% Worker Strength; Can be Drafted; 4 extra Hit Points;} $LINK<Use Sewers=BLDG_Aqueduct>

#PRTO_Armed_Farmhand
^
^Many of Zeb's family own rifles, yikes!
^
^
^
^
^
^
^
^
^
^
^
^{Bonuses:} {All Terrain as Roads; 5 extra Hit Points; Blitz; Zone Of Control; can be Drafted; Lethal "Shoot" Land Bombardment} 

#PRTO_Zeb
^
^{Faction(s): Farmers}
^{Unique Unit, Cannot Be Built}
^
^Zeb is Paradise Island's main farmer. His family once owned large parts of the island but over the years most of the
land was lost: either stolen, sold or gambled away.  Zeb is using the opportunity of a Zombie apocalypse to reclaim what he
believes rightfully belongs to him.
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{; Blitz; Zone of Control; Detect Invisible; Lethal "Shoot" Land Bombardment; All Terrain As Roads; 16 extra Hit Points; Requires No Support; Cannot Be Disbanded; King Unit}

#PRTO_Cropduster
^{Faction(s): Farmers}
^{Unique Unit, Cannot Be Built}
^
^Zeb's ancient Crop Duster (Old Buzzard) has been modified for {transportation}, {bombing} and {recon} missions.
Old Buzzard will Transport 2 Foot Units and Airdrop them up to 13 tiles away.
^OLE Zeb uses Fuel molotov cocktail bombs in Old Buzzard to burn his enemies to a crisp.
^{Careful, $LINK<Auto Defense Systems=BLDG_SAM_Missile_Battery> will Destroy Old Buzzard...and many of the Zombie buildings have them!}
^
^{See Starting} $LINK<Zombie Buildings=GCON_Zombie_Buildings_&_Auto_Defense_Systems> {with Auto Defense Systems.}
^
^{Bonuses:} {Rebase; Blitz; Moves 4 Times; Recon 13 tiles; Lethal Land and Sea Bombing; 5 extra Hit Points; Requires No Support; Cannot Be Disbanded}
#DESC_PRTO_Cropduster
^
^
^{Old Buzzard} can reach $LINK<Adventure Island=BLDG_Solar_Plant> from The {City Car Park, Nuclear Power Plant, Paradise Airport, Penal Colony, Company HQ, Executive Club, White Sands Hotel, Paradise Mortuary} or {Conference Center.}





;   ____________________________________________TRANSPORT UNITS_____________________________________________

#PRTO_Helicopter
^
^{Faction(s): Survivors}
^
^
^{Rescue Helicopters}. Escape From Zombie Island in style. A Rescue Helicopter can be used to fly some of the Survivor's foot units
to the mainland. IF they Reach and hold the $LINK<TV Station=BLDG_United_Nations>, the Survivors can tell the world $LINK<The Horrible Truth=TECH_Horrible_Truth> to {win the game!}
^
^{Moves Twice and Airdrops Foot Units up to 31 tiles.}
^
^
^
^
^{Bonuses:} {Transport up to 6 foot units and Airdrop them up to 31 tiles to the Mainland and or any other area.}
#DESC_PRTO_Helicopter
^
^
^As a member of the Survivor Faction...What are you waiting for? ...get to the Airport, obtain a Rescue Helicopter and get The Hell Off this Island!

#PRTO_City_Car
^
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Produced By Key Location Only}
^
^Get yourself a set of wheels. You can hot-wire the abandoned {City Cars} found at the Paradise Island City $LINK<Car Park=BLDG_Hoover_Dam> {Every 10 Turns.} 
City Cars can be used to transport up to two units around the congested streets of Paradise Island. 
^
^
^
^
^
^
^{Bonuses:} {Wheeled; 5 extra Hit Points; Can Be Scraped for extra Supplies}

#PRTO_Municipal_Car
^{Faction(s):  Authorities, Company, Farmers, Survivors}
^{Produced By Key Location Only}
^
^One {Municipal Car} still remains at City Hall and can be used to transport up to two units around the congested streets of Paradise Island. 
^Mayor Reynolds requisitioned Municipal Cars for City Employee "Official use" and for himself while his Limousine was being renovated. Now that Paradise Island is in terrible crisis, Mayor Reynolds is relieved to have any type of good transportation.
^The $LINK<Mayor's Office=BLDG_Courthouse> will obtain a New Municipal Car, tuned up and ready for use {Every 8 Turns}.
^
^{Any Human Faction can gain the Mayor's Office and Municipal Cars if they capture City Hall.}
^{Bonuses:} {Wheeled; 9 extra Hit Points}

#PRTO_Rushmobile
^
^{Faction(s): Survivors}
^{Unique Unit, Cannot Be Built}
^
^Mike Rush's pride and joy is his supercharged 1971 Barracuda that he affectionately calls the Rushmobile.
^
^
^
^
^
^
^
^
^{Bonuses:} {Wheeled; 12 extra Hit Points; Blitz; Requires No Support; Cannot be Disbanded; King Unit}

#PRTO_Super_Coupe
^
^{Faction(s): Survivors}
^{Unique Unit, Cannot Be Built}
^
^Mike Rush built the Super Coupe for his friend Hannibal Smith two years ago as a Birthday Gift and as a way to thank Hannibal for helping him get his Garage business started when he came to Paradise Island.   
^
^
^
^
^
^
^{Bonuses:} {Wheeled; 12 extra Hit Points; Blitz; Requires No Support; Cannot be Disbanded; King Unit}

#PRTO_Shaggin'_Wagon
^
^{Faction(s):  Authorities, Company, Farmers, Survivors}
^{Produced By Key Location Only}
^
^Shaggin' Wagons are specifically rigged to transport 
^$LINK<Exploding Sheep=PRTO_Exploding_Sheep> but can also transport $LINK<Deadly Chemicals=PRTO_Deadly_Chemicals>, 
^$LINK<Homemade Mines=PRTO_Homemade_Mine>, $LINK<Mustard Gas Bombs=PRTO_Mustard_Gas_Bomb>, $LINK<Powder Kegs=PRTO_Powder_Keg>,  
^$LINK<Oil Barrel Bombs=PRTO_Oil_Barrel_Bomb>, $LINK<Black Bulls=PRTO_Black_Bull>, $LINK<Boss=PRTO_Boss> and $LINK<Elsie=PRTO_Elsie>.
^
^The Farmers must first establish the $LINK<Co-op=BLDG_Great_University> that will produce a Shaggin' Wagon {Every 10 Turns.}
^{Any Human Faction can gain the Shaggin' Wagon production if they capture Zeb's Farm after the Co-op has been built.}
^
^{Bonuses:} {Special Transport Truck; 10 extra Hit Points; Lethal Land Defensive Bombardment; Wheeled; All Terrain as Roads}
#DESC_PRTO_Shaggin'_Wagon
^
^
^"Nauw Damn it Bubba, I tode ya that ya kan't ride in the Shaggin' Wagons cause they be specially for them $LINK<Explodin' Sheep=PRTO_Exploding_Sheep> and iffen we get some of them $LINK<Deadly Chemicals=PRTO_Deadly_Chemicals>, $LINK<Homemade Mines=PRTO_Homemade_Mine>, 
^$LINK<Mustard Gas Bombs=PRTO_Mustard_Gas_Bomb>, $LINK<Powder Kegs=PRTO_Powder_Keg> or $LINK<Oil Barrel Bombs=PRTO_Oil_Barrel_Bomb> we Kin lowd tham too.
^Ya knoed we kin lowd $LINK<Elsie=PRTO_Elsie>, $LINK<Boss=PRTO_Boss> an $LINK<Black Bulls=PRTO_Black_Bull> iffen we wunt ta.
^
^Nauw git owt ta way Bubba, we hav sum Blastin' wurk ta do!"

#PRTO_Hotwired_Car
^
^{Faction(s): Company, Survivors}
^
^Get yourself a set of wheels. You can hot-wire the abandoned Cars around Paradise Island. 
{Hotwired Cars} can be used to transport up to two units around the congested streets of Paradise Island. 
^
^
^
^
^
^
^
^
^
^{Bonuses:} {Wheeled; 5 extra Hit Points}
#DESC_PRTO_Hotwired_Car
^
^
^"WOW, Look at all the nice abandoned cars just waiting for us to Hotwire and use!"
^"These Cars use to belong to someone but I don't believe they care much about them now...lets 
get some of these cars started and use them to help us transport our units around the Island to fight the Zombies."

#PRTO_Old_Clunker
^
^{Faction(s): Farmers}
^{Unique Unit, Cannot Be Built}
^
^Yes, {Old Clunker} has belonged to Clem at the Outback for quite a Spell. It's not much to look at but is will get you where you want to go... at least Clem says it will.
^
^
^
^
^
^
^
^{Bonuses:} {Wheeled; 5 extra Hit Points, Requires No Support; Cannot Be Disbanded; King Unit}
#DESC_PRTO_Old_Clunker
^
^
^"Naw, it ain't gonna stopa runnin', Me and Old Clunker have seen some better days but we're still justus good as we was pertnear ten years ago."

;   ____________________________________________NEW UNITS_____________________________________________

#PRTO_Nerd
^
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Produced By Key Location Only}
^
^{Nerds} are the intellectually gifted individuals who generally are not accepted by the average population due to differences in behavior. They don't have guns, so 
they rely on  just their hands if they have to fight.
^Nerds are smart enough to run away if losing a fight against a Zombie.
^{Nerds can also build} $LINK<Fortresses=TFRM_Fortress> {and} $LINK<Barricades=TFRM_Barricades>.
^
^The $LINK<Nerd Club=BLDG_Nerd_Club>, that can only be established in the Paradise Resort will produce a new {Nerd Every 3 Turns.}
^
^{Bonuses:} {All Terrain As Roads; Requires No Support; 
^100% Worker Strength; 5 extra Hit Points;} $LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Nerd
^
^
^The Nerds on Paradise Island found themselves in a situation they never considered would happen, not even in their wildest 
imaginations.  Zombies!  Alive, walking around, and eating people!  Who would have ever thought such a thing could be possible.  
So now these intellectually gifted individuals have to rise to the occasion and fight the Zombie hordes the best they can.  Because if they don't, they'll just 
become Zombie snacks along with the others on Paradise Island.
^
^{Note:}The Nerd Units for the Authorities, Farmers and Survivors around the Research Center at the start of the Game are to help the Player to be able to capture the TARDIS. After capturing Sam Hammer on turn 1, place your Nerd on top of 
the Skyscraper that has the Canned Food "Spam" resource. This will block the Zombies from sending out a Zombie there which would "scare" the TARDIS away. Note that if the Zombies send a Zombie out on the Junk Food
Skyscraper, you can reload your game and temporarily leave Sam Hammer, use your Special Unit that captured Sam Hammer and place him on that Skyscraper to Block the Tile.


#PRTO_Oil_Barrel_Bomb
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Produced By Key Location Only}
^
^{Oil Barrel Bombs}, with a little help from the $LINK<Nerds=GOOD_Nerd>, are made from Refined Oil that can be obtained from the North Shore Industry building. 
^
^{As a Member of any Human Faction}, you can make the 
^$LINK<Oil Refinery=BLDG_Coastal_Fortress> operational to produce an {Oil Barrel Bomb Every Turn} 
^that you can use to Roast any Zombies who want to have your Brains as a snack.
^
^{Loads in $LINK<Shaggin' Wagons=PRTO_Shaggin'_Wagon> or $LINK<Hazard Trucks=PRTO_Hazard_Truck> only.
^
^{Bonuses:} {Lethal Land Bombardment; Create Craters; Collateral Damage; All Terrain as Roads}
#DESC_PRTO_Oil_Barrel_Bomb
^
^
^"The North Shore Industry is just what we need to make Oil Barrel Bombs to use against the Zombies.
^We just need to supply the Nerds with some good $LINK<Tools=GOOD_Iron> to make the necessary repairs to 
the $LINK<Granary=BLDG_Granary> to enable us to store the oil".
^
^Oil Barrel Bombs use oil that will explode and burn with an extremely high heat to effectively kill or destroy almost anything.

#PRTO_Powder_Keg
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Produced By Key Location Only}
^
^Blast the Zombies Sky High with a {Powder Keg!}
^
^The $LINK<OutBack=BLDG_Colosseum> produces a Powder Keg {Every 2 Turns.}
^
^{Any Human Faction can gain the Powder Kegs if they capture Clem's Lodge and have access to Tools, Ammo and the Outback there.}
^
^{Get Tools and Ammo to start producing Powder Kegs.}
^
^
^{Bonuses:} {Lethal Land Bombardment; Create Craters; Collateral Damage; All Terrain as Roads;} $LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Powder_Keg
^
^{Powder Kegs} are just what is needed to Kill Zombies. They are Wooden Kegs filled with Gunpowder that will create a Very Strong Explosion that is capable of destroying almost anything.
^
^Clem has a surplus of Gunpowder that he stored for use to blast trees around the $LINK<OutBack=BLDG_Colosseum> that has sure come in handy now.
^
^Powder Kegs can load into $LINK<Hazard Trucks=PRTO_Hazard_Truck> or $LINK<Shaggin' Wagons=PRTO_Shaggin'_Wagon> only.

#PRTO_Homemade_Mine
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Auto-Produced Only}
^
^You must have a smart $LINK<Nerd=GOOD_Nerd> to build an $LINK<Explosives Room=BLDG_Harbor> 
that will produce a Homemade Mine {Every 10 Turns,} then you will need a $LINK<Sewer Tunnel=BLDG_Aqueduct> in order to 
gain and share materials to make parachutes so you can {Paradrop} Homemade Mines from the tops of your buildings. 
^{Homemade Mines}can be built and used in the Military Base, Armory, Paratrooper Base, Camp Paradise, Weapons Range and Paradise Airport without a Sewer Tunnel. 
Loads in $LINK<Shaggin' Wagons=PRTO_Shaggin'_Wagon> or $LINK<Hazard Trucks=PRTO_Hazard_Truck> only.
^{Caution... See} $LINK<Invisible Units=GCON_Invisible_Units>{!}
^
^{Bonuses:} {Radar; Invisible; Zone of Control; Paradrop with a 2 tile range; 1 extra Hit Point;} $LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Homemade_Mine
^
^
^{Homemade Mines} are a great way of slowing down the zombie advance on your Buildings. Typically, they are tossed from the top of high buildings to 
soft land using makeshift parachutes. 
^Even the Authorities are resorting to making Homemade Mines in this Crisis. 
^
^Homemade Mines can load into $LINK<Hazard Trucks=PRTO_Hazard_Truck> or $LINK<Shaggin' Wagons=PRTO_Shaggin'_Wagon> and be unloaded or retrieved anywhere on the Island.

#PRTO_Elvis_The_King
^
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Unique Upgrade Unit Only}
^Elvis Putnam is psyched- he's all shook up! Armed only with a mobile microphone and a belief that he is imbued with the power of the King, Elvis Putnam is 
out their kicking zombie ass.
^
^Whether you believe in the power of the King or that certain sound frequencies cause decaying zombie bodies to explode; you can't dispute the fact that Elvis
Putnam is knocking his audience dead. {Uses TeleportBeam up to 10 tiles.}
^
^
^{Bonuses:} {Uses TeleportBeam; All Terrain As Roads; 10 extra Hit Points; Blitz; Lethal Land Bombardment; Zone of Control; Requires No Support; Cannot Be Disbanded; King Unit}
#DESC_PRTO_Elvis_The_King
^
^An Elvis style jump suit gives one a certain street creed even on a zombie infested Island.

#PRTO_Zombie_Squid
^
^{Faction(s): Zombies}
^
^Zombie Squid evolve from Radioactive $LINK<Zombie Virus=BLDG_Manufacturing_Plant> contaminating the water surrounding Paradise Island.
^
^These infected Squid know no pain and like the Giant Squid, they will attack anything that moves in the water. {Especially injured units!} 
^These Beast can Detect Invisible units so beware!
^
^{Zombie Squid Only Travel around the Waters of Paradise Island.}
^
^{See} $LINK<Invisible Units=GCON_Invisible_Units>
^
^{Bonuses:} {Invisible; Radar; Blitz; 5 extra Hit Points} 

#PRTO_Giant_Squid
^{Faction(s): Zombies}
^
^The existing {50 Giant Squids} in the water surrounding Paradise Island have been infected by the Radioactive $LINK<Zombie Virus=BLDG_Manufacturing_Plant> much longer than Zombie Squids. {They are capable of sinking any ship... Use Caution to Kill them!}
^
^These Beasts are more difficult to Kill than Zombie Squids and all of them are Veterans but fortunately there is a limited number of them until $LINK<Deadly Evolution=TECH_Deadly_Evolution>, {YIKES.} They will attack anything they can see in the water...Beware! 
^{Giant Squid are easy to spot with their reddish glowing eyes.} {See} $LINK<Invisible Units=GCON_Invisible_Units>
^
^{Bonuses:} {Invisible; Radar; Blitz; 8 extra Hit Points; Requires No Support, Cannot be Disbanded} 

#PRTO_Military_Zombie
^
^{Faction(s): Zombies}
^
^Some of the ex-Service men and women from the Armory are now among the walking dead. Years of military discipline have resulted in these zombies
retaining some vestiges of their former memories. 
^
^{Military Zombies} have discovered the $LINK<Sewers=BLDG_Aqueduct> and still know how to use a gun... {YIKES!}
^
^The $LINK<Infected Coast Guard Academy=BLDG_Infected_CGA> produces a new {Military Zombie Every Turn!}
^
^{Bonuses:} {Lethal Land "Shoot" Bombardment; Use Sewers; Ignores Movement Cost for Farmland and Parkland; 3 extra Hit Points; Enslavement produces a Zombie}

#PRTO_Jaimo
^
^{Faction(s): Farmers, Survivors and Zombies}
^{Unique Unit, Cannot Be Built}
^
^Jeff Morris, Robotics Nerd and AI genius.
^{Jeff was relaxing at the Paradise Resort when the Zombie Outbreak occurred and now Hopes to be rescued.}
^Jeff can only be rescued by the Survivors or Farmers and will gladly help them out.
^Jeff Hates the Company and Authorities...and their feelings are mutual.  
^If the Survivors or Farmers capture Jeff they can complete his secret hobby project, the $LINK<Dalek=PRTO_Dalek>.
^
^{Take Care, he can be Killed by the Company or Authorities.}
^{Bonuses:} {All Terrain As Roads; Requires No Support; Cannot Be Disbanded}
#DESC_PRTO_Jaimo
^Morris sat in a darkened corner of the Paradise Resort Bar, oblivious to all the strangeness around him while Klingons, Vulcans and Starfleet Officers rubbed shoulders with Cylons, Vorlons, Elves and Imperial Storm Troopers.
^   'Sacked! I've been sacked! Damn that Company stealing my ideas and those close minded corporate bean counters!! Well I've had it with this country, I'm going back home to London where I'm appreciated.'
^   His musings were interrupted, "Hey babe what ya think that is?" a drunk in a very bad superhero costume slurred to his leatherclad companion while pointing next to Morris. 
^   Morris sighed "A Dalek"
^   "A what?!"
^   "A Dalek, you know from the BBC series Doctor Who", he cringed sadly waiting for the expected reply.
^   "Doc Who? Never heard of him? ...". His companion giggled uncontrollably at her boyfriend's wit.
^   "Yes very droll old chap, very droll indeed"
^   "Yeah Buddy ... Hey Xena let's go check out the comics"
^   They left and Morris returned to his drink and fumed. Even having a few drinks at this bar was a let down, none of these geeks could even appreciate the design genius of his working model.
^   Deciding he had had enough Morris finished his drink and slowly wheeled the Dalek through an obstacle course of costumes and makeup, past excited debate on which Trek spin-off was the best and the serious issue of which universe had the stronger heroes, DC or Marvel. Morris maneuvered his Dalek into the lift and pressed the button.
The doors closed and the lift started to descend ... Suddenly the lights flickered and the motors stopped with a shudder. "Damn, that's all I need. Looks like I'm stuck in a lift. What else can go wrong?"
^   Morris and his Dalek waited while outside the laughter and babble of excitement was replaced by screams of horror and the crashing of furniture and glass. 

#PRTO_Machine_Gun_Squad
^
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Auto-Produced and Directly Built}
^
^{Machine Gun Squads are produced by the} $LINK<Machine Gun Facility=BLDG_Machine_Gun_Facility> {Every 7 Turns}.
^
^
^{Only the Authorities can directly build the Machine Gun Squads when they reach} $LINK<Operation Sledgehammer=TECH_Sledgehammer>.
^
^
^
^
^{Bonuses:} {Zone Of Control; Collateral Damage; Create Craters; Lethal Shooting Land and Sea; Blitz; 8 extra Hit Points}
#DESC_PRTO_Machine_Gun_Squad
^
^{Faction Leader:} "Yes, I know these Machine Guns are older models but the Browning M1917 .30 Caliber is an Excellent Weapon and we are lucky to have Squads who know how to use them.
^
^Squads, you have been well trained and we are depending on you...Get out there and cut those Damned Zombies down!"


#PRTO_Victor_Survivors
^
^
^The Survivors Champion unit is an upgrade for a $LINK<Great Leader=PRTO_Leader> unit.
^
^
^
^
^
^
^
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>; {Blitz; All Terrain As Roads; Lethal "Shoot" Land Bombardment; Zone of Control; Detect Invisible; 6 extra Hit Points; King Unit}

#PRTO_Victor_Authorities
^
^
^The Authorities Champion unit is an upgrade for a $LINK<Great Leader=PRTO_Leader> unit.
^
^A Sewer Tunnel is required in the Building to be able to {Paradrop the Champion up to 6 tiles.} Sewers allow safe access to needed supplies such as parachutes. 
^
^
^
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>; {Blitz; All Terrain As Roads; Paradrop; Lethal "Shoot" Land Bombardment; Zone of Control; Detect Invisible; 6 extra Hit Points; King Unit}

#PRTO_Victor_Company
^
^The Company H.Q. offers a fast-track reward/incentive scheme to all $LINK<Great Leaders=PRTO_Leader>. A nice cosy, desk job with a personal assistant thrown in is a great way to live out your remaining time on Paradise Island. 
^In actual fact what happens is the removal of the Great Leader's brain by Company technicians. The brain is then placed in a {Cyclotron} unit and sent out to combat the zombies. 
^In a sick twist to this diabolical scheme, the Cyclotron units are given the names of their brain donors. H.R believes this boosts Employee relations while maintaining the pretense that the 'real' Great Leader is now a mover and shaker on the Company's board of management.  
^Loads in Transports and can {TeleportBeam 4 tiles.}
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>; {Blitz; Uses TeleportBeam; All Terrain As Roads; Lethal Land Bombardment; Zone of Control; Detect Invisible; 6 extra Hit Points; King Unit} 
#DESC_PRTO_Victor_Company
^
^Cyclotrons are another wondrous, technical invention by the Company. They are used primarily as perimeter/corridor guards at all top secret company locations. 
However, with the addition of a human brain their capabilities are much enhanced, enabling them to be used to seek and destroy zombies or any enemy out on open terrain. 
^
^Cyclotrons can send out an electromagnetic pulse or an even more powerful, high voltage discharge that will fry a zombie (or human) in seconds. 
The Cyclotrons normal mode of transportation utilizes electrostatic forces that allows them to hover just above ground level. 
^
^Cyclotrons are able to use the {"TeleportBeam"} to beam transport them 4 tiles distance.

#PRTO_Victor_Farmers
^
^
^The Farmers Champion unit is an upgrade for a $LINK<Great Leader=PRTO_Leader> unit.
^
^
^
^
^
^
^
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>; {Blitz; All Terrain As Roads; Lethal "Shoot" Land Bombardment; Zone of Control; Detect Invisible; 6 extra Hit Points; King Unit}

#PRTO_Victor_Zombies
^
^
^The Zombies Champion unit is an upgrade for a $LINK<Great Leader=PRTO_Leader> unit.
^
^
^
^
^
^
^
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>; {Blitz; All Terrain As Roads; Lethal "Shoot" Land Bombardment; Zone of Control; Detect Invisible; 6 extra Hit Points; King Unit}

#PRTO_CEO_Helicopter
^
^{Faction(s): Company}
^{Unique Unit, Cannot Be Built}
^
^The ultimate executive toy! Check out Paradise Island from a Bird's Eye View. {Moves 20 Tiles.}
^{Warning:} you can Run out of Fuel when moving far away from the island and can therefore lose the CEO's Helicopter if it finishes 
its turn over Sea or Ocean. Storms and other adverse weather conditions that are common in the surrounding Seas and Oceans can 
easily result in you losing the CEO's Helicopter. Just make sure the CEO's Helicopter finishes its turn over Land or Coast.
^{See} $LINK<Invisible Units=GCON_Invisible_Units>
^{Bonuses:} {Hidden Nationality; Invisible; Detect Invisible; Radar; Sinks in Sea and Ocean; Requires No Support; Cannot Be Disbanded}
#DESC_PRTO_CEO_Helicopter
^
^
^Don't you just Love Expensive Toys like this? 
^
^This is a Great Way to see what is happening on Paradise Island... Better to be up in the air than on the Ground!

#PRTO_Attack_Chopper
^
^{Faction(s): Company}
^The Company had to redirect an arms shipment heading for a banana republic but it was worth it just to get some Attack Choppers!!
^
^{The Company gains a} $LINK<Morale Boost=GCON_Golden_Age>{!}
^Attack Choppers cannot fly over the rough water with turbulent winds that surrounds Paradise Island.
^
^
^
^
^
^{Bonuses:} {Radar; Zone of Control; Lethal Land and Sea Bombardment; Detects Invisible; Transports 2 foot units; 8 extra Hit Points}
#DESC_PRTO_Attack_Chopper
^
^
^Hey, these "birds" were hard to get....now go use them wisely!

#PRTO_Radio_Controlled_Balloon
^
^{Faction(s): Survivors; Farmers} {Unique Unit, Cannot Be Built}
^"Would you like to fly in my beautiful balloon"? Well you can't, it is a radio controlled balloon that is operated remotely for observation purposes.
^{Special Note:} Your Balloon can fly anywhere on the map (even over water) and does not need to return to a building
at the end of its turn. {Moves 20 Tiles.} {See} $LINK<Invisible Units=GCON_Invisible_Units>
^{Warning:} your Balloon can lose radio contact when moving far away from the island and can therefore be lost when it finishes 
its turn over Sea or Ocean. Storms and other adverse weather conditions that are common in the surrounding Seas and Oceans can 
easily result in you losing your Balloon. Just make sure your Balloon finishes its turn over Land or Coast. {Cannot Be Disbanded.}
^{Bonuses:}   {Hidden Nationality; Radar; Invisible; Detect Invisible; Sinks In Sea And Ocean; Requires No Support}


#PRTO_Zombie_Worker
^{Faction(s): Zombies}
^
^Zombie Workers are citizens who have been infected by Zombie Virus and still retain repetitive $LINK<motor skills=GCON_Worker_Jobs>. They work fast due to having increased Zombie strength.
^
^{Zombie Workers} are limited to basic road work, repairing damaged roads and eating = clearing dead bodies.
^
^{Zombie Workers can ONLY be Enslaved by a} $LINK<Sneaky Zombie=PRTO_Sneaky_Zombie> {and cannot be directly built.}
^
^{Zombies Workers} have discovered the $LINK<Sewer Tunnels=BLDG_Aqueduct>
^
^{Bonuses:} {All Terrain as Roads; Use Sewers; 2 extra Hit Points; 800% Worker Strength; Requires No Support}

#PRTO_Lawman_Jed
^
^{Faction(s): Farmers}
^
^Zeb's brother and owner of the Wild Boar Inn, the self-styled Lawman "around these here parts".
^
^
^
^{Upgrades to} $LINK<Deadly Lawman Jed=PRTO_Deadly_Lawman_Jed>.
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>; {Blitz; Detect Invisible; Lethal Land "Shoot" Bombardment; All Terrain As Roads; Zone of Control; 
8 extra Hit Points; Requires No Support; Cannot Be Disbanded}

#PRTO_Deadly_Lawman_Jed
^
^{Faction(s): Farmers}
^{Unique Upgrade Unit Only}
^
^A modified six-shooter turns Lawman Jed into a Deadly Shootin' Lawman Jed!
^
^Jed's long barrel six-shooter can now shoot a distance of two tiles. "YUP".
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{; Blitz; Detect Invisible; Lethal "Shoot" Land Bombardment; All Terrain as Roads; Zone of Control; 16 extra Hit Points; Requires No Support; Cannot Be Disbanded; King Unit}

#PRTO_Hiawatha
^
^{Faction(s): Farmers}
^{Unique Unit, Cannot Be Built}
^
^Big Chief is the only real Indian in the Wild Boar Inn's Wild West show. Big Chief makes an excellent scout.
^
^
^
^{See} $LINK<Invisible Units=GCON_Invisible_Units>
^
^
^
^
^{Bonuses:} {All Terrain as Roads; Detect Invisible; Invisible; Hidden Nationality; Cannot Be Disbanded;} $LINK<Use Sewers=BLDG_Aqueduct>

#PRTO_Indian_Brave
^
^{Faction(s): Farmers}
^{Unique Unit, Cannot Be Built}
^
^One of the mock Indians in the Wild Boar Inn's Wild West show. These guys are only brave when they have a drink in them.
^
^
^
^{Caution... See} $LINK<Invisible Units=GCON_Invisible_Units>{!}
^
^
^
^{Bonuses:} {Blitz; All Terrain As Roads; Zone of Control; Invisible; Lethal Defensive Bombardment; 6 extra Hit Points;} $LINK<Use Sewers=BLDG_Aqueduct>{; Requires No Support; Cannot Be Disbanded}

#PRTO_Indian_Archer
^
^{Faction(s): Farmers}
^{Unique Unit, Cannot Be Built}
^
^One of the mock Indians in the Wild Boar Inn's Wild West show. These fellas only shoot straight when they have a drink in them.
^
^
^
^
^
^
^
^{Bonuses:} {Blitz; All Terrain As Roads; Zone of Control; Lethal "Shoot Arrows" Land Bombardment; 6 extra Hit Points;} 
^$LINK<Use Sewers=BLDG_Aqueduct>{; Requires No Support; Cannot Be Disbanded}

#PRTO_Bubba
^
^{Faction(s): Farmers}
^{Unique Unit, Cannot Be Built}
^
^Bubba is Zeb's youngest abnormality, a prime example of his family's years of inbreeding.
^
^
^
^
^
^
^{Bonuses:} {Blitz; Zone of Control; Lethal Defensive Land Bombardment with Collateral Damage; Detect Invisible; All Terrain as Roads;  
10 Hit Points; Requires No Support; Cannot Be Disbanded}

#PRTO_Boloman
^
^{Faction(s): Farmers}
^
^Zeb hires many migrant workers around harvest time. These Hired Hands are fed on pies made from $LINK<roadkill=GOOD_Roadkill>.
^When the harvest is in he takes advantage of the workers by throwing a big barn dance party with plenty of his sour mash whiskey to get the workers drunk 
enough to accept his lies about the harvest not bringing enough money to pay them what he promised. 
^
^Zeb gives the workers free Roadkill pies to show what a generous guy he is even when times are tough, wishes them well and sends them on their way.
^$LINK<Coffee Exports=BLDG_Trading_Company> attracts a new migrant Hired Hand every 4 turns.
^{Bonuses:} {All Terrain as Roads; Blitz; 4 extra Hit Points;} 
^$LINK<Use Sewers=BLDG_Aqueduct>

#PRTO_Company_Car
^
^{Faction(s): Company}
^{Unique Unit, Cannot Be Built}
^
^Most of the Company's expensive cars were being driven around by Executives on the day of the zombie outbreak. Fortunately, one remained at Company HQ and one by the Dog Pound. Both are at your service but you are warned about doing anything that
will put the warranty and insurance coverage at risk - yeah right!
^
^
^
^
^
^{Bonuses:} {Wheeled; 12 extra Hit Points, Blitz; Requires No Support; Cannot Be Disbanded; King Unit}

#PRTO_Delivery_Car
^
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Produced By Key Location Only}
^
^Fortunately, the fleet of Company Delivery Cars is still available for use from the $LINK<Company Car Lot=BLDG_Company_Car_Lot> at Sales and Marketing! 
^
^The mechanics at the Company Car Lot will provide a New, tuned up {Delivery Car Every 8 Turns}.
^
^
^
^
^
^
^{Bonuses:} {Wheeled; 8 extra Hit Points}

#PRTO_Road_Warrior
^
^{Faction(s):  Authorities, Company, Farmers, Survivors}
^{Produced By Key Location Only}
^
^After the Key Location, $LINK<Mike's Auto Shop=BLDG_Solar_System>, is established in the Garage, a Road Warrior will be produced {Every 8 turns.}
^ 
^{Only the Company, Farmers and Survivors can complete Mike's Auto Shop facility at the Garage but the Authorities can capture it after it has been built.}
^
^
^
^
^
^{Bonuses:} {Wheeled; 8 extra Hit Points}
#DESC_PRTO_Road_Warrior
^
^
^Mike Rush is an ace mechanic and wants to help The Survivors of Paradise Island so he has decided to use the abundant $LINK<Spare Parts=GOOD_Rubber> lying around and put together some well built Muscle Cars for them. It doesn't hurt his feelings to gain extra supplies either.
^All cars from Mike's Auto Shop are put together with care and expertise. Mike knows his cars must be able to Run over "those Smelly Zombies" and help get folks through this Nightmare.
^
^Mike has set up his Garage to be able to handle building Muscle Cars so any Human Faction who owns the Garage can complete {Mike's Auto Shop} and start producing Road Warriors.

#PRTO_Hazard_Truck
^
^{Faction(s):  Authorities, Company, Farmers, Survivors}
^{Produced By Key Location Only}
^
^{Hazard Trucks} are specifically outfitted to transport Hazardous Materials and will transport $LINK<Deadly Chemicals=PRTO_Deadly_Chemicals>, $LINK<Homemade Mines=PRTO_Homemade_Mine>, $LINK<Mustard Gas Bombs=PRTO_Mustard_Gas_Bomb>, 
$LINK<Powder Kegs=PRTO_Powder_Keg>, $LINK<Oil Barrel Bombs=PRTO_Oil_Barrel_Bomb> and 
^$LINK<Exploding Sheep=PRTO_Exploding_Sheep>. They can also transport $LINK<Elsie=PRTO_Elsie>, $LINK<Boss=PRTO_Boss> and $LINK<Black Bulls=PRTO_Black_Bull>.
^Hazard Trucks have an oversized Fuel Tank and come equiped with High Energy Pulse Cannons that are mounted inside the front grill.
^The $LINK<Acme Hazardous Transports=BLDG_Acme_Hazardous_Transports> Facility at North Shore Industry will Outfit a Hazard Truck {Every 5 turns}.
^
^{Bonuses:} {Hazardous Materials Transport Truck; Lethal Land and Sea "Shoot" Bombardment; 8 extra Hit Points; Wheeled; All Terrain as Roads}
#DESC_PRTO_Hazard_Truck
^
^
^"The $LINK<Nerds=GOOD_Nerd> say they can help us get the Acme Hazardous Transports facility at North Shore Industry 
operational so we can start outfitting Hazard Trucks that we can use to transport Deadly Chemicals, Homemade Mines, 
Mustard Gas Bombs, Powder Kegs, Oil Barrel Bombs and Exploding Sheep.
^
^The Nerds have developed High Energy Pulse Cannons and they said they can equip the Hazard Trucks with them! Just the thing for clearing a Road Block.
^
^We can use the Hazard Trucks to transport our hazardous weapons close enough to any Zombie occupied building so we can kill more Zombies and take back the buildings!"

#PRTO_Custom_Sailboat
^
^{Faction(s): Authorities, Company, Farmers, Survivors, Zombies}
^{Produced By Key Location Only}
^{Custom Sailboats} are cute recreational sailboats that can be used to scout around the Waters of Paradise Island.
^{OH NO!} The Zombies have managed to get into the Custom Sailboats and are floating around Paradise Island! {Yikes!}
^{Custom Sailboats} are produced by the $LINK<Sailboat Rentals=BLDG_Mass_Transit_System> at the Yacht Association {Every 6 Turns.}
^{Gain Extra} $LINK<Ship Movement=GCON_Ship_Movement>{!}
^{Custom Sailboats Only Travel around the Waters of Paradise Island and cannot cross the Ocean to the Mainland.}
^
^{Bonuses:} {Transports 2 foot units; Radar; Requires No Support; 2 Extra Hit Points}
#DESC_PRTO_Custom_Sailboat
^
^
^"The Zombies are using the Custom Sailboats from Sailboat Rentals at the Yacht Association! They have managed to get into the  Custom Sailboats and who knows where they will land around the Island! We must gain the Yacht Association building at all costs!"
^
^"Custom Sailboats from Sailboat Rentals are equipped with Mini Radar units! Just what we need to scout the beaches and water around Paradise Island to see what is going on. Some of us can at least get away from the Zombies and Horrible Creatures on the Island for a while!"
^"...Let's send a couple of strong units in each Custom Sailboat around the Island to Hit the Zombies where it Hurts!"
^
^"We Need to get some protection for the Custom Sailboats. If we can get some of those $LINK<Cruise Mines=PRTO_Cruise_Mine> that the $LINK<Nerds=GOOD_Nerd> have been working on, we can make some Great Plans as well as get rid of the Zombies floating around in the water surrounding Paradise Island in some of the Custom Sailboats they took from the Yacht Association." 

#PRTO_Voyager
^
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Produced By Key Location Only}
^
^Voyagers are fast and powerful sailboats, thanks to the $LINK<Nerds=GOOD_Nerd> 
^who rigged them with Deadly Electronic Force Fields they managed to steal from the Company by hacking into their computer system.
^
^The $LINK<Paradise Voyage=BLDG_Hydro_Plant> Tourist Attraction, located in the Paradise Resort, has a facility that the $LINK<Nerds=GOOD_Nerd> can use to have a repaired and improved Voyager ready for use {Every 13 Turns}.
^The Voyagers cannot be Built but they can be repaired by the Paradise Voyage facility. {Gain Extra} $LINK<Ship Movement=GCON_Ship_Movement>{!}
^
^{Bonuses:} {Blitz; Radar; Detect Invisible; Air-Defense; Lethal Sea and Land Bombardment; 6 Extra Hits Points}
#DESC_PRTO_Voyager
^
^
^"The $LINK<Nerds=GOOD_Nerd> have repaired and rigged another Voyager from the Fleet! 
^
^We really must find a way to thank the Nerds for their Fantastic Work. They are not only repairing the Voyagers that were already the Finest Sailboats but they are installing the 
Company's Powerful Electronic Microwave Force Field! 
^The Nerds said they amplified the electronics so the Voyagers will have Fantastic Electronic Bombardment Force and Range!
^
^We have a way to sail off this Damned Island!
^ 
^The Nerds said The Voyagers are not capable of sailing all the way to the Mainland 
but there is a small Island to the East of us, called $LINK<Adventure Island=BLDG_Solar_Plant>, where we might be able to get some help.
^... I think we can make it to $LINK<Adventure Island=BLDG_Solar_Plant> but we will also need some $LINK<Cruise Mines=PRTO_Cruise_Mine> to help fight the Giant Squids.
^
^{Voyagers} can see $LINK<Giant Squids=PRTO_Giant_Squid> and $LINK<Zombie Squids=PRTO_Zombie_Squid> when within radar range.
^
^{...We don't want to risk losing a single Voyager so Lets Kill All those Giant Squids with the Voyagers when they come to attack a $LINK<Cruise Mine=PRTO_Cruise_Mine> we use as Bait and get the Hell out of here!"}
^
^{Beware} $LINK<Tornadoes=PRTO_Tornado>

#PRTO_Cruise_Mine
^
^{Faction(s): Authorities, Company, Farmers, Survivors}
^
^{Cruise Mines} are an amazing invention from the $LINK<Nerds=GOOD_Nerd> that are remote controlled, self propelled Naval Mines!
^
^{Cruise Mines can Only Travel around the Waters of Paradise Island and cannot cross the Ocean to the Mainland.}
^
^
^{Gain Extra} $LINK<Ship Movement=GCON_Ship_Movement>{!}
^
^
^
^{Bonuses:} {Detect Invisible; Radar; Zone Of Control; 7 Extra Hit Points}
#DESC_PRTO_Cruise_Mine
^
^
^"Alrighty then...sure they call us Nerds but we have succeeded in constructing and successfully testing the first remote controlled, self propelled, Naval Mine. People on the Island will certainly respect and admire us now!"
^
^"...We should provide a name for our Terrific invention, Let's call it the {Cruise Mine}."
^
^"These Cruise Mines can sink the $LINK<Custom Sailboats=PRTO_Custom_Sailboat> that the Zombies took from the Yacht Association and have been floating around Paradise Island in. 
^...And maybe we can Kill those Horrible Giant Squids and Zombie Squids too!"

#PRTO_Mr_T_Drugged
^
^{Faction(s): Authorities, Company, Farmers, Survivors; Zombies}
^{Unique Unit, Cannot Be Built}
^
^You can Upgrade {Mr T Drugged} when you gain $LINK<Aid Relief=TECH_Aid_Relief>. All he needs is a little First Aid to make him strong again after you Rescue him from inside the Fast Food Joint where the Zombies have him Trapped.
^ 
^{May be captured or recaptured by any faction.}
^
^
^
^{Bonuses:}  {Loads in Transports; Requires No Support; Cannot Be Disbanded} $LINK<Uses Sewers=BLDG_Aqueduct>
#DESC_PRTO_Mr_T_Drugged
^The team discovered the heavily built man sprawled on the floor of the Fast Food Joint. There was 
a glass of spilled milk nearby but no other visible clue to explain his current condition.
^
^"Wow, look at the gold on this guy, he's a walking Fort Knox"!
^ 
^"He looks as tough as Fort Knox too. I pity the fool who tries to take that gold off of him".
^
^"Whoa, was that a growl"? "Keep your gun on him he might be reanimating".
^ 
^"Where am I"? The team relaxed now knowing that zombies did not talk. 
^
^"You're in the Fast Food Joint, bud" came the reply. Do you remember how you got here?" 
^
^"I don't remember nuttin" growled the big man. 
^
^"Maybe you drank your milk too fast" proffered one of the team. "Or it was much colder than you thought" added another.
^
^"Cut your jibber jabber and help me to ma feet".
^
^"So what do we call you"? asked one of the team nervously.
^
^"I told you, I don't remember nothin'. As three members of the team helped the man to his feet they noticed the many references to the letter T on his jewelry.
^"Maybe, your name begins with T. Does that ring any bells?" asked one of the team.
^
^"I think it does but I can't remember what the T stands for".
^
^"What if we just call you T"?
^
^"It's Mr to you sucka. You call me Mr T"!

#PRTO_Mr_T
^
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Unique Upgrade Unit Only}
^
^"When punks start hasslin' decent people, I make it my business"!
^
^{Mr T} is a rough-and-tough fighter. Because of his massive size and strength, Mr T can punch the head clean off a zombie.
^
^
^
^{Bonuses:}  {All Terrain as Roads; Stealth; Blitz; Zone Of Control; Amphibious; Defensive Lethal Land Bombardment with Collateral Damage=can destroy building Improvements with attacks; Loads in Transports; Requires No Support; 16 Extra Hit Points;} $LINK<Uses Sewers=BLDG_Aqueduct>{; Cannot Be Disbanded; King Unit}
#DESC_PRTO_Mr_T
^
^
^"I still don't remember nuttin' but I'm feelin' much better thanks to you guys for hepin' me out of that Fast Food Joint. You guys proved to be my friends and Now it's time for some Pay Back from Mr T."

#PRTO_Killer_Hornet
^{Faction(s): Zombies}
^{Produced By Key Location and Improvements Only}
^{Killer Hornets} are actually Vespa Mandarinia Japonica, known as the Largest Hornets in the World. They have been infected by Radioactive $LINK<Zombie Virus=BLDG_Manufacturing_Plant>, grown Enormous and Aggressive, looking to Kill what ever is in their paths!
^{Killer Hornets} are incubated {Every 3 Turns} in the $LINK< Great Hornet Nest=BLDG_SETI_Program> on $LINK<Adventure Island=BLDG_Solar_Plant> after it is established and {Every 14 Turns} 
^from the $LINK<Hornet Nests=BLDG_Epic> in all Zombie Buildings at $LINK<Zombiegeddon=TECH_Zombiegeddon>! 
^{Human Factions can capture Adventure Island to stop the Hordes of Killer Hornets initially but More Nests can be directly established and {Beware The} $LINK<Mass Infection=BLDG_Mass_Infection>{!}
^Bug Spray is just Not strong enough to Kill these Giants!
^The Killer Hornets will discover and use the Sewers!
^{Bonuses:} {All Terrain as Roads; Radar; Zone Of Control; 
^2 Extra Hit Points;} $LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Killer_Hornet
^
^
^"AHhhhhhhh!!! Look at the Size of that Hornet!... Don't let it sting you or you will Die Immediately and become one of the Many Zombies on this God Forsaken Island!"
^
^" That's another living thing that's been infected and changed by the Zombie Virus! When is this Hell going to End!!"
^
^
^
^{The Great Hornet Nest will be established on Adventure Island Early and Start incubating Killer Hornets without the need for Zombie Goo.}
^
^The Killer Hornets get their early start on Adventure Island from the Zombie Virus that is already there.
^
^{The other early Hornet Nests that will be found in all Zombie Buildings must have} $LINK<Zombie Goo=GOOD_Goo> {to incubate more Killer Hornets.} 
^
^{The} $LINK<Hornet Nest II=BLDG_Hornet_Nest_II> {Nests require the} $LINK<Evil Skull=GOOD_Evil_Skull> {resource to incubate additional Killer Hornets.}

#PRTO_Haunted_Campfire
^
^{Faction(s): Zombies}
^{Produced By Key Location Only}
^
^{Haunted Campfires} are from the pure Evil that has infested Paradise Island... and it intends to help the Zombies!
^
^An $LINK<Evil Entity=BLDG_Great_Ironworks> has invaded the White Sands Hotel...and it intends to spread!
^The Evil Entity at the White Sands Hotel produces a {Hunted Campfire Every 3 Turns}.
^
^
^{Bonuses:} {Immobile; Radar; Zone Of Control; Detect Invisible; 2 Extra Hit Points; Enslavement produces a Zombie; "Airdrop" with a 13 tile range; Requires No Support;} $LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Haunted_Campfire
^
^
^"How is this possible? Those Campfires just started by themselves and I could swear those Skulls on the posts are Alive! Where did they come from?"
^
^"I really don't care if you believe me or not... There is something Very Evil about those Campfires and I'm NOT going anywhere near them!"

#PRTO_Evil_Transport
^
^{Faction(s): Zombies}
^{Produced By Key Location and Enslaved Only}
^
^{Evil Transports} are from the pure Evil $LINK<Hellbound Express=BLDG_Hellbound_Express> found on $LINK<Adventure Island=BLDG_Solar_Plant> and $LINK<Hellbound Express 2=BLDG_Hellbound_Express_2> found on Jungle Island 
^Resort. 
^
^{Beware...}$LINK<Devil's Reefs=PRTO_Devil's_Reef> can Enslave them at any time!
^
^ When the Zombies reach $LINK<Zombiegeddon=TECH_Zombiegeddon>, the {Hellbound Express} and {Hellbound Express 2} will begin to produce an {Evil Transport Every 2 Turns!} 
^
^{Bonuses:} {Radar; Detects Invisible; 5 Extra Hit Points; Requires No Support} 
#DESC_PRTO_Evil_Transport
^
^
^"What kind of Ships are those and where did they come from? They look Evil as Hell!"
^
^"There is something Very Evil about those Ships and I'm NOT going anywhere near them to find out what it is!"

#PRTO_Coffin_Zombie
^{Faction(s): Zombies}
^{Special Upgrade Unit Only}
^
^{Coffin Zombies} are Fresh Zombies from the $LINK<Grave Infection=BLDG_Grave_Infection> located at the Graveyard and from infected $LINK<Zombie Graves=BLDG_Zombie_Graves> when built in Zombie buildings.
^Zombies can upgrade $LINK<Fresh Zombie Coffins=PRTO_Fresh_Zombie_Coffin> from the Grave Infection to {Coffin Zombies Every 2 Turns!} Fresh Zombie Coffins from Zombie Graves can be Upgraded to {Coffin Zombies Every 7 Turns}.
^
^{Coffin Zombies} are like other Zombies but they can come out of the ground anywhere on the Island and know how to use the Sewers!
^
^{Bonuses:} {Enslavement produces a Fresh Zombie Coffin; "Un-Earth" from the ground with a 13 Tile Range; 1 Extra Hit Point; Requires No Support; King Unit;} $LINK<Use Sewers=BLDG_Aqueduct> 
#DESC_PRTO_Coffin_Zombie
^
^
^"We are Not Safe anywhere... The Coffin Zombies are popping up everywhere in coffins!
^
^{"We need to guard the territory around our buildings!"}

#PRTO_Coffin_Mutant
^{Faction(s): Zombies}
^{Special Upgrade Unit Only}
^
^{Coffin Mutants} are Fresh Mutant Zombies from various $LINK<Mutant Graves=BLDG_Mutant_Graves> that the Zombies can build in any building.
^{Coffin Mutants} are like other Mutant Zombies but they can come out of the ground anywhere on the Island and know how to use the Sewers!
^When the Zombies reach the $LINK<Mutation=TECH_The_Mutation> and establish $LINK<Advanced Zombie Virus=BLDG_Coal_Plant>, $LINK<Fresh Mutant Coffins=PRTO_Fresh_Mutant_Coffin> from Mutant Graves can be Upgraded to {Coffin Mutants Every 7 Turns}.
^
^{Bonuses:} {Enslavement produces a Fresh Mutant Coffin; Blitz; Detects Invisible; Un-Earth from the ground with a 13 Tile Range; 2 Extra Hit Point; Requires No Support; King Unit} 
^$LINK<Use Sewers=BLDG_Aqueduct> 
#DESC_PRTO_Coffin_Mutant
^
^
^"HELP! The Mutant Coffin Zombies are popping up everywhere in coffins!
^
^{"We need to guard the territory around our buildings!"}

#PRTO_Fresh_Zombie_Coffin
^
^{Faction(s): Zombies}
^{Auto-Produced or Enslaved Only}
^
^{Fresh Zombie Coffins} are from deceased people in Coffins that have been recently infected with Zombie Virus.
^
^Fresh Zombie Coffins are produced by the $LINK<Grave Infection=BLDG_Grave_Infection> {Every 2 Turns!} and $LINK<Zombie Graves=BLDG_Zombie_Graves> {Every 7 Turns}.
^
^When Fresh Zombie Coffins are infected with $LINK<Zombie Virus=BLDG_Manufacturing_Plant>, they are capable of "Un-Earthing" anywhere on the Island to deliver a $LINK<Coffin Zombie=PRTO_Coffin_Zombie>!
^{Better guard the territory around your buildings!}
^
^{Bonuses:} {Immobile; 2 Extra Hit Points}

#PRTO_Fresh_Mutant_Coffin
^
^{Faction(s): Zombies}
^{Auto-Produced or Enslaved Only}
^
^{Fresh Mutant Coffins} are from deceased people in Coffins that have been recently infected with $LINK<Advanced Zombie Virus=BLDG_Coal_Plant>.
^
^Fresh Mutant Coffins are produced by $LINK<Mutant Graves=BLDG_Mutant_Graves> {Every 7 Turns!}
^
^When Fresh Mutant Coffins are infected with Advanced Zombie Virus, they are capable of "Un-Earthing" anywhere on the Island to deliver a $LINK<Coffin Mutant=PRTO_Coffin_Mutant>!
^{Better guard the territory around your buildings!}
^
^
^{Bonuses:} {Immobile; 2 Extra Hit Points}  


#PRTO_Black_Coffin
^{Faction(s): Zombies}
^{Auto-Produced or Enslaved Only}
^
^{Black Coffins} Contain particularly Mean Zombies that are from deceased people in Morgues that have been infected with $LINK<Zombie Goo=GOOD_Goo>.
^The Unholy Black Coffins are produced by $LINK<Zombie Morgues=BLDG_Zombie_Morgue> {Every 7 Turns.}
^
^{Black Coffins} are capable of "Un-Earthing" anywhere on the Island... and they carry Deadly $LINK<Morticians=PRTO_Mortician>!
^
^The $LINK<Infected Morgue=BLDG_Infected_Morgue> produces a $LINK<Paradise Mortician=PRTO_Paradise_Mortician> {Every 3 Turns!}
^
^
^{Bonuses:} {Immobile; Detect Invisible; 3 Extra Hit Points}
#DESC_PRTO_Black_Coffin
^
^
^"Those Black Coffins sure look Evil as Hell... I just know something Horrible is inside them and I am Not going to hang around to find out what it is!
^
^{"We need to guard the territory around our buildings!"}

#PRTO_Paradise_Mortician
^{Faction(s): Zombies}
^{Produced By Key Location Only}
^
^{Paradise Morticians} are Very Mean Zombies, capable of Un-Earthing themselves anywhere on the Island! They are only produced by the $LINK<Infected Morgue=BLDG_Infected_Morgue> {Every 3 Turns} and the $LINK<Evil Advantage=BLDG_Evil_Advantage> {Every 4 turns.}
^
^Paradise Morticians are the same as $LINK<Morticians=PRTO_Mortician> other than they can appear before Zombiegeddon, do not require Zombie Goo, are not King Units and can $LINK<Use Sewers=BLDG_Aqueduct> {Yikes!}
^ 
^{Bonuses:} {Blitz; Detect Invisible; All Terrain As Roads; Un-Earth from the Ground with a 13 Tile Range; 2 Extra Hit Points; Enslavement produces a} $LINK<Black Coffin=PRTO_Black_Coffin>{; Requires No Support;} $LINK<Use Sewers=BLDG_Aqueduct>
#DESC_PRTO_Paradise_Mortician
^
^
^{Paradise Morticians} are produced in the Paradise Mortuary when the Zombies establish the $LINK<Infected Morgue=BLDG_Infected_Morgue> and they intend to kill all humans. 
^
^The Infected Morgue does not require Zombie Goo to produce a Paradise Mortician because the level of Advanced Zombie Virus in the Paradise Mortuary is highly concentrated.
^ 
^{Better guard the territory around your buildings!}

#PRTO_Mortician
^{Faction(s): Zombies}
^{Auto-Produced, Upgrade Unit Only}
^
^{Morticians} are Very Mean Zombies, capable of Un-Earthing themselves anywhere on the Island! They are produced by upgrading $LINK<Black Coffins=PRTO_Black_Coffin>
from $LINK<Zombie Morgues=BLDG_Zombie_Morgue>.
^
^{Zombie Morgues} will produce a {Black Coffin that can be upgraded to a Mortician Every 7 Turns}.
^
^When the Zombies reach $LINK<Zombiegeddon=TECH_Zombiegeddon>, the existing Zombie Morgues will become activated or they can be built in any Zombie Building!
^
^{Bonuses:} {Blitz; Detect Invisible; All Terrain As Roads; Un-Earth from the Ground with a 13 Tile Range; 2 Extra Hit Points; Enslavement produces a} $LINK<Black Coffin=PRTO_Black_Coffin>{; King Unit;} 
#DESC_PRTO_Mortician
^
^
^"AHhhhhhhh!... How can we Survive against those stronger Evil Zombies that pop out of the ground in Black Coffins?
^
^{"We need to guard the territory around our buildings!"}

#PRTO_Devil's_Reef
^{Faction(s): Zombies}
^{Cannot Be Built}
^
^The 100 existing {Devil's Reefs} are more manifestations of the Evil that has taken over Paradise Island.
^
^
^Like the "Devil's Triangle", Each Devil's Reef seems to have control of the weather and can manifest a Powerful Maelstrom that is capable of sinking any ship! 
^
^
^
^
^{Bonuses:} {Immobile; Zone of Control; Radar; Requires No Support; Enslave} $LINK<Evil Transports=PRTO_Evil_Transport>{; 8 Extra Hit Points}
#DESC_PRTO_Devil's_Reef
^
^
^"I have heard stories about those Devil's Reefs that just appeared around Paradise Island when the Zombie Outbreak occurred... they say that those Reefs Enslave $LINK<Evil Transports=PRTO_Evil_Transport>!
^
^The Zombies have an Evil Guardian or the Devil himself helping them!
^
^If there is any way to destroy those Devil's Reefs, we need to do it as soon as possible because we don't need the Zombies using Evil Transports to carry them all around the Island".

#PRTO_Chain_Gang_Worker
^{Faction(s): Authorities; Company; Farmers; Survivors; Zombies...Can Only Be Built by Authorities}
^
^{Chain Gang Workers} are criminals that have been sentenced to Hard Labor as punishment for their crimes.
^Chain Gang Workers can perform all worker Tasks twice as fast as a Handy Man but cannot join the population of any building...they will be disbanded.
^The {Penal Colony}, located on the South-East Shore, has a $LINK<Hard Labor House=BLDG_Hard_Labor_House> that provides a new {Chain Gang Worker Every 4 Turns.}
^
^A {Chain Gang Worker} can also build $LINK<Outposts=GCON_Outposts>, $LINK<Fortresses=TFRM_Fortress>, $LINK<Barricades=TFRM_Barricades>, $LINK<Supply Caches=GCON_Colony> and $LINK<Radar Towers=GCON_Radar_Towers> for Human Factions.
^
^{Bonuses:} {All Terrain As Roads; Detect Invisible; Requires No Support; 150% Worker Strength; 5 Extra Hit Points;} $LINK<Use Sewers=BLDG_Aqueduct> 
#DESC_PRTO_Chain_Gang_Worker
^
^
^"OH NO!, The Zombies have taken over the Hard Labor House at the Penal Colony!
^
^The Chain Gang Workers have become infected with $LINK<Zombie Virus=BLDG_Manufacturing_Plant>. 
^We must capture the Penal Colony and remove the Zombies from the Hard Labor House!
^
^As if this isn't bad enough already, the Chain Gang Workers are using the Sewers!" 

#PRTO_Cinema_Billboard
^{Faction(s): Zombies}
^{Unique Unit, Cannot Be Built}
^
^{"Sign, Sign, Everywhere a Sign..."} 
^
^The owners of the Cinema built an Electronic Billboard a couple of years ago in order to advertise
movies and bring in more people.
^
^The lot surrounding the {Cinema Billboard} belongs to the city and the $LINK<Mayor=PRTO_Mayor_Reynolds> authorized 
the Highway Department to be able to temporarily use the lot to store a $LINK<Stockpile=TERR_Marsh> 
for road work around Paradise Island. 
^Now the Cinema Billboard is not accessible in that Zombie infested area.
^{Bonuses:} {Immobile; Radar; Requires No Support; 
^Cannot be Disbanded}  
#DESC_PRTO_Cinema_Billboard
^
^
^The Zombie Outbreak has prevented the removal of the Highway Department Stockpile, leaving the 
{Cinema Billboard} the only other thing there.   
^
^Due to the Impassable Stockpile and Zombie infestation, the Citizens of Paradise Island must 
now watch the same advertisements that were programed to play just before the Zombie Outbreak.
^
^If the Zombies can be destroyed, the Highway Department will have to take down the Cinema Billboard
to remove all of the Earth and Rocks there. The Mayor just wasn't thinking when he said they could use that area to dump a Stockpile.
^
^Some citizens believe it more than a coincidence that the particular movie advertisement that is now 
playing over and over was programed in prior to this Real Nightmare!

#PRTO_Community_Billboard
^{Faction(s): Zombies}
^{Unique Unit, Cannot Be Built}
^
^The {Community Billboard} was built by the City, authorized by the Mayor to serve as an advisory to the citizens of Paradise Island.
^The $LINK<Mayor=PRTO_Mayor_Reynolds> also rented it out for personal profit.
^
^The lot surrounding the Community Billboard belongs to the City and the Mayor authorized 
the Highway Department to be able to temporarily use the lot to store a $LINK<Stockpile=TERR_Marsh> 
for road work around Paradise Island. 
^Now the Community Billboard is not accessible in that Zombie infested area.
^
^{Bonuses:} {Immobile; Radar; Requires No Support; Cannot be Disbanded}  
#DESC_PRTO_Community_Billboard
^
^
^The Zombie Outbreak has prevented the removal of the Highway Department Stockpile, leaving the 
{Community Billboard} the only other thing there.   
^
^If the Zombies can be destroyed, the Highway Department will have to take down the Community Billboard
to remove all of the Earth and Rocks there. The Mayor just wasn't thinking when he said they could use that area to dump a Stockpile.
^
^Due to the Impassable Stockpile and Zombie infestation, no one can get to the Community Billboard now 
but it was at least Great Luck that fast acting Hannibal Smith was able to program a couple of messages to the citizens 
before the Zombies took control of that area.
^
^"We all hope the messages shown over and over will not be needed soon"!

#PRTO_Radar_Artillery
^{Faction(s): Authorities}
^{Unique Unit, Cannot Be Built}
^
^There is only one {Radar Artillery} on Paradise Island and it is in the Military Base.
^
^Although the Radar Artillery is Immobile due to its broken tracks, it has Great Power and is functioning well. It will help the Authorities guard the Military Base.
^
^
^
^{Bonuses:} {Zone of Control; Blitz; Lethal Land and Sea Bombardment; Detects Invisible; Immobile; Radar; Create Craters; Requires No Support; Cannot be Disbanded; 20 Hit Points}  
#DESC_PRTO_Radar_Artillery
^
^
^You already know the only Radar Artillery is in the Military Base so what are you doing here?
^
^If you are a member of the Authorities Faction, be thankful you have it and if you are a member of another Faction, get back out there and Kill some Zombies before it is too late!

#PRTO_Fast_Food_Joint_Billboard
^{Faction(s): Zombies}
^{Unique Unit, Cannot Be Built}
^
^The owners of the Fast Food Joint built an Electronic Billboard a couple of years ago in order to advertise their Great $LINK<Kitchen=BLDG_University> Food and bring in more people.
^
^The lot surrounding the {Fast Food Joint Billboard} belongs to the city and the $LINK<Mayor=PRTO_Mayor_Reynolds> authorized 
the Highway Department to be able to temporarily use the lot to store a $LINK<Stockpile=TERR_Marsh> 
for road work around Paradise Island. 
^Now the Fast Food Joint Billboard is not accessible in that Zombie infested area.
^
^{Bonuses:} {Immobile; Radar, Requires No Support; Cannot be Disbanded}  
#DESC_PRTO_Fast_Food_Joint_Billboard
^
^
^The Zombie Outbreak has prevented the removal of the Highway Department Stockpile, leaving the 
{Fast Food Joint Billboard} the only other thing there.   
^
^Due to the Impassable Stockpile and Zombie infestation, the Citizens of Paradise Island must 
now watch the same advertisements that were programed to play just before the Zombie Outbreak and Zombie take over of the Fast Food Joint.
^
^If the Zombies can be destroyed, the Highway Department will have to take down the Fast Food Joint Billboard
to remove all of the Earth and Rocks there. The Mayor just wasn't thinking when he said they could use that area to dump a Stockpile.
^
^"{The Advertisements sure make me Hungry!}"

#PRTO_Yacht_Assn_Billboard
^{Faction(s): Zombies}
^{Unique Unit, Cannot Be Built}
^
^The {Yacht Association} built an Electronic Billboard years ago in order to advertise their $LINK<Custom Sailboats=PRTO_Custom_Sailboat> to increase business.
^
^The lot surrounding the {Yacht Association Billboard} belongs to the city and the $LINK<Mayor=PRTO_Mayor_Reynolds> authorized 
the Highway Department to be able to temporarily use the lot to store a $LINK<Stockpile=TERR_Marsh> 
for road work around Paradise Island. 
^
^Now the Yacht Association Billboard is not accessible in that Zombie infested area.
^
^{Bonuses:} {Immobile; Radar, Requires No Support; Cannot be Disbanded}  
#DESC_PRTO_Yacht_Assn_Billboard
^
^
^The Zombie Outbreak has prevented the removal of the Highway Department Stockpile, leaving the 
{Yacht Association Billboard} the only other thing there.   
^
^Due to the Impassable Stockpile and Zombie infestation, the Citizens of Paradise Island can only watch the advertisement in Horror as they know the Zombies have taken over the Yacht Association.
^
^If the Zombies can be destroyed, the Highway Department will have to take down the Yacht Association Billboard
to remove all of the Earth and Rocks there. The Mayor just wasn't thinking when he said they could use that area to dump a Stockpile.
^
^"{Zombies cannot read the Billboard but they have managed to float around in the Custom Sailboats!}"

#PRTO_Company_Billboard
^{Faction(s): Zombies}
^{Unique Unit, Cannot Be Built}
^
^{The Company} built an Electronic Billboard years ago to promote themselves to the citizens of Paradise Island.
^The lot surrounding the {Company Billboard} belongs to the city and the $LINK<Mayor=PRTO_Mayor_Reynolds> authorized 
the Highway Department to be able to temporarily use the lot to store a $LINK<Stockpile=TERR_Marsh> 
for road work around Paradise Island. The Company had just programed the Billboard messages a few days before the Zombies took it over.
^Now the Company Billboard is not accessible in that Zombie infested area but the Company messages remain and remind the Citizens of their Good Will.
^
^{Bonuses:} {Immobile; Radar, Requires No Support; Cannot be Disbanded}  
#DESC_PRTO_Company_Billboard
^
^
^The Zombie Outbreak has prevented the removal of the Highway Department Stockpile, leaving the 
{Company Billboard} the only other thing there.   
^
^Due to the Impassable Stockpile and Zombie infestation, the Citizens of Paradise Island 
now watch the Company Billboard with hope, assured that the Company is doing all they can to help the Citizens of Paradise Island.
^
^If the Zombies can be destroyed, the Highway Department will have to take down the Company Billboard
to remove all of the Earth and Rocks there. The Mayor just wasn't thinking when he said they could use that area to dump a Stockpile.
^
^"{It's a relief to know that we can always depend on the Company for Help.}"
^
^"{... I heard that the Company had their Special Dinner in the Conference Center just before the Zombies started roaming around Paradise Island.
^Now many of their employees and some of our citizens are trapped there!"

#PRTO_Search_Light
^{Faction(s): Zombies}
^{Unique Unit, Cannot Be Built}
^
^The {Search Light} was built by the City to serve as an Aircraft Signal Light for the Airport.
^The $LINK<Mayor=PRTO_Mayor_Reynolds> rented it to the Airport for personal profit.
^
^The lot surrounding the Search Light belongs to the City and the Mayor authorized 
the Highway Department to be able to temporarily use the lot to store a $LINK<Stockpile=TERR_Marsh> 
for road work around Paradise Island. 
^
^Now the Search Light is not accessible in that Zombie infested area.
^
^
^
^{Bonuses:} {Immobile; Radar, Cannot be Disbanded}  
#DESC_PRTO_Search_Light
^
^
^The Zombie Outbreak has prevented the removal of the Highway Department Stockpile, leaving the 
{Search Light} the only other thing there.   
^
^If the Zombies can be destroyed, the Highway Department will have to take down the Search Light
to remove all of the Earth and Rocks there. The Mayor just wasn't thinking when he said they could use that area to dump a Stockpile.
^
^Due to the Impassable Stockpile and Zombie infestation, no one can get to the Search Light now 
but it was at least Great Luck that the Search Light continues to function to help with Air Dropped Supplies.

#PRTO_UH34_Helicopter_Disabled
^
^{Faction(s): Authorities}
^{Unique Unit, Cannot Be Built}
^
^The {UH34 Helicopter Disabled} 
^
^One of the {UH34 Helicopters} (Marine version) remains at the {Military Base} and although in disrepair and disabled, it can be repaired and made ready in this hour of need.
^
^
^
^
^
^{Bonuses:} {Immobile; Requires No Support; Cannot be Disbanded}
#DESC_PRTO_UH34_Helicopter_Disabled
^
^
^During the Korean War, the US Navy expanded its use of helicopters in its antisubmarine warfare program. The S-58 was designed for that mission. Introduced in 1954, it was able to carry increasingly sophisticated sonar equipment. 
The Marines felt that they would be useful for transporting troops from ship to shore and the corps soon had its own model, designated the UH-34D. It was used mainly for assault missions. 

#PRTO_UH34_Helicopter_Enabled
^{Faction(s): Authorities}
^{Unique Upgrade Unit, Cannot Be Built}
^
^{"Outstanding...The UH34 Helicopter is Ready for use, Good Work!"}
^"We can Arm this Great Helicopter with the extra Jet Fighter Bombs we have in the stockade and we can certainly use it to transport our fighting units where we need them most."
^{This Unit is for the Human Player. Location, Military Base.}
^
^{See Starting} $LINK<Zombie Buildings=GCON_Zombie_Buildings_&_Auto_Defense_Systems> {with Auto Defense Systems.}
^
^{Bonuses:} {Airdrop; Re-base; Recon 13 tiles; Immobile; Radar; Detects Invisible; Blitz; Lethal Land and Sea Bombardment; Transports Only Foot Units; Moves 2 Times, Cannot be Disbanded; 5 Extra Hit Points; King Unit}
#DESC_PRTO_UH34_Helicopter_Enabled
^
^
^The U.S. Marine Corps version, UH-34, was the primary Marine utility/assault helicopter used in Vietnam. The Sikorsky (model S-58) was licensed and built in Great Britain as the "Wessex". 
The Chocktaw had a single four-bladed main rotor and a four-bladed metal tail rotor. The CH-34C was powered by a single Curtis-Wright R-1820-84C 1425 hp piston engine and had a speed of 123 mph (107 knots). 
^
^The Sikorsky (model S-58) CH-34A/CH-34C, essentially a lengthened and more powerful version of the Sikorsky (model S-55) H-19 Chickasaw cargo helicopter, could carry 12 to 16 troops. 
It could carry eight litters in the MedEvac role. The Armys primary use for the S-58 was as a troop and supply transport; the first Army CH-34 (S-58) flew in March 1955. 
In 1957 Sikorsky Aircraft developed an armament system for the CH-34, which gave even greater combat and strike capability to the helicopter. By 1958 the Armys CH-34s were on duty throughout the United States, Europe, and Asia. 
^
^Of all Sikorsky 5-58 models built in the first four years of production, the Army versions had been the most widely used, and had accumulated more than half of the total hours flown by all S-58s. 
In Vietnam, the important role of the helicopter in war was well defined. S-58 missions included armed assaults, troop transport, casualty evacuation, and artillery spotting. 
In 1961 a Marine UH-34D was used in the recovery of astronaut Alan Shepard following his splashdown in Freedom 7. This event marked recovery. In all, more than five hundred UH-34s were built for the Marines. 
^
^The {UH34 Helicopter} can reach $LINK<Adventure Island=BLDG_Solar_Plant> from The {City Car Park, Nuclear Power Plant, Paradise Airport, Penal Colony, Company HQ, Executive Club, White Sands Hotel, Paradise Mortuary} or {Conference Center.}

#PRTO_Aggressive_Dog
^{Faction(s): Authorities, Company, Farmers, Survivors}
^{Auto-Produced Only}
^
^{Aggressive Dogs} are an early result of the Company Scientists Experimentation on Mans Best Friend at the $LINK<Dog Pound=BLDG_Dog_Pound>.
^These Poor Dogs have been very abused and mistreated, making them Very Mean and willing to Attack on command and sometimes on their own.
^{The Dog Pound will produce an Aggressive Dog Every 5 Turns.} 
^
^{Note that Dogs ALWAYS slow down around Trees.}
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{, Blitz; Radar; 6 extra Hit Points; Zone of Control; Detect Invisible, ignore movement cost except Trees; Requires No Support}
#DESC_PRTO_Aggressive_Dog
^
^Because the {Aggressive Dogs} have been so abused and mistreated, they are a little more Aggressive and Stronger than $LINK<Attack Dogs=PRTO_Attack_Dogs>.
^
^{Company Scientist:} "Yes Mr. Director, the Experiments have gone well and I am happy to report that the Dogs have become Very Aggressive. We have been able to control them but perhaps we should test them around the inhabitants of Paradise Island."
^
^{Director:} Have the Dogs been trained to Use the Sewer Tunnels?"
^
^{Company Scientist:} "Yes Sir, we keep them almost starving so it was easy to train them by giving them a small snack when they obeyed the command and reached other Buildings at the end of the Sewer Tunnels." 
^
^{Director:} "Excellent Work! Continue testing the Dogs in public. There will probably be some casualties among the population but we can blame the Zombies for contaminating any Dogs that injure or kill some of the individuals on Paradise Island. 
^I want both $LINK<Attack Dog Academies=BLDG_Temple> to be built as soon as possible and I want Fresh Dogs Trained rather than the Dogs we have experimented on. I realize there is not enough time to train the New Attack Dogs to use the Sewers so it will be best to continue with the Aggressive Dogs as well." 
^
^{Company Scientist:} "Yes, Mr. Director, we should have a new supply of $LINK<Dogs=GOOD_Dogs> any day now and rest assured I will see to it that the New $LINK<Attack Dogs=PRTO_Attack_Dog> are trained properly and continue training the Aggressive Dogs to use the Sewer Tunnels."
^
^{Director:} Very Good... What ever you do, do not allow the Aggressive Dogs to fall into the hands of the other Factions! Good Bye."
^
^{Company Scientist:} "I will make sure the Company holds the Aggressive Dogs and Dog Pound Sir, you can depend on me. Good bye."

#PRTO_Toxic_Colossus
^{Faction(s): Zombies}
^{Auto-Produced Only}
^
^{Toxic Colossus} are $LINK<Colossus=PRTO_Colossus> that have become toxic and much more powerful from the $LINK<Infected Dirt=BLDG_Infected_Dirt> on Paradise Island.
^
^{Infected Dirt auto produces a Toxic Colossus Every 6 Turns, YIKES!}
^
^
^
^
^{Bonuses:} {Blitz; Radar; Zone Of Control; Wheeled with All Terrain As Roads; Detects Invisible; 6 extra Hit Points!; Cannot Be Disbanded; Enslavement Produces a $LINK<Putrid Zombie=PRTO_Putrid_Zombie>; $LINK<Uses Sewers=BLDG_Aqueduct>!
#DESC_PRTO_Toxic_Colossus
^
^
^"This can't be happening... The Colossus have become Toxic!"
^
^Toxic Colossus are more vividly colored than the Colossus from Area 13 and Area 14. This is due to the toxic material in them from Infected Dirt.
^
^The Toxic Colossus will attack anything that is in their path as they try to satisfy their huge appetites.
^Because these malignant beasts are toxic, they can easily Kill their favorite meal... Humans!

#PRTO_Nuclear_Coffin
^
^{Faction(s): Zombies}
^{Auto-Produced or Enslaved Only}
^
^{Nuclear Coffins} are from deceased people in Coffins that have been recently infected with Zombie Virus and Strong Radiation.
^
^Nuclear Coffins are produced by $LINK<Nuclear Graves=BLDG_Nuclear_Graves> {Every 2 Turns} and the $LINK<Nuclear Graveyard=BLDG_Nuclear_Graveyard> produces a {Nuclear Coffin Every Turn!}
^
^Nuclear Coffins carry $LINK<Nuclear Coffin Zombies=PRTO_Nuclear_Coffin_Zombie> and are capable of "Un-Earthing" anywhere on the Island!
^
^{Better guard the territory around your buildings!}
^
^{Bonuses:} {Immobile; 5 Extra Hit Points}
#DESC_PRTO_Nuclear_Coffin
^
^
^{Note:} IF captured, the Military Base has Uranium that will allow the Zombies to Activate Nuclear Graves in each of the Military Buildings on the West Coast.
^
^{The West Coast Millitary Buildings cannot be connected to any buildings other than themselves.}

#PRTO_Nuclear_Coffin_Zombie
^{Faction(s): Zombies}
^{Special Upgrade Unit Only}
^
^{Nuclear Coffin Zombies} are like other $LINK<Nuclear Zombies=PRTO_Nuclear_Zombie> but they can come out of the ground anywhere on the Island and know how to use the $LINK<Sewers=BLDG_Aqueduct>...{YIKES!}
^
^When the Zombies capture the Nuclear Power Plant, they will gain the $LINK<Nuclear Graveyard=BLDG_Nuclear_Graveyard> and Uranium there. The Zombies can then Activate $LINK<Nuclear Graves=BLDG_Nuclear_Graves> in their buildings that will automatically produce more
$LINK<Nuclear Coffins=PRTO_Nuclear_Coffin> {Every 2 Turns} that can immediately be Upgraded to Nuclear Coffin Zombies.
^
^{Bonuses:} {Use Sewers; Blitz; Ignores Movement Cost for Farmland and Parkland; 5 extra Hit Points; Enslavement produces a} $LINK<Nuclear Coffin=PRTO_Nuclear_Coffin>{; King Unit}
#DESC_PRTO_Nuclear_Coffin_Zombie
^
^
^{Nuclear Coffin Zombies} can Un-Earth from their buildings anywhere within a 13 tile radius.
^
^"OH NO! The Nuclear Coffin Zombies are popping up everywhere in Nuclear Coffins!"
^
^{"We Must guard the territory around our buildings!"}
^
^{Note:} IF captured, the Military Base has Uranium that will allow the Zombies to Activate Nuclear Graves in each of the Military Buildings on the West Coast.
^
^{The West Coast Millitary Buildings cannot be connected to any buildings other than themselves.}

#PRTO_Tornado
^
^{Faction(s): Zombies}
^{Auto-Produced Only}
^
^{Tornados} will start developing from the Dark Sky, Dark Sky II, Dark Sky III and Dark Sky IV Key Locations.
^
^
^{See} $LINK<Dark Sky=BLDG_Dark_Sky>, $LINK<Dark Sky II=BLDG_Dark_Sky_II>, $LINK<Dark Sky III=BLDG_Dark_Sky_III> and $LINK<Dark Sky IV=BLDG_Dark_Sky_IV>
^
^Get to a Storm Shelter or lowest place in your building and stay away from windoes.
^
^
^{Bonuses:} {Lethal Land and Sea Bombardment; Collateral Damage; All Terrain as Roads; Radar}
#DESC_PRTO_Tornado
^{Random Tornado Facts:}
^"Tornadoes have the fastest winds of any storm on earth and are Deadly!
^The most powerful Tornadoes occur in the United States.
A typical tornado only lasts for a few minutes.
Every tornado has its own color, sound and shape.
You need to step on the pedal of a car pass 70 miles per hour to outrun the fastest tornadoes.
The chances that a tornado is a F5, the highest classification for a tornado on the F-scale, is less than 0.1%
Tornadoes have been reported in every state in the US and also in every season.
A Tornado can occur at any time, but most often between 3pm and 9pm.
Each year, about a thousand tornadoes touch down in the United States, far more than any other country.
A strong tornado can pick up a house and move it down the block.
Nebraska, South Dakota, Oklahoma, Texas and Kansas make up Tornado alley, where tornadoes strike regularly in the spring and early summer.
Many houses in tornado alley have strong basement shelters.
Some people have seen inside a tornado with their own eyes and lived to tell about it.
Knives and forks have been found embedded in tree trunks flung from a tornado.
Usually a tornado starts off as a white or gray cloud but if it stays around for a while, the dirt and debris it sucks up eventually turns it into a black one.
3 out of every 4 tornadoes in the world happen in the United States.
Thunderstorms most likely to give birth to Tornadoes are called supercells.
A Tornado in Oklahoma once destroyed a whole motel. People later found the motels sign in Arkansas.
A Tornado can sometimes hop along its path. It can destroy one house and leave the house next door untouched.
In 1928, a tornado in Kansas plucked the feathers right off some chickens.
In 1931 a tornado in Mississippi lifted an 83 ton train and tossed it 80 feet from the track.
The United States have an average of 800 tornadoes every year.
Each year, dozens of Americans die from tornadoes.
Usually, a tornados color matches the color of the ground.
Some tornadoes make a considerable amount of noise while others make very little. It depends on the objects a tornado might hit or carry. A tornado moving along an open plain may make very little noise.
Some people think the crop circles in the UK are the result of weak whirlwinds. About 60 of these small tornadoes are formed every year in Britain." 


#PRTO_Black_Bull
^
^{Faction(s): Farmers, Authorities, Company, Survivors}
^{Auto-Produced Only}
^
^{Black Bulls} are produced from the $LINK<Bull Barn=BLDG_Bull_Barn> {Every 7 Turns.} 
^
^{Black Bulls} can be transported in $LINK<Shaggin' Wagons=PRTO_Shaggin'_Wagon> or $LINK<Hazard Trucks=PRTO_Hazard_Truck> 
^only.
^
^"Don't get too close, Zeb's Black Bulls have a bad temper!"
^
^Any Human Faction can gain Black Bulls if they Capture Zeb's Farm after the Farmers build the Bull Barn.
^
^{Bonuses:} {Blitz; Wheeled; Zone of Control; Ignor movement cost for Farmland and Parkland; 6 extra Hit Points}


#PRTO_Boss
^
^{Faction(s): Farmers}
^{Unique Unit, Cannot Be Built}
^
^{Boss} is Zeb's prise Black Bull on the Farm. 
^
^
^{Boss} can be transported in $LINK<Shaggin' Wagons=PRTO_Shaggin'_Wagon> or $LINK<Hazard Trucks=PRTO_Hazard_Truck> only.
^
^
^"Beware, Boss is One Mean Bull!"
^
^
^{Bonuses:} {Blitz; Wheeled; Zone of Control; Ignor movement cost for Farmland and Parkland; Requires No Support, Cannot be Disbanded; 8 extra Hit Points}
#DESC_PRTO_Boss
^
^
^Zeb bought the Prise Black Bull, {Boss}, years ago from one of his cousins on Paradise Island who had the Bull imported but discovered that he could not afford to pay all of the charges.  
^
^Once on the Farm, the Black Bull would try to Kill anything that moved and naturally became Boss of the Pasture. He was the meanest Bull Zeb had ever seen so Zeb simply named him Boss.
^
^Now Zeb uses Boss to help guard his Farm and uses him to breed more Black Bulls in his $LINK<Bull Barn=BLDG_Bull_Barn>. 


#PRTO_Elsie
^
^{Faction(s): Farmers}
^{Unique Unit, Cannot Be Built}
^
^{Elsie} is Zeb's Old Milk Cow at Zeb's Farm. 
^
^
^{Elsie} can be transported in $LINK<Shaggin' Wagons=PRTO_Shaggin'_Wagon> or $LINK<Hazard Trucks=PRTO_Hazard_Truck> only.
^
^
^
^
^{Bonuses:} {Wheeled; Ignor movement cost for Farmland and Parkland; Hidden Nationality; Detects Invisible; Radar; Requires No Support, Cannot be Disbanded; 0 extra Hip Points}
#DESC_PRTO_Elsie
^
^
^{Elsie} tends to run off and wonder around but she usually goes back to the Farm around Milking Time.
^
^The citizens of Paradise Island understand that Elsie cannot harm them so they generally let her freely move around. 


#PRTO_CO-Prospector
^{Faction(s): Farmers}
^
^
^{CO-Prospectors} are Tough Old Friends and partners of the $LINK<Prospectors=PRTO_Prospector> and know how to defend their territory. 
^
^Although CO-Prospectors are Good defenders, they lack stamina and experience. They are still striving to learn the worker abilities and Lethal Shooting of their Prospector partners.
^
^Co-Prospectors are easy to spot due to their New Red Shirts.
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>; {Lethal Defensive "Shoot"; 6 extra Hit Points}


#PRTO_Jake_Stranded
^{Faction(s): Authorities; Company; Farmers; Survivors; Zombies}
^{Unique Unit, Cannot Be Built}
^
^{Jake} is an EPA Officer that is hiding out alone in the $LINK<EPA Office=BLDG_EPA> inside the Sanitation Department Building. 
^Surrounded by Zombies with no food or water, Jake only has his HazMat suit to help keep the Zombies from knowing he is hiding there.
^
^Jake has one of the more powerful Steam Guns that the EPA developed from hand held Flamethrowers but no Fuel for it. He hopes he can hold on and that he will be rescued in time from his horrible position.
^
^{Bonuses: Requires No Support; Cannot be Disbanded}


#PRTO_Jake_Recovered
^{Faction(s): Authorities; Company; Farmers; Survivors}
^{Unique Upgrade Unit, Cannot Be Built}
^
^{Jake} is doing well and remains thankfull that he was rescued.
^
^Now that Jake is feeling stronger and has Fuel for his Steam Gun, he is ready to help Clear Out the Zombies and $LINK<toxic pollution=GCON_Pollution> that are on Paradise Island.
^
^
^
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>; {Blitz; Detects Invisible; Lethal Land "Steam Blast"; Clear Dead Bodies; 300% Worker Strength; Repair Craters; Requires No Support; Cannot be Disbanded; 
^10 extra Hit Points; King Unit}


#PRTO_HazMat_Worker
^{Faction(s): Authorities; Company; Farmers; Survivors}
^{Auto-Produced Only}
^
^{HazMat Workers} are Daring, Strong individuals who don't mind doing dirty jobs that no one else can do.
^They are equipped with Strong HazMat suits and carry the New Steam Guns, developed by the EPA for cleaning $LINK<toxic pollution=GCON_Pollution>.
^
^The HazMat Workers are happy they can also use their Steam Guns as Deadly Weapons.
^
^The $LINK<HazMat Office=BLDG_HazMat_Office> hires a new {HazMat Worker Every 3 Turns.}
^
^{Bonuses:} $LINK<Use Sewers=BLDG_Aqueduct>{; Blitz; Detects Invisible; Lethal Land "Steam Blast"; Clear Dead Bodies; 300% Worker Strength; Repair Craters; 8 extra Hit Points}
#DESC_PRTO_HazMat_Worker
^
^
^The Steam Guns that the HazMat Workers use were developed by the EPA from hand held Flamethrowers. The Steam Guns use Fuel, a Mixing Chamber and a High Pressure Tank that cause water
to become Super Heated Steam so powerful it can cut through rock at a great distance. 
^
^"Alright Men, we have a major job to do... Lets use our Steam Guns to clear out the Zombies and the Toxic Dead Bodies from Paradise Island."


#PRTO_Rocket_Cat
^{Faction(s): Authorities; Company; Farmers; Survivors}
^{Auto-Produced Only}
^
^{Rocket Cats} are Stray Cats that have been strapped with Powerful, Explosive Rockets. They may be cute but they are {Deadly!}
^
^The $LINK<Kitty Shack=BLDG_Kitty_Shack> produces a new {Rocket Cat Every Turn.}
^
^
^{Any Human Faction can gain the Rocket Cats at Zeb's Farm after the Farmers established the Kitty Shack.}
^
^
^{Bonuses: Rebase; Radar; All Terrain as Roads; Detects Invisible; Collateral Damage; Create Craters; Lethal Land and Sea Bombardment}
#DESC_PRTO_Rocket_Cat
^
^
^Zeb was thinking about all of the stray cats that have been around the Farm and how they breed fast.
^
^He wanted to do something about all those cats and it occurred to him that, just like the $LINK<Exploding Sheep=PRTO_Exploding_Sheep>, the 
cats could be used against the Zombies by strapping them with Explosive Rockets, made from old vases 
and packed with some of the "explosive dynamite sweat" the Sheep like so much. Of course others know the liquid is Nitroglycerin.
^
^Zeb was proud that he could find a good use for the Stray Cats in this desperate time for his family.
^He simply called it the $LINK<Kitty Shack=BLDG_Kitty_Shack>.


#PRTO_Dark_One
^
^{Faction(s): Zombies}
^{Unique Unit, Enslaved Only}
^
^{Dark Ones} are Monster Zombies that are created by $LINK<Monster Spiders=PRTO_Monster_Spider> 
^$LINK<Nasty Horrors=PRTO_Nasty_Horror>, $LINK<Omega Zombie=PRTO_Omega_Zombie> and $LINK<Macrobites=PRTO_Macrobite>. The Spiders, Omega Zombies and Macrobites 
have high concentrations of $LINK<Advanced Zombie Virus=BLDG_Coal_Plant> that create new Dark Ones if they Win in Battle.
^{Watch out...} these Monster Zombies are faster, more difficult to kill and can move on all terrain.
^{Take Care:} Nasty Horrors can enslave Dark Ones early in the game if the Zombies capture the Radio Station before the Dreaded!
^
^{Bonuses:} $LINK<Amphibious=GCON_Amphibious Zombie Units>{;} $LINK<Use Sewers=BLDG_Aqueduct>; {Blitz; All Terrain as Roads;  Require No Support; 5 extra Hit Points; 
^Enslavement produces a} $LINK<Crawling Brain=PRTO_Crawling_Brain>


#PRTO_Guardian_Evil
^
^{Faction(s): Zombies}
^{Unique Unit, Cannot Be Built}
^
^The five elite {Guardian Evil} are Extremely Powerful Disciples from Hell that were sent to Guard the $LINK<Evil Entity=BLDG_Great_Ironworks> in the White Sands Hotel. 
^
^Guardian Evil Disciples are capable of destroying any unit within a 2 Tile Radius with Destructive Supernatural Power.
^...Best to stay out of range of these Guards from Hell as you attempt to capture the White Sands Hotel... {Good Luck.}
^
^
^{Bonuses:} {Zone of Control; Blitz; Lethal Land and Sea Bombardment; Detects Invisible; Immobile; Radar; Requires No Support; Cannot be Disbanded; 20 Hit Points}


#PRTO_Corporate_Chopper_Disabled
^
^{Faction(s): Company}
^{Unique Unit, Cannot Be Built}
^
^The {Corporate Chopper} is disabled and in need of a minor repairs.
^
^The CEO has advised his employees to also have the Helicopter retrofitted with a Machine Gun and Missiles.
^
^
^
^
^
^
^{Bonuses:} {Immobile; Requires No Support; Cannot be Disbanded; 5 extra Hit Points}


#PRTO_Corporate_Chopper_Enabled
^
^{Faction(s): Company}
^{Unique Upgrade Unit, Cannot Be Built}
^
^"Excellent! The {Corporate Chopper} has been repaired as well as retrofitted with a Machine Gun and Missiles".
^
^"The CEO is Very Pleased and has authorized me to give you all a Big Bonus for accomplishing the work with such short notice".
^
^{This Unit is for the Company Player. Location, Company HQ.}
^
^{Bonuses:} {Rebase; Blitz; Moves 4 Times; Recon 13 tiles; Lethal Land and Sea Shooting; Detect Invisible; Radar; All Terrain as Roads; Create Craters; Collaterial Damage; 5 extra Hit Points; Requires No Support; Cannot Be Disbanded}
#DESC_PRTO_Corporate_Chopper_Enabled
^
^
^The {Corporate Chopper} can reach $LINK<Adventure Island=BLDG_Solar_Plant> by Rebasing.




; End Units______________________________________________________________________________End Units













; building Improvements______________________________________________________________________________building Improvements


#BLDG_Palace
^
^
^Your {Headquarters} is your central hold out against the Zombie hordes {if you are a living Human.} 
^
^{If you are a Zombie,} your Headquarters is the Strongest building for your Faction.
^
^{All Headquarters} start with a $LINK<Sewer Tunnel=BLDG_Aqueduct>.
^
^A Headquarters increases your $LINK<Status=GCON_Culture>, Makes 4 Occupants $LINK<Happy=GCON_Happy_Faces>, eliminates $LINK<Corruption/Waste=GCON_Corruption> in this administrative building, and reduces it in nearby buildings. 
^Units can be upgraded in your Headquarters without a $LINK<Machine Shop=BLDG_Machine_Shop>
#DESC_BLDG_Palace
^
^
^When the Zombie hordes broke out of the lab and attacked Paradise Island, most people were caught unaware.  Some ran, some 
fought, some were frozen with fear, but almost all of them died.  A few managed to hold the Zombies off by assembling in the best building 
they could find quickly with fortification, their Faction's Headquarters. But you can't stay there forever...eventually you'll run out of food and water.  
You have to get off Paradise Island if you can and if not, you must find the way to kill the Zombies before they kill you.
^
^The Zombies managed to take over one of the Company's best buildings, the Research Center, and then gain great power there. 
The Research Center is the Zombie's Headquarters and it will not be easily taken. 


#BLDG_Granary
^
^
^"What are you doing reading about Granaries? The Only Granary left on Paradise Island is the Old Granary in North Shore Industry and it is in a state of disrepair.  Shouldn't you be out there kickin' Zombie ass?"
^
^"OK, well if you must know, that Old Granary will increase the $LINK<Status=GCON_Culture> of whom ever owns it...probably because it is the last of its kind, I don't know."
^
^"I hear tell that it also increases the chance of a $LINK<Great Leader=GCON_Leaders> appearing."
#DESC_BLDG_Granary
^
^
^"What, you still here?"
^" Look, IF you Really want to know what you can do with that Granary, you will have to capture North Shore Industry and get a $LINK<Nerd=GOOD_Nerd> to tell you what can be done with it."
^
^"I heard the Nerds talking about the Old Granary and what they could do with it if we had North Shore Industry and some good $LINK<Tools=GOOD_Iron>." 
^
^The Nerds seem to think they can make the $LINK<Oil Refinery=BLDG_Coastal_Fortress> Operational as well as use that Old Granary as a storage tank for oil and get the $LINK<Chemical Factory=BLDG_Apollo_Project>
running to make some $LINK<Deadly Chemicals=PRTO_Deadly_Chemicals>.
^
^"Who Knows, with the kind of Brains those Nerds have working on strategies, we might even get a $LINK<Great Leader=GCON_Leaders> in the process."
^
^"OK, so you got that?...Please, just take my word for it, there are no other Granaries. Now Get out there and Kick some Zombie Ass!"


#BLDG_Harbor
^
^{Explosives Rooms are available for All Human Factions.}
^
^"ALRIGHT! we can gain Explosives Rooms!! Time to BLAST those Zombies to Hell!"
^
^Buildings with an {Explosives Room} produce a $LINK<Homemade Mine=PRTO_Homemade_Mine> {Every 10 Turns.}
^
^
^{Explosives Rooms increase} $LINK<Status=GCON_Culture> {but cause Pollution and can} 
^$LINK<Explode!=GCON_Pollution>
#DESC_BLDG_Harbor
^
^
^"Thanks to the $LINK<Nerds=GOOD_Nerd> we now have a working Explosives Room where we can put materials together to make Homemade Mines!
Lets get to work and place Mines to Guard our buildings from Zombies. If we can at least manage to injury them, they will be easier to Kill." 
^
^
^"Maybe, we can survive this Nightmare... I hope these new Homemade Mines work!"


#BLDG_Offshore_Platform
^{Camp Paradise} was known as one of the Best Marine Bases until the zombies took it over. 
^It enables any Faction to equip Air, Land and Sea units to Veteran level as well as repair them quickly when needed.
It Reduces $LINK<Corruption=GCON_Corruption> in the building and also provides more food and shield production from the surrounding Water and is a Great Tourist Attraction that will increase your $LINK<Status=GCON_Culture>.
^{When the Zombies "Build" Camp Paradise, it represents them totally taking it over.}
^
^{Produces a} $LINK<Great Leader=GCON_Leaders> {Every 25 Turns.}
^
^{Camp Paradise Cannot be connected with Roads that lead to Headquarters, however, units in the building can Use Sewers, Paradrop or Beam Transport without having to build a Sewer Tunnel after Camp Paradise has been Rebuilt.}
#DESC_BLDG_Offshore_Platform
^
^
^"OH NO! ...even Camp Paradise has been taken over by the Zombies."
^
^"IF the Authorities can take Camp Paradise back, they can rebuild the $LINK<Marine Recruit Depot=BLDG_Longevity>."

^"Maybe we should the Authorities. We are all on this Island alone now..."


#BLDG_Machine_Shop
^
^
^The {Machine Shop} enables you to equip units to veteran level as well as repair them quickly when needed.
^
^Machine Shops increase your $LINK<Status=GCON_Culture>.
^
^You need to have an $LINK<Electric Generator=BLDG_Electric_Generator> before you can build a Machine Shop.
#DESC_BLDG_Machine_Shop
^
^
^"Joe's a craftsman.  He's got his own Machine Shop and Wood Shop in his garage. When we built the Machine Shop, he set to 
work making weapons, reloading bullets and cranking out other tools we needed."


#BLDG_Courthouse
^
^
^The {Mayor's Office}, Located in City Hall, is The Authorities makeshift H.Q. on the island. 
^
^The Mayor's Office Reduces $LINK<Corruption=GCON_Corruption> in the building, provides a +1 supply in each supply producing tile, provides a 50% Supply output in the building, increases building Defense by 100% and increases $LINK<Status=GCON_Culture>. 
^
^The Mayor's Office provides a New $LINK<Municipal Car=PRTO_Municipal_Car>, tuned up and ready for use {Every 8 Turns}.
^
^You can find the Mayor's Office at City Hall.
^
^{Any Human Faction can gain the Mayor's Office and Municipal Cars if they capture City Hall.}
#DESC_BLDG_Courthouse
^
^
^The Mayor's Office is made from the whitest of marble, crafted by one of the most famous architects, but
who cares? Now that the Zombies are roaming the streets the leaders of the city are cowering inside this once-amazing building.


#BLDG_Walls
^
^As a {Human} you can build {Fortifications} that are hastily assembled barriers to keep the Zombies from getting inside your buildings, or at least to keep the Zombies from grabbing you and
 pulling you into their mob so they can rip you to shreds.  
^
^Fortifications increase $LINK<Status=GCON_Culture>, provide a {75%} defense bonus to the defenders inside a building and make One Citizen $LINK<Content=GCON_Moods>.
^
^{Zombies} have their own type of $LINK<"Zombie Fortifications"=BLDG_Great_Wall> formed from the piled up remains of brainless corpses. 
^
^Piled up dead bodies provide a {75%} defense bonus to Zombie defenders inside a building.
#DESC_BLDG_Walls
^
^
^{Human Fortifications} are made up of furniture, crates, burned-out cars, anything sturdy enough to keep the Zombies back.  While the 
Zombies try to climb their way over, you can shoot them in the head at your leisure.
^
^{Zombie Fortifications} are the rotting remains of victims who the Zombies kill and leave laying around their buildings. 


#BLDG_Great_Wall
^
^
^{Pile Ups} are $LINK<"Walls"=BLDG_Walls> of Rotting Dead Bodies found around Zombie buildings which provide a land bombardment defense of eight,
and a 75% defensive bonus to Zombies defending in the building. They make one Zombie $LINK<Content=GCON_Moods> and increase $LINK<Status=GCON_Culture>.
^
^A Pile Up can be built around a Zombie building that is below size 7 for an added defense bonus. The Zombies tend to leave Dead Bodies of their victims inside after the building reaches size 7. 
^{Pile Ups produce a} $LINK<Zombie=PRTO_Zombie> {Every 7 Turns}.
^
^{Note,} All Starting Zombie Buildings have a Pile Up.
#DESC_BLDG_Great_Wall
^
^
^The Zombies are on a Killing rampage and "Pile Ups" occur from the abundance of dead bodies that the Zombies leave laying around their buildings after they kill and eat mainly the brains of their victims. 
^ 
^Anyone who has encountered a Pile up will tell you that the nauseating, putrid stench alone seems capable of killing anyone, not to mention the deadly bacteria found in most of the rotting flesh in a Pile Up.


#BLDG_Stock_Exchange
^
^
^Some people still value money even on a Zombie-infested island, go figure. They are willing to trade supplies for cash -the fools 
think they are getting rich but they haven't thought far enough ahead as to how they are going to get off the island to be able to spend any of it.
^
^The {Bank Vault}, Located in the Bank, increases Supply Output by 50% (meaning you can use the money to buy supplies) and your $LINK<Supply Store=GCON_Treasury> earns 5% up to 50 supplies per turn. The Vault also
provides a 50% bonus to defenders and increases $LINK<Status=GCON_Culture>.
#DESC_BLDG_Stock_Exchange
^
^
^WOW, I always wanted to Own a Bank! Now I must manage to keep it.

#BLDG_Internet
^
^
^A {fridge} keeps food fresh and doubles growth in the building it's located in. A fridge allows a building to grow to size level 3 and increases production by 25%.
^
^Because you can cool beers in a fridge it makes one occupant of the building $LINK<Content=GCON_Moods> too.
^
^A Fridge also increases your $LINK<Status=GCON_Culture>.
^
^You require a $LINK<generator=BLDG_Electric_Generator> before you can have a fridge.
#DESC_BLDG_Internet
^
^
^Johnny shuffled through the house, attempting to not make a sound. He glanced around the ruined room.
Broken furniture, and garbage littered the floor. Then his eye caught hold of something looming in the dark.
He instinctively reached for his gun, but seeing that the object did not move, he hobbled over to investigate.
He reached out his hand and pulled the thing open. Inside, before his startled 
eyes, was ounces of food. He squealed in joy! But then from somewhere behind him he heard an ominous word; "Brayuuuns!"...


#BLDG_Wall_Street
^
^{Warehouse Outlet}, Connected with the Warehouse, where everything is always on sale!
^"Wow, look at this place!  The Warehouse Outlet has everything we need!  Guns, bullets, bandages, flashlights, road flares, sneakers, 
jogging suits, denim jackets..., hell, they even have Tickle Me Elmos in the back here.  Load up people, we have a long 
night ahead of us."
^The Warehouse Outlet provides a 50% Supply output in the building and increases $LINK<Status=GCON_Culture>.
^
^A tickle me Elmo won't buy you much on a Zombie infested Island but extra supplies will. Consequently, The {Warehouse Outlet} makes three
citizens $LINK<Content=GCON_Moods> in all the buildings that you control. Because of the amount of goods available for barter, the Warehouse Outlet increases trade +1 in each
trade producing tile and produces a $LINK<Supply Parcel=PRTO_Supply_Parcel> {Every 12 Turns}. 
#DESC_BLDG_Wall_Street
^
^
^"Fantastic! We have a Great supply of goods to help us get through this Horror.
^These extra Dogs are just what we need for trade."


#BLDG_Apollo_Project
^
^
^The {Chemical Factory} can only be established in North Shore Industry by any Human Faction. It increases $LINK<Status=GCON_Culture>.  
^
^$LINK<Deadly Chemicals=PRTO_Deadly_Chemicals> are just what we need to fight the Zombies and the {Chemical Factory} will produce one {Every Turn.}
^
^{Take Care,} the Chemical Factory can $LINK<Explode!=GCON_Pollution> Better keep your people Happy so they do not make mistakes.
^
^{The Chemical Factory causes pollution.}
^
#DESC_BLDG_Apollo_Project
^
^
^"Just look at all of these Caustic, Toxic, Corrosive and Dangerous Chemicals! We can mix some Deadly Chemicals to Destroy the Zombies.
 Lets get started...Notify the $LINK<Nerds=GOOD_Nerd> and ask them to also build strong Launchers so we can launch these Deadly Chemicals a long distance at those Damned Zombies."
^"Oh, and tell them the $LINK<Old Granary=BLDG_Granary> needs repair in order to serve as a temporary storage tank for the Chemicals we want to mix."


#BLDG_Factory
^
^
^The {Production Line}, conected with the Factory, contains machinery that will allow you to build all sorts of cool equipment. Sure the welding might be a bit doubtful but
it should hold long enough. 
^
^The Production Line halves the cost of upgrading units as well as increasing production by 5 and it increases $LINK<Status=GCON_Culture>.
#DESC_BLDG_Factory
^
^
^Look at this place...this production boost will make a big difference to our efforts. 


#BLDG_Hospital
^
^Paradise Island's {Emergency Room} in the Hospital is full of life-saving medical supplies. Medical supplies allow your units to get bandaged up without 
having to come back to the base. 
^
^The medical supplies are highly tradable (+50% Supply Output) and increases +1 Supplies in each Supply producing tile, as well as allowing your units to heal in enemy territory and doubling the growth rate
at the Hospital. 
^
^The {Emergency Room in the Hospital is a place for human healing and help which allows reduced} $LINK<Corruption=GCON_Corruption> {in the building and it increases} $LINK<Status=GCON_Culture>.
^The Hospital is infected with Radioactive $LINK<Zombie Virus=BLDG_Manufacturing_Plant>.
^If the Zombies capture the Hospital, the $LINK<Zombie Nurse School=BLDG_Cure_for_Cancer> will be activated and produce a $LINK<Zombie Nurse=PRTO_Zombie_Nurses> Every turn!
#DESC_BLDG_Hospital
^
^
^The Hospital must be guarded! If the Zombies manage to capture it, it must be recaptured at all costs to prevent hordes of Zombie Nurses 
from "graduating" from the Zombie Nurse School at the Hospital and walking the island in search of Brraaiins. 
^
^{Playing as the Authority Faction, the Hospital is not guarded but you just might find the way to get help there to prevent the Zombies from capturing it...Good Luck!}


#BLDG_Police_Station
^Paradise Island's Police Station has been turned into a fortress by The Authorities.  A handful of SWAT teams are making a desperate
last stand against the Zombies. If the Authorities persuade the $LINK<Police Chief=GOOD_Police_Chief> 
^to come back they can get the {Police Department} operational again. The {Police Department} provides a +50% increase in production in the building, 
Reduces $LINK<Corruption=GCON_Corruption> and $LINK<War Weariness=GCON_War_Weariness> in the building, increases 
$LINK<Status=GCON_Culture>, provides a 100% defensive bonus & increases the chance of a $LINK<Great Leader=GCON_Leaders> appearing.
^It also provides a courageous $LINK<Highway Patrol=PRTO_Highway_Patrol> unit {Every 4 Turns} 
^to Any Faction who Owns it.
^
^{The Police Department can Only be re-established by the Authorities but any Human Faction can gain it if they capture the Police Station after the Police Department has been re-established.}
#DESC_BLDG_Police_Station
^
^
^Sergeant Decker wiped the sweat from his brow, he had been one week from retirement from the force and right now should have
been spending quality time with his grandchildren.  Decker sighed and turned his attention to the men under his wing, some were only
as young as 19. "All right lads", he shouted. "They're on our left, they're on our right, they're in front of us, they're behind 
us...they can't get away this time!
^
^{Now that the Police Department has been re-established, we can look forward to getting some New} $LINK<Highway Patrol=PRTO_Highway_Patrol> {to help us fight the Zombies!"}


#BLDG_Electric_Generator
^
^
^{Electric Generators} provide power to operate machine tools and to $LINK<Keep the Lights On=TECH_Lights_On>, which helps to keep the Zombies 
back. 
^
^The Electric Generator allows a building to grow to level 2 size, Makes One citizen $LINK<Content=GCON_Moods>, increases $LINK<Status=GCON_Culture> and increases production by 50%.
^
^A building must have access to $LINK<fuel=GOOD_Oil> to build an electric generator.
^
^You must have an Electric Generator to build a $LINK<Machine Shop=BLDG_Machine_Shop> or $LINK<Security Camera=BLDG_Mausoleum>.
#DESC_BLDG_Electric_Generator
^
^
^The throaty roar of the generator was comforting.  Freddy had managed to hook it up to the local power grid, so they 
could keep the street lights on while the survivors went about collecting the supplies they needed.  Out in the shadows, 
they could hear the shuffling and raspy moans of the undead, just beyond range of the light.  As long as the generator held 
out they should be okay...


#BLDG_Circumnavigation
^
^The {Test Lab} in the Research Center increases $LINK<Status=GCON_Culture> and produces a $LINK<Roaming Alpha Zombie=PRTO_Roaming_Alpha_Zombie> {Every 6 Turns!}
^ 
^The Test Lab is extremely well guarded with the Best Defense systems money can buy. It provides Veteran Units, increases the Building Defenses 200%, Doubles Defense in the Building, Increases Shields in water 
and {Decreases Success of Nuclear Missile Attacks against the Zombies by 75%!} 
^
^
^{In order to shut down the {Missile Defense System}, you must capture the Research Center...Good Luck!}
#DESC_BLDG_Circumnavigation
^
^Loaded with the best scientific equipment available in many large rooms, the Test Lab is a grand facility that must be reclaimed from the Zombies...Good Luck!


#BLDG_Lab
^
^
^The Company can set up {Research Labs} to help them. Each Lab hastens their escape plans by 50% and increase $LINK<Status=GCON_Culture> and production by 1 in the building in which they are built.
^
^You must have access to a $LINK<Nerd=GOOD_Nerd> in order to build a Research Lab.
^ 
#DESC_BLDG_Lab
^
^
^"The Company appreciates the excellent research you are all doing here in the Research Lab. We are advancing at a more rapid pace due to your efforts so Keep up the Good work. 
^...There will be a token of our appreciation in your next pay check."


#BLDG_Lighthouse
^
^
^The {Broadcast Tower} at the Radio Station, allows you to "reach out" to the beleaguered inhabitants of Paradise Island. You can use
radio broadcasts to coordinate your forces more efficiently or just to pipe out some mood music.  
^
^The Broadcast Tower increases production 25%, increases luxury trade, increases $LINK<Status=GCON_Culture> and makes 1 $LINK<Content=GCON_Moods> 
citizen in each building you own.
^
^The Radio Station is infected with Radioactive $LINK<Zombie Virus=BLDG_Manufacturing_Plant>.
^{Beware...} there is a hidden $LINK<Nasty Eggsack=BLDG_Oracle> under the Broadcast Tower waiting to hatch for the Zombies! 
^
^You can Run but you can't hide from The {Nasty Horror}!
#DESC_BLDG_Lighthouse
^
^
^"With the radio working, we can communicate with the Headquarters of other Factions easier and coordinate our needs better.  If we need 
ammo and they need food, we can work out a trade without wasting a bunch of time on multiple trips around the Island. It 
sure helps a lot."
^They went to the KDED transmitter hoping to be able to broadcast a message for help to the mainland.  But all they got was 
static. The others didn't realize it, but Joe knew that someone, probably The Company, was jamming all radio communications on the island.  Sure, 
they could probably broadcast a message to the other side of the Island, but there was no way the signal could get all the 
way to the mainland.  Their only hope was to broadcast to the island, hoping that any other survivors would hear the message and head down to 
the station.  Of course, there's always the question of who was jamming their signals...would The Company be attracted to the station 
too?


#BLDG_Wealth
^
^
^{Supplies} represent various items and equipment needed to stay alive and help you get off Paradise Island.  Supplies are 
used to complete units and improvements.
#DESC_BLDG_Wealth
^
^
^
^"Ammo, food, water, bandages, gasoline, batteries, knives, guns, lamps, aspirin, soda pop, matches, dynamite...these are 
all supplies we need to stay alive and, better yet, get off the island.  Now split up, find everything you can and meet 
back here in an hour.  Oh, and watch out for the Zombies."


#BLDG_Airport
^
^{Paradise Airport} increases $LINK<Status=GCON_Culture>, Reduces $LINK<Corruption=GCON_Corruption> in the building and Adds a 50% increase to the building Defense. It offers the only route off of the island for the Survivors... sure you could jump in a boat if you could find one but that wouldn't be half as dramatic and we
gotta spin this story out somehow. 
^
^$LINK<Sewer R.A.T.s=PRTO_SewerR.A.T.> or Special Units that can Paradrop or TeleportBeam at least 7 tiles can reach $LINK<Adventure Island=BLDG_Solar_Plant> from the Paradise Airport.
^$LINK<Homemade Mines=PRTO_Homemade_Mine> can be "tossed" out and around the terrain from this Building as well.
^{Beware} $LINK<Dark Sky II=BLDG_Dark_Sky_II>.  
^
^{Cannot be connected with Roads that lead to Headquarters, however, units in the building can Use Sewers, Paradrop or Beam Transport without having to build a} $LINK<Sewer Tunnel=BLDG_Aqueduct>.
#DESC_BLDG_Airport
^
^
^As a member of the Survivor Faction, you can take back the Paradise Airport from the Zombies then get a $LINK<Rescue Helicopter=PRTO_Helicopter> to get the Hell Off this Island.


#BLDG_Pentagon
^"Here, hand out these M-16's and give everyone 10 or 20 clips.  That should be plenty.  Oh, look, hand grenades, rocket 
launchers, machine guns...even flamethrowers.  Man, coming to the Munitions Store in the Armory has been the best thing to happen since I woke up 
this morning!  We should come here more often."
^
^{The Munitions Store}, Located in the Armory, allows Air, Land and Sea Units to be produced at Veteran Status. It produces a $LINK<Mustard Gas Bomb=PRTO_Mustard_Gas_Bomb> {Every 2 Turns} and provides repairs to Air, Land and Sea Units.
^The {Munitions Store} Reduces $LINK<Corruption=GCON_Corruption> in the building, halves unit upgrade costs, increases $LINK<Status=GCON_Culture> and allows you to produce veteran units.
{The Armory and Munitions Store Cannot be connected with Roads that lead to your Headquarters, however, units in the building can Use Sewers, Paradrop or Beam Transport without having to build a} $LINK<Sewer Tunnel=BLDG_Aqueduct>.
#DESC_BLDG_Pentagon
^
^
^"Okay, we got to get to the National Guard Armory on Bayne Avenue.  Sarge here has the pass code for the weapons vault, 
so we can get all the guns and ammo we need to get us to the helipad.  Once we get to the Armory, you guys need to load up 
and head directly to the airport.  I'm going to the lab to see if I can find some documentation about what The Company did 
here on Paradise Island.  I'll meet you at the airport..., just don't leave without me, right?"


#BLDG_Recycling_Center
^Once you establish a secure drop point you can receive $LINK<Supply Parcels=PRTO_Supply_Parcel>from one of the many International Aid Organizations who
have responded to the plight of the entrenched survivors. 
^The {Supply Drop Point} increases production by 50%, makes one Citizen $LINK<Content=GCON_Moods> as
well as Reducing $LINK<War Weariness=GCON_War_Weariness> in the building and it increases $LINK<Status=GCON_Culture>. 
^
^{Supply Parcels are dropped Every 10 Turns.}
^$LINK<Sewer Tunnels=BLDG_Aqueduct> {allow Supplies to be directly AirDropped to your Headquarters where they can be used the same turn.}
^
^Troop Trucks, Motor Cars, Attack Choppers, or any unit with an attack and defense setting can "pick up" one Supply Parcel at a time but the transport units can Load more Supply Parcels to take to your Headquarters where they can then be "picked up" then taken out and back into your Headquarters to gain the Supplies. 
#DESC_BLDG_Recycling_Center
^
^
^Regular parcels had been dropping for weeks now with only occasional interruption due to air restrictions set by The Authorities.
To the struggling people on Paradise Island these drops are manna from heaven, containing essential medical supplies, dried food and board games.


#BLDG_Manufacturing_Plant
^{Zombie Virus} has spread to all corners of Paradise Island and it is changing the citizens into Zombies.
^Zombie Virus allows a Zombie building to grow to level 2 size, Makes 5 Zombies $LINK<Content=GCON_Moods> in the building, increases $LINK<Status=GCON_Culture>, increases production by 75% and provides Veteran air and ground units. 
^
^{Zombie Virus produces a} $LINK<Zombie=PRTO_Zombie> {Every 14 Turns.}
^
^{Adventure Island, The Armory, Camp Paradise, Church, Cinema, Clem's Lodge, Coast Guard, Conference Center, Detective Agency, Docks, Dog Pound, Fast Food Joint, Gentlemen's Club, Graveyard, Hospital, Jungle Island, Mr. Tokugawa's Home, Nuclear Power Plant, 
Paradise Mortuary, Paratrooper Base, Penal Colony, Radio Station, Weapons Range, Research Center and White Sands Hotel are already infected with Radioactive Zombie Virus!}
#DESC_BLDG_Manufacturing_Plant
^
^
^Zombie Virus allows many improvements and several Key Locations for the Zombies.
^
^Due to the rapid spread of Radioactive Zombie Virus on Paradise Island, the Zombies are growing in numbers!
^It is just a matter of time before all citizens of Paradise Island are infected by this Deadly Virus. 


#BLDG_Coal_Plant
^{Advanced Zombie Virus} is an advanced mutation of Radioactive Zombie Virus that causes the development of many Horrible creatures and Unforeseen events! 
^
^Advanced Zombie Virus allows a Zombie building to grow to level 3 size, Makes 5 Zombies $LINK<Content=GCON_Moods> in the building, increases $LINK<Status=GCON_Culture>, 
increases production by 75% and Reduces $LINK<Building Pollution=GCON_Pollution>.
^It also allows $LINK<Flesh Eating Bacteria=BLDG_Cathedral>, $LINK<Mutant Doghouses=BLDG_Mutant_Doghouse>, $LINK<Mutant Graves=BLDG_Mutant_Graves>, 
$LINK<Monster Doghouses=BLDG_Monster_Doghouse> and with $LINK<Uranium=GOOD_Uranium> it allows $LINK<Nuclear Doghouses=BLDG_Nuclear_Doghouse>.
^
^{Advanced Zombie Virus} produces a $LINK<Sneaky Zombie=PRTO_Sneaky_Zombie> {Every 20 Turns.}
^
^{The Armory, Conference Center, Cinema, Detective Agency, Paradise Mortuary and Research Center are already infected with Advanced Radioactive Zombie Virus!} 
#DESC_BLDG_Coal_Plant
^
^
^Brace yourself... Many more Horrible Things and Evil Events are about to happen from Advanced Zombie Virus! 
^
^Keep that last Bullet handy for yourself...you may decide to use it soon.


#BLDG_Battlefield_Medicine
^
^
^In only a couple of days after the Radioactive $LINK<Zombie Virus=BLDG_Manufacturing_Plant> took hold, the emergency services were overwhelmed.  Efforts were made to clean
the streets of the dead but with no one available to bury the bodies they were just dumped at the {Graveyard}.  Trouble is this 
was before anyone knew that you don't stay dead after being 'killed' by a Zombie. Consequently, the Graveyard is now a crawling nest
of Zombies and they're heading your way. The Graveyard produces a $LINK<swarm=PRTO_Grave_Swarm> {Every 2 Turns.} All zombies produced
at the Graveyard are Veterans, the building has a 50% increase in Defense and increased $LINK<Status=GCON_Culture>.

#DESC_BLDG_Battlefield_Medicine
^
^
^Damn this place gives me the Creeps...let's get out of here fast!


#BLDG_Cure_for_Cancer
^The {Zombie Nurse School} can only be activated by the Zombies and only if they capture the {Hospital}. 
^
^The Authorities are Unaware that the Zombies can utilize the Hospital to produce Zombie Nurses. 
^
^{The Zombie Nurse School} Allows a Sewer Tunnel in the Hospital, increases $LINK<Status=GCON_Culture>, provides Veteran Ground Units, 
a 100% increase in the building Defense, a +50% Supply Output, Reduces $LINK<Corruption=GCON_Corruption> in the Building, 
Doubles the building growth rate and produces one $LINK<Zombie Nurse=PRTO_Zombie_Nurses> {Every Turn!}
^
^The Zombie Nurses also retain some innate remnant of their previous nursing skills enabling them to patch up Zombies in enemy territory while they have possession of the Hospital.
^{Also Beware} the $LINK<Zombie Nurse Stations=BLDG_Knights_Templar>{!}
#DESC_BLDG_Cure_for_Cancer
^
^
^DR. ABC: Danger, Response, Airway, Breathing and Circulation.
^
^Incorrect.
^
^DR. ABC: Detect, Rally, Attack, Bite and Consume.
^
^Correct.
^
^Now get busy.
^
^
^{Using what they have, the Authorities can save the Hospital their 1st Turn.}


#BLDG_Longevity
^
^
^$LINK<Camp Paradise=BLDG_Offshore_Platform> {is required to rebuild the Marine Recruit Depot at the Camp Paradise location.} 
^
^The {Marine Recruit Depot} Reduces $LINK<Corruption=GCON_Corruption> in the building, Increases food in water, increases production by 25% and increases $LINK<Status=GCON_Culture>.
^
^{Any Human Faction can capture the Marine Recruit Depot after the Authorities have established it.}
^
^The {Marine Recruit Depot} produces a Veteran $LINK<Marine=PRTO_Marine> {Every 4 Turns.}
^
#DESC_BLDG_Longevity
^
^
^If the Authorities can recapture and rebuild {Camp Paradise} they can rebuild the {Marine Recruit Depot} that was considered one of the top Marine training facilities in the world.
^
^Everyone knows that when there's a battle that's rough it's time to "Send in the Marines" because Marines are highly trained and able to handle the toughest combat situation. 
^
^"OK Marines, Paradise Island and innocent civilians need Our Help NOW!...Lets Do It!" 


#BLDG_Intelligence_Center
^
^
^A special {Meeting Room}, is the {first requirement} to help the Company carry out it's $LINK<10 Step Management Procedure to Diffuse a Level 
Alpha Scenario=GCON_Spaceship>. 
^
^The Meeting Room increases $LINK<Status=GCON_Culture> and makes citizens of the building in which it is located
less resistant to propaganda. It also increases production by 50%.
^
^Only the Company can establish the {Meeting Room} in the {Aerospace Center} which has the $LINK<Rocket Launch Site=BLDG_Rocket_Launch_Site> at its disposal.
#DESC_BLDG_Intelligence_Center
^
^
^"Gentlemen, you all know why we are here so let's get down to business and complete our $LINK<10 Step Plan=GCON_Spaceship>. We can control and watch over the construction of our secret Spaceship as we keep the public unaware of our true business endeavors.
^
^The first order of business is to rescue our $LINK<Public Relations People=GOOD_Spin> in the Conference Center and Control the Radio Station so we have direct access to the $LINK<Transmitter=GOOD_Transmitter>. A Series of Press Releases in conjunction with the $LINK<Broadcast Tower=BLDG_Lighthouse> should help maintain the Company image and prevent the public from knowing our ultimate plans concerning the construction of our Spaceship.
^
^We have started construction of our Spaceship and we have no intention of allowing anyone outside the Company to learn of its existence. As far as the Public is concerned, we are doing Business as usual as we maintain our powerful and benevolent position with them."


; SPACESHIP COMPONENTS__________________________________________________________________________SPACESHIP COMPONENTS


#BLDG_SS_Thrusters
^
^
^{Test ZV-69 Antidote} is one step in the Company's $LINK<10 Step Management Procedure to Diffuse a Level 
Alpha Scenario=GCON_Spaceship>. 
^
^The Company must have an operational $LINK<Research Lab=BLDG_Lab> in order to test their antidote.
^
^{The Company must first establish the} $LINK<Meeting Room=BLDG_Intelligence_Center> {in the Aero Space Center to begin their 10 Step Plan.}
#DESC_BLDG_SS_Thrusters
^
^
^"So Director, am I correct that Dr. Lazar has developed an antidote to the virus?" 
^"Not exactly Mr. Chairman, we need to run many more tests, but the early results suggest that the  
ZV-69 serum will provide a 50% immunity against infection."
^"What about those already transformed?"
^"There seems to be a time factor involved, the longer the subject has been infected by the mutagen  
the less chance that the serum can assist." 
^"Hmmm, only 50% protection, I was hoping for a better result."
^"Mr. Chairman, Dr. Lazar tells me that with more testing he is confident that he can boost it up to  
60% maybe even more.  Therefore I would like to propose that since the island is still isolated under  
quarantine that we have the perfect opportunity for further testing.  However there is a slight snag ..."
^"What sort of snag?"
^"The better results come from subjects in their teens or preteens for optimum data."
^"I see, is that really a problem Director?"
^"Not really Mr. Chairman, we currently have many refugees in our buildings, many of the required type.  
We also have source pockets of school aged children who are hiding in various buildings."
^"Well?"
^"The problem is that we need a little more time."
^"I see, well in that case I had better make some calls to Capital Hill."
^
^"One more thing Mr Chairman, I am happy to report that the Spaceship Thrusters have been completed."
^"Excellent, see to it that the construction stays on schedule."


#BLDG_SS_Engine
^
^
^{Cut Communications with Mainland} is one step in the Company's $LINK<10 Step Management Procedure to Diffuse a Level 
Alpha Scenario=GCON_Spaceship>.
^
^{The Company must first establish the} $LINK<Meeting Room=BLDG_Intelligence_Center> {in the Aero Space Center to begin their 10 Step Plan.}
^
^The Company must have control of the $LINK<Transmitter=GOOD_Transmitter> located at the Radio Station.
#DESC_BLDG_SS_Engine
^
^The Director sat quietly listening to the voice on the secured line, his fingers drumming on the  
controls of his wheelchair.
^
^"Director, news has already leaked to the mainland, the Government has quarantined the island,  
Aid organization are parachuting parcels of food and equipment, this is not good there is far too 
much focus on the island.  What do you intend to do about the situation?"
^
^"Well Mr Chairman, we are spreading our own disinformation, a story about a toxic spill"
^
^"I'm not sure that will cover it, the media is already talking about a Terrorist biological attack and  
that Director is getting far too close to the truth"
^
^"I agree Mr. Chairman, we have reports that the populous is armed and roaming the streets, the  
Authorities are trying to restore order and the Farmers, well Zeb is playing his own game as usual."
^
^"Well Director I think that you must plug the leak, control the communication that enters and leaves  
the island"
^
^"I agree Mr. Chairman, I will send some of our people over to the Radio Station to assist in fixing  
the Transmitter which will soon be suffering 'technical problems' ... and persuade those present that  
we need to broadcast a good dose of 'easy listening music' to ease the fear and panic."
^
^"Very well ... Oh and let me say that it is paramount for certain questions not to be asked, do you  
understand?"
^
^"I understand and I am happy to report that The Spaceship Engine has been completed."
^
^"Good, keep me informed, goodbye"
^
^"Goodbye Mr. Chairman"


#BLDG_SS_Landing_Docking_Bay
^
^
^{Destroy All Evidence} is one step in the Company's $LINK<10 Step Management Procedure to Diffuse a Level 
Alpha Scenario=GCON_Spaceship>.
^
^{The Company must first establish the} $LINK<Meeting Room=BLDG_Intelligence_Center> {in the Aero Space Center to begin their 10 Step Plan.}
^
^The Company must have control of the $LINK<Files=GOOD_Files> located by the Company H.Q.
#DESC_BLDG_SS_Landing_Docking_Bay
^The Director's wheelchair hummed as he maneuvered to the large window of his office.  Outside  
the dark of night was pin pricked by isolated spots of light.  Most were fires left to burn unattended,  
others were spots of illumination evidence that someone had got an electrical generator working.
^
^"So are you telling me that you are not in control of the situation?"
^
^"No Mr. Chairman, I'm saying that the surviving population seem to be hanging on and defending  
quite well against the infected."
^
^"I'm not interested in the antics of the ants, I am only concerned as to how this will effect the  
Company's bottom-line."
^
^"I understand, everything is within expected projections Mr. Chairman, I have also taken the added  
precaution of collecting all the 'sensitive' information and ordered that all hard copies are shredded  
and all computer files and hard discs wiped. I am also happy to report that the Spaceship Landing, Docking Bay has been completed."
^
^"Very Good, we are on Schedule, I knew you were the right man to head this program."
^
^"There is one thing though Mr. Chairman, an interesting development, the virus is mutating.  Dr.  
Lazar is getting samples and conducting an analysis but the evidence suggests that the virus  
can jump species and also that a more virulent form has evolved which has the bonus effect of  
strengthening the infected ..."
^
^"I want to know how secure his research material is?" 
^
^"Everything is sent via secure line to the data storage facility in Switzerland."
^
^"Good, well I have a meeting with some congressmen so I must go, I will express my concerns that  
Fullbright's reaction to the situation is over the top and that he is seriously impinging against the civil  
rights of the citizens of Paradise Island, hopefully we can get him replaced or at the very least have  
his military reinforcements slowed to a trickle."


#BLDG_SS_Cockpit
^
^
^{Implement Witness Coercion and Persuasion Program} is one step in the Company's $LINK<10 Step Management Procedure to Diffuse a Level 
Alpha Scenario=GCON_Spaceship>.
^
^{The Company must first establish the} $LINK<Meeting Room=BLDG_Intelligence_Center> {in the Aero Space Center to begin their 10 Step Plan.}
^
^This step does not require any resources, just lots of ruthless coercion and persuasion.
#DESC_BLDG_SS_Cockpit
^
^
^The Chairman picks up the phone ...
{Chairman} - "Is everything arranged?"
{Other Voice} - "Yes everything has been set in place, just awaiting your go!"
{Chairman} - "In that case ... you have my Go!"
{Other Voice} - "Thank You Mr. Chairman and the Cockpit for the Spaceship has been completed. "
{Chairman} - "Good... you know what to do, goodbye.
^
^The Chairman hangs up the phone and picks up a remote control, presses a button ... a false wall slides back and reveals a bank of television screens each tuned to a different news channel.
{Chairman} - "Let's see what's going on in the world!"
< Click >
... too late as the flames had spread, it is feared that the citizens were still ...  
< Click >
... the body of outspoken business leader Orlando Zimmerman was discovered in ...
< Click >
... composite of footage taken by a member of the public clearly shows the pilot ejecting to safety as the out of control military aircraft crashes into the corporate offices of ...
< Click >
... tragic accident claims the life of the research head of Zantec Internationale' ...
< Click >
... arrested outside his business offices, he claimed that ...
< Click >
... stands speechless as the evidence of insider trading and fraud is read out ...
< Click >
... police were called to control the angry shareholders as they demonstrated outside the London residence of  ...
< Click >
... friends and family gathered at the funeral to express sympathy at the sudden departure of ...
< Click >
... hailed as the father of the new generation of robotics, Hiro Mikoyota was ecstatic on hearing that he has received corporate backing to further his controversial research ...
< Click >
... are baffled, the Poke County sheriffs are investigating the grizzly remains discovered ...
< Click Click >
Silence
{Chairman} - "Hmmm ... looks like house keeping is doing a good job!"


#BLDG_SS_Fuel_Cells
^
^
^{Issue Press Release - Cover Story} is one step in the Company's $LINK<10 Step Management Procedure to Diffuse a Level 
Alpha Scenario=GCON_Spaceship>.
^
^The Company must rescue their $LINK<Public Relations People=GOOD_Spin> who are trapped in the {Conference Center} and Gain the $LINK<Broadcast Tower=BLDG_Lighthouse> at the {Radio Station.}
^
^{The Company must first establish the} $LINK<Meeting Room=BLDG_Intelligence_Center> {in the Aero Space Center to begin their 10 Step Plan.}
^
^{The Company must have their} $LINK<Public Relations People=GOOD_Spin> {and the} $LINK<Broadcast Tower=BLDG_Lighthouse> {to be able to complete the Six Press Releases within their 10 Step Plan.}
#DESC_BLDG_SS_Fuel_Cells
^The flash of Cameras as the well groomed suited figure enters the room approaching the podium,  
the man with the 'million dollar smile'.
^
^"First I'd like to express my thanks personally to all of you distinguished members of the media  
for attending this press meeting.  We all know that the recent disaster in Paradise Island has  
shocked the nation, and I am here to inform you all that the Company I represent will act in every  
capacity possible to assist in providing aid relief for all those residents still trapped.  All of our  
resources on and off the island have been put at the disposal of the Government to help alleviate the  
stress on the resources available, all of our facilities have been opened up to the residents who  
require a safe refuge."
^
^"I will not address the recent claims that this horror has been caused by us.  I am here instead to  
focusing on the poor people trapped on the island.  Let us concentrate on helping and rescuing  
those in need before we cast the stones of blame.  Later, we will assist the Government in a totally  
transparent and open manner to investigate the cause."
^
^"As we had a presence on the island and still have people there, we have decided to compensate  
all of our employees with a generous bonus for all the hardship suffered and to pay for all medical  
treatments required.  A good corporate citizen looks after the community, therefore we will also  
assist in the cleanup and rebuilding of the island.  We also urge all other corporations, businesses  
and members of the public to donate generously to the 'Help Paradise Island fund' which we have  
set up to provide assistance to all those who have suffered loss."  
^
^"Last, we would like to offer a prayer to all the families and friends of the people who have been  
affected by this disaster and would like to tell them all that their relatives and loved ones will be well  
looked after ... because we care ... thank you."
^
^{Later on the telephone...Director} - Mr. Chairman, the Spaceship Fuel Cells have been completed." "{Chairman} - Very Good. Our Public Relations People are doing a damned good job. Give them a Bonus and see to it that they continue, goodbye.


#BLDG_SS_Life_Support_System
^
^
^{Issue Press Release - Persuade} is one step in the Company's $LINK<10 Step Management Procedure to Diffuse a Level 
Alpha Scenario=GCON_Spaceship>.
^
^The Company must rescue their $LINK<Public Relations People=GOOD_Spin> who are trapped in the {Conference Center} and Gain the $LINK<Broadcast Tower=BLDG_Lighthouse> at the {Radio Station.}
^
^{The Company must first establish the} $LINK<Meeting Room=BLDG_Intelligence_Center> {in the Aero Space Center to begin their 10 Step Plan.}
^
^{The Company must have} $LINK<Public Relations People=GOOD_Spin> {and the} $LINK<Broadcast Tower=BLDG_Lighthouse> {to be able to complete the Six Press Releases within their 10 Step Plan.}
#DESC_BLDG_SS_Life_Support_System
^
^
^{Chairman} - answers the telephone. "Yes?"
^
^{Director} - "Mr. Chairman, the Life Support System has been completed in the Spaceship." 
^
^{Chairman} - "good and I want you to tell our Public Relations People, that was one of the finest Press Releases they have done. Make sure they receive a Bonus for their fine work and keep me informed, goodbye."
^
^{Director} - "Yes, I will Mr. Chairman, goodbye.

#BLDG_SS_Stasis_Chamber
^
^
^{Issue Press Release - Divert Attention} is one step in the Company's $LINK<10 Step Management Procedure to Diffuse a Level 
Alpha Scenario=GCON_Spaceship>.
^
^The Company must rescue their $LINK<Public Relations People=GOOD_Spin> who are trapped in the {Conference Center} and Gain the $LINK<Broadcast Tower=BLDG_Lighthouse> at the {Radio Station.}
^
^{The Company must first establish the} $LINK<Meeting Room=BLDG_Intelligence_Center> {in the Aero Space Center to begin their 10 Step Plan.}
^
^{The Company must have} $LINK<Public Relations People=GOOD_Spin> {and the} $LINK<Broadcast Tower=BLDG_Lighthouse> {to be able to complete the Six Press Releases within their 10 Step Plan.}
#DESC_BLDG_SS_Stasis_Chamber
^
^
^{Chairman} - answers the telephone, "Yes?" 
^
^{Director} - "Mr. Chairman, the Stasis Chamber has been completed in the Spaceship."
^
^{Chairman} - "good, our Public Relations People are doing a good job of directing attention away from the Company regarding the Zombie outbreak. Give them a Bonus for their efforts and let them know they will receive more as they accomplish the Company Goals, goodbye."
^
^{Director} - " Yes, I will, goodbye."


#BLDG_SS_Storage_Supply
^
^
^{Issue Press Release - Public Relations} is one step in the Company's $LINK<10 Step Management Procedure to Diffuse a Level 
Alpha Scenario=GCON_Spaceship>.
^
^The Company must rescue their $LINK<Public Relations People=GOOD_Spin> who are trapped in the {Conference Center} and Gain the $LINK<Broadcast Tower=BLDG_Lighthouse> at the {Radio Station.}
^
^{The Company must first establish the} $LINK<Meeting Room=BLDG_Intelligence_Center> {in the Aero Space Center to begin their 10 Step Plan.}
^
^{The Company must have} $LINK<Public Relations People=GOOD_Spin> {and the} $LINK<Broadcast Tower=BLDG_Lighthouse> {to be able to complete the Six Press Releases within their 10 Step Plan.}
#DESC_BLDG_SS_Storage_Supply
^
^
^{Chairman} - answers the telephone, "Yes?"
^
^ {Director} - "Mr. Chairman, the Storage Supply has been completed in the Spaceship."
^
^{Chairman} - "good, the Company image is seen as generous and helpful by the public thanks to our Public Relations People. Make sure they receive a standard Bonus as promised, goodbye."
^
^{Director} - " Yes Mr. Chairman I will, goodbye."


#BLDG_SS_Planetary_Party_Lounge
^
^
^{Issue Press Release - Grandstand} is one step in the Company's $LINK<10 Step Management Procedure to Diffuse a Level 
Alpha Scenario=GCON_Spaceship>.
^
^The Company must rescue their $LINK<Public Relations People=GOOD_Spin> who are trapped in the {Conference Center} and Gain the $LINK<Broadcast Tower=BLDG_Lighthouse> at the {Radio Station.}
^
^{The Company must first establish the} $LINK<Meeting Room=BLDG_Intelligence_Center> {in the Aero Space Center to begin their 10 Step Plan.}
^
^{The Company must have} $LINK<Public Relations People=GOOD_Spin> {and the} $LINK<Broadcast Tower=BLDG_Lighthouse> {to be able to complete the Six Press Releases within their 10 Step Plan.}
#DESC_BLDG_SS_Planetary_Party_Lounge
^
^
^{Chairman} - answers the telephone, "Yes?" 
^
^{Director} - "Mr. Chairman, the Planetary Party Lounge has been completed in the Spaceship."
^
^{Chairman} - "Very good, The Public now sees the Company as the Grand Hero of the people on Paradise Island. Our Public Relations People have done an outstanding job. Give them a double Bonus and my personal congratulations, goodbye."
^
^{Director} - "Yes Mr. Chairman. They will be happy to receive your approval, goodbye."


#BLDG_SS_Exterior_Casing
^
^
^{Issue Press Release - Stall} is one step in the Company's $LINK<10 Step Management Procedure to Diffuse a Level 
Alpha Scenario=GCON_Spaceship>.
^
^The Company must rescue their $LINK<Public Relations People=GOOD_Spin> who are trapped in the {Conference Center} and Gain the $LINK<Broadcast Tower=BLDG_Lighthouse> at the {Radio Station.}
^
^{The Company must first establish the} $LINK<Meeting Room=BLDG_Intelligence_Center> {in the Aero Space Center to begin their 10 Step Plan.}
^
^{The Company must have} $LINK<Public Relations People=GOOD_Spin> {and the} $LINK<Broadcast Tower=BLDG_Lighthouse> {to be able to complete the Six Press Releases within their 10 Step Plan.}
#DESC_BLDG_SS_Exterior_Casing
^
^
^{Chairman} - answers the telephone, "Yes?" 
^
^{Director} - "Mr. Chairman, the Exterior Casing has been completed and the Company Spaceship is almost ready to Launch on your order."
^
^{Chairman} - "Magnificent! Our Public Relations People have done an excellent job with the public and provided the time we needed to complete our Spaceship. Give them a triple Bonus, my personal congratulations and a place on the spaceship. See you in the Party Lounge for a Drink later."
^
^{Director} - "Absolutely Mr. Chairman. I am looking forward to celebrating our success and that drink with you."


#BLDG_Artemis
^
^
^What better way to wait out this nightmare than watching the latest Blockbusters at Paradise Island's premier {Movie Theater}. 
^
^The {Movie Theater} makes 2 citizens $LINK<Content=GCON_Moods>, increases the building defense by 50% and $LINK<Status=GCON_Culture> is increased by 2. The Movie Theater also has a few old reels of Zombie movies and watching these 
increases research rate. 
^
^{Can be established by any Human Faction}
#DESC_BLDG_Artemis
^
^
^Unfortunately the only films available are the entire George A Romero collection, '28 Days Later', Peter Jackson's 'Brain Dead' and the quirky British comedy
'Shaun of the Dead'. Do we detect a theme here?
^
^But what's this ?!! ... in the back of a dusty cupboard you find a copy of 'The Sound of Music' ... Oh No !!! the Horror !!! 
^
^Not much of a selection, but at least the popcorn isn't too stale.


#BLDG_Civil_Defense
^
^
^A soothing voice is on the other end of the line at The{Call Center}, there to offer advice in the best way to dispatch a Zombie
or just to be with you in your final moments before you are ripped to shreds by a Zombie mob. The Call Center needs $LINK<good liars=GOOD_Spin>
to man the phones and can only be found trapped in the {Conference Center.}
^
^The Call Center increases $LINK<Status=GCON_Culture>, reduces $LINK<War Weariness=GCON_War_Weariness> in the Building and makes 1 occupant $LINK<Content=GCON_Moods> in every building the Company owns on the island.
^
^You must have $LINK<Public Relations People=GOOD_Spin> to be able to establish the Call Center.
#DESC_BLDG_Civil_Defense
^
^Ring..... ring.... Ring.... ring
^
^"Thank you for calling The Company Hotline number". 
^
^"Calls may be recorded to help us improve our service".
^
^"If you are calling about advice on how to barricade your building please press 1".
^
^"If the zombies have entered your building but you are not in immediate danger please press 2".
^
^"If you, or a person close to you, have been bitten by a zombie please press 3".
^
^"If yo..." A bloodied finger manages to press the 3 key.
^
^"All our operators are busy at the moment but you have been placed in a queue and will be attended to soon".
^
^Please hold the line....". Muzak of Green Sleeves begins. 
^
^Several minutes later a heavily accented voice comes on the line. "Hello my name is Ranjwalluper how may I help you?" "Hello... Hello...".
^
^{"Raaaarrgghh"} comes the reply at the other end.
^
^"Can you tell me your name sir"?
^
^The response is an imperceptibly longer {"Raaaaaaarghh"}.
^
^"Can you spell that for me please"?
^
^Several minutes of "conversation" follow until the zombie has licked the final bit of blood and goo from the phone.


#BLDG_Hoover_Dam
^
^
^The City {Car Park} is full to bursting with cars just waiting to be broken into, hot-wired and driven away. The owners ain't coming back for them so 
what are you waiting for.
^ 
^The {Car Park allows you to Hot Wire a} $LINK<City Car=PRTO_City_Car> {Every 10 Turns,} 
^and it increases $LINK<Status=GCON_Culture>,
^
^The {City Car Park building is 8 tiles away from land on Adventure Island.}
^
^The City Car park is or will be infested with $LINK<Zombie Bats=PRTO_Zombie_Bat> and 
^$LINK<Zombie Bat Bombers=PRTO_Zombie_Bat_Bomber>!
#DESC_BLDG_Hoover_Dam
^
^
^Once a fast and thriving place where Paradise citizens parked their cars is now loaded with Zombies but the cars remain and Zombies cannot drive...go get some free cars!


#BLDG_Nuclear_Plant
^
^Operating a Nuclear Power Plant that has been infected with Zombie Virus in the middle of a zombie infested Island may not seem like a good idea but once you
activate the {Nuclear Reactor} you will gain an $LINK<Electric Generator=BLDG_Electric_Generator> in every building you occupy.
^The Nuclear Reactor increases $LINK<Status=GCON_Culture> and {causes pollution}.
^
^You must have $LINK<Uranium=GOOD_Uranium> and $LINK<Pills=GOOD_Pills> within the boundary of the building to activate the Nuclear Reactor.
^
^{Take Care,} the Nuclear Power Plant can $LINK<Explode! =GCON_Pollution> Better keep your people Happy so they do not make mistakes.
^{Beware The} $LINK<Nuclear Graveyard=BLDG_Nuclear_Graveyard>.
^
^The {Nuclear Power Plant building is 7 tiles away from land on Adventure Island.}
#DESC_BLDG_Nuclear_Plant
^
^A panoply of different colored lights greeted the group of survivors as they entered the Control Room.
^
^"Right Dave, get this thing up and running and we'll have enough juice to power the entire island."
^
^Dave whose only qualification for this job was his o-level in Physics, stepped forward. Boris another member of the survivor's group had a degree in nuclear physics but as it was from a Russian university he was passed over in favor of Dave. Boris had stayed behind to sulk.
^
^Dave scanned the control panel looking for inspiration. His eyes rested on one red button that was slightly bigger than the other buttons surrounding it. The peeling label under the button read "SYSTEM REBOOT". "Aha", exclaimed Dave triumphantly.
^
^Dave pressed the button.....
^
^All the lights in the room flickered and a low humming noise began. 
^
^Suddenly a warning light began flashing. It was a red light, not a good sign. There wasn't enough time to be worried by this, however, because it was quickly followed by a voice. The monosyllabic nature of the voice was reassuring in a way but the message it was carrying wasn't. 
^
^"Warning core temperature rising"...."Dave, do something!". 
^
^The voice changed in tone and message: "Warning core reaching critical temperature". 
^
^"DAVE!" someone shouted.
^
^Dave broke down. "Look, I only managed a B in Physics and only because I wrote all the formulae down on my arm". 
^
^"OH NO!" came the voice of their leader. "Let's get out of here now!"


#BLDG_Solar_Plant
^
^{Adventure Island} can be Captured by any Faction. It produces Veteran Sea Units, increases $LINK<Status=GCON_Culture>
and Reduces $LINK<Corruption=GCON_Corruption> in the building for whom ever is in control of it.
^
^The location of {Adventure Island} is known only by a few people and the Company Executives are among them. 
^
^This Secret Island belongs to The Company and it is rumored that the Zombies have taken control of it!
^
^Beware of $LINK<Area 14=BLDG_Area_14>!
^
^{GOD only knows what The Company was doing there.}
#DESC_BLDG_Solar_Plant
^{Adventure Island} was first to become infested with Vespa Mandarinia Japonica...the Dreaded Asian Giant Hornets and they have spread to Paradise Island!
^{*} If the Giant Hornets come in contact with Zombie Virus they will become Monster $LINK<Killer Hornets!=PRTO_Killer_Hornet>
^{*} It is rumored that The Company was working on a Secret Weapon that they kept hidden on the Island... the name of the weapon is said to be 
the $LINK<Annihilator=PRTO_Annihilator_Project>...What Ever that is.
^{*} It seems that Adventure Island is NOT going to be easy to capture...and that is IF we can manage to locate exactly where it is. {See} $LINK<Buildings To Reach Adventure Island=GCON_Reach_Adventure_Island>
^
^{Human Faction Units That Can Reach Adventure Island:} 
^$LINK<Balloons=PRTO_Radio_Controlled_Balloon>
^$LINK<Black Ops=PRTO_Black_Ops>
^$LINK<CEO's Helicopter=PRTO_CEO_Helicopter>
^$LINK<Chopper One=PRTO_Chopper_One>
^$LINK<Corporate Chopper=PRTO_Corporate_Chopper_Enabled> (Rebases)
^$LINK<Cruisers=PRTO_AEGIS_Cruiser>
^$LINK<Cruise Mines=PRTO_Cruise_Mine>
^$LINK<Cruise Missiles=PRTO_Cruise_Missile>
^$LINK<Custom Sailboats=PRTO_Custom_Sailboat>
^$LINK<Dalek=PRTO_Dalek>
^$LINK<F-15s=PRTO_F-15>
^$LINK<HellFire Missiles=PRTO_HellFire_Missile>
^$LINK<M1 Mech Armed=PRTO_M1_Mech_Armed>
^$LINK<Manbot=PRTO_Manbot>
^$LINK<Old Buzzard=PRTO_Cropduster>
^$LINK<Paratroopers=PRTO_Paratrooper>
^$LINK<Rescue Helicopters=PRTO_Helicopter>
^$LINK<Sewer R.A.T.s=PRTO_SewerR.A.T.>
^$LINK<Shrike=PRTO_Shrike>
^$LINK<T-800=PRTO_T-800>
^$LINK<TARDIS FullPower=PRTO_TARDIS_FullPower> (Rebases)
^$LINK<TARDIS Transport=PRTO_TARDIS_Transport> (Rebases)
^$LINK<Transports=PRTO_Transport>
^$LINK<UH34 Helicopter=PRTO_UH34_Helicopter_Enabled>
^$LINK<Voyagers=PRTO_Voyager>

#BLDG_Manhattan_Project
^
^The Authorities are the only Faction able to establish the {Nuclear Weapons Key Location} at the Military Base. It increases $LINK<Status=GCON_Culture> and increases the building defense by 100%.
^{Nuclear Weapons} will build a new $LINK<HellFire Missile=PRTO_HellFire_Missile> {Every 2 Turns}.
^
^You must have $LINK<Uranium=GOOD_Uranium> and $LINK<Military Gear=GOOD_Military_Gear> within the boundary of the building to establish the Nuclear Weapons facility.
^{Nuclear Weapons causes pollution.}
^If any of the Human Factions gain the Military Base after the Nuclear Weapons facility has been established there, they will gain HellFire Missiles from the Nuclear Weapons facility.
^{Beware of the Missile Defense System} in the Test Lab for the Zombies, located in the Research Center. It is capable of intercepting 75% of the HellFire Missiles and it guards all Zombies and their Buildings.
#DESC_BLDG_Manhattan_Project
^
^
^When all else fails against the Zombies and other Factions fighting the Authorities, they may have to resort to using Nuclear Weapons. On a small Island, the best choice is to use a nuclear weapon that delivers a smaller blast and radiation radius such 
as the HellFire Missile. The HellFire Missile offers controlled nuclear destruction that will not destroy more than the area chosen. The Harmful Nuclear Radiation will also dissipate within a 48 hour period.
^
^{Capture the Research Center to shut down the {Missile Defense System} in the Test Lab.}


#BLDG_Military_Academy
^
^A {Military HQ}, chock full of supercomputers and highly trained military personnel, has been established in the Military Base. 
^
^The Military HQ reduces $LINK<Corruption=GCON_Corruption> in the Military Base, increases $LINK<Status=GCON_Culture>,  provides a 75%
increase in production and 200% Defense Bonus.
^
^{The Military HQ allows Air, Land and Sea Units to be produced at Veteran Status.} It also provides repairs to Air, Land and Sea Units.
^{The Military HQ produces a} $LINK<Troop Truck=PRTO_Troop_Truck> {Every 12 Turns.}
^
^{Cannot be connected with Roads that lead to Headquarters, however, units in the building can Use Sewers, Paradrop or Beam Transport without having to build a} $LINK<Sewer Tunnel=BLDG_Aqueduct>.
#DESC_BLDG_Military_Academy
^
^
^"This Base is one of the strongest areas on Paradise Island...we must hold on to it at all costs and kill all those Damned Zombies".

#BLDG_Aqueduct
^{Sewer Tunnels} allow buildings to be networked to obtain needed resources and materials as well as allow Special Units to travel more safely using the sewer system.
^{A Sewer Tunnel} is an access to the City Sewer System from inside a building which is much safer than trying to use the Manholes on the streets. You must have a $LINK<Manhole=GOOD_Sewer> to indicate that you can build a Sewer Tunnel from inside your Building.
{Sewer Tunnels allow you to gain parachutes to AirDrop Supplies directly to your Headquarters} and they increase your $LINK<Status=GCON_Culture> and make one Citizen $LINK<Content=GCON_Moods>. Sewer Tunnels allow you to safely gain and share needed materials 
between your buildings. For example, gain materials to make $LINK<Homemade Mines=PRTO_Homemade_Mine>. The {Military Base, Armory, Paratrooper Base, Camp Paradise, Weapons Range} and {Paradise Airport} are functional without requiring a Sewer Tunnel. 
^{Read Description to see Zombie Units that can use the Sewers.}
#DESC_BLDG_Aqueduct
^
^
^After many days of sweat and toil the human citizens of the Apartment block on Springfield Gardens had managed to tunnel from their
basement to the sewer pipe that ran under their street. The break through was anti-climatic due partly to revealing more darkness
and a smell worse than a zombie but nevertheless the citizens were jubilant, they now had a means of traveling safely around
the Island without fear of being mobbed by zombies.
^
^{Zombie Units that can use the Sewers:} 
^$LINK<Chain Gang Workers=PRTO_Chain_Gang_Worker>
^$LINK<Civilians=PRTO_Civilian> {From the} $LINK<Kitchen=BLDG_University>
^$LINK<Coffin Zombies=PRTO_Coffin_Zombie> 
^$LINK<Coffin Mutants=PRTO_Coffin_Mutant>
^$LINK<Colossus=PRTO_Colossus>
^$LINK<Crawling Brains=PRTO_Crawling_Brain>
^$LINK<Dark Ones=PRTO_Dark_One>
^$LINK<Dockers=PRTO_Docker> {From the} $LINK<Dock Yard=BLDG_Commercial_Dock>
^$LINK<Dominant Omegas=PRTO_Dominant_Omega>
^$LINK<Graveyard Swarms=PRTO_Grave_Swarm>
^$LINK<Haunted Campfires=PRTO_Haunted_Campfire>
^$LINK<Hired Hands=PRTO_Boloman> {From} $LINK<Coffee Exports=BLDG_Trading_Company>
^$LINK<Killer Hornets!=PRTO_Killer_Hornet>
^$LINK<Military Zombies=PRTO_Military_Zombie>
^$LINK<Nuclear Zombies=PRTO_Nuclear_Zombie>
^$LINK<Nuclear Coffin Zombies=PRTO_Nuclear_Coffin_Zombie>
^$LINK<Paradise Morticians=PRTO_Paradise_Mortician>
^$LINK<Putrid Zombies=PRTO_Putrid_Zombie>
^$LINK<Skreech=PRTO_Skreech>
^$LINK<Spunky Kids=PRTO_Spunky_Kid> {From the} $LINK<Paradise School=BLDG_Great_Playhouse>
^$LINK<Test Subject Alpha Escaped=PRTO_Test_Subject_Alpha_Escaped>
^$LINK<Toxic Colossus=PRTO_Toxic_Colossus>
^$LINK<Zombie Nurses=PRTO_Zombie_Nurses>
^$LINK<Zombie Workers=PRTO_Zombie_Worker> 

#BLDG_Bank
^
^
^{Missile Capability} can only be established in the Military Base and requires the $LINK<Military H.Q.=BLDG_Military_Academy> as well as $LINK<Military Gear=GOOD_Military_Gear> and $LINK<Tools=GOOD_Iron>. 
^
^Missile Capability increases $LINK<Status=GCON_Culture> and automatically builds a new $LINK<Shrike Missile=PRTO_Shrike> {Every Turn.}
^
^IF the Missile Capability has already been established by the Authorities and another Human Faction manages to capture the Military Base, the Missile Capability will be possessed by the New Faction and continue to build a Shrike Missile Every Turn.
#DESC_BLDG_Bank
^
^
^One of the most effective weapons in modern military arsenals is the cruise missile. The AGM-86 and the Tomahawk can be launched against a strategic target hundreds of miles away, traveling low 
to avoid radar and other means of detection, and hitting their target with unnerving accuracy.  They can also 
be used against short-range, tactical targets such as ships. In this role, it is often possible for a single, 
one million dollar missile to seriously damage or even destroy 80 million dollar warships. 
^
^Secret, experimental Shrike Missiles can be obtained and used against enemies with Awesome and Devastating results.


#BLDG_Marketplace
^
^
^There's a Sale at the Furniture Store and everything must go!
^
^The {Clearance Sale} gives you free $LINK<Fortifications=BLDG_Walls> in every building, increases your $LINK<Status=GCON_Culture>.
^
^{Can only be built at the Furniture Store.}
#DESC_BLDG_Marketplace
^
^
^"Hey, we have enough furniture for this entire Island to stack up and hold back those Zombies ...it's Time for a Clearance Sale!"


#BLDG_Library
^
^The {Detective's Office} can only be established in the Detective Agency. It increases your $LINK<Status=GCON_Culture>, reduces 
$LINK<Corruption=GCON_Corruption> in the building and allows you to conduct $LINK<Private Investigation Missions=GCON_Espionage_Missions>.
^
^A New $LINK<Detective=PRTO_Detective> will be trained and ready for a job from the Detective's Office {Every 4 Turns.}
^
^The Detective's Office belonged to $LINK<Sam Hammer=PRTO_Sam_Hammer> before he was captured and lost it to the Zombies. 
^The Detective's Office will allow Human Factions to establish a Fantastic $LINK<Security System=BLDG_Zeus>! 
#DESC_BLDG_Library
^
^
^Sam Hammer intends to take back his Detective Office. He just needs a little assistance so he awaits your help. 


#BLDG_Commercial_Dock
^
^
^Paradise Island's {Dock Yard} increases food, trade and shields in the surrounding water of the Building as well as provide repairs to Sea going Units and a +2 ship movement.
^The Dock Yard also increases $LINK<Status=GCON_Culture>.
^
^A $LINK<Docker=PRTO_Docker> is produced from the Dock Yard {Every 4 Turns.}
^
^{Careful...The Zombies can Capture the Dock Yard after it has been Established and infect the Dockers!}
^
^{Beware The} $LINK<Dark Sky=BLDG_Dark_Sky>
#DESC_BLDG_Commercial_Dock
^
^
^"Come On Fellow Dockers...as some of the strongest guys on Paradise Island, we can beat those Zombies to a pulp...lets go!"


#BLDG_Universal_Suffrage
^
^
^Part of Paradise Islands seedy underbelly, the {Brothel} increases $LINK<Status=GCON_Culture>, reduces $LINK<War Weariness=GCON_War_Weariness> in the Building and makes 2 citizens $LINK<Content=GCON_Moods>.
^
^The Brothel produces a $LINK<stripper=PRTO_Stripper> at the Gentleman's Club {Every 4 Turns} - use her as you like.
^
^{The Brothel can be established by the Company, Farmers and Survivors.}
#DESC_BLDG_Universal_Suffrage
^
^
^Even Zombie-infested Islands have strip joints...I mean, what Zombie-infested Island doesn't?

#BLDG_United_Nations
^
^
^If the {Survivors} can just get to the {TV Station} on the mainland they can tell the world $LINK<The Horrible Truth=TECH_Horrible_Truth> about Paradise Island.
^
^The TV Station is the Escape Point Location. If the Survivors can fly to the Mainland by $LINK<Rescue Helicopter=PRTO_Helicopter> and stay at the TV Station for {10 turns} 
(just enough time to be able to broadcast their Horrible message to the rest of the World) {they win the game.}
#DESC_BLDG_United_Nations
^
^
^(A man is sitting in front of a news camera in a TV studio.
^
^"Hello. Bill Franhorm here with News Channel 14."
^
^(The man is handed a sheet of paper)
^
^"This just in; Survivors from the Paradise Island terrorist attack have landed on the mainland demanding to be let into the station to tell the truth about the attacks..."
^
^(The man is handed another sheet of paper)
^
^What's this! It appears that they are blaming... The Company!"
^
^"For those of you that have just tuned in, Survivors from Paradise Island have blamed the Company for the disaster; and they claim to have evidence! Let's go outside and investigate..."


#BLDG_SETI_Program
^
^The {Great Hornet Nest} can only be established by the Zombies on $LINK<Adventure Island=BLDG_Solar_Plant>. It increases the Zombie's $LINK<Status=GCON_Culture>, increases Supply Output 50%,  
Produces Veteran Ground and Air Units, Places a $LINK<Hornet Nest=BLDG_Epic> in every Zombie Building, Becomes a Tourist Attraction and {incubates a} $LINK<Killer Hornet=PRTO_Killer_Hornet> {Every 3 Turns!} Increases the building defense by 50%.
^
^{The Great Hornet Nest will be established on Adventure Island Early and Start incubating Killer Hornets without the need for Zombie Goo.}
^The Killer Hornets get their early start on Adventure Island from the $LINK<Zombie Virus=BLDG_Manufacturing_Plant> that is already there.
^{The other Hornet Nests} that will be found in all Zombie Buildings at $LINK<Zombiegeddon=TECH_Zombiegeddon> must have 
$LINK<Zombie Goo=GOOD_Goo> to incubate more Killer Hornets and $LINK<Hornet Nest II=BLDG_Hornet_Nest_II> Nests require the $LINK<Evil Skull=GOOD_Evil_Skull> resource.
#DESC_BLDG_SETI_program
^
^
^Many people know that the Vespa Mandarinia Japonica (Asian Giant Hornet) is the Worlds largest Hornet and have been responsible for the Death of at least one person a year.
^
^It is uncertain exactly how these Giant Hornets made their way to $LINK<Adventure Island=BLDG_Solar_Plant> then spread to Paradise Island but they probably arrived with a shipment of Fruit, escaped and began to build new nests.
^
^This would be alarming enough but now the Hornets have come in contact with $LINK<Zombie Virus=BLDG_Manufacturing_Plant> and they will certainly become Monsters from our worst nightmares.
^
^The Huge {Great Hornet Nest} will incubate a $LINK<Killer Hornet=PRTO_Killer_Hornet> {Every 3 Turns!}
^
^
^{Insect Repellant is just NOT going to work so get to cover NOW!} 


#BLDG_Epic
^
^A {Hornet Nest} will be placed in all Zombie Buildings by the infected $LINK<Great Hornet Nest=BLDG_SETI_Program> and when the Zombies reach $LINK<Zombiegeddon=TECH_Zombiegeddon> and gain $LINK<Zombie Goo=GOOD_Goo>, Killer Hornets will start incubating in all Nests!
^Increases the building defense by 25%.
^
^{Swarms start at Zombiegeddon... Yikes!}
^
^
^A Hornet Nest can be directly built in any Zombie building after the Zombies reach Zombiegeddon until the end of the game.
^
^
^{Each Hornet Nest incubates a} $LINK<Killer Hornet=PRTO_Killer_Hornet> {Every 14 Turns!}
#DESC_BLDG_Epic
^
^
^Many people know that the Vespa Mandarinia Japonica (Asian Giant Hornet) are the Worlds largest Hornet and have been responsible for the Death of at least one person a year.
^
^It is uncertain exactly how these Giant Hornets made their way to $LINK<Adventure Island=BLDG_Solar_Plant> then spread to Paradise Island but they probably arrived with a shipment of Fruit, escaped and began to build new nests.
^
^This would be alarming enough but now the Hornets have come in contact with $LINK<Zombie Virus=BLDG_Manufacturing_Plant> and they will certainly become Monsters from our worst nightmares.
^
^A {Hornet Nest} will incubate a $LINK<Killer Hornet=PRTO_Killer_Hornet> {Every 14 Turns!}
^
^{Insect Repellant is just NOT going to work so get to cover NOW!} 


#BLDG_Hanging_Gardens
^A tranquil corner of Paradise Island. Mr Tokugawa is a follower of Shinto and can establish a small shrine in his garden.
^
^People can visit the {Shinto Shrine} and pray for good fortune. Thus the shrine makes two unhappy people $LINK<Content=GCON_Moods>  in Mr Tokugawa's home, 
 increases the chance of a $LINK<Great Leader=GCON_Leaders> appearing, Reduces $LINK<War Weariness=GCON_War_Weariness> in the building,  increases Building Defense 50%, increases production 25% and increases $LINK<Status=GCON_Culture>.
^{The Shinto Shrine produces a Great Leader Every 25 Turns.}
^The Shinto Shrine allows $LINK<Arthur's Sniper School=BLDG_Forbidden_Palace> to be established in Mr Tokugawa's Home.
^{The Shinto Shrine can be established by any Human Faction at Mr Tokugawa's Home.}
^You must have Ammo and Cola resources within the borders of Mr. Tokugawa's Home to serve as an offering to establish this Key Location. 
#DESC_BLDG_Hanging_Gardens
^
^
^"This place is so peaceful, I almost forgot the Nightmare just outside this area."
^
^{Using what they have, the Survivors can save Mr Tokugawa's Home their 1st Turn...Good Luck!}


#BLDG_Cathedral
^A particular strain of the Radioactive Zombie Virus has evolved to exploit bacteria. It turns formerly harmless and even beneficial bacteria into deadly Flesh Eating Bacteria!
^{The Zombies can establish Flesh Eating Bacteria when they gain} $LINK<The Mutation=TECH_The_Mutation>     {Hint: Bombard it!}
^
^The effect on normal people is quite horrific, transforming them rapidly into $LINK<Mutant Zombies=PRTO_Mutant_Zombie>. 
Zombie buildings harboring the Flesh Eating Bacteria have increased $LINK<Status=GCON_Culture>, a 100% Bombard Defense Value, Doubles Growth Rate and {will produce a Mutant Zombie Every 9 Turns.}
^As part of its flesh eating action the bacteria produce a foul stench that will floor a normal human at 50 meters. Consequently,
the bacteria provide a defensive bonus of 75%, and provide Veteran Units. It also provides strong Defense against Air Units. 
^$LINK<Advanced Zombie Virus=BLDG_Coal_Plant> is required to establish Flesh Eating Bacteria.
#DESC_BLDG_Cathedral
^
^
^"Hey, Don't just Stand there Man, this stuff will eat you alive!...Run You Fool!"


#BLDG_Temple
^
^
^The {Attack Dog Academy} increases $LINK<Status=GCON_Culture>, increases the Building Defense by 50%, produces an $LINK<Attack Dog=PRTO_Attack_Dog> {Every 6 Turns} and makes one scared citizen $LINK<content=GCON_Moods>, 
as well as reducing $LINK<Corruption=GCON_Corruption> in the building.
^
^You must have $LINK<Dogs=GOOD_Dogs> within the borders of a building to establish an Attack Dog Academy.
^
^The Company has the facilities to establish one Attack Dog Academy at the Dog Pound and to establish another one at the Warehouse.
^
^{Any Human Faction can establish an Attack Dog Academy in the Dog Pound and Warehouse when they gain $LINK<Here Boy=TECH_Here_Boy>.}
#DESC_BLDG_Temple
^
^
^Attack Dog Academies were not believed to be necessary on Paradise Island before the Zombie Horror started but 
the few people who are dog trainers on the Island are sure glad they retained their Attack Dog training skills. They know what "Man's Best Friend" 
is capable of with proper training and if ever there was a need for this type of training, now is the time!


#BLDG_SAM_Missile_Battery
^
^{Auto Defense Systems} Defend your Buildings using Computer Controlled Satellites, armed with Deadly Lasers. They Defend against enemy Air units that attempt to Bomb buildings that have this Great Defense System and they increase $LINK<Status=GCON_Culture>.
^
^An Auto Defense System has a 35% chance of shooting down an $LINK<F-15=PRTO_F-15> 
^and a 70% chance of shooting down $LINK<Old Buzzard=PRTO_Cropduster>, $LINK<UH34 Helicopter=PRTO_UH34_Helicopter_Enabled> or  
^$LINK<Zombie Bat Bomber=PRTO_Zombie_Bat_Bomber> attempting a Bombing Mission against the Building where it is located.  
^{See Starting} $LINK<Zombie Buildings=GCON_Zombie_Buildings_&_Auto_Defense_Systems> {with Auto Defense Systems.}
^
^{Auto Defense Systems} provide amplified area transmissions that allow the Laser Satellites to Guard an entire Building against Air Attacks!
^You must have $LINK<Nerds=GOOD_Nerd> and $LINK<Tools=GOOD_Iron> to build an Auto Defense System.
#DESC_BLDG_SAM_Missile_Battery
^
^
^"Wow, those $LINK<Nerds=GOOD_Nerd> really came through for us by building this Auto Defense System! It automatically Kills those Zombie Bat Bombers 
that were attacking us with out mercy and destroying our improvements. They say it defends against any Aircraft Attack. 
^Guess we should tell them thank you and try to be more friendly towards them from now on".
^
^
^"I'm Not sure how the Nerds managed to Hack into the Top Secret Government Computer and gain access to those Killer Laser Satellites, But I am Happy they did!"
^
^"The Nerds say that the Satellites will Guard against Air Attacks for anyone who has a special Transmitter/Homing Device that allows the Satellites to Track their positions."
THIS is Way Cool!... I want one of those Transmitters Damn it! Those Zombie Bat Bombers need to be Zapped with a Laser and I would like to be safe from them outside the building."


#BLDG_Pyramids
^
^
^The {Chainsaw Club} Reduces $LINK<War Weariness=GCON_War_Weariness> in the building, increases $LINK<Status=GCON_Culture>, produces a 
$LINK<Chainsaw Maniac=PRTO_Chainsaw_Maniac> {Every 4 Turns}, makes 2 scared citizens $LINK<Content=GCON_Moods>, in the Hardware Store. 
^
^{The Chainsaw Club can Only be established by the Survivors but it can be Captured by any Human Faction to gain a Chainsaw Maniac Every 4 Turns.}
#DESC_BLDG_Pyramids
^
^
^Since the Zombies took his Hardware Store, Freddie got his Chainsaw Friends together and started a Chainsaw Club to cut down all the Zombies on Paradise Island. 
^New Members are joining daily and Freddie could not be happier about it.


#BLDG_Colossus
^
^
^The {Interrogation Room} increases $LINK<Status=GCON_Culture>, increases the building defense by 100%, halves unit upgrade costs, makes 2 sadistic Company employees $LINK<Content=GCON_Moods> in the Human Resources building, increases the chance of a 
$LINK<Great Leader=GCON_Leaders> appearing and {auto-produces a} $LINK<Corporate Executive=PRTO_Corporate_Executive> {Every 6 Turns.}
^
^The Company requires a $LINK<Sewer Tunnel=BLDG_Aqueduct> at the Human Resources building to be able to build the Interrogation Room there. ...All the blood and mess has to go somewhere.
^
^{Any Human Faction can gain the Interrogation Room and Corporate Executives after the Company builds it.}
#DESC_BLDG_Colossus
^
^
^
^"Now this is really going to hurt so you might as well tell us what we want to know and I might just kill you quick...MUHAHAHAHAAAAAA"


#BLDG_Great_Library
^
^
^The {Evil Nest} can only be built by the Zombies. It increases $LINK<Status=GCON_Culture>, provides Veteran Units, a 100% increase in production and building Defense, a +50% Supply Output, Allows units to heal in enemy territory as well as place $LINK<Flesh Eating Bacteria=BLDG_Cathedral> in all Zombie buildings!
^
^The Zombies have to gain $LINK<Deadly Evolution=TECH_Deadly_Evolution> then build the Evil Nest for it to place Flesh Eating Bacteria in all of their buildings. 
^
^The {Evil Nest} hatches $LINK<The Terror=PRTO_The_Terror> {Every Turn!}
^
^You can Run but you can't hide from {The Terror!} 
#DESC_BLDG_Great_Library
^
^
^"OH My God! How can we Fight against these Huge Evil Things...they are too fast and strong!" 
^"They can out run any human and spit their deadly poison without warning, we are all doomed!"


#BLDG_Oracle
^
^
^The {Nasty Eggsack} can only be "incubated" by the Zombies. It is under the $LINK<Broadcast Tower=BLDG_Lighthouse> located in the {Radio Station}. 
^It increases $LINK<Status=GCON_Culture>,  increases Supply Output 50% , allows healing in enemy territory, Provides Veteran Units and increases the Radio Station building defense by 100%! 
^
^The Authorities are Unaware of the Nasty Eggsack at the Radio Station.
^
^The {Nasty Eggsack} will hatch a $LINK<Nasty Horror=PRTO_Nasty_Horror> {Every 2 Turns!}
^
^You can Run but you can't hide from The {Nasty Horror}!
#DESC_BLDG_Oracle
^
^
^"We have to get to the Radio Station and Kill the Nasty Eggsack where these Horrible Killers are coming from!" 
^"Get as many guys together that can shoot long distance as possible and bring along some of those Pyromaniac
guys and some Drunks too because we can use Fire to burn those Harry Monsters and the Nasty Eggsack to a crisp." 


#BLDG_Art_of_War
^
^The {Aegis Cruiser Facility} increases $LINK<Status=GCON_Culture>, provides a +1 Ship Movement, Reduces $LINK<Corruption=GCON_Corruption> in the building, increases Shields in water and produces a $LINK<Cruiser=PRTO_AEGIS_Cruiser> {Every 13 Turns.} 
^
^{The Aegis Cruiser Facility produces  Aegis Cruisers at Veteran Status.} It also provides repairs to Sea going Units.
^
^{Using what they have, the Authorities can save the Coastguard building their 1st Turn.}
^
^{Any Human Faction who Captures this Key Location will gain a Cruiser Every 13 Turns.}
^
^The Aegis Cruiser Facility was established at the Coast Guard building on Paradise Island in 1987.
^
^
#DESC_BLDG_Art_of_War
^
^
^"OK, Let's show Paradise Island what an Aegis Cruiser can do to those Zombies!"


#BLDG_Sistine_Chapel
^
^
^{Booze Imports} increases $LINK<Status=GCON_Culture>, provides a +1 Trade in each trade producing tile, Makes 3 citizens "tipsy", I mean $LINK<Content=GCON_Happy_Faces> in the building, makes 3 scared citizens $LINK<Content=GCON_Moods> 
in every building, Reduces $LINK<Corruption=GCON_Corruption>in the building and {Reduces} $LINK<War Weariness=GCON_War_Weariness> {in all buildings.} 
^
^{It produces a} $LINK<Drunk=PRTO_The_Drunk> {Every 4 Turns.}
^
^
^This Great Key Location can only be established by Human Factions who own the Wild Boar Inn when they discover $LINK<Do It Yourself=TECH_DIY>.
^
^{You must have an} $LINK<Electric Generator=BLDG_Electric_Generator> {and a} $LINK<Fridge=BLDG_Internet> {in the Wild Boar Inn to establish Booze Imports.}
^
#DESC_BLDG_Sistine_Chapel
^
^
^"Ah yes, I am feeling better already or at least I don't feel as afraid...that is the best Booze I ever tasted!"
^"Those good looking girls don't seem afraid either...we are doing ok, Let's Party!" 
^
^
^{"Naturally, Nothing can be Imported to Paradise Island during this Zombie Nightmare so Booze is Brewed and Distilled in the hidden cellar at the Wild Boar Inn. Guess it must be ok because no one is complaining."} 

#BLDG_Solar_System
^
^Mike Rush decides to build an Auto Shop to supply cars in this time of Need.
^{Mike's Auto Shop} halves unit upgrade cost, increases $LINK<Status=GCON_Culture>, provides a +50% Supply Output in the Garage,  provides a +1 Trade in each trade producing tile, and your $LINK<supply store=GCON_Treasury> earns 5%  up to 50 supplies each turn.
^
^{Mike's Auto Shop will produce one }$LINK<Road Warrior=PRTO_Road_Warrior> {Every 8 Turns.}
^
^
^{Only the Company, Farmers and Survivors can complete Mike's Auto Shop at the Garage.
^
^The Authorities can capture it after it has been built.}
#DESC_BLDG_Solar_System
^
^
^Mike Rush is an ace mechanic and wants to help The Survivors of Paradise Island so he has decided to use the abundant $LINK<Spare Parts=GOOD_Rubber> lying around and put together some well built Muscle Cars for them. It doesn't hurt his feelings to gain extra supplies either.
^All cars from Mike's Auto Shop are put together with care and expertise. Mike knows his cars must be able to Run over "those Smelly Zombies" and help get folks through this Nightmare.
^
^Mike has set up his Garage to be able to handle building Muscle Cars so the Company, Farmers or Survivors who own the Garage can complete {Mike's Auto Shop} and start producing Road Warriors.


#BLDG_University
^
^The {Kitchen} can be opened at the {Fast Food Joint} by any Faction! Everyone Just Loves the food there, fried in deep grease and lip smackin' good. 
^
^The Kitchen increases $LINK<Status=GCON_Culture>, makes 3 citizens $LINK<Content=GCON_Moods> in the building, Doubles the Growth Rate at the Fast Food Joint
and {Auto-produces a} $LINK<Civilian=PRTO_Civilian> {Every 6 Turns.} 
^
^{The Food is contaminated with $LINK<Zombie Virus=BLDG_Manufacturing_Plant> and changing Civilians into Zombies!}
^
^{Any Faction can capture the Kitchen and gain the Civilians.}
#DESC_BLDG_University
^
^
^"We must take back the Fast Food Joint from the Zombies and remove the Zombie Virus that has infected the Food! It is changing Civilians into Zombies!
^
^"Let's get the Kitchen cleaned up and have some of the best greasy food on Paradise Island!"
^
^ "WOW! I want three Cheese Burgers, two orders of Fries...and give me a side order of Fried Onion Rings and Mushrooms too."


#BLDG_Great_Playhouse
^
^
^The {Paradise School} is one of the Oldest buildings on Paradise Island. The Locals simply call it the School because most of the citizens have attended Paradise School. 
^ 
^A place of Education and an establishment known to all citizens of Paradise Island, the School has become a Tourist Attraction, Produces a $LINK<Spunky Kid=PRTO_Spunky_Kid> {Every 3 Turns} and increses $LINK<Status=GCON_Culture>.
^
^{Careful...The Zombies can Capture the Paradise School and Infect the Spunky Kids.}
#DESC_BLDG_Great_Playhouse
^
^
^"OK Class, settle down and open your Survival Books to page 27. We have a great deal to learn today and we may have to evacuate the building soon!"
^"There will be a Rock Throwing Contest for all Spunky Kids around Noon today so please sign up now if you are interested." 


#BLDG_Grand_Cathedral
^
^The {Exploding Sheep Operation} is a unique operation started by Zeb on his Farm after accidentally discovering $LINK<Baa Baa Bomb=TECH_Baa_Baa_Bomb>.
^
^The Exploding Sheep Operation Reduces $LINK<Corruption=GCON_Corruption> in the building, increases $LINK<Status=GCON_Culture>, makes 3 citizens on the Farm and 1 citizen in All Buildings $LINK<Content=GCON_Moods>, Doubles the Defense for the Farm, and produces an Exploding Sheep {Every 2 Turns.} 
^Only the Farmers can establish the exploding Sheep Operation at Zeb's Farm. {Causes Pollution}.
^{Take Care,} the Sheep can $LINK<Explode!=GCON_Pollution> if mishandled! Better keep your people Happy so they do not make mistakes.
^
^{Any Human Faction that captures Zeb's Farm will also gain the Exploding Sheep Operation that produces} $LINK<Exploding Sheep=PRTO_Exploding_Sheep> 
^{if the Farmers have established it.}
#DESC_BLDG_Grand_Cathedral
^
^ 
^"Yup, these Explodin' Sheep can really Blast 'Em to Smitherines and with this New Operation we have the way to produce many of these Critters to help us take back our land."
^
^"Load up the $LINK<Shaggin' Wagon=PRTO_Shaggin'_Wagon>, we're gona go Blast who ever stands in our way!...YeeHaw!"


#BLDG_Great_University
^The {Co-op} is an organized group of Outlaws and In laws who the Farmers have gotten together to steal Troop Trucks from the Military Base or hijack the ones they see on the Road. The Trucks are Re-painted then Rigged to carry Exploding Sheep.  
^$LINK<Coffee Exports=BLDG_Trading_Company> {doubles happiness for the Co-op.}
^Zeb and his extended family are happy to do business with the Co-op and get the Shaggin' Wagon transports needed for the $LINK<Exploding Sheep Operation=BLDG_Grand_Cathedral>. The Co-op increases 50% defense in the building, increases +1 Supplies in each Supply producing tile,
increases $LINK<Status=GCON_Culture>, makes 2 citizens $LINK<Happy=GCON_Moods> at the Farm and makes 2 citizens $LINK<Content=GCON_Moods> in every building. It produces a $LINK<Shaggin' Wagon=PRTO_Shaggin'_Wagon> {Every 10 Turns.}
^Only the Farmers can establish the Co-op at Zeb's Farm.
^
^{Any Human Faction that captures Zeb's Farm will also gain the Co-op that produces Shaggin' Wagons if the Farmers have established it.}
#DESC_BLDG_Great_University
^
^
^"Boys, this Co-op is workin' out dang good...we get a another Shaggin' Wagon almost every day and soon we'll be able to load 'em all with explodin' sheep and take 'em all over this island."
^"It aint gonna be long now boys... Bubba, how many times I gotta tell ya NOT to play with them Sheep!  Maw is makin' ya favorite tonight...Road Kill Pie, so hurry up and get them sheep in the Shaggin' Wagon like I told ya."


#BLDG_Mass_Transit_System
^
^The Paradise {Sailboat Rentals} was started by the Paradise Yacht Association to offer tourists cute Swan shaped Custom Sailboats to use around the Island to help generate revenue for some of the expenses of the Yacht Association.  
^
^The {Sailboat Rentals} makes 2 citizens $LINK<Content=GCON_Moods>, Provides Veteran Sea units, increases $LINK<Status=GCON_Culture>, Repairs Sea going units, is a tourist attraction, increases Shields in water and produces a $LINK<Custom Sailboat=PRTO_Custom_Sailboat> {Every 6 Turns.}
^
^{Any Faction that owns the Yacht Association will also gain the Sailboat Rentals that produces Custom Sailboats...including Zombies!!!}
#DESC_BLDG_Mass_Transit_System
^
^
^"The Zombies are using the Custom Sailboats from Sailboat Rentals at the Yacht Association! They have managed to get into the Custom Sailboats and who knows where they will land around the Island! We must gain the Yacht Association building at all costs!"
^
^"Let's face it, we are not going to make any money with the Sailboat Rentals Now...Those Custom Sailboats are just what we need to scout the beaches and water around Paradise Island to see what is going on. Some of us can at least get away from the Zombies and Horrible Creatures on land!"
^"...Let's send a couple of strong units in each Custom Sailboat around the Island to Hit the Zombies where it Hurts!"


#BLDG_Trading_Company
^
^{Coffee Exports} Is owned and operated by the Farmers and is located in the Coffee Plantation.
^ 
^This fine Key Location Reduces $LINK<Corruption=GCON_Corruption> in the building, makes 5 citizens $LINK<Content=GCON_Moods> in the building, increases luxury trade, provides a +1 Trade in all trade-producing tiles, 
allows the $LINK<supply store=GCON_Treasury> to earn 5%  up to 50 supplies each turn, increases $LINK<Status=GCON_Culture> , doubles the happiness of the $LINK<Co-op=BLDG_Great_University> and attracts a new $LINK<Hired Hand=PRTO_Boloman> {every 4 turns.}
^
^ 
^{Take Care,} this Key Location can be captured by Any Faction and also gain the migrant Hired Hands! Even the Zombies enjoy munching on the Great Roasted Coffee Beans that give them that extra Alert Buzz they seem to like.  
#DESC_BLDG_Trading_Company
^
^
^"Zeb, Our Coffee is an international sensation an' our Coffee Exports is goin' good. We're able to handle shippin' more than we thought possible last year...Now iffen we can get the Co-op runnin' smooth, we'll be sittin' pretty."
^
^"You know those Dang Zombies love to eat our roasted coffee beans so we best plan on havin' ta fight off hordes of them smelly things." 


#BLDG_Colosseum
^
^The {Outback} was built by Clem, who was one of the few smart relatives of the Farmers and fortunate enough to be born before the Farmers genetics became more corrupted. 
^
^This Great Key Location Reduces $LINK<Corruption=GCON_Corruption> at Clem's Lodge and increases your $LINK<Status=GCON_Culture>.
^
^{Produces a} $LINK<Powder Keg=PRTO_Powder_Keg> {Every 2 Turns}.
^
^The Outback at Clem's Lodge is infected with $LINK<Zombie Virus=BLDG_Manufacturing_Plant>.
^
^{Take care...} The Outback can $LINK<Explode!=GCON_Pollution> if the Powder Kegs are not handled properly. Better Keep your People Happy.
^
^{Beware the} $LINK<Androctonus Den=BLDG_Androctonus_Den>{!}
#DESC_BLDG_Colosseum
^
^
^"Now Zeb, ya know ma biznuss with the Outback has dried up since them smelly zombie critters came round. I "jus doun know" what I'm gonna do to keep me and ma dowg in vittles
but iffen ya hep me out a spell, I'm dang sure gonna hep ya sos ya can gitcha land back right soon." 
^
^"You member when the Outback was doin' real fine Zeb, don'tcha?...All them rich folks apayin me good money jus ta stay at the Outback, Fish, Swim, Hunt and drank all the Booze they wunt... 
well Y'all jus wait an see, it's for Dang sure gonna be doin' good agin."


#BLDG_Theory_of_Evolution
^
^{Can be restored in the Paratrooper Base,} The {Paratrooper Academy} provides Repairs to Ground, Air and Sea units, Reduces $LINK<Corruption=GCON_Corruption> in the building and it increases $LINK<Status=GCON_Culture>.
^
^Any Human Faction can restore the Paratrooper Academy.
^
^The Paratrooper Academy produces a Veteran $LINK<Paratrooper=PRTO_Paratrooper> {Every 5 Turns.}
^
^
^{The Paratrooper Base Cannot be connected with Roads that lead to Headquarters, however, units in the building can Use Sewers, Paradrop or TeleportBeam without having to build a} $LINK<Sewer Tunnel=BLDG_Aqueduct> {after the Paratrooper Academy is restored.}
#DESC_BLDG_Theory_of_Evolution
^
^
^The Paratrooper Academy on Paradise Island was founded in 1952 and has been considered to be among the best schools for Paratrooper training.
^
^If any of the Human Factions can regain the Paratrooper Base, they can restore the Paratrooper Academy!
^
^Graduates of the Paratrooper Academy are highly trained and able to handle any combat situation. 


#BLDG_Hydro_Plant
^
^Once it has been established, "restored", in the Paradise Resort, the {Paradise Voyage} Tourist Attraction, increases $LINK<Status=GCON_Culture> and provides a facility to maintain and repair Sea Units as well as produce Veteran Sea Units.
^
^This wonderful Key Location allows a damaged $LINK<Voyager=PRTO_Voyager>, from the damaged Fleet of Voyagers at the Paradise Resort, to be repaired {Every 13 Turns}.
^
^{You must establish the} $LINK<Nerd Club=BLDG_Nerd_Club> {before the Paradise Voyage can be "Restored".}
^
^{Take Care,} this Key Location can be established and or captured by Any Human Faction.
#DESC_BLDG_Hydro_Plant
^
^
^The {Paradise Voyage} Key Location, located in the Paradise Resort, is a Tourist attraction that was started in 1968 and was used to maintain and repair the Fleet of Voyagers that the Resort leased to their wealthy Guests.
^
^The Voyager Sailboats were built with extraordinary care and exceptional quality to be among the finest and fastest in the world. 
^
^The Resort spared no expense to obtain the Fleet of Voyagers and they enjoyed great reward from leasing them to
the wealthy guests who came from all over the world to stay at the Paradise Resort. 
^
^"The Zombies damaged the entire Fleet of Voyagers since they over took the Paradise Resort. 
^
^Talk to the $LINK<Nerds=GOOD_Nerd> and see if they have a way to repair them. Oh, be sure to have plenty of Cola on hand, you know how they love that stuff."


#BLDG_Coastal_Fortress
^
^The {Oil Refinery}, located in the North Shore Industry building, increases $LINK<Status=GCON_Culture> but unfortunately has been over run and all of the workers have become Zombies. 
^
^IF any Human Faction can capture the North Shore Industry building, they can get the Oil Refinery operational again.
^
^{Take Care,} the Oil Refinery can $LINK<Explode!=GCON_Pollution> Better keep your people Happy so they do not make mistakes.
^
^The {Oil Refinery} will produce an $LINK<Oil Barrel Bomb=PRTO_Oil_Barrel_Bomb> {Every Turn.}
^Can only be built in North Shore Industry and Requires the Old $LINK<Granary=BLDG_Granary> 
^at the North Shore Industry building. 
^
^{The Oil Refinery causes pollution.}
#DESC_BLDG_Coastal_Fortress
^
^
^"OK fellow $LINK<Nerds=GOOD_Nerd>, break out the $LINK<tools=GOOD_Tools> and lets get this Oil Refinery Operational and produce some Oil Barrel Bombs to Burn those Zombies to a crisp!"
^First we need to repair that $LINK<Old Granary=BLDG_Granary> to serve as a temporary storage tank for the Oil we want to refine.


#BLDG_Great_Ironworks
^
^
^The {Evil Entity} increases $LINK<Status=GCON_Culture> by 2, Provides a +50% Supply Output, increases the building defense by 100%, produces Veteran Ground and Air Units, increases food and shields in water and 
Manifests a $LINK<Haunted Campfire=PRTO_Haunted_Campfire> {Every 3 Turns.}
^
^{Pure Evil has invaded the White Sands Hotel and placed a} $LINK<Dark Sky III=BLDG_Dark_Sky_III> {there.}
^
^{Beware the} $LINK<Guardian Evil=PRTO_Guardian_Evil>
#DESC_BLDG_Great_Ironworks
^
^
^"I am not exactly sure what this Evil Entity is but I am sure it has something to do with those Strange Campfires that appear around the Island.
^It must be some sort of Evil Force that favors the Zombies and it seems to have originated just after the Zombies began to appear.
^There is just no place to be safe on this God Forsaken Island!
^
^... I think I will have a Drink to steady my nerves then I will be able to check out those strange Campfires to find out more about them."


#BLDG_Forbidden_Palace
^
^
^$LINK<Sniper King Arthur=PRTO_Sniper_King_Arthur> decided to start {Arthur's Sniper School} to train a few good Snipers quickly to help fight the Zombies. Mr Tokugawa agreed to allow part of his home to be used for the School, especially because of the Horrible Zombie outbreak on the Island.
^
^Arthur's Sniper School provides a 25% increase in production, increases $LINK<Status=GCON_Culture>, increases the building defense by 50% and trains a new $LINK<Sniper=PRTO_Sniper> {Every 3 Turns.}
^
^{Any Human Faction can establish Arthur's Sniper School in Mr Tokugawa's Home after building the} $LINK<Shinto Shrine=BLDG_Hanging_Gardens>. 
^
^{Arthur's Sniper School can be captured by any Human Faction.}
#DESC_BLDG_Forbidden_Palace
^
^
^Unfortunately, there was not enough time to train the new Snipers in the Art of Stealth at Arthur's Sniper School due to the Crisis so the main training was focused on shooting.
^King Arthur was very pleased with the new Snipers and their ability to shoot accurately, however, he was concerned about their lack of stealth training and could only hope they would be able to survive long enough to do some good against the Zombies.
^
^{Special Note...} Other than playing as the Survivors, you will find it necessary to capture Tokugawa's Home before the Survivors can recapture it from the Zombies.
^
^This should be accomplished as soon as possible after the Zombies capture it their 1st turn when the game starts.
^.
^Capturing Tokugawa's Home from the Zombies will prevent having to go to War with the Survivors to capture the building in order to be able to build Arthur's Sniper School at Zombiegeddon and gain the needed Snipers.
^
^Going to War, Not staying on Good Terms and not helping the AI Human Factions can cause problems gaining Capabilities through Negotiations. 


#BLDG_Zeus
^
^The {Security System} is a Total Security System that not only provides more security by forewarning of Zombie intrusions but it alerts $LINK<Detectives=PRTO_Detective> who are willing to assist with any security situation that arises.
^The {Security System} increase production by 50% and Greatly increases $LINK<Status=GCON_Culture>, makes Two Citizens $LINK<Content=GCON_Moods> in every Building, Reduces $LINK<Corruption=GCON_Corruption> in all buildings and places $LINK<Security Cameras=BLDG_Mausoleum> in every Building. 
^
^{This will Reduce Corruption in ALL Buildings of your Faction!}
^
^{The Security System Can Only be established in the Detective Agency after the} $LINK<Detective's Office=BLDG_Library> {has been built there and it can then be captured by any Human Faction.}
#DESC_BLDG_Zeus
^
^
^"Alright!... I feel better already. The $LINK<Detectives=PRTO_Detective> and $LINK<Nerds=GOOD_Nerd> have worked together to place $LINK<Security Cameras=BLDG_Mausoleum> in every one of our buildings and the Detective Agency said they will send $LINK<Detectives=PRTO_Detective> any time they see trouble."


#BLDG_Mausoleum
^
^
^{Security Cameras} are excellent for being able to see what is going on outside while resting safely inside a building.
^
^Security Cameras increase $LINK<Status=GCON_Culture>,  increase production by 100%, make one Citizen $LINK<Content=GCON_Moods> and offer more security that reduces $LINK<Corruption=GCON_Corruption> in the Building. 
^
^You must have an $LINK<Electric Generator=BLDG_Electric_Generator> to build a Security Camera.
^
^If any Humans can manage to gain the Detective Agency, they can build the $LINK<Detective's Office=BLDG_Library> and then will be able to establish a Fantastic $LINK<Security System=BLDG_Zeus>!
#DESC_BLDG_Mausoleum
^
^
^"Those $LINK<Nerds=GOOD_Nerd> sure know how to figure things out.
^They installed these Security Cameras so we can see what is happening outside without having to go out there.
^
^This Really Helps everyone in our Building... I believe everyone here is feeling a little safer. Lets have a Party in Honor of the Nerds!"


#BLDG_Knights_Templar
^
^
^The existing {Zombie Nurse Stations} were created from the infected Nurse Stations found in many business buildings on Paradise Island. 
^
^Zombie Nurse Stations increase $LINK<Status=GCON_Culture> for the Zombies, Reduce $LINK<Corruption=GCON_Corruption> and Remove $LINK<Population Pollution=GCON_Pollution>  
in each building where built, allow the Zombies to $LINK<Use Sewers=BLDG_Aqueduct> and produce a $LINK<Zombie Nurse=PRTO_Zombie_Nurses> {Every 12 Turns!}
#DESC_BLDG_Knights_Templar
^
^
^"OuhAhhhhhhhhh...Come to Mommy..."


#BLDG_Acme_Hazardous_Transports
^North Shore Industry has a facility called {Acme Hazardous Transports} that outfitted trucks to be able to carry Hazardous Materials before the Zombies took over.
^
^IF any Human Faction can capture the North Shore Industry building, they can get the Acme Hazardous Transports facility operational again with help from the $LINK<Nerds=GOOD_Nerd>. 
^The $LINK<Chemical Factory=BLDG_Apollo_Project> must first be made operational.
^
^The Acme Hazardous Transports facility increases production by 25%, increase $LINK<Status=GCON_Culture> and will outfit a $LINK<Hazard Truck=PRTO_Hazard_Truck> {Every 5 Turns}.
^
^{This Key Location can be made operational or captured by any Human Faction to gain the Hazard Trucks}.
#DESC_BLDG_Acme_Hazardous_Transports
^
^
^"WOW! The Nerds have come through for us again. This Facility can outfit some Hazard Trucks that we can use to transport $LINK<Deadly Chemicals=PRTO_Deadly_Chemicals>, 
$LINK<Homemade Mines=PRTO_Homemade_Mine>, $LINK<Mustard Gas Bombs=PRTO_Mustard_Gas_Bomb>, $LINK<Powder Kegs=PRTO_Powder_Keg>, $LINK<Oil Barrel Bombs=PRTO_Oil_Barrel_Bomb> and even 
$LINK<Exploding Sheep=PRTO_Exploding_Sheep>! 
^Hazard Trucks can also transport $LINK<Elsie=PRTO_Elsie>, $LINK<Boss=PRTO_Boss> and $LINK<Black Bulls=PRTO_Black_Bulls>.
^
^The Nerds said they will equip the Hazard Trucks with High Energy Pulse Cannons that can Kill almost anything!
^
^We will be able to transport our Hazardous Weapons anywhere on the Island and that means we have a better chance of taking back the many Zombie occupied buildings on Paradise Island.
^
^I have renewed hope that we can still Survive"


#BLDG_Zombie_Doghouse
^
^
^{Zombie Doghouses} are Doghouses found throughout Paradise Island that have become infected with $LINK<Zombie Virus=BLDG_Manufacturing_Plant>.
^Each Zombie Doghouse increases $LINK<Status=GCON_Culture> and produces a $LINK<Zombie Dog=PRTO_Zombie_Dog> {Every 3 Turns.}
^
^The Zombies can build Zombie Doghouses when they discover $LINK<Damned Dogs=TECH_Damned_Dogs>


#BLDG_Mutant_Doghouse
^
^
^{Mutant Doghouses} are Doghouses found throughout Paradise Island that have become infected with $LINK<Advanced Zombie Virus=BLDG_Coal_Plant>.
^
^Each Mutant Doghouse increases $LINK<Status=GCON_Culture> and produces a $LINK<Mutant Dog=PRTO_Mutant_Dog> {Every 6 Turns.} 
^
^The Zombies can build Mutant Doghouses when they discover $LINK<The Mutation=TECH_The_Mutation>.


#BLDG_Monster_Doghouse
^
^
^{Monster Doghouses} are Doghouses found throughout Paradise Island that have become infected with $LINK<Advanced Zombie Virus=BLDG_Coal_Plant>.
^
^Each Monster Doghouse increases $LINK<Status=GCON_Culture> and produces a $LINK<Monster Dog=PRTO_Monster_Dog>{Every 7 Turns.} 
^
^The {existing Monster Doghouses in The Armory, Conference Center, Cinema, Detective Agency, Paradise Mortuary and Research Center} 
will become activated and the Zombies can build them in all of their Buildings when they discover $LINK<Zombiegeddon=TECH_Zombiegeddon>.


#BLDG_Nuclear_Doghouse
^
^
^{Nuclear Doghouses} are Doghouses found throughout Paradise Island that have become infected with $LINK<Advanced Zombie Virus=BLDG_Coal_Plant> and have access to $LINK<Uranium=GOOD_Uranium>.
^
^Each Nuclear Doghouse increases $LINK<Status=GCON_Culture> and produces a $LINK<Nuclear Dog=PRTO_Nuclear_Dog>{Every 7 Turns.} 
^
^The Zombies can build Nuclear Doghouses in their Buildings when they gain the Capability, $LINK<Zombiegeddon=TECH_Zombiegeddon>, and Capture the Nuclear Power Plant to gain the required access to Uranium that can be shared with most of their other Buildings.


#BLDG_Bat_Infestation
^
^
^{Bat Infestations} are Infestations of Bats that have become infected with Radio Active $LINK<Zombie Virus=BLDG_Manufacturing_Plant>. 
^
^Each Bat Infestation increases $LINK<Status=GCON_Culture> and produces a $LINK<Zombie Bat=PRTO_Zombie_Bat>
^{Every 7 Turns.} 
^
^Existing Bat Infestations can be found in the {Armory}, {Church}, {Cinema}, {City Car Park}, {Conference Center}, {Detective Agency}, {Executive Club}, {Paradise Mortuary}, {Paradise Resort} and {Research Center}.
^
^The existing Bat Infestations will become activated and the Zombies can establish more in other Buildings when they discover $LINK<Species Jump=TECH_Species_Jump>.


#BLDG_Hellbound_Express
^
^
^The {Hellbound Express} is an Evil infestation on $LINK<Adventure Island=BLDG_Solar_Plant>.
^
^The Hellbound Express increases $LINK<Status=GCON_Culture>, Produce Veteran Sea Units and Repairs them, Provides a +50% Supply Output and produces an $LINK<Evil Transport=PRTO_Evil_Transport> {Every 2 Turns!}
^
^Evil Transports begin to be produced from the Hellbound Express when the Zombies reach $LINK<Zombiegeddon=TECH_Zombiegeddon>.


#BLDG_Hellbound_Express_2
^
^
^The {Hellbound Express 2} is an Evil infestation on Jungle Island Resort.
^
^The Hellbound Express 2 increases $LINK<Status=GCON_Culture>, Produce Veteran Sea Units and Repairs them, Provides a +50% Supply Output and produces an $LINK<Evil Transport=PRTO_Evil_Transport> {Every 2 Turns!}
^
^
^Evil Transports begin to be produced from the Hellbound 2 when the Zombies reach $LINK<Zombiegeddon=TECH_Zombiegeddon>. 


#BLDG_Authorities_Think_Tank
^
^ 
^The Authorities can establish a {Think Tank} Key Location in any building and gain two Capabilities on the Research Tree! 
^
^Increases $LINK<Status=GCON_Culture> and Produces a $LINK<Highway Patrol=PRTO_Highway_Patrol> {Every 3 Turns.}
^
^{Any Human Faction will gain the Highway Patrol Unit production if they capture the Authorities Think Tank.}


#BLDG_Company_Think_Tank_1
^
^  
^The Company can establish {Think Tank 1} Key Location in any building and gain two Capabilities on the Research Tree! 
^
^Increases $LINK<Status=GCON_Culture>,  Food in Water and Produces a $LINK<Security SMG=PRTO_Security_SMG> {Every 3 Turns.} 
^
^{Any Human Faction will gain the Security SMG Unit production if they capture the CompanyThink Tank 1.}


#BLDG_Company_Think_Tank_2
^
^
^The Company can establish {Think Tank 2} Key Location in any building and gain two Capabilities on the Research Tree! 
^
^Increases $LINK<Status=GCON_Culture> and Produces a $LINK<Black Ops=PRTO_Black_Ops> {Every 3 Turns.}.
^
^{Any Human Faction will gain the Black Ops Unit production if they capture the CompanyThink Tank 2.}


#BLDG_Survivors_Think_Tank
^
^
^The Survivors can get their Minds Out of the Gutter and establish a {Think Tank} Key Location in any building and gain two Capabilities on the Research Tree! 
^
^Increases $LINK<Status=GCON_Culture> and Produces a $LINK<Pyromaniac=PRTO_Pyromaniac> {Every 3 Turns.}
^
^{Any Human Faction will gain the Pyromaniac Unit production if they capture the Survivors Think Tank.}


#BLDG_Farmer's_Think_Tank
^
^  
^The Farmers can establish a {Think Tank} Key Location in any building and gain two Capabilities on the Research Tree! 
^
^Increases $LINK<Status=GCON_Culture> and Produces a $LINK<Drunk=PRTO_The_Drunk> {Every 3 Turns.}
^
^{Any Human Faction will gain the Drunk Unit production if they capture the Farmer's Think Tank.}


#BLDG_Grave_Infection
^
^
^The {Grave Infection} is a Key Location found at the Graveyard.
^
^The Grave Infection increases $LINK<Status=GCON_Culture>, increases Supply Output and the building defense by 50%, allows the $LINK<supply store=GCON_Treasury> to earn 5%  up to 50 supplies each turn and provides a 
$LINK<Fresh Zombie Coffin=PRTO_Fresh_Zombie_Coffin> {Every 2 Turns!}


#BLDG_Zombie_Graves
^
^
^{Zombie Graves} are Improvements that can be built in all Zombie buildings from the start of the game.
^
^Zombie Graves increase $LINK<Status=GCON_Culture> and produce a $LINK<Fresh Zombie Coffin=PRTO_Fresh_Zombie_Coffin> {Every 7 Turns}.

#BLDG_Mutant_Graves
^
^
^{Mutant Graves} are Improvements that the Zombies can establish in all Zombie buildings after they reach $LINK<The Mutation=TECH_The_Mutation> and establish $LINK<Advanced Zombie Virus=BLDG_Coal_Plant>.
^
^
^Mutant Graves increase $LINK<Status=GCON_Culture> and produce a $LINK<Fresh Mutant Coffin=PRTO_Fresh_Mutant_Coffin> {Every 7 Turns}.


#BLDG_Infected_Morgue
^
^
^The {Infected Morgue} can only be established by the Zombies in the Paradise Mortuary.
^
^The Infected Morgue places a $LINK<Zombie Morgue=BLDG_Zombie_Morgue> in all Zombie buildings and a $LINK<Putrid Room II=BLDG_Putrid_Room_II> in Every Zombie Building on the Island, halves unit upgrade costs, allows the 
$LINK<supply store=GCON_Treasury> to earn 5%  up to 50 supplies each turn, increases shields and food in water, increases $LINK<Status=GCON_Culture>, increases Supply Output 50% and increases the building defense by 200%.
^
^When the Zombies establish the Infected Morgue, it will start producing a $LINK<Paradise Mortician=PRTO_Paradise_Mortician> {Every 3 Turns!}


#BLDG_Zombie_Morgue
^
^
^{Zombie Morgues} will be placed in all Zombie Buildings when the Zombies establish the $LINK<Infected Morgue=BLDG_Infected_Morgue> in the Paradise Mortuary. 
^
^If the Infected Morgue is Not built, The Zombie Morgues can also be built in all Zombie buildings when the Zombies reach $LINK<Zombiegeddon=TECH_Zombiegeddon>.
^
^{Zombie Morgues} Reduce $LINK<Corruption=GCON_Corruption> in each building they are in, increase $LINK<Status=GCON_Culture> and will produce a $LINK<Black Coffin=PRTO_Black_Coffin> {Every 7 Turns} when either 
activated or built by the Zombies when they reach Zombiegeddon.

#BLDG_Advanced_Ballistics
^
^{The Advanced Ballistics Key Location will become functional when any Human Faction manages to capture the Weapons Range!}
^
^Advanced Ballistics provides Veteran Land and Air Units as well as Repair them. It also Reduces $LINK<Corruption=GCON_Corruption> in the building and increases $LINK<Status=GCON_Culture>.
^
^{Advanced Ballistics} produces a $LINK<TOW Team=PRTO_TOW_Infantry> {Every 7 Turns.}
^
^{The Weapons Range Cannot be connected with Roads that lead to Headquarters, however, units in the building can Use Sewers, Paradrop or TeleportBeam without having to build a} $LINK<Sewer Tunnel=BLDG_Aqueduct>.
^Also see $LINK<Machine Gun Facility=BLDG_Machine_Gun_Facility>


#BLDG_Company_Car_Lot
^
^The {Company Car Lot} Key Location at Sales and Marketing is an entire fleet of Company Delivery Cars.
^
^The Company Car Lot increases production 50%,  provides a +50% Supply Output, +1 Trade in each Trade producing tile, and increases $LINK<Status=GCON_Culture>.
^
^The mechanics at the Company Car Lot will provide a New, tuned up $LINK<Delivery Car=PRTO_Delivery_Car> {Every 8 Turns!}
^
^{Any Human Faction can gain the Company Car Lot and the Delivery Cars if they capture the Company's Sales and Marketing building.}


#BLDG_Hard_Labor_House
^
^
^The {Hard Labor House} Key Location at the Penal Colony is an extension of the prison facility for the criminals sentenced to do Hard Labor as punishment for their crimes.
^
^The Hard Labor House Reduces $LINK<Corruption=GCON_Corruption>, increases $LINK<Status=GCON_Culture>, is a Tourist Attraction and produces a new $LINK<Chain Gang Worker=PRTO_Chain_Gang_Worker> {Every 4 Turns}.
^
^The Penal Colony has been taken over by the Zombies and the Chain Gang Workers have become infected with $LINK<Zombie Virus=BLDG_Manufacturing_Plant>!
^
^{The Hard Labor House can be captured by Any Faction and it will continue to provide Chain Gang Workers.}


#BLDG_Farmland_Strike_Force
^
^
^The {Farmland Strike Force} Key Location can Only be established by the Farmers at Zeb's Farm.
^
^The Farmland Strike Force increases $LINK<Status=GCON_Culture>, increases the building defense by 50% and provides the Powerful $LINK<Zeb's Marauders=PRTO_Zeb's_Marauders> {Every 2 Turns.}
^
^
^{After the Farmers have established the Farmland Strike Force, it can be captured by any Human Faction to gain Zeb's Marauders.}
#DESC_BLDG_Farmland_Strike_Force
^
^
^Zeb has banded the entire Family and Friends together with the Co-op to have a more secure and powerful position on the Island.
^
^The Farmers know they now have the best chance to take back their land with their New, Powerful Group.  


#BLDG_Nerd_Club
^
^
^The {Nerd Club} Minor Location can Only be established by the Human Factions in the Paradise Resort.
^
^The Nerd Club Reduces $LINK<Corruption=GCON_Corruption>, increases production by 25%, increases $LINK<Status=GCON_Culture> and provides a new $LINK<Nerd=PRTO_Nerd> {Every 3 Turns.}
^
^
^{Nerds are not known for their ability to fight but they are willing to learn because they simply want to stay alive!}
#DESC_BLDG_Nerd_Club
^
^
^The {Nerd Club} has gathered the Nerds of Paradise Island together to help do what they can to fight the Zombies.
^
^The Nerd Club members know they will each have to show Great Courage  and try as they never have before to be able to fight against any Zombie. 


#BLDG_Dreadful_Nest
^
^
^The {Dreadful Nest} Key Location can Only be "incubated" by the Zombies.
^
^The Dreadful Nest increases $LINK<Status=GCON_Culture>, increases production by 50% and the building defense by 100%, Provides a +50% Supply Output, Provides a +1 increase in Supplies in all supply producing tiles and incubates a $LINK<Monster Spider=PRTO_Monster_Spider> {Every Turn!}
^
^The Zombies can "incubate" this Key Location in The Paradise Mortuary when they reach $LINK<The Omega=TECH_The_Omega> and gain the $LINK<Evil Skull=GOOD_Evil_Skull>.


#BLDG_Evil_Advantage
^
^The {Evil Advantage} Key Location can Only be established by the Zombies in the Research Center. 
^
^The Evil Advantage increases production by 100%, halves unit upgrade costs, increases +1 Supplies in each Supply producing tile, increases $LINK<Status=GCON_Culture>, increases Supply, and Luxury output by 50%, increases the building defense by 200%, Places $LINK<Nuclear Graves=BLDG_Nuclear_Graves> in Every Zombie Building on the Island, 
Places an $LINK<Omega House=BLDG_Omega_House> in every Zombie Building, Produces a Mean $LINK<Paradise Mortician=PRTO_Paradise_Mortician> {Every 4 Turns}, Doubles the Happiness of Infected Dirt, Makes 6 Zombies $LINK<Content=GCON_Moods> in the Building and 4 Zombies Content in every Building.
^
^{Prepare for the End Days from Hell that begins when the Zombies reach} $LINK<The Omega=TECH_The_Omega>{!}


#BLDG_Omega_House
^{Can be Built Only by the Zombies}
^
^The {Omega Houses} increase $LINK<Status=GCON_Culture>, increase the building defense by 50%, Reduce $LINK<Corruption=GCON_Corruption> and produce an $LINK<Omega Zombie=PRTO_Omega_Zombie> {Every 4 Turns!}
^
^{Omega Houses} will be found inside Zombie buildings early from the Evil Advantage. They become Activated when the Zombies gain the $LINK<Evil Skull=GOOD_Evil_Skull> resource at $LINK<The Omega=TECH_The_Omega>.  
^
^{The} $LINK<Evil Advantage=BLDG_Evil_Advantage> {places an Omega House in Every Zombie Building!}
^
^The Zombies can establish Omega Houses directly, if needed, when they reach the Omega.


#BLDG_Elmo's_Farm_Trucks
^
^
^{Elmo's Farm Trucks} Key Location can Only be established by the Farmers at Zeb's Farm.
^
^This Key Location increases $LINK<Status=GCON_Culture>, Increases the chance of a 
^$LINK<Great Leader=GCON_Leaders> appearing and provides a Strong and Dependable 
^$LINK<Farm Truck=PRTO_Farm_Truck> {Every 8 Turns.} It Also Reduces the Costs for Upgrades by one half.
^
^
^{After the Farmers establish Elmo's Farm Trucks, it can be captured by any Human Faction to start getting Farm Trucks.}
#DESC_BLDG_Elmo's_Farm_Trucks
^
^
^"Zeb, Old Uncle Elmo says he has many Old Farm Trucks just a layin' around his property that just need a little fixin' up with some good $LINK<Spare Parts=GOOD_Rubber> and he said he would fix 'em and trade 'em to us for some of our $LINK<sheep=GOOD_Sheep>.
^
^Uncle Elmo has been a loner since his wife left him years ago but he sure knows how to fix Trucks up good. I'm a guessin' that he just wants them sheep to keep him company. 
^
^You know how much we're a needin' to get some Good Runnin' Trucks to get around in right now so Lets trade with him Zeb!"


#BLDG_Infected_CGA
^
^
^{Can be activated Only by the Zombies}
^
^The {Infected Coast Guard Academy} Key Location is located at the Coast Guard building.
^
^This $LINK<Zombie Virus=BLDG_Manufacturing_Plant> Infected Key Location Reduces $LINK<Corruption=GCON_Corruption> in the Coast Guard building, increases $LINK<Status=GCON_Culture>, increases food in water and {produces a} $LINK<Military Zombie=PRTO_Military_Zombie> {Every Turn}!
#DESC_BLDG_Infected_CGA
^
^
^The Coast Guard Academy on Paradise Island was rated as the best facility to train new Coast Guard Recruits for duty.
^
^The Zombie Virus has started to infect the new Recruits and if the Zombies Gain control of the Coast Guard, the citizens of Paradise Island 
will have to deal with more Military Zombies... OH NO!
^
^{Using what they have, the Authorities Can save the Coast Guard their 1st Turn...IF the Zombies capture it, it would be wise for any Human Faction to go take control of it, Good Luck!}


#BLDG_Cyber-Force_Facility
^
^
^{Can be established Only by the Company}
^
^The {Cyber-Force Facility} Key Location can be established only at the Company HQ building.
^
^This Key Location increases $LINK<Status=GCON_Culture> and {produces a} $LINK<T-800=PRTO_T-800> {Every 2 Turns}.
^
^
^{The Cyber-Force Facility can be Captured by any Human Faction to gain T-800s after the Company establishes it!}
#DESC_BLDG_Cyber-Force_Facility
^
^
^"Sir, our Cybernetics Research and Development Team have completed The Cyber-Force Facility and it is ready to produce the improved T-800 Assault Unit. 
^
^...Yes Sir, I will report to the Company HQ Staff that you want them to begin production immediately".


#BLDG_Clem's_Reunion
^
^{Can only be established in Clem's Lodge by the Farmers.}
^
^{Clem's Reunion} increases $LINK<Status=GCON_Culture> and Attracts a New $LINK<Prospector=PRTO_Prospector> {Every 5 Turns.}
^
^{Any Human Faction can Capture Clem's Reunion, after the Farmers have established it, to gain Prospectors.}
#DESC_BLDG_Clem's_Reunion
^
^
^Clem is an Old Prospector who made many friends in his life and most of them were Prospectors too. 
^Clem believes that now is a Good Time to have a Reunion for all of his Prospector Friends that he can accommodate in his Lodge.
^
^After all, Clem knows his Prospector Friends will help Fight the Zombies while having some Good Old Times. 


#BLDG_Area_13
^
^
^The {Area 13} Key Location is located at Jungle Island.
^
^This Infected Key Location increases $LINK<Status=GCON_Culture>, becomes a Tourist Attraction, Reduces $LINK<Corruption=GCON_Corruption> and {produces a} $LINK<Colossus=PRTO_Colossus> {Every 12 Turns}.
^
#DESC_BLDG_Area_13
^
^
^Jungle Island is known for its many exotic plants and animals. Among the many animals there, large worms found in the Jungles were documented as among the largest in the world at 22 feet long. The Worms were named Colossus because of their huge size.
^
^The area known to be occupied by the largest worms was named Area 13. This area has become infected with Zombie Virus. 
^The Colossus Worms will grow to Monstrous Sizes and become "Killer Eating Machines".
^
^It is just a matter of time before the Colossus Worms find there way to Paradise Island and start devouring the population. It is imperative to gain Jungle Island and clean Area 13 to stop the Colossus that are produced there! {Good Luck!} 


#BLDG_Area_14
^
^
^{Can be established Only by the Zombies}
^
^The {Area 14} Key Location can only be established on $LINK<Adventure Island=GCON_Adventure_Island>.
^
^This Infected Key Location increases $LINK<Status=GCON_Culture>, Places a $LINK<Putrid Room=BLDG_Putrid_Room> in Every Zombie Building, becomes a Tourist Attraction and {produces a} $LINK<Colossus=PRTO_Colossus> {Every 12 Turns}.
^
^
#DESC_BLDG_Area_14
^
^Area 14 is a particularly Nasty area, filled with Putrid and Festering plant and animal flesh that is infected with Zombie Virus. This area will become much worse with time!
^
^When the Mutated Bacteria at Area 14 spreads to Paradise Island, the Horrible results from this Putrid place will certainly cause more problems for the remaining population.
^
^Adventure Island is known by the Company for its many exotic plants and animals. Among the many animals there, large worms found in the Jungles were documented as among the largest in the world at 22 feet long. The Worms were named Colossus because of their huge size.
^
^The area known to be occupied by the largest worms was named Area 14. This area has become infected with Zombie Virus. The Colossus Worms will grow to Monstrous Sizes and become "Killer Eating Machines".
^
^It is just a matter of time before the Colossus Worms find there way to Paradise Island and start devouring the population. It is imperative to gain Adventure Island and clean Area 14 to stop the Colossus that are produced there! {Good Luck!} 


#BLDG_Putrid_Room
^
^
^{Can be Built Only by the Zombies}
^
^{Putrid Rooms} are extremely Rotten, Zombie Virus and Mutated Bacteria infected rooms that will be found inside Zombie buildings early from Area 14. {They become Activated when the Zombies reach} $LINK<Zombiegeddon=TECH_Zombiegeddon>.
^
^{Each Putrid Room increases} $LINK<Status=GCON_Culture>, Makes 5 Zombies $LINK<Content=GCON_Moods> in the Building where it is located, Reduces $LINK<Corruption=GCON_Corruption>, {and produces a festered} $LINK<Putrid Zombie=PRTO_Putrid_Zombie> {Every 7 Turns!}
^
^$LINK<Area 14=BLDG_Area_14> {will place a Putrid Room in Every Zombie Building.} The Zombies can also directly establish Putrid Rooms any time after reaching Zombiegeddon.
{Beware" The $LINK<Putrid Room II=BLDG_Putrid_Room_II>!
#DESC_BLDG_Putrid_Room
^
^{Putrid Rooms} are filled with the most Hideous, Grotesque and Rotting Corpses anyone has ever seen. The Oozing infected flesh has an odor that can be detected miles away.
^
^It is believed that the Killer Hornets from Area 14 on Adventure Island brought the mutated bacteria ridden Zombie Virus to Paradise Island.
^
^...Some of the Zombies have been infected with the mutated bacteria and are seen with festering large puss filled heads. They have been named Putrid Zombies after the Putrid Rooms they come from. 


#BLDG_Hornet_Nest_II
^
^A {Hornet Nest II} will be placed in every Zombie Building by the 
^$LINK<Mass Infection=BLDG_Mass_Infection> and they will activate when the Zombies reach 
^$LINK<The Omega=TECH_The_Omega> and gain $LINK<Evil Skulls=GOOD_Evil_Skull>.
^
^$LINK<Killer Hornets=PRTO_Killer_Hornet> will start incubating in all Nests!
^
^Increases the building defense by 25%.
^
^{Swarms Start at The Omega... Yikes!}
^
^A {Hornet Nest II} can be directly built in any Zombie building after the Zombies reach The Omega until the end of the game.
^
^{Each Hornet Nest II incubates a} $LINK<Killer Hornet=PRTO_Killer_Hornet> {Every 6 Turns!}
#DESC_BLDG_Hornet_Nest_II
^
^
^Many people know that the Vespa Mandarinia Japonica (Asian Giant Hornet) are the Worlds largest Hornet and have been responsible for the Death of at least one person a year.
^
^It is uncertain exactly how these Giant Hornets made their way to $LINK<Adventure Island=BLDG_Solar_Plant> then spread to Paradise Island but they probably arrived with a shipment of Fruit, escaped and began to build new nests.
^
^This would be alarming enough but now the Hornets have come in contact with $LINK<Zombie Virus=BLDG_Manufacturing_Plant> and they have become Monsters from our worst nightmares.
^
^These second Hornet Nests, {Hornet Nest II}, will also incubate a $LINK<Killer Hornet=PRTO_Killer_Hornet> {Every 6 Turns!}
^
^{It would be wise to capture} $LINK<Adventure Island=BLDG_Adventure _Island> {before the Zombies reach} $LINK<The Omega=TECH_The_Omega>{!}
^
^{Insect Repellant is just NOT going to work so get to cover NOW!}


#BLDG_Putrid_Room_II
^
^{Putrid Rooms II} are extremely Rotten, Zombie Virus and Mutated Bacteria infected rooms that will be placed inside every Zombie building on the Island early from the $LINK<Infected Morgue=BLDG_Infected_Morgue>. 
{They become Activated when the Zombies reach} $LINK<The Omega=TECH_The_Omega> and gain $LINK<Evil Skulls=GOOD_Evil_Skull>.
^
^{Each Putrid Room II increases} $LINK<Status=GCON_Culture>, Makes 5 Zombies $LINK<Content=GCON_Moods> in the Building where it is located, Reduces $LINK<Corruption=GCON_Corruption>, {and produces a festered} $LINK<Putrid Zombie=PRTO_Putrid_Zombie> {Every 2 Turns!}
^
^The Zombies can also directly establish Putrid Rooms II any time after reaching The Omega.
#DESC_BLDG_Putrid_Room_II
^
^Same as earlier Putrid Rooms but produce more often, {Putrid Rooms II} are filled with the most Hideous, Grotesque and Rotting Corpses anyone has ever seen. The Oozing infected flesh has an odor that can be detected miles away.
^
^It is believed that the Killer Hornets from Area 14 on Adventure Island brought the mutated bacteria ridden Zombie Virus to Paradise Island.
^
^...Many of the Zombies have been infected with the mutated bacteria and are seen with festering large puss filled heads. They have been named Putrid Zombies after the Putrid Rooms they come from. 


#BLDG_Rocket_Launch_Site
^
^The {Rocket Launch Site} increases $LINK<Status=GCON_Culture>. It is located at the Aerospace Center and was built to facilitate advanced testing of Rockets.
^ 
^This site is needed for the Company to establish their $LINK<Meeting Room=BLDG_Intelligence_Center>. The Company can control and watch over the construction of their Spaceship as they complete their $LINK<10 Step Plan=GCON_Spaceship>, all in one place.


#BLDG_District_Central_Garage
^
^If anyone can find and persuade the $LINK<Police Chief=GOOD_Police_Chief> to come back, they might be able to get the {District Central Garage} up and running again.
^
^The {District Central Garage} increases $LINK<Status=GCON_Culture>, adds 100% Defense to the building then doubles it, increases +1 Supplies in each Supply producing tile and produces a New $LINK<Police Car=PRTO_Police_Car> {Every 8 Turns.}
^
^The Officers who remain loyal to Paradise Island and continue to perform their duty to serve and protect the public as best they can in this crisis are in serious need of some new Police Cars.
#DESC_BLDG_District_Central_Garage
^
^Sergeant Decker: "Men, our Police Chief is back with us after the Zombie outbreak at his apartment was cleared enough for him to get out and back to the Station.
^ 
^The Chief just spoke with Mayor Reynolds and has arranged to get our Garage up and running... we can expect to have some New Police Cars soon!"


#BLDG_Mass_Infection
^
^{Can be Established Only by the Zombies}
^
^The {Mass Infection} can only be established in the Research Center after the $LINK<Evil Advantage=BLDG_Evil_Advantage>.
^
^Mass Infection increases $LINK<Status=GCON_Culture>, increases production by 50%, Makes 5 Zombies $LINK<Content=GCON_Moods> in the Building, Doubles Happiness for Infected Dirt, {Produces a} $LINK<Sated Alpha Zombie=PRTO_Sated_Alpha_Zombie> {Every 5 Turns}, 
Places $LINK<Infected Dirt=BLDG_Infected_Dirt>in all Zombie Buildings and a $LINK<Hornet Nest II=BLDG_Hornet_Nest_II> in every Zombie Building on the Island.
^
^{Prepare for the End Days from Hell that begins when the Zombies reach} $LINK<The Omega=TECH_The_Omega>{!}
#DESC_BLDG_Mass_Infection
^
^"{OH NO}... Paradise Island is now doomed!
^
^We must find a way off this Island or a way to stop this Horrible Mass Infection before we all become Zombies!"


#BLDG_Infected_Dirt
^
^{Can be Built Only by the Zombies}
^
^{Infected Dirt} will be placed in every Zombie Building by the 
^$LINK<Mass Infection=BLDG_Mass_Infection>. All Infected Dirt will activate when the Zombies reach 
^$LINK<The Omega=TECH_The_Omega> and gain $LINK<Evil Skulls=GOOD_Evil_Skull>. 
^
^The Zombies can "Develop" New Infected Dirt in any building if the Mass Infection Key Location is Captured.
^
^{Infected_Dirt} increases $LINK<Status=GCON_Culture>, Makes 5 Zombies $LINK<Content=GCON_Moods> in the Building where it is located, Reduces $LINK<Corruption=GCON_Corruption>, and {produces a} $LINK<Toxic Colossus=PRTO_Toxic_Colossus> {Every 6 Turns!} 
#DESC_BLDG_Infected_Dirt
^
^Like LINK<Area 13=BLDG_Area_13> and LINK<Area 14=BLDG_Area_14>, Infected Dirt is a particularly Nasty area, filled with Putrid and Festering plant and animal flesh that is infected with Mutated Bacteria and Zombie Virus.
^
^When Mutated Bacteria spreads to Paradise Island and is combined with Evil Skulls, the Horrible results will develop Infected Dirt that will create Toxic Colossus with huge appetites for the remaining population.


#BLDG_Machine_Gun_Facility
^
^
^The {Machine Gun Facility} Key Location can only be made operational in the Weapons Range building. It increases $LINK<Status=GCON_Culture>, increases Production by 50% and {produces a} $LINK<Machine Gun Squad=PRTO_Machine_Gun_Squad> {Every 7 Turns}. 
^
^IF any Human Faction can capture the Weapons Range building, they can get the Machine Gun Facility operational again when they reach $LINK<Do It Yourself=TECH_DIY>.
#DESC_BLDG_Machine_Gun_Facility
^
^"Its a Good thing we have $LINK<Advanced Ballistics=BLDG_Advanced_Ballistics> here at the Weapons Range. This will allow us to make the Machine Gun Facility operational again.
We can sure use some Good Machine Gun Squads to help us fight the Zombies so lets get the Facility up and running as soon as possible!"


#BLDG_Dog_Pound
^
^
^The {Dog Pound} Key Location increases $LINK<Status=GCON_Culture>, becomes a Tourist Attraction and {produces an} $LINK<Aggressive Dog=PRTO_Aggressive_Dog> {Every 5 Turns}. 
^
^{Take Care} Any Faction can capture the Dog Pound and get the Aggressive Dogs that are produced there...including the Zombies, {YIKES!}
#DESC_BLDG_Dog_Pound
^
^{Company Scientist:} Yes Mr. Director, our Experiments are going very well at the Dog Pound and the public does not expect a thing. We have many Aggressive Dogs that are trained to use the $LINK<Sewers=BLDG_Aqueduct>
and Attack on command.
^
^{Director:} Excellent, See to it that the public never learns of our experiments on the animals at the Dog Pound and keep producing those Aggressive Dogs, Good bye
^
^{Company Scientist:} I will Sir, Good bye.


#BLDG_HazMat_Office
^
^
^The Paradise Island {HazMat Office} can only be built in the {Sanitation Department}.
^
^The {HazMat Office} Key Location increases $LINK<Status=GCON_Culture> and it places a $LINK<HazMat Division=BLDG_HazMat_Division> in every building.
^
^{It also hires a new} $LINK<HazMat Worker=PRTO_HazMat_Worker> {Every 3 Turns.} 
^
^{HazMat} stands for Hazardous Materials. 
#DESC_BLDG_HazMat_Office
^
^
^The Officials in the HazMat Office work with their HazMat Divisions and the $LINK<EPA=BLDG_EPA> to insure public safety from Hazardous Materials and unsafe environments.
^
^The Citizens hope they will be able to do something to help them with the Extreme situation that exists on Paradise Island.


#BLDG_HazMat_Division
^
^
^{HazMat Divisions} increase $LINK<Status=GCON_Culture> and Reduce $LINK<Pollution=GCON_Pollution...> around the Buildings they are in.
^
^{HazMat} stands for Hazardous Materials. 
^
^{See the} $LINK<HazMat Office=BLDG_HazMat_Office> {that the Human Factions can build.}
#DESC_BLDG_HazMat_Division
^
^
^A {HazMat Division} is Great for Cleaning up Pollution. They deal with the Toxic and Very Hazardous Materials that cause the population to become sick and die.
^
^"Those HazMat Guys are Very Smart and Well Educated. I am Happy they are here to help us and especially to control all of the toxic pollution that has been causing the many deaths around our buildings". 
^


#BLDG_EPA
^
^
^The {EPA} is the "Environmental Protection Agency", located in the Sanitation Department. It increases $LINK<Status=GCON_Culture> as well as Food, Shields and Trade in Water and Reduces $LINK<Corruption=GCON_Corruption> in the Building. 
^
^{Attention,} $LINK<Jake=PRTO_Jake_Stranded> {needs your Help!}
#DESC_BLDG_EPA
^
^
^The EPA was established several years ago in the Sanitation Department to insure that the Environment was kept safe and sound for the public and tourists that visit Paradise Island.
^
^Many people have died and continue to do so in alarming numbers. 
^
^The EPA has the impossible task of dealing with all of the Environmental Problems on the Island now and wants to quickly develop $LINK<HazMat Divisions=BLDG_HazMat_Division> to help.


#BLDG_Androctonus_Den
^
^
^The {Androctonus Den} can Only be built by the Zombies at Clem's Lodge.
^
^The {Androctonus Den} increases Status, Reduces $LINK<Corruption=GCON_Corruption> in the Building, increases production 50%, increases Food, Trade and Shields in Water and produces a {New Androctonus Every Turn!}
#DESC_BLDG_Androctonus_Den
^
^
^Unknown to Clem, The $LINK<OutBack=BLDG_Colosseum> is just the right place for the Zombies to infest with Mother Androctonus Scorpions that can give birth to Hordes of Androctonus. {Yikes!}
^
^Scorpions do Not lay eggs, they give Live Birth to Hundreds of young Scorpions and the Androctonus are no exception.
^
^If the Zombies manage to take over Clem's Lodge, they will release several Mother Androctonus Scorpions, creating a Den that will give birth to more Androctonus!


#BLDG_Nuclear_Graveyard
^
^
^The {Nuclear Graveyard} is under the Nuclear Power Plant. "It is just like the Company to build a Nuclear Power Plant on top of a Graveyard."
^
^The Nuclear Graveyard increases $LINK<Status=GCON_Culture> and will automatically produce a $LINK<Nuclear Coffin=PRTO_Nuclear_Coffin> {Every Turn} for the Zombies! 
^
^{See} $LINK<Nuclear Graves=BLDG_Nuclear_Graves>.
#DESC_BLDG_Nuclear_Graveyard
^
^
^{The Nuclear Graveyard} is the forgotten old Paradise Graveyard. 
^
^When the Company built the Nuclear Power Plant on top of the old Graveyard, they did not realize the graves would become $LINK<Radioactive=GOOD_Uranium>
^from the Uranium used in the Reactor.
^ 
^IF the Zombies capture the Nuclear Power Plant, $LINK<Zombie Virus=BLDG_Manufacturing_Plant> will infect the Graveyard. Combined with the Radiation there, the Nuclear Graveyard and All $LINK<Nuclear Graves=BLDG_Nuclear_Graves> will start producing Nuclear Coffin Zombies! 
^
^{Nuclear Coffin Zombies} can Un-Earth from their buildings anywhere within a 13 tile radius.
^
^
^
^{Note:} IF captured, the Military Base has Uranium that will allow the Zombies to Activate $LINK<Nuclear Graves=BLDG_Nuclear_Graves> in each of the Military Buildings on the West Coast.
^
^{The West Coast Millitary Buildings cannot be connected to any buildings other than themselves.}


#BLDG_Nuclear_Graves
^
^
^Only the Zombies can Activate or establish Nuclear Graves when they 
^gain $LINK<Uranium=GOOD_Uranium> and $LINK<Zombie Virus=BLDG_Manufacturing_Plant>.
^
^{Nuclear Graves} increases $LINK<Status=GCON_Culture> and produces a $LINK<Nuclear Coffin=PRTO_Nuclear_Coffin> {Every 2 Turns.}
^
^The Zombies can immediately upgrade auto-produced Nuclear Coffins to $LINK<Nuclear Coffin Zombies=PRTO_Nuclear_Coffin_Zombie>...{Oh No!}
^
^Nuclear Graves are places in Every Zombie Building on Paradise Island by the $LINK<Evil Advantage=BLDG_Evil_Advantage>.
^
^{See the} $LINK<Nuclear Graveyard=BLDG_Nuclear_Graveyard>.
#DESC_BLDG_Nuclear_Graves
^
^
^{Nuclear Graves} are graves that have been infected with Zombie Virus and Radioactive Uranium. 
^
^Paradise Island has many old graves under its buildings that can be Infected and Activated by the Zombies!
^
^{Note:} IF captured, the Military Base has Uranium that will allow the Zombies to establish Nuclear Graves in each of the Military Buildings on the West Coast.
^
^{The West Coast Millitary Buildings cannot be connected to any buildings other than themselves.}

 
#BLDG_Bull_Barn
^
^
^Only the Farmers can build the {Bull Barn} at Zeb's Farm.
^
^
^The {Bull Barn} increases $LINK<Status=GCON_Culture> and produces a $LINK<Black Bull=PRTO_Black_Bull> {Every 7 Turns.}
^
^
^Any Human Faction can capture the Bull Barn and produce Black Bulls after the farmers have built it.
#DESC_BLDG_Bull_Barn
^
^
^Zeb has decided to build a {Bull Barn} and use his Prise Black Bull, $LINK<Boss=PRTO_Boss>, to breed and gain more Black Bulls for use.
^
^Zeb knows how he can use more Black Bulls to help him and his family fight to get their land back. 


#BLDG_Dark_Sky
^
^
^The Ominous {Dark Sky} is located at the Docks, waiting to be Activated when the Zombies gain the $LINK<Zombie Goo=GOOD_Goo> resource.
^
^It increases $LINK<Status=GCON_Culture> and when Activated, the {Dark Sky} will produce a $LINK<Tornado=PRTO_Tornado> {Every 2 Turns.}
^
^{See also} $LINK<Dark Sky II=BLDG_Dark_Sky_II>, $LINK<Dark Sky III=BLDG_Dark_Sky_III> {and} $LINK<Dark Sky IV=BLDG_Dark_Sky_IV>{.}
^
^{Beware, the Zombies can infect the} $LINK<Dock Yard=BLDG_Commercial_Dock>.
#DESC_BLDG_Dark_Sky
^
^
^No one knows why the Docks has such a Stormy Dark Sky like the ones at the $LINK<Paradise Airport=BLDG_Airport> and {White Sands Hotel} but most fear the Hell that can come from it.


#BLDG_Dark_Sky_II
^
^
^The Ominous {Dark Sky II} is located at the $LINK<Paradise Airport=BLDG_Airport>, waiting to be Activated when the Zombies gain the $LINK<Evil Skull=GOOD_Evil_Skull> resource.
^
^It increases $LINK<Status=GCON_Culture> and when Activated, the {Dark Sky II} will produce a $LINK<Tornado=PRTO_Tornado> {Every Turn!}
^
^{See also} $LINK<Dark Sky=BLDG_Dark_Sky>, $LINK<Dark Sky III=BLDG_Dark_Sky_III> {and} $LINK<Dark Sky IV=BLDG_Dark_Sky_IV>{.}
#DESC_BLDG_Dark_Sky_II
^
^
^No one knows why the Airport has such a Stormy, Dark Sky like the ones at the $LINK<Docks=BLDG_Commercial_Dock> and {White Sands Hotel} but most fear the Hell that can come from it.


#BLDG_Dark_Sky_III
^
^
^The Ominous {Dark Sky III} is located at the White Sands Hotel with the $LINK<Evil Entity=BLDG_Great_Ironworks>, waiting to be Activated when the Zombies gain the $LINK<Evil Skull=GOOD_Evil_Skull> resource.
^
^It increases $LINK<Status=GCON_Culture> and when Activated, the {Dark Sky III} will produce a $LINK<Tornado=PRTO_Tornado> {Every Turn!}
^
^{See also} $LINK<Dark Sky=BLDG_Dark_Sky>, $LINK<Dark Sky II=BLDG_Dark_Sky_II> {and} $LINK<Dark Sky IV=BLDG_Dark_Sky_IV>{.}
#DESC_BLDG_Dark_Sky_III
^
^
^No one knows why the White Sands Hotel has such a Stormy, Dark Sky like the ones at the $LINK<Docks=BLDG_Commercial_Dock> and $LINK<Paradise Airport=BLDG_Airport> but most fear the Hell that can come from it.


#BLDG_Dark_Sky_IV
^
^
^The Ominous {Dark Sky IV} can be built by the Zombies in any of their Buildings when they gain $LINK<Deadly Evolution=TECH_Deadly_Evolution>.
^
^Increases $LINK<Status=GCON_Culture>, Increases Food, Trade and Shields in Water, Doubles Building Defenses, Reduces $LINK<Corruption=GCON_Corruption>, 
Increases Production 50%, Places a $LINK<Dark Sky II=BLDG_Dark_Sky_II> in every building and a $LINK<Dark Sky III=BLDG_Dark_Sky_III> in every building on the Island and provides the Zombies {Two Free Capabilities to complete their Research Tree Early!}
^
^The {Dark Sky IV} will produce a $LINK<Tornado=PRTO_Tornado> {Every Turn!}
#DESC_BLDG_Dark_Sky_IV
^
^
^"We all know what will come from the Dark Sky IV... Just like the ones from the $LINK<Dock Yard=BLDG_Commercial_Dock>, $LINK<Paradise Airport=BLDG_Airport> and the {White Sands Hotel} 
^with the $LINK<Evil Entity=BLDG_Great_Ironworks>{...YIKES!}"


#BLDG_Kitty_Shack
^
^The {Kitty Shack} can only be built at Zeb's Farm by the Farmers when they reach $LINK<Here Kitty=TECH_Here_Kitty>.
^
^The Kitty Shack Increases $LINK<Status=GCON_Culture> and produces a $LINK<Rocket Cat=PRTO_Rocket_Cat> {Every Turn.}
^
^Requires that the $LINK<Exploding Sheep Operation=BLDG_Grand_Cathedral> has been established at Zeb's Farm.
^
^{Take Care,} the Kitty Shack can $LINK<Explode!=GCON_Pollution> if the Rocket Cats are mishandled! Better keep your people Happy so they do not make mistakes.
^
^{Any Human Faction can capture the Kitty Shack and produce Rocket Cats after the Farmers have established it.}
#DESC_BLDG_Kitty_Shack
^
^
^Zeb has decided to use the old shack on the Farm as a {"Kitty Shack"} 
^to house all of the Stray Cats and their offspring.
^
^Zeb knows how to strap the stray cats with Explosive Rockets, made from old vases around the house.
^
^"WOW, look at that Cat fly toward that Zombie!" .......................{KABOOM!} 
^No more Zombie... or Cat.






; GREAT WONDERS ____________________________________________________________________________________ GREAT WONDERS






; END GREAT WONDERS _________________________________________________________________________ END GREAT WONDERS 



; SMALL WONDERS______________________________________________________________________________SMALL WONDERS


; END WONDERS ____________________________________________________________________________________ END WONDERS






; CAPABILITIES_______________________________________________________________________________________ CAPABILITIES

; _______________________________________________The Survivors Flavor_______________________________________________________  
#TECH_Unobtainable
^
^This is a Capability that cannot be researched. It's purpose is to remove certain abilities and functions from the original Civ Game 
and serves to prevent pre-placed units and most Auto-produced units from being built.
^
^Cannot be obtained

#TECH_Day_Before_Zombies
^
^I remember {The Day Before} as if it were yesterday.

#TECH_Month_Before_Zombies
^
^The {Month Before} I had a nice job, a nice house in the suburbs and a family; of course that's all gone now.

#TECH_Year_Before_Zombies
^
^{The Year Before}, it might as well be one hundred years ago.

#TECH_Authority
^
^You are authorized to use Lethal Force so what are you waiting for.
^
^{Authority} is a special Capability granted only to the Authorities. It gives them access to other unique Capabilities.
^
^Cannot be traded

#TECH_Business
^
^Your next promotion depends on making a profit out of this zombie apocalypse.
^
^{Business} is a special Capability granted only to the Company. It gives them access to other unique Capabilities.
^Cannot be traded

#TECH_Survival
^
^Sometimes it just sucks being a survivor.
^
^{Survival} is a special Capability granted only to the Survivors. It gives them access to other unique Capabilities.
^
^Cannot be traded

#TECH_Civilians
^
^{Civilians} are the Company, Farmers and Survivors in the Game. This special Capability separates them from the Authorities and Zombies in order to provide 
 exclusive special Capabilities.
^
^Cannot be traded

#TECH_Advanced_Mathematics
^
^{Advanced Mathematics} can be gained by the Human Factions. This special Capability will allow the $LINK<TARDIS=PRTO_TARDIS> to be Upgraded by the Human Factions.
^
^Can be traded
#DESC_TECH_Advanced_Mathematics
^
^"Well Thanks to the Gifted $LINK<Nerd=GOOD_Nerd> who worked out the Advanced Mathematics details, the TARDIS is more Functional, we can move far and fast! Lets Test it against the Zombies!"
^
^"With this advanced education we can Build the $LINK<HazMat Office=BLDG_HazMat_Office> in the Sanitation Department and or a $LINK<HazMat Division=BLDG_HazMat_Division> in each of our Buildings to help get rid of the $LINK<Dead Bodies!=GCON_Pollution>"

#TECH_Humanity
^
^{Humanity} is a special Capability granted only to the Human Factions in the game. It gives them access to other Capabilities and abilities not obtainable by the zombies.
^
^Cannot be traded

#TECH_Zombification
^
^{Zombification} is a special Capability granted only to the zombies. It gives them access to other Capabilities and abilities not obtainable to the Human Factions.
^
^Cannot be traded

#TECH_Aid_Relief
^{Get Moving!} establish a $LINK<Supply Drop Point=BLDG_Recycling_Center> and start getting $LINK<care packages=PRTO_Supply_Parcel> your people need to survive! 
^When you discover Aid Relief, you can Upgrade $LINK<Mr T Drugged=PRTO_Mr_T_Drugged> to $LINK<Mr T=PRTO_Mr_T> if you have managed to Rescue him at the Fast Food Joint. He will be fit to Help you Fight the Zombies with a little First Aid to make him strong again.
^Can be traded.
#DESC_TECH_Aid_Relief
^
^A huge plane flew over the remnants of a once populated suburban borough. Now all that remained was the blackened ruins of roughly 7 houses. As the plane flew over the area it released hundreds of parachutes of aid parcels.
After they hit the ground the air was silent. Then after about 3 minutes 5 people climbed out of a wrecked car/barricade.
"I think it's safe," One said.
They grabbed as many boxes as possible, then stood looking into the air, hoping for more planes to come for them...

#TECH_Keep_Em_Out
^
^With {Keep 'Em Out} you can build $LINK<Barricades=TFRM_Barricades> and give yourself a better chance at survival. 
^
^
^Can be traded.
#DESC_TECH_Keep_Em_Out
^
^"Oh god, they're coming!  Quick, move that couch over here...block the door.  Move those mattresses to cover the windows!  
Move the cabinets against the back door.  HURRY!  Man, I sure hope there isn't any other way for those things to get in here.
What was that sound...?"

#TECH_Lights_On
^
^{Keeping The Lights On} would help us see what we're doing.
^Allows $LINK<Electric Generators=BLDG_Electric_Generator>.
^{See} $LINK<Jake Recovered=PRTO_Jake_Recovered>.
^Can be traded.
#DESC_TECH_Lights_On
^
^"Look, we know those damned "Things" don't like the light, so if we can get this generator working we can hook it up to the 
lights and maybe keep them away for a while.  Maybe we can even figure out a way to hook them up to the street lights and 
push them back a couple of blocks further.  Then we could look around for stuff without worrying as much about being mobbed
by Zombies."

#TECH_Guns
^
^Better Get yourself a Big Gun! ...You're going to need it.
^
^Guns, Guns, Guns allows a Human Faction the ability to use a $LINK<Negotiation Room=GCON_Embassies> with All other Human Factions.
^{Guns "Speak" louder than words!}
^Can be traded.
#DESC_TECH_Guns
^
^Murphy and Henderson silently moved across the street. They were feebly armed; only a big stick and a broken axe.
Suddenly Murphy noticed one shop that, somehow, had remained untouched. On closer inspection it was, ironically, a gun shop.
Henderson took the axe head and smashed the door open.
Inside the walls were lined with shotguns, BB-guns, handguns, rifles, and over the fireplace in the far back was an old Winchester.
Murphy eagerly grabbed the nearest weapon and tossed it to Henderson exclaiming with a smirk, "Guns, Guns, Guns; can't have enough of 'em"

#TECH_Damsel_Distress
^
^Gatling guns and beautiful women are a great mix!
^
^
^Cannot be traded
#DESC_TECH_Damsel_Distress
^
^Surrounded..., they were surrounded.  Foul smelling Zombies shuffled relentlessly towards to the trio, closing in from all 
directions.  They emptied their guns into the Zombies, but for each one they killed, it seemed like ten more took it's place.  It was 
hopeless, completely hopeless.  Mike had one bullet left.  He loaded it into the S&W M29 .44 magnum, then slipped the gun's 
massive barrel into his mouth.  No way in hell these things were going to eat him alive.
^
^Then, from somewhere behind the shuffling mob of undead horrors, the trio heard a high pitched whine, like a dentist's drill from 
hell.  Suddenly light flashed, smoke filled the warehouse and hot death reached out for the hapless Zombies.  Decapitated, 
amputated, dissected, the Zombies blew into tiny chunks as thousands of 7.62mm rounds ripped their pasty pus-filled bodies 
to shreds.  Then, it was over, almost as suddenly as it had begun.
^
^Mike slid the barrel of his magnum from his mouth, starring in disbelief at the carnage around him.  As the smoke cleared, 
a dark shape approached the trio from the shadowy depths of the warehouse.  Then suddenly she was there...a veritable goddess 
of death in black leather, smoke pouring from the barrels of the chain gun in her hands.  Smiling, she said "If you boys want 
to get out of this hell-hole alive, you'd better follow me."  Then she was gone, already moving through the piles of Zombie 
carnage wrought by her own hand.
^
^All Mike could say was "I don't know who she is or where she came from, but I think I'm in love."

#TECH_Hot_Wiring
^
^People need wheels if they want to reclaim the streets and they don't have the keys, Hmmm!
^
^Can be traded.
^{Not available for the Authorities.}
#DESC_TECH_Hot_Wiring
^
^"Okay, okay, almost got it.  Let's see, cross this wire with that one, that should do it!"
^
^"Come on Johnny, they're getting' closer.  Hurry up, man!"
^
^"Keep you're pants on, Junior, I almost got it.  Dammit, why won't this thing start?"
^
^"Oh crap, Johnny, they're almost on top of me!" BLAM! BLAM! BLAM! BLAM! BLAM! BLAM! BLAM! BLAM! BLAM! BLAM! BLAM! CLICK! 
"Oh NO! I'm outta bullets.  Help me Johnny!  Help meeee...ACKKK!!!"
^
^"Junior?  You still with me?...  Junior, is that you?"
^
^"Unnnhhhhhh.  Mmmmm, Braaaains."
^
^"NOOO! AIIIEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!"  Crunch, munch, slurp.

#TECH_Zombie_Ass
^
^Let's kick into overdrive and at the same time {Kick Zombie Ass}.
^
^
^Cannot be traded
#DESC_TECH_Zombie_Ass
^
^"All right, if you jokers want to live another day, you gotta get angry.  You won't make it sitting around feeling sorry 
for yourselves.  Don't think about those things as friends or co-workers, because they ain't now.  Now they're Zombies, and 
they'll crack your head open and slurp out your brains if you just sit there like a bunch of lame-asses.  You gotta get 
mean, psycho even, if you want to live through this nightmare.  You gotta tell yourself you ain't gonna take this 
anymore, that you're mad as hell.  Then you gotta get up, grab yourself a chainsaw, and KICK SOME ZOMBIE ASS!!!"

#TECH_Horrible_Truth
^
^Those b@st@rds. This has all been one big experiment and we're the guinea pigs.
^
^
^Cannot be traded
#DESC_TECH_Horrible_Truth
^
^"And just what is the horrible truth, you want to know?" asked Doctor Lazar as he turned to face the intruders who breached 
his secured lab.  "Are you sure you want to know?  Very well, I'll tell you because you'll never live long enough to tell 
anyone else.  The horrible truth you seek is that the ZV-69 outbreak wasn't an accident.  It was an elaborately staged experiment 
designed to look like an accident.  You see, ZV-69 was nearly perfected, so we needed to know how it would react when released 
in a densely populated urban center.  But we also needed a somewhat controlled environment, in case the virus mutated out of 
control.  Paradise Island proved to be the perfect test site.  So now you know the horrible truth.  And now you will all die...
guards, shoot them!  Shoot them all!"

#TECH_Big_Finale
^
^Get the $LINK<Rescue Helicopter=PRTO_Helicopter> running and let's head for the mainland.
^
^
^
^Cannot be traded
#DESC_TECH_Big_Finale
^
^Max could sense that things were coming to a head; that the nightmare would be over soon, one way or another.  He couldn't 
explain how he knew this..., he just felt it in his gut.  That's when they rounded the corner and saw the helipad, just 
three blocks away.  This was it..., they were going to make it off the island after all!  Jubilant, the whole group took off 
running towards the helicopter parked on the pad.  Max mentally ran down the steps for starting and flying a helicopter... 
it had been a few years since he'd flown one.  So intent was he on his own thoughts, he never noticed the hideous mutated 
beast lurking by the side of the building, hiding in the shadows of a side-alley.  It leapt on Max, tearing into him with massive 
claws and biting chunks of flesh out of him with it's vicious jaws.  His screams alerted the rest of the group of his doom: 
Max wasn't going to make it out after all...

#TECH_Here_Boy
^
^Mans Best Friend.
^
^
^
^Can be traded
#DESC_TECH_Here_Boy
^
^Dogs have no fear and act on your command. They are fierce, faithful and obedient...just the thing that is needed on a Zombie Infested Island to help out.
^
^Can be traded.

#TECH_Sewer_Strategy
^
^Even smellier than a zombie but safer than the streets. The Sewer System is a great way to move around Paradise Island.
^
^
^Cannot be traded.
#DESC_TECH_Sewer_Strategy
^
^"Oh my God!" Peter gasped as he tried to bury his face into his shirt. "That smells like Crap."
"It is Crap, Pete," replied Davo, who pointed his torch down the dark, dank tunnel. Pete sloshed through the knee deep sludge towards his friend.
"This smell will outlive religion," Pete muttered. "I can't believe it..."
"Rather this smell than walking around up there and having to deal with one of those Walking Dead Things."
"True." The pair made their way through the sewer, jumping several times at sounds echoing down the pipes. Rats climbed over immobile piles of solid waste, scattering as Davo's torch passed over them.
^
^Eventually, they reached a ladder. Pete grasped the slimy rungs and made his way towards the closed Manhole. Davo followed close behind.
^
^As quietly as possible, Pete pushed the cover up and slid it away from the Manhole. He looked around. Nothing.
"Coast is clear." He jumped out and reached down to help Davo to the street.
"See?" grinned Davo triumphantly. "Told ya the sewers are the way to go! Now let's find some deodorant..."

#TECH_DIY
^
^{Allows Conscription of units and Doubles Worker Rate for the Survivors, Farmers, Company and Authorities.}
^
^Build $LINK<Machine Shops=BLDG_Machine_Shop>...you will need them. 
^
^Can be traded.
#DESC_TECH_DIY
^
^"Ok, let's see, this little bolt goes here I think, um wait, no it goes right... No, I was right the first time. Now, does this nut go here. Oh! Now I get it... This piece connects..."
^
^<Rather Large Explosion>
^
^"Dang it! Well, back to the ol' drawing-board."

#TECH_Farming
^
^{Farming} is a special Capability granted only to the $LINK<Farmer Faction=RACE_FARMERS> in the game. It gives them access to other Capabilities, special units, and abilities that are not available to other Factions.
^
^Cannot be traded

#TECH_Together_We_Stand
^
^{Together We Stand} is a special Capability granted only to the $LINK<Farmers=RACE_FARMERS>. 
^
^Zeb begins a renewed effort to combine the Co-op, Family and Friends to join together as a more powerful group to take back their land.
^Cannot be traded
#DESC_TECH_Together_We_Stand
^
^Zeb knows if he can combine his Family and Friends together with the Co-op, he will have a more powerful position on the Island.
^
^The Farmers know they have a better chance to take back their land by having more people join their cause. 

#TECH_Farmland_Security
^
^{Farmland Security} is a special Capability granted only to the $LINK<Farmers=RACE_FARMERS>. 
^It allows them to establish the $LINK<Farmland Strike Force=BLDG_Farmland_Strike_Force> to gain $LINK<Zeb's Marauders=PRTO_Zeb's_Marauders>.
^
^Cannot be traded
#DESC_TECH_Farmland_Security
^
^Zeb's idea to band the entire Family and Friends together with the Co-op to have a more secure and powerful position on the Island has come together!
^
^The Farmers know they now have the best chance to take back their land with their New, Powerful Group. 

#TECH_Rev_'N'_Ride
^
^Tell your Favorite $LINK<Biker Gal=PRTO_Byker_Gal> to jump on her Cool Bike and go kick some Zombie Ass!
^
^Cannot be traded

#TECH_Baa_Baa_Bomb
^
^{Zeb discovers animal bomb capability!} 
^
^Yes, you can use your $LINK<wooly critters=PRTO_Exploding_Sheep> as deadly bombs against the Zombies and your enemies. 
^Allows The Farmers to establish the $LINK<Exploding Sheep Operation=BLDG_Grand_Cathedral>. 
^Cannot be traded
#DESC_TECH_Baa_Baa_Bomb
^
^One day, Zeb was clearing some of the tree stumps on his property with dynamite. After completing the job, there was quite a large surplus of dynamite remaining so Zeb stored it in his barn for later use.
^
^Several months went by and Zeb had another tree stump to remove in a new area that he was plowing. He went to the barn to get some dynamite for the job and upon arriving, found a wet looking spot 
on the floor just below the dynamite and one of his sheep lapping up the area. Zeb did not know that the wet spot had been caused from the dynamite "sweating" from being stored for a prolonged period of time in a hot barn. 
^...other educated people know that dynamite "sweat" is actually Nitroglycerin!
^Well OLE Zeb didn't think much about it and took a few sticks of dynamite so he could clear the stump from his new field. The sheep that was in the barn followed along with Zeb to the field. Before Zeb could get the dynamite 
out and set, his sheep ran playfully ahead, towards the stump. All at once there was a huge explosion and the stump was nothing but bloody toothpicks. Shocked that his sheep exploded at all, not to mention the extreme magnitude of the blast, Zeb figured
it was because his sheep lapped up that dynamite "sweat". 
^
^It was the beginning of the animal bomb capability that Zeb perfected and learned to control. Because Zeb raised many sheep and had plenty to spare he simply called his new Exploding Sheep discovery, Baa Baa Bomb. This began the Exploding
Sheep Operation at Zebs Farm.

#TECH_Mega_Laser
^The {Mega Laser} Capability was developed by $LINK<Dr Lazar=PRTO_Scientist> for the Company. 
^The Capability was the first of its kind to allow lasers to be able to use low output power sources that were amplified to provide High Energy Laser Bursts, capable of destroying targets at great distances.
^$LINK<Captain Spiff=PRTO_Captain_Spiff> and the $LINK<Annihilator=PRTO_Annihilator_Project> Need this Capability! 
^Can be traded.
#DESC_TECH_Mega_Laser
^
^The Company began developing the $LINK<Annihilator=PRTO_Annihilator_Project> immediately after Dr Lazar descovered the Mega Laser Capability. The Annihilator, hidden on $LINK<Adventure Island=BLDG_Solar_Plant>, became the first long range laser cannon and the strongest laser in the world.

#TECH_Here_Kitty
^
^{Here Kitty} is a special Capability granted only to the $LINK<Farmers=RACE_FARMERS>.
^It allows the Farmers to build the $LINK<Kitty Shack=BLDG_Kitty_Shack>.
^ 
^$LINK<Zeb=PRTO_Zeb> descovers $LINK<Rocket Cats=PRTO_Rocket_Cat>.
^
^Cannot be traded


; _______________________________________________The Authority's Flavor_______________________________________________________  

#TECH_Call_911
^
^We could {Call 911} and they just might send some Cops or Highway Patrol.
^
^
^Cannot be traded
#DESC_TECH_Call_911
^
^"Baker 29, this is 9-1-1 dispatch.  Do you copy?  Over.  Baker 29 this is dispatch, please respond, over.  Alpha 33, do 
you have a visual on Baker 29?  They aren't responding.  Alpha 33, do you copy?  Can any units at Parkson Plaza hear me?  
Over.  Attention all units, attention all units, there is no response from officers on site at Parkson Plaza.  Supervisor 
requesting immediate back-up.  All units in the vicinity, please respond....  Are there any units in the vicinity of 
Parkson Plaza?  Please respond.  Is anyone out there?  Anyone?...."

#TECH_Lethal_Force
^
^OK, it's Time to bring in the S.W.A.T. Teams!
^
^
^
^Cannot be traded
#DESC_TECH_Lethal_Force
^
^"Remember, we are the Elite backup of law enforcement. The civilians are counting on us to rid the streets of those walking Nightmares.
^Use Lethal Force... and Snipers, watch your backs... Lets go show Paradise Island what the S.W.A.T. can do... Now Move it!" 

#TECH_Impose_Martial_Law
^
^We need to control the streets and set up safe zones for any survivors.
^
^
^
^Cannot be traded
#DESC_TECH_Impose_Martial_Law
^
^"Hmmm, hey Harry, have you heard from 2nd Platoon since they went to check out the Main Library?  Harry?  Hey, Harry, 
where did you go?  Come on man, this is no time to go running off to take a leak, we got a riot on our hands here.  Harry? 
 Oh, there you are.  Why didn't you answer me?  And where's your rifle soldier?  Hey, did you shower this morning?  You 
smell like roadkill.  Why are you looking at me like that Harry?  Hey, Harry, back up man, no need to get so close.  Hey, stop 
that!  What are you doing Harr....AIIIIIIEEEEEEEEEEEEEEEEEEEEEEEEE!!!!

#TECH_Marines
^
^Open a big can of whoopass on these Zombie Freaks!
^
^
^
^Cannot be traded
#DESC_TECH_Marines
^
^
^General Fullbright slammed down the phone, causing his secretary to jump.
^
^"Damned National Guard," Fullbright muttered. "Can't even control a small scale riot!" The secretary did not reply as a messenger entered the general's office and handed her a document. She glanced at it briefly.
^
^"General, I think you'd better read this." The General snatched the paper away from his secretary and looked over the printed words. His face hardened as he dropped the paper to his desk. Fullbright picked up the phone and punched in a number.
^
^"The situation on Paradise has escalated. The National Guard aren't doing much at all, and I have a report that the rioters seem to be much more dangerous than we first thought."
^
^The secretary could hear the voice on the other end of the line, but could not make out the words. The General drummed his fingers on his desk. He grunted several times in acknowledgment, then cleared his throat.
^
^"Send in the Marines."

#TECH_Sledgehammer
^
^The Authorities decide to conduct air bombardment and cruise missile operations and they ain't fussy about precision bombing.
^
^
^Cannot be traded
#DESC_TECH_Sledgehammer
^
^"Gentlemen, the situation on Paradise Island is quickly deteriorating. My fellow generals and I have formulated a plan which has been code named Operation Sledgehammer."
^
^The general moved to a map of Paradise Island, colored pins representing troops already stationed on the island, and where the enemy were presumed to be massing.
^
^"This op will be a coordinated assault; the largest concentrations of the enemy will be targeted with cruise missiles, F-15s will clean out the smaller pockets. We will then move the tanks up into position to destroy any lingering threats."
^
^There was a murmur amongst the men present.
^
^"Let's get moving men."

#TECH_President
^
^Our only chance of stopping them lies in flattening the island, completely!
^
^
^Cannot be traded
#DESC_TECH_President
^
^"Sir, we are still taking heavy losses on Paradise Island. Those... things, are becoming bigger, stronger and are just annihilating us. We need more firepower..."
^
^The General reached for the red phone; a secure line to the White House. The other generals looked at each other in shock.
^
^"Sir, you aren't thinking..."
^
^"There is only one way to stop this."
^
^"But there are innocent people still..."
^
^"I'm aware of that, general. But if we don't bomb this Island to hell, these things could spread, and we would have a greater catastrophe. A few hundred innocent lives MUST be expended for the greater good."
^
^He picked up the phone.
^
^"Get me the President..."


; _______________________________________________The Company's Flavor_______________________________________________________  

#TECH_Contain_This_Mess
^
^The Company's initial attempts to contain the accident at their research lab.  Unfortunately, all they've got to do the job
are Company Security. 
^
^Cannot be traded
#DESC_TECH_Contain_This_Mess
^
^The Chairman places a call to a certain phone ... a Top Secret ... High Clearance ... Sorry, I have to Kill you Now ... Phone ...
^"Hello ... Hello ... Yes it is? ... How are you Mr. Pre..."
^"Ha Ha ... OK George then"
^"What? ... you got the donation? ... Excellent ... Excellent George"
^"How is the ranch? ... enjoying the holiday ... what vacation interrupted? ... had to work?"
^"That's a shame ... had to entertain a visitor? ... that little Ozzie guy? ... Howard? ... No sorry ... No, Never heard of him ..."
^"You and he are mates ... Oh well then good for you ... You like him? ... Well yes we all need friends ..."
^"Actually George! ... That's what I want to talk about ..."
^"We have a little problem in Paradise Island ... little place off the coast ... yes that's right we went fishing ..."
^"Yes we should do that again ... George listen to me ! ... focus George focus !"
^"Fullbright ... know him ? ... He's a 5 star General ... heard of him? ... Vietnam, yes George ... Ha Ha ... With the local girls, OK George"
^"Anyway we have a problem ... He is becoming irritating ... why? ... making a problem bigger than it is ... fixable? ... I promise George Three Mile Island it is not? ... Trust me George ..." 
^"Yes George ... If Fullbright keeps this up the press will get involved"
^"What exactly do I want? ... I need time George ... yes time to clean up the mess ... I don't know start a war or something"
^"It was a Joke !!! ... No No !! ... Relax ! ... No George it was a Joke ! ... Anyway I want you to just lean on him and make things difficult ... Yes I know you are good at that ... You will ... excellent ... excellent ... yes we will soon ... say howdy to the wife ... Oh really well say Hi back to dad ... yes yes ... sorry George I have to go ... Bye" ... 
^
^Chairman - "Well Gentlemen we have some time ... not unlimited but at least the military will be slowed down ... inspections ... red tape ... supplies re-directed ... that sort of thing ... Drinks anyone?"

#TECH_Were_Screwed
^
^We're all gonna die!
^
^
^
^Cannot be traded
#DESC_TECH_Were_Screwed
^
^Test Batch 21-A2:  Subject injected with double dosage of bio-active agent ZV-69.  After 8 hours, 12 minutes and 33 seconds, 
subject displayed signs of mutation consistent with Dr. Lazar's theory.  Consuming live flesh acts as a catalyst to 
additional DNA mutation.  Subject appears stronger and a little faster, though not any more intelligent.  Subject will be 
destroyed, per standard protocols.

#TECH_Liquidate
^
^Anyone who knows the truth about the Company's involvement in this must be eliminated.
^
^
^Cannot be traded
#DESC_TECH_Liquidate
^
^"I've worked for The Company for years, and I've been all over the world cleaning up their messes, like the toxic spill 
in Mexico city or the nuclear meltdown at the hidden lab in San Francisco.  Usually that means liquidating 'expendable 
assets'.  I never thought The Company would ever consider me an 'expendable asset', but I guess I know too much now.  So now 
they're after me too."

#TECH_Cover_Up
^
^A few million dollars here, a few million there, should be enough to buy off anyone. Those that can't be bought can always
be paid a visit by the $LINK<Black Ops=PRTO_Black_Ops>.
^
^Cannot be traded
#DESC_TECH_Cover_Up
^
^Company Board Room - somewhere on the mainland
Chairman - "Well Seems things are finally under control ... Let's see if things have the right spin!"
^< Click >
^... have issued a Press release concerning the outbreak of a virus on Paradise Island and feel confident that, with the full resources of the Company behind it, an antidote can be speedily developed ...  
^< Click >
^... who is the chairman of the Company was awarded the Citizen of the Year, the president congratulates ...
^< Click >
^... Devastation on Paradise island, Terrorists are suspected of releasing a viral agent into the water supply ...
^< Click >
^... the Military seemed to have over reacted ...
^< Click >
^... abandoned streets of Paradise Island mute witness to the horror ...
^< Click >
^... disgraced General Fullbright gone too far when ordered troops to destroy Customer Service building of the Company ...
^< Click >
^... under orders, troops attacked defenseless Survivors during an outbreak of a mysterious virus ...
^< Click >
^... Survivors gather on a roof in hope of salvation ...
^< Click >
^... Equipped for Bio Hazzard, troops enter Paradise Island looking to assist Survivors ...
^< Click Click >
^Silence
Chairman - "It all seems to have gone to plan ... ha that fool Fullbright will take most of the heat and then there is the mysterious virus
released by terrorists! ... ha ha ha ... and we shall save the day, in about 2 months, with an antidote we already have ... ha ha ha ... 
Oh things are good! ... Pity the other board members are not around to celebrate the Company's good fortune !! ... ha ha ha ... 
Oh well, I can always find other fall guys ... ha ha ha "

#TECH_Evil_Genius
^
^MUHAHAHA..MUHAHAHAHAHA!!! etc. etc.
^
^
^
^Cannot be traded

#TECH_Cyborgs
^
^{Cybernetics} Research will allow another one of the Company's Ultimate Secret Weapons, the $LINK<M1 Mech Project=PRTO_M1_Mech_Project>, to become $LINK<Armed!=PRTO_M1_Mech_Armed>
^
^
^Cannot be traded
#DESC_TECH_Cyborgs
^
^"Sir, Our Top Scientists say that they have discovered what we Need for the M1 Mech Project. They reported that their discoveries are more impressive than they could have imagined and that we will be very impressed with the results." 

#TECH_Nerds
^
^They've been laughed at, picked on and put down. But now it's time for the odd to get even! Their time has come!
^
^Can be Traded.
#DESC_TECH_Nerds
^
^"Look here fellow Nerdlingers, we have an opportunity to present a solution to the utterly insane but undeniably factual occurrence of the metamorphosis of ordinary human beings into the decomposing reanimated deceased that we have all observed walking our streets.
^
^If we accomplish this, the powerful will have no alternative but to acknowledge our superior intellect and we shall finally obtain their respect. Let's initiate an orderly and logical brainstorming session to ascertain what the correct response and solution should be to this predicament..."



; _______________________________________________The Zombies Flavor_______________________________________________________  

#TECH_Mmmm_Brains
^
^A Zombie's favorite food is brains - they just need to remember to take the helmets off the National Guardsmen before attempting
to eat.
^Allows Conscription of units For the Zombies.
^Cannot be traded 
#DESC_TECH_Mmmm_Brains
^
^Now that Josh was a zombie, life (Or at least afterlife) was put in a much different perspective. All those philosophical questions 
that had constantly bothered him while he was alive all became unimportant when compared to the much more important problem of feeding the vast hunger that filled him. 
Exactly what was it that he was supposed to eat now? The questioning had to be put aside when Josh saw a human trying to sneak through the streets. 
The puny human never saw Josh coming. Josh stared blankly at the mutilated corpse that had originally been the human. Out of what was left of his head, a grey, 
mushy, and very yummy looking substance was leaking out. Josh dipped his rotting fingers into the yummylicious looking substance, and took a taste. 
There was an explosion of flavor on his tongue. It was the most wonderful sensation Josh had ever experienced, alive or dead. A low murmur came from Josh's decayed mouth, that steadily grew louder.
"BRAINS....."

#TECH_Damned_Dogs
^
^The Radioactive $LINK<Zombie Virus=BLDG_Manufacturing_Plant> has Infected the Dogs!
^Allows $LINK<Zombie Doghouses=BLDG_Zombie_Doghouse>!
^
^
^Cannot be traded
#DESC_TECH_Damned_Dogs
^Joke: How does a Zombie Dog smell?
^
^Bloody awful.

#TECH_The_Mutation
^
^The Radioactive Zombie Virus mutates within it's host and despite the victim being in an advanced state of decay they become
stronger and more resistant to damage than a 'normal' Zombie.
^Allows $LINK<Zombie Virus=BLDG_Manufacturing_Plant> to Mutate into $LINK<Advanced Zombie Virus=BLDG_Coal_Plant> which allows $LINK<Flesh Eating Bacteria=BLDG_Cathedral>. Also allows $LINK<Mutant Doghouses=BLDG_Mutant_Doghouse>{...YIKES!}
^Cannot be traded
#DESC_TECH_The_Mutation
^
^Josh the Zombie had been feeling different lately. His skin, no longer grayish green but now a strange shade of orange, was much tougher. His arms could swing harder, his legs could run faster, his teeth could bite harder, etc. All in all, Josh the Zombie thought it was quite a nice improvement, even if his body had been hideously mutilated (Not that he really cared about that. Things like appearance lose importance after you die.) And even better, his mind had finally remembered how to use those shiny, pointy knife things the humans had, which made getting to the brains easier, as all you had to do was cut the human's head off, instead of going through the messy business of tearing it apart with your bare hands.
His friend, Ben the Zombie (was very smart for a zombie. Must be from eating all those Nerd brains) had explained to Josh that "The Radioactive Zombie Virus is erasing human DNA, and replacing it with enhanced zombie DNA, which replicate and spread through the body, increasing physical attributes, but also speeding up decay time. This mutation occurs after one has been exposed to the Radioactive Zombie Virus for extended periods of time, making the virus become a part of them."
Actually, he had just said, "GRAAGH!", but in the end they meant the same.

#TECH_Zombiegeddon
^{Zombiegeddon} or in layman's terms "All Hell is about to break loose!". 
^If you haven't been making preparations to get off the island or gain enough power to be able to kill the Zombies, at this point you've probably waited too long!{...Good Luck!, you will need it!} 
^{Beware The} $LINK<Dark Sky=BLDG_Dark_Sky>
^Cannot be traded
#DESC_TECH_Zombiegeddon
^
^Zombiegeddon {zombie-ged'on}  
^1. A 2003 cult science fiction/humor movie
^2. A slang term for a zombie apocalypse
^3. A Popular Icon/term among zombie movies
^4. STOP READING THIS CIVILOPEDIA AND GET OFF THIS STINKIN' ISLAND!

#TECH_Species_Jump
^
^Zoinks! The Radioactive Zombie Virus has {jumped species}. Look out for zombie bunnies, cows, dogs, sheep and anything else that can be turned into a cheap zombie unit.
^
^Cannot be traded

#TECH_Horrible_Things
^
^{Horrible Things} is from the rapid evolution of Advanced Radioactive Zombie Virus which is responsible for extremely horrible creatures such as $LINK<Crawling Brains=PRTO_Crawling_Brain>! 
^
^
^Cannot be traded

#TECH_The_Dreaded
^
^{The Dreaded} is the progressive future evolution of Advanced Radioactive Zombie Virus which will allow the Zombies to establish the $LINK<Dreadful Nest=BLDG_Dreadful_Nest>! 
^
^Cannot be traded

#TECH_The_Omega
^
^{The Omega} is the long term result and affect of Advanced Radioactive Zombie Virus on humans and is responsible for the development of the $LINK<Omega Zombie=PRTO_Omega_Zombie>!
^Allows the Zombies to Activate all $LINK<Hornet Nests II=BLDG_Hornet_Nest_II>, $LINK<Putrid Rooms II=BLDG_Putrid_Room_II>, $LINK<Omega Houses=BLDG_Omega_House>, $LINK<Infected Dirt=BLDG_Infected_Dirt>, $LINK<Dreadful Nest=BLDG_Dreadful_Nest> and $LINK<Dark Sky II=BLDG_Dark_Sky_II>.
^{Prepare for the End Days from Hell!} Cannot be traded

#TECH_Deadly_Evolution
^{Deadly Evolution} is highly evolved Advanced Radioactive Zombie Virus that allows hideous mutations such as $LINK<Giant Squids=PRTO_Giant_Squid> and will allow the Zombies to "incubate" The $LINK<Evil Nest=BLDG_Great_Library>.
^{The Evil Nest will hatch} $LINK<The Terror=PRTO_The_Terror> {Every Turn!}
^{The} $LINK<Dark Sky IV=BLDG_Dark_Sky_IV> {will produce a} $LINK<Tornado=PRTO_Tornado> {Every Turn!}
^You can Run but you can't hide from the $LINK<Skreech=PRTO_Skreech> or $LINK<The Terror=PRTO_The_Terror>! 
^Cannot be traded

#TECH_Domination
^
^{Domination} allows $LINK<Dominant Omega Zombies=PRTO_Dominant_Omega> {YIKES!!!}
^See $LINK<Dark Sky IV=BLDG_Dark_Sky_IV>
^
^Cannot be traded




; END CAPABILITIES____________________________________________________________________________________ END CAPABILITIES


















; RESOURCES_______________________________________________________________________________________________RESOURCES


; _____________________________________________Strategic Resources___________________________________________


#GOOD_Marine_Recruits
^
^
^The {Marine Recruits} resource is a $LINK<Strategic Resource=GCON_ResourcesS> required for the Authorities to build Marines and Rebuild $LINK<Camp Paradise=BLDG_Offshore_Platform> and the $LINK<Marine Recruit Depot=BLDG_Longevity> at the Camp Paradise location. 
^
^The {Marine Recruits} resource can only be found at Camp Paradise but when gained and the Streets are repaired, Marine Recruits will be available for the Military Base, Armory, Paratrooper Base and Weapons Range as well.
#DESC_GOOD_Marine_Recruits
^
^
^The Authorities need to get their asses to Camp Paradise and Rebuild it and then they can Rebuild the Marine Recruit Depot. More Marines are needed to secure the Island.


#GOOD_Military_Gear
^
^
^{Military Gear} is a $LINK<Strategic Resource=GCON_ResourcesS> required to build many of the Authorities advanced units and Key Locations. 
^
^Military Gear can only be found at the {Military Base, Paratrooper Base, Armory, Camp Paradise and Weapons Range.}
^
^These buildings all have or will have functional $LINK<Sewer Tunnel=BLDG_Aqueduct> ability, however, Resources cannot be shared between them and any other building that is connected to your Headquarters in order to prevent sharing the {Military Gear Resource that is {intended Only for Military Units from these buildings.}
#DESC_GOOD_Military_Gear
^
^
^Military Gear is needed to Rebuild $LINK<Camp Paradise=BLDG_Offshore_Platform> and the $LINK<Marine Recruit Depot=BLDG_Longevity> at the Camp Paradise location. 
^
^Get to the Armory, Military Base, Paratrooper Base, Weapons Range or Camp Paradise and get some serious weaponry to combat the Zombies. One of the best weapons against Zombies 
is a Flamethrower.  Set some Zombies on fire and watch them tumble into the rest of their mob setting even more of the scum alight.


#GOOD_Iron
^
^
^{Tools} are an important $LINK<Strategic Resource=GCON_ResourcesS> required to build many things you will need to have in the Game.
^
^Tools can be found within your territory and scattered around the map.
#DESC_GOOD_Iron
^
^
^"With these tools I can make you crude melee weapons, tools, even reload ammo for you if you bring the empty casings to me.  
You want some improvised dum-dum bullets, great for blasting apart pasty Zombies, I can do it for you.  
I just need to get some electricity in here first.  We need some volunteers to run over to the gas station and fill up a 
couple of jerry cans with gas for the generator.  Any takers?"


#GOOD_Oil
^
^
^{fuel} appears when you discover $LINK<Keep the Lights On=TECH_Lights_On>.
#DESC_GOOD_Oil
^
^
^All these abandoned vehicles are great, but if you run out of gas, they aren't going anywhere.  And, you can always use the gas to make 
molotov cocktails.  Burn, Zombie, burn!


#GOOD_Rubber
^
^
^{Spare Parts} is a $LINK<Strategic Resource=GCON_ResourcesS> required to get a Machine Shop up and running. Abandoned
car wrecks are a great source of spare parts and let's face it their owners ain't set to return any time soon.
^
^Spare parts appear on the map from the start.
#DESC_GOOD_Rubber
^
^
^Naturally just filling a Truck up with gas isn't enough...that would be too easy.  No, some vital engine part is needed so 
the truck can be fixed, all while a horde of Zombies descends upon you.  There's nothing like fighting off Zombies and 
performing mechanical repair on a truck at the same time.


#GOOD_Goo
^
^
^{Zombie Goo} is a $LINK<Strategic Resource=GCON_ResourcesS> required by the Zombies to build many Horrible things. 
^
^Zombie Goo sources appear only for the Zombies when they reach $LINK<Zombiegeddon=TECH_Zombiegeddon>.
^
^{Beware The} $LINK<Dark Sky=BLDG_Dark_Sky>
#DESC_GOOD_Zombie_Goo
^
^
^Zombie Goo is a pile of noxious, vile, gloopy liquid that harbors a high concentration of the Radioactive Zombie Virus.  Zombie Goo 
is usually created as the result of an EZD (Explosive Zombie Death).  Any living creatures that touch it with their bare 
skin will become infected and slowly begin to transform into zombies.  So, don't touch it.


#GOOD_Aluminum
^
^
^{Ammo} is needed in large quantities to fight the Zombie hordes.  For a peaceful Island with strict gun control laws, 
Paradise Island has a surprising amount of ammo lying around.
^
^Ammo appears on the map from the start.
#DESC_GOOD_Aluminum
^
^
^Automatic weapons may be great for mowing down Zombies, but they use up ammo fast.  So you need lots of it.  Luckily, 
Paradise Island seems to have ammo laying around all over the place, mostly from dead soldiers and policemen.


#GOOD_Uranium
^
^
^{Uranium} is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Nuclear Weapons, The Nuclear Graveyard, Nuclear Graves, Nuclear Coffin Zombies, Nuclear Zombies, Nuclear Doghouses, Nuclear Dogs, and activate the Nuclear Reactor.
^
^Uranium appears on the map from the beginning but only occurs near the Nuclear Power Plant and Military Base.


#GOOD_Pilot
^
^
^If there are any {Pilots} left alive they just might be able to fly us off this damned island. 
^
^Pilots appear when you reach $LINK<The Big Finale=TECH_Big_Finale> and can be found hiding out at the Airport.
#DESC_GOOD_Pilot
^
^
^WHAM!! The zombie's head snapped off its rotting neck and rolling grotesquely across the floor like a gruesome soccer ball. Captain Murdoch swung the briefcase at a groan behind him. The creature toppled backwards and fell on to the luggage conveyor belt. The zombie struggled to stand as the conveyor belt carried it away from the pilot.
^
^Murdoch wiped his forehead with his handkerchief. He could hear more of the zombies approaching; their dead feet dragging as they walked. Murdoch ran in the opposite direction until he came to the airport manager's office. It was unlocked, and Murdoch side-stepped inside.
^
^He latched the door closed, then dragged the manager's desk across the entrance. He hoped it would hold. Murdoch sat down in the comfortable chair in the now vacant looking office, and waited for help to arrive...


#GOOD_Chainsaws
^
^
^{Chainsaws} are a deadly weapon in the hands of a maniac. They are now available at a knock down price at Paradise Island's hardware store.
^
^Chainsaws are needed by the Survivors to be able to establish the $LINK<Chainsaw Club=BLDG_Pyramids> in the Hardware Store.
#DESC_GOOD_Chainsaws
^
^
^The trusty chainsaw has found a new use in the zombie-infested streets of Paradise Island. Once the lumberjack's friend, it is now the weapon of choice for Chainsaw Maniacs, who use them to slice the limbs and heads off the zombies. This may not immediately kill them, but a zombie without arms and legs isn't much of a threat.


#GOOD_Bats
^
^Who knows why {Bats} were the first species that the Radioactive Zombie Virus would "jump" to. Why not Cats or Rabbits or even Cows. Well one probable answer is that 
Bats eat insects and many insects eat decaying flesh. If the insects were infected with the Radioactive Zombie Virus and the Bats ate the insects, the Bats would become infected as well. 
Bats allow the Zombie player to build "Bat Bombers later in the game".
^
^Bats can only be found in the Belfry of Paradise Island's only {Church}, in The Company's {Executive Club}, The {Paradise Resort}, The {Paradise Mortuary} and also throughout the many levels of The {City Car Park} building.
#DESC_GOOD_Bats
^
^
^Bats are very susceptible to the Radioactive Zombie Virus. The virus is easily absorbed into the blood stream through the thin skin wing membrane if bats come in contact with the virus. Bats can also contract the virus from eating insects that have been infected.
^
^Because bats are small creatures with very fast metabolic rates, their body succumbs to the virus very quickly. The virus acts so swiftly, the whole mutation process is sped up, resulting in monstrous growth in a very short amount of time.


#GOOD_Dogs
^
^
^Dogs are great, they're faithful, loyal and they'll protect their masters.
^
^Dogs can only be found inside and outside the local Dog Pound and Warehouse on Paradise Island.


#GOOD_Files
^
^
^As the Company becomes increasingly desperate they decide to destroy any incriminating evidence.
^
^The files appear when you reach $LINK<We're Screwed=TECH_Were_Screwed> and can be found at the Company HQ.
^
^Files allows the Company to complete "Destroy Evidence"; one part of their $LINK<10 Step Management Procedure to Diffuse a Level 
Alpha Scenario=GCON_Spaceship> for an  {Escape Victory}.


#GOOD_Transmitter
^
^
^The Transmitter can be found at the Radio Station.
^
^The Transmitter allows the Company to complete $LINK<Cut Communication Channels with Mainland=BLDG_SS_Engine>; one part of their $LINK<10 Step Management Procedure to Diffuse a Level 
Alpha Scenario=GCON_Spaceship> for an {Escape Victory}.


#GOOD_Spin
^As part of $LINK<The Cover Up=TECH_Cover_Up> the Company must issue six convincing press releases and that's what Spin Doctors are paid to do.
^
^The Company must rescue their Spin Doctors who are trapped in the {Conference Center.}
^
^Spin Doctors are needed for the Company to complete the Six Press Releases as part of their $LINK<10 Step Management Procedure to Diffuse a Level 
Alpha Scenario=GCON_Spaceship> {for an Escape Victory}.
^ 
^{A} $LINK<Meeting Room=BLDG_Intelligence_Center> {is Required for the Company to Start their 10 Step Plan} 
^ 
^Spin Doctors also allow the Company to complete the $LINK<Call Center=BLDG_Civil_Defense>.
#DESC_GOOD_Spin
^
^The Director sat at the head of the long conference table. His most trusted managers lined the edges, pawing through file after file of paperwork.
^
^"This is getting out of hand," stated the Director. His cronies looked up from their documents.
^
^"If we don't resolve or contain this mess soon, our PR will drop, the Company will lose face, and we all know how that would impact on our bottom line..." Heads nodded and there was muttered agreement.
^
^The managers' faces were pale; profits was the ONE thing the Director cared about, and a reduction would certainly spell discomfort - if not doom - for those managers the Director deemed responsible for the catastrophe.
^
^Adrian Porplysia, a relatively new and young manager, cleared his throat. He stuttered slightly under the intimidating stare of the Director.
^
^"D..D..Director, there is obviously many things that need to be done to cover this up, but I suggest that issuing a convincing cover story to the press is the first step to slowing - even stopping - bad publicity..."
^
^The Director nodded.
"Bring in the Spin Doctors!"


#GOOD_Sheep
^
^
^Sheep can only be found at Zeb' Farm, where he has developed a novel use for them... $LINK<Exploding Sheep=PRTO_Exploding_Sheep>.
#DESC_GOOD_Sheep
^
^
^While usually farmed for food or wool (and in New Zealand for other... different purposes), the Farmers of Paradise Island have found a new use for sheep. Packed with explosives, the animals can be sent towards the zombie hordes where they detonate, blowing the Zombies to bits. As an added bonus, the explosion also cooks the lamb to perfection, giving people a tasty snack in the midst of battle.
^
^Exploding Sheep are only produced from the $LINK<Exploding Sheep Operation=BLDG_Grand_Cathedral> at Zeb's Farm.


#GOOD_Nerd
^
^
^Nerds have proved more than capable of surviving a Zombie outbreak despite the fact their oversized brains prove irresistible to zombies. 
After you've killed their zombie parents, you can find nerds hiding upstairs in their bedrooms. 
^
^If you provide them with a safe place, they can help you by figuring out the complicated details for a great improvement or cool unit.


#GOOD_Booze
^
^
^Hard Liquor helps you to forget the horror of a zombie outbreak. 
^...Hangovers remind you that you're still alive.
^
^... Even the Zombies like Booze. They seem to remember they liked it before they became Zombies but it is probably because it helps kill the pains from their Rotting Bodies. 


#GOOD_Pills
^
^
^{Pills.} Pills to help you sleep, pills to keep you awake, pills to make you feel invincible, pills to deaden the pain and keep that heart condition
under control. How can anyone survive without pills?
^
^Pills are needed with Uranium to activate the $LINK<Nuclear Reactor=BLDG_Nuclear_Plant>. Pills provide medicine for health and help cure or lessen the negative effects of many illnesses.
^
^Of course $LINK<King Arthur=PRTO_King_Arthur> needs pills to be able to gain his status as $LINK<Sniper King Arthur=PRTO_Sniper_King_Arthur> again.


#GOOD_Gold_Record
^
^
^A gold record is emblematic of recording success. Paradise Island's Radio Station happens to have a signed Gold Record by Elvis Presley for "He Walks Beside Me". 
$LINK<Elvis Putnam=PRTO_Elvis> Loves this record as inspiration of the power of The King.
#DESC_GOOD_Gold_Record
^
^Gold Records are awarded to song artists who have sold 500,000 records. The first Gold Record was actually a publicity stunt in 1942 by RCA to
gain attention and to honor Glenn Miller for sales of the song "Chattanooga Choo Choo" that sold over one million copies in less than three months.
RCA sprayed Gold Lacquer over one of the master copies of the song and on February 10, 1942 they surprised Glenn Miller during his live radio show 
with the first Gold Record ever awarded to a recording artist. The Recording Industry Association of America (RIAA) trademarked the "Gold Record" 
years later and in 1958 awarded the first Gold Record single to Perry Como for his song "Catch a Falling Star". The RIAA standards of today are 500,000
sales for a Gold Record, for each one Million sales a Platinum Record and sales of 10 Million is a Diamond Record. The Best selling album of all time is 
"The Eagles Greatest Hits" 1971-1975 which has sold 26 million copies to date. The only other albums that have sold over 20 million copies are "Thriller" 
by Michael Jackson, "The Wall" by Pink Floyd, "Led Zeppelin IV" by Led Zeppelin and "Billy Joel's collection of Greatest Hits". The most successful 
Recording Group of all time are "The Beatles" who have sales of over 106 million albums in the United States alone. Elvis Presley had 85 Top 30 Hits, 38 Top 10 Hits, 18 Number 1 Hits and had 10 Top 30 songs in the year 1956. Elvis Presley had 665 Recordings and 
gained the Grammy Lifetime Achievement Award, 5 Grammy Hall of Fame Awards and was a Hall of Fame Inductee for Rock and Roll, Gospel and Country.
The Greatest Sales for one song by Elvis Presley was "It's Now or Never" with 10 Million sales and the total sales of recordings from Elvis are 1.1 Billion. 
He Had 51 Gold and Platinum Records and around 130 if albums are added to the figure. Indeed, Elvis Presley who lived from 1935 to 1977, remains one of 
the most popular recording artist of all time, an international sensation remembered by millions who not only continue to buy his recordings but flock to 
Graceland in Memphis Tennessee to worship "The King" of Rock and Roll.


#GOOD_Furniture
^
^
^{Furniture} is great material for fortifications. Furniture is available at The Furniture Store.
^
^"I'm sure they will be having a Sale soon because there are not many people out buying much of anything now."

#GOOD_Sewer
^
^
^{Manholes} provide one method of access to the {City Sewer System} where it is safer to travel than the streets of Paradise Island.
^
^Manholes are not as safe to use as a $LINK<Sewer Tunnel=BLDG_Aqueduct> that is built from inside the safety of a building but they indicate that the City Sewer System is accessible to the building that has one.
^
^Sewer Tunnels are a good way to connect buildings and have safe access to many needed resources.


#GOOD_Police_Chief
^
^
^If the Authority Faction can find and persuade the {Police Chief} to come back, they can establish the District Central Garage and get the Police Station up and running again.
^
^"Well, maybe when people start $LINK<Calling 911=TECH_Call_911> he will decide to help the Authorities re-establish the Police Department at the Police Station."
#DESC_GOOD_Police_Chief
^
^"Ring Ring...Ring Ring" The phone rings at the police station piercing the dark silence of the night.
^
^Rookie #1 picks up the phone and answers wearily. "911 Emergency Response. May I help you? Or Perhaps direct you to The Company's call center at 1-800-***-****". 
^
^"Get your ass over here right now", a hoarse voice yells at the other end of the phone. The Rookie jumped from his comfortable swivel chair at the sound of the Police Chief. "Errr... yes sir"
^
^"And get Sgt. Decker to clean up this mess. I am trapped in my apartment, have a team come and pick me up, so I can run this lousy excuse for a police force. And shut any dissenters up, they are bad for morale. Oh and barricade the entrance PLEASE?"
^
^"Err...Yes Sir..Right away sir".


#GOOD_Movie_Reel
^
^
^Start up the projector and let's sit this nightmare out watching a harmless horror flick.
#DESC_GOOD_Movie_Reel
^
^
^"Let's see, Dawn of the Dead, 28 Days Later, some Romero films. Let's pick one. We might learn something from them."


#GOOD_Stripper
^
^
^{Strippers} still offer nice stress relief even on a zombie infested island. 


#GOOD_Docker
^
^
^{Docker's} enable you to get the Island's Dock Yard back in action.
^
^Due to their work, they are stronger than average civilians and will put up a good fight against the Zombies.


#GOOD_Detective
^
^
^Find out the word on the street with {Detectives}, available when you capture the Detective Agency and establish the $LINK<Detective's Office=BLDG_Library> 
^there.


#GOOD_Unobtainable
^
^
^This is a resource which does not appear on the map. It's purpose is to remove certain abilities and functions from the normal Civ Game
and serves to prevent pre-placed and most Auto-produced units from being built.



___________________________________________Luxury Resources____________________________________________

#GOOD_Food_Parcel
^
^
^{Aid Parcels} are small packages of joy (unless their parachutes don't open and they fall on your head). Once news gets out of the "plight"
of Paradise Island, Humanitarian Aid Organizations will be flying as many air drops missions as charity can buy.
^
^IF you find Aid Parcels that have fallen far from your Building, you can build a $LINK<Supply Cache=GCON_Colony> to gain access to the Goodies.
^
^{Aid Parcels can be depleted and will then vanish.}


#GOOD_Cola
^
^{Cola} is a popular fizzy drink of the denizens of Paradise Island. Due to years of positive marketing campaigns and a temporary sugar rush slurping cola makes the drinker feel good about themselves and the world around them.
^
^{Cola} is required to build $LINK<Spunky Kids=PRTO_Spunky_Kid>.
#DESC_GOOD_Cola
^
^Ah, Cola.  "Nectar of the Gods"...  The one thing that will make a little kid do almost anything for you, like 
running through a horde of Zombies to reach the button that will open the blast door and allow you to get out of the 
secret Zombie lab alive.


#GOOD_Roadkill
^
^
^Mmmmmm, {Roadkill} makes tasty home cooked pies for the Farmers and a convenient snack for Zombies when they can't get Brains.
#DESC_GOOD_Roadkill
^
^
^Betsy the Rabbit and Loony the Squirrel are good friends. They often walk and jump around in the park and on the roadside to play tag.
But today seems different. Today the sky is dark and sounds of weird gunfire and screams can be heard. Today the citizens of Paradise Island are nuts. 
Betsy stopped to ask Loony "Don't you think today's weird?" Loony, looked around and said, "Not really" Just then they heard the squeal of tires from
around the bend in the road. They turned their heads to see a bright orange car coming their way....too fast....the black tire was all they were to see
before the inevitable squishing of our poor duo.
^
^Hours later....in the dawn of morning...several Hired Hands from Zeb's farm came across what was the remains of Betsy and Loony, and in excitement, they picked them up and took them home for a tasty rabbit and squirrel pie they will have for supper.
^
^
^{Zebs family and crew especially enjoy Armadillo Road Kill as a favorite supper.}  

; _______________________________________________Bonus Resources_______________________________________________

#GOOD_Coffee
^
^
^{Coffee} is a great drink which keeps you alert and provides a productivity boost. Over consumption leads to frayed nerves and should be avoided.
^
^Thanks to the Coffee Plantation, Paradise Island has Coffee for everyone!  
#DESC_GOOD_Coffee
^
^
^Paradise Island is world famous for the splendid coffee grown on its rich island soil. Coffee contains caffeine, which helps keep people alert. This is especially helpful when your Island is crawling with zombies and you need to keep watch at night...


#GOOD_Spam
^
^
^Canned Meat that you can eat before you get the $LINK<Electric Generator=BLDG_Electric_Generator> up and running. Canned Meat provides a food and supply bonus. 
#DESC_GOOD_Spam
^
^
^{Spam} every one loves it don't they?


#GOOD_Chemicals
^
^
^The North Shore Industry has a Chemical Factory that we can use to make Deadly Chemicals to use against the Zombies.
^
^


#Good_Fish
^
^
^Paradise Island has some of the best Fishing locations in the world. 
^Many of these locations still have Fish that have not yet been infected with Zombie Virus.
^
^"Well, at least we won't starve to death...lets have a Fish Fry." "You ever eat Hush Puppies at a Fish Fry?  Those are Great!"
#DESC_GOOD_Fish
^
^
^"I sure enjoyed the Fishing trips I have experienced on Paradise Island. That seems so long ago but even though I cannot enjoy Fishing at all now, 
I still need to eat and the Fish around Paradise Island are the best I have ever eaten." 


#Good_Tropical_Fruit
^
^
^Tropical Fruit can only be found in the Jungles on {Adventure Island} 
^and {Jungle Island Resort}.
^
^... Good Luck! in your quest to get some of it.
#DESC_GOOD_Tropical_Fruit
^
^
^"I sure would like to have some of the Great Tropical Fruit that people say is on Adventure Island and Jungle Island Resort. Just thinking about it makes me want a Smoothy!"


#Good_Spider_Eggs
^
^
^Spider Eggs can only be found at the {Research Center} and {Radio Station}.
#DESC_GOOD_Spider_Eggs
^
^
^Humans use Spider Eggs for research purposes but the Zombies have an entirely different use for them...{YIKES!}


#Good_Junk_Food
^
^
^Junk Food can be found throughout the Apartments, Skyscrapers, Houses and Streets of Paradise Island.
^
^
#DESC_GOOD_Junk_Food
^
^
^Everyone Loves Junk Food. It is ready to eat and tastes So Good.
^Just what is needed for some fast energy when there is no time to cook a meal.


#Good_Flamethrowers
^
^
^Flamethrowers can only be found at the {Military Base} and {Armory}.
^
^
#DESC_GOOD_Flamethrowers
^
^
^Although the Military has plenty of Flamethrowers, some of them have been "Obtained" by the Survivors.
^{See} $LINK<Pyromaniac=PRTO_Pyromaniac>


#Good_Old_Folks
^
^
^Old Folks can only be found at the {Retirement Home}.
#DESC_GOOD_Old_Folks
^
^
^Old Folks have lived many years and have plenty of experience and 
advice to offer...They are also an easy source of Brains for Zombies.


#Good_Pearls
^
^
^Pearls are found in Oysters that are scattered all around the Coastal Waters of Paradise Island.
^
^
#DESC_GOOD_Pearls
^
^
^Pearls are a Great source of Supplies and the Oysters offer a source of Food.
^
^Before the Zombie Outbreak, Pearl Divers came to Paradise Island from all over the world just to enjoy the beautiful water, easy dives and abundance of Pearls.


#Good_Windmill
^
^
^Windmills are found only on the Farmland at {Zeb's Farm} and the {Coffee Plantation.}
#DESC_GOOD_Windmill
^
^
^Windmills are used for crushing, grinding, or pressing grains to provide Flour. They can also be set up to generate electricity or serve as Water Pumps to obtain Fresh Water. 
^
^Windmills can serve as Great Lookout Towers where Guns can be placed.
^
^The remaining Windmills on Paradise Island were built by the Farmers years ago when they owned most of Paradise Island and enjoyed a rich and abundant life.
^
^The Farmers use the Windmills to Grind Coffee at the Coffee Plantation and Zeb's Farm continues to use them to grind Grain to make flour.


#Good_Burial_Ground
^
^
^Indian Burial Grounds are located on some of the Farmland and Parkland on Paradise Island.
^
^
#DESC_GOOD_Burial_Ground
^
^
^Indian Burial Grounds are a Great source of Shields and Supplies that will help the Human Factions in their fight against the Zombies.
^
^Indian Burial Grounds are sacred areas filled with wonderful Indian artifacts. Most of Paradise Island's citizens believe the areas provide Great Power and Benefit to the land and it's people.


#Good_Evil_Skull
^
^
^Evil Skulls appear only for the Zombies when they reach $LINK<The Omega=TECH_The_Omega>.
^
^{See} $LINK<Dark Sky II=BLDG_Dark_Sky_II>, $LINK<Dark Sky III=BLDG_Dark_Sky_III> {and} $LINK<Dark Sky IV=BLDG_Dark_Sky_IV>.
#DESC_GOOD_Evil_Skull
^
^
^Evil Skulls are an Extreme source of Shields and Supplies that Greatly benefit the Zombies.
^
^{Beware the} $LINK<Evil Advantage=BLDG_Evil_Advantage> {and} $LINK<Mass Infection=BLDG_Mass_Infection>{!}


#GOOD_Barley  
^
^
^Barley can only be found on the Farmland at {Zeb's Farm.}
^
^
#DESC_GOOD_Barley  
^
^
^Zeb grows Barley mainly to help feed his livestock but his family and friends also enjoy making cereal and bread with it.
^... Zeb prefers to use it to make beer.


#GOOD_Cattle  
^
^
^Cattle can only be found on the Farmland at {Zeb's Farm.}
^
^
#DESC_GOOD_Cattle
^
^
^The Cattle at Zeb's Farm provide milk and meat to his family and friends.


#GOOD_Coffee_Beans 
^
^
^Coffee Beans can only be found on the Farmland at the {Coffee Plantation.}
^
^
#DESC_GOOD_Coffee_Beans
^
^
^The Coffee Beans at the Coffee Plantation are a special variety that Zeb has developed over the years. They are used for new plants as well as harvesting them for the Farmers famous coffee.


#GOOD_Corn  
^
^
^Corn can only be found on the Farmland at {Zeb's Farm.}
^
^
#DESC_GOOD_Corn
^
^
^Zeb plants Corn to help feed his livestock as well as his family and friends.


#GOOD_Fruit
^
^
^Fruit can only be found on the Farmland at {Zeb's Farm} and the {Coffee Plantation.}
^
^
#DESC_GOOD_Fruit
^
^
^The Farmers grow the best Fruit on the Island. 
^
^Even the Coffee Plantation grows some Fruit as an additional crop.


#GOOD_Furs
^
^
^Furs can only be found around {Clem's Lodge.}
^
^
#DESC_GOOD_Furs
^
^
^Not many Fur animals remain around Paradise Island but Old Clem manages to trap a few when he can to help him with what he can use, sell or trade.
          

#GOOD_Goats
^
^
^Goats can only be found on the Farmland at {Zeb's Farm} and the {Coffee Plantation.}
^
^
#DESC_GOOD_Goats
^
^
^The Farmers have Goats eat the brush around their property and the Goats also provide Milk and Meat for Zebs family and friends.
^
^The Goats are kept away from the coffee plants around the Coffee Plantation. The Goats are used to keep the surrounding area clear of brush which helps reduce the invasion of other plants as well as insects.


#GOOD_Poultry
^
^
^Poultry can only be found on the Farmland at {Zeb's Farm} and the {Coffee Plantation.}
^
^
#DESC_GOOD_Poultry
^
^
^The Farmers keep Poultry for fresh eggs and Great homemade chicken dinners. 
^
^The Coffee Plantation also uses them to help keep the insects reduced around the coffee plants. 


#GOOD_Timber
^
^
^Timber can only be found at {Clem's Lodge.}
^
^
#DESC_GOOD_Timber
^
^
^Old Clem cuts a few trees down around his land for Timber that he can use, sell or trade. 


#GOOD_Tobacco
^
^
^Tobacco can only be found on the Farmland at {Zeb's Farm.}
^
^
#DESC_GOOD_Tobacco
^
^
^Zeb enjoys his home grown Tobacco. He also manages to make a little profit each year from selling and trading it to folks on the Island who prefer his Tobacco over store bought brands.


#GOOD_Pigs  
^
^
^Pigs can only be found on the Farmland at {Zeb's Farm.}
^
^
#DESC_GOOD_Pigs
^
^
^Zeb Raises Pigs to help feed his family and friends as well as sell for extra income.
^
^Zeb's Family Enjoys a Baked Ham on Holidays ... Emmm, Lip Smakin' Good.
^
^The Faster Pigs are used in the "Greased Pig Contest", held annually at Zeb's Farm, where the Winner who catches the Pig gets to take it home.


; END RESOURCES ______________________________________________________________________________END RESOURCES
















; TERRAIN ____________________________________________________________________________________TERRAIN


#TERR_Desert
^Paradise Island has acres of pristine beach real estate, which usually attracts thousands of tourists everyday. 
#DESC_TERR_Desert
^
^
^The beach looks nice on Paradise Island, but today the only visitors are the undead.  Avoid the beach if you can...it's 
crawling with Zombies and the sand will slow you down, making you more vulnerable to a Zombie attack. Beaches have a movement cost of 3 and no defense bonus.


#TERR_Plains
^Rich Farmland surrounds Zeb's Farm and the Coffee Plantation. 
Travel over Farmland is hindered by a movement cost of 2 and the defensive bonus is 25%.
^
^Only Humans can irrigate Farmland.
^
^{Zombies} cannot irrigate Farmland with Any unit.
#DESC_TERR_Plains
^
^
^You can find lots of fruit, corn, barley and other fresh vegitables along with a variety of livestock on Farmland that give Great food bonuses.


#TERR_Grassland_with_Shield
^$LINK<Stray Supply Drops=GCON_Barbarians> are a Great help when you can find them. They will provide your Faction with extra supplies you can use during this Terrible Crisis. Stray Supply Drops can be found on various terrain around Paradise Island. 
{They have No terrain Statistics or terrain Yield as shown below} but they will provide extra supplies immediately when you gather them with a unit.
#DESC_TERR_Grassland_with_Shield
^
^
^Stray Supply Drops are helpful if you can find them. Look around the un-owned territory and borders of the island that are not under control of any Faction.
^Most units can gain Stray Supply Drops if they have an attack and defense to guard against zombies but Spunky Kids, Joggers, and Dogs are better units you can use to find them faster. 
^
^Note that if you want to have more Stray Supply Drops more often, simply start a Normal Conquest game and set the Barbarians setting to Raging Hordes.
You can quit that Game and the settings will remain until you change them again. This will provide more Stray Supply Drops in EFZI2 Complete more often.

#TERR_Hills
^Nice Houses are found on Paradise Island's more affluent residential areas. 
^Houses offer a 33% defense bonus and have a movement cost of 2. Houses cannot be entered by wheeled units.
#DESC_TERR_Hills
^
^
^Houses are not as densely populated as Apartment Blocks but 
food can still be scavenged from kitchen cupboards.

#TERR_Volcano
^Paradise Island contains many peaceful (or at least they were before the Zombies overran them) {Suburban} areas.
^Apartment Blocks offer a 50% defense bonus and have a movement cost of 2. Apartment Blocks cannot be entered by wheeled units.  
#DESC_TERR_Volcano
^
^
^Apartment blocks offer places to hide from the Zombies and there is a plentiful supply of food provisions to be found in kitchen cupboards.

#TERR_Mountains
^{Downtown} is the commercial heart of Paradise Island, full of skyscrapers, office buildings, museums, nuclear power plants, stadiums, secret corporate labs, 
and the like.
^Commercial Buildings offer a 75% defense bonus and have a movement cost of 3. Commercial buildings cannot be entered by wheeled units such as Cars, Trucks, Hand Built Tanks... and Monster Zombies.
#DESC_TERR_Mountains
^
^
^Downtown, is the heart of the commercial district, where hundreds of thousands of people worked everyday.  Many of them are now 
flesh-eating Zombies!  The fellow who thought putting a secret genetics lab in the center of a major city was a good idea ought to be eaten by Zombies.

#TERR_Grassland
^Paradise Island has lots of wide open green spaces set aside for the public. It's one reason why Paradise Island was once the best place to live, that and the beaches.
^
^The Parks of Paradise Island are silent now, except for the shuffling of decaying feet and the rasping of dead vocal cords. 
Parks only offer a 10% defense and a movement cost of 2.
#DESC_TERR_Grassland
^
^
^If you think the Parks in huge cities like New York are dangerous, try hanging out in a Paradise Island park now. 

#TERR_Forest
^A few acres of Paradise Island have been set aside as lovely wooded parks.
^The parks of Paradise Island are silent now, except for the shuffling of decaying feet and the rasping of dead vocal cords. 
^
^Trees offer a 25% defense bonus and have a movement cost of 3 for most units. 
#DESC_TERR_Forest
^
^
^If you're caught out in the open, you may want to make for the nearest tree so you can lose the Zombies...at least for a little 
while. Monster Zombies cannot travel through the wooded parks!
^
^{All Dogs Always stop on Trees to take a "Break" :)}

#TERR_Sea
^Paradise Island is surrounded by water and your only way of getting out is by $LINK<Rescue Helicopter=PRTO_Helicopter>.
#DESC_TERR_Sea
^
^
^No ships in sight and "The Love Boat" certainly isn't coming to Paradise Island now.

#TERR_Ocean
^The Ocean surrounds Paradise Island and was a source of beauty and pleasure before the Zombies came 
and caused the people of Paradise Island to see the ocean as nothing more than a huge barrier between them and survival.
#DESC_TERR_Ocean
^
^
^The oceans cover most of the world and it seems as if the largest part of it now is between Paradise Island and the Mainland to most of the Survivors.

#TERR_Coast
^The coasts around Paradise Island provide excellent surfing and snorkeling but not much else.
#DESC_TERR_Coast
^
^
^No one thinks of using the coasts for fun, now that the Zombies are all over Paradise Island, most people wonder if they will even survive.  

#TERR_Flood_Plain
^The {Streets} of Paradise Island are paved not with gold but with rotting corpses. Be careful out on the streets - you will only receive a 10% defense bonus.
You can, however, construct roadblocks = $LINK<Fortresses=TFRM_Fortress> and $LINK<Barricades=TFRM_Barricades> to increase your defensive bonus there.
#DESC_TERR_Flood_Plain
^
^
^The streets are the fastest way to travel above ground, as long as you don't run into Zombies. 

#TERR_Jungle
^{Jungles} are only found on $LINK<Adventure Island=BLDG_Solar_Plant> and {Jungle Island Resort}...They may be Good places to hide out from Monster Zombies, IF you manage to get to those Islands...Good Luck!
#DESC_TERR_Jungle
^
^Jungles are also impassable to wheeled units. The $LINK<Dalek=PRTO_Dalek> cannot travel through Jungles so be careful where you Teleport Beam it.
^
^On Rare Occasions... a Unit can die mysteriously if left in the Jungles for a long time.

#TERR_Marsh
^The Highway Department was working on new roads around Paradise Island before the Zombie Outbreak and there are Six {Stockpiles}
of earth and rocks that have not yet been removed. 
^
^Paradise Island was voted the Most Beautiful Island in the World and certainly does not need those ugly $LINK<Impassible=GCON_Impassable_Terrain> Mountains of earth and rocks.
#DESC_TERR_Marsh
^
^
^"WOW! Look at the size of those stockpiles!
^No one or anything could cross those areas without being buried alive in an avalanche of dirt and rocks.
^
^I guess the Electronic Billboards and the Airport Search Light help to hide a little of those monstrous heaps but we all know that the Highway Department will not be able to clear those areas now".

#TERR_Tundra
^{Contaminated Beaches} contain high nuclear radiation and can be found around the Nuclear Power Plant on Paradise Island.
Once the dead bodies have been cleared from the beaches, the high radiation content can be processed in the Nuclear Power Plant to provide a greater production benefit.
#DESC_TERR_Tundra
^
^
^The Contaminated Beaches provide an abundant source of high radiation that can be processed for reuse in the Nuclear Power Plant once the dead bodies have been removed. 
^
^This is not the first time the Company has contaminated parts of Paradise Island with industrial wastes but it is the first time they have announced to the inhabitants of the Island that they are providing the funds to clean up the contamination.
Contaminated Beaches have a movement cost of 3 and no defense bonus.

#TERR_River
^There are not many {Rivers} on Paradise Island and the ones that are there have been polluted by the Company over the past year
with industrial wastes and radioactive contamination. 
#DESC_TERR_River
^
^
^If you are near the river by the Nuclear Power Plant, don't try swimming in it or your skin will slough off before the Zombies get you. 

#TERR_Fresh_Water_Lake
^There are only Five {Fresh Water Lakes} on Paradise Island and one is next to the Nuclear Power Plant. You couldn't pay me enough money to take a drink of that water now.
The contamination from the Company's Nuclear Power Plant has completely ruined the once beautiful lake.
#DESC_TERR_Fresh_Water_Lake
^
^
^The other Fresh Water Lakes of Paradise Island remain free of contamination for the time being but the one near the Nuclear Power Plant is a loss.
^
^The Zombies are all over the island and no one is thinking of going for a swim or enjoying a day at any of the lakes now.
^
^I'm not a scientist so I cannot say that I know for sure that the Lake by the Company's Nuclear Power Plant is contaminated but the last time I went to that lake, I saw a frog with three eyes, five legs and bright green glowing skin.

#TERR_xhills
^The Military Base and Airports are {Official Areas}. 
^
^{Houses}, like the ones shown with the Official Areas, are found on Paradise Island's more affluent residential areas. They offer 2 Food, 1 Shield, 0 Supplies, 
33% defense bonus and have a movement cost of 2.
#DESC_TERR_xhills
^
^
^{Official Areas} are controled areas that differ from general civilian areas. They offer a 33% defense bonus and have a movement cost of 2. 
^
^The two main Official Areas on Paradise Island are the Military Base and Airport. There is another Airport on the Mainland.
^
^The Paradise Military Base and Airport have plenty of food around because those areas have always had many people to feed.
^
^The Survivors desperately want to control the Airport on Paradise Island and escape the Zombie Apocalypse!
^
^{Houses} around the more affluent residential areas on Paradise Island contain large amounts of food that can be scavenged from kitchen cupboards. 
^
^{Wheeled Units cannot travel across Official Areas or Houses.}




; END TERRAIN______________________________________________________________________________________END TERRAIN
















; Government Types________________________________________________________ Government Types


#GOVT_Panic
^
^
^Panic is not so much a system of attitude as the lack of one. Your Faction can sink into Panic 
if the attitude falls from prolonged $LINK<disorder=GCON_Disorder>, or if you sanction a 
$LINK<revolution=GCON_Revolution>. Panic seldom lasts longer than a few turns. During that period $LINK<Corruption and Waste =GCON_Corruption>  
are so high that no production occurs and no taxes are collected. $LINK<Escape Plans=GCON_Research> come to a halt, as well.
There is no improvement maintenance when a Faction is in Panic.
^
^Worker efficiency           50%
^Hurry Method                None
^Corruption / Waste        Catastrophic
^War Weariness               None
^Draft Rate                     0
^Combat Police Limit       0
^Units Support:
^Small Building                0
^Medium Building            0
^Large Building                0
^Notes: No building production, no research.
#DESC_GOVT_Panic
^
^
^
^Changes of rule are often periods of unrest especially on a zombie infested Island. Panic brings supplies and production 
to a standstill as everyone cowers in a corner. Despite the fact that $LINK<Corruption and Waste =GCON_Corruption> are absolute, there is a positive side 
to Panic - it is temporary. When the smoke clears and the people calm down they are ready to face the zombie threat again.


#GOVT_Survive
^
^
^Survival is the rule of this game and is the starting 'attitude' type for all Human Factions.
^
^
^Worker efficiency         100%
^Rate Cap                     10
^Hurry Method               Paid Labor
^Corruption / Waste       Problematic
^Draft Rate                    1  
^Combat Police Limit      2
^Unit Support
^Small Building               4
^Medium Building           5
^Large Building               6
^
^In addition, this attitude requires you pay 1 support for each unit and all maintenance for buildings. The first 10 units built are 
supported for free.
#DESC_GOVT_Survive
^
^
^
^All that matters is living through this nightmare and getting off the island.  Every activity of the remaining Humans is focused 
towards that goal.  People aren't worried about happiness or luxuries even though luxuries help a little; they just want to get off of Paradise Island
...and kill as many Zombies as they can on the way out.


#GOVT_HR
^
^{Human Resources} Reduces $LINK<War Weariness=GCON_War_Weariness> in all owned buildings.
^An "Attitude" run by the Human Resources Department... now that's just evil.
^
^
^Worker efficiency           100%
^Rate Cap                       10
^Hurry Method                 Paid Labor
^Corruption / Waste         Problematic
^Draft Rate                      2
^Combat Police Limit        2
^Unit Support
^Small Building                 5
^Medium Building             6
^Large Building                 7
^
^In addition, this attitude requires you pay 1 support for each unit and all maintenance for buildings. No units that are built are 
supported for free.
#DESC_GOVT_HR
^
^
^
^Management controlled by an unfeeling HR department that treats people as resources to be exploited. Employees
are given a feeling of inclusiveness and reward for behaving in line with corporate goals and ethics by the
use of insidious schemes such as S.T.A.R awards (special thanks and recognition) and other pop psychology tricks.
Amazingly, it works and cures the problem of $LINK<War Weariness=GCON_War_Weariness>. $LINK<Corruption and Waste =GCON_Corruption> are still a problem however as a 
clumsy bureaucracy involving endless form filing, authorization and filing is imposed.
^
^"Please be advised that a revised ammo request form is now on the intranet, please can all staff use this 
new version of the form when requesting any bullets from the 1st August 2006. The procedure remains the same for requests, 
any old request forms submitted after this will be returned for the request to be re-submitted on the revised form."
^G. Murray
^Monitoring Officer
^Human Resources Management


#GOVT_Zombified
^Zombies are notoriously difficult to govern, for one thing they tend to eat tax collectors, police officers and city mayors.
However, for game purposes the Zombies have their own "attitude" that mirrors the specific advantages and disadvantages of
being Zombies.  They are immune to propaganda; have a high chance of assimilating strangers (i.e. ordinary humans); they
have a high draft rate to simulate converting people into Zombies and they do not suffer $LINK<War Weariness=GCON_War_Weariness>.
^
^Worker efficiency        150%
^Rate Cap                    8
^Hurry Method              Forced Labor
^Corruption / Waste      Communal
^Draft Rate                   2
^Combat Police Limit     8
^Unit Support
^Small Building             10
^Medium Building         10
^Large Building             10
^
^In addition, this attitude requires you pay 1 support for each unit and all maintenance for buildings. The first 50 units built are 
supported for free. Zombie Workers do not feel Pain so are able to work more to complete jobs faster than other normal workers.
#DESC_GOVT_Zombified
^
^
^
^All that matters is eating warm brains and keeping a hold of your limbs. Zombies aren't worried about happiness or luxuries
just brains, pure and simple


#GOVT_Determination
^
^
^Once the Survivors discover $LINK<The Horrible Truth=TECH_Horrible_Truth> their resolve hardens and they are more determined
than ever to get off this island and tell the truth to the world. Determination will Reduce $LINK<War Weariness=GCON_War_Weariness> in All owned buildings 
 and everyone will give 150% when building Barricades and the like (what do you mean it's impossible to give more than 100%?). 
^
^Worker efficiency       150%
^Rate Cap                   10
^Hurry Method             Paid Labor
^Corruption / Waste     Nuisance
^Draft Rate                  2
^Combat Police Limit    3
^Unit Support
^Small Building             5
^Medium Building         6
^Large Building             7
^
^In addition, this attitude requires you pay 1 support for each unit and all maintenance for buildings. No units that are built are 
supported for free.
#DESC_GOVT_Determination
^
^
^
^All that matters is getting off this island and telling the world the truth about the company's evil deeds.
^...Now get moving and reclaim the Airport so you can gain a $LINK<Rescue Helicopter=PRTO_Helicopter> 
and fly to the $LINK<TV Station=BLDG_United_Nations> on the Mainland.


#GOVT_Martial_Law
^
^{Martial Law} Reduces $LINK<War Weariness=GCON_War_Weariness> in all owned buildings.
^Once the Authorities $LINK<Impose Martial Law=TECH_Impose_Martial_Law> they can start to exert some control over the surviving population on the island. 
^
^Worker efficiency       100%
^Rate Cap                   10
^Hurry Method             Paid Labor
^Corruption / Waste     Nuisance (Looters are shot)
^Draft Rate                  4
^Combat Police Limit    4
^Unit Support
^Small Building             6
^Medium Building         7
^Large Building             8
^
^In addition, this attitude requires you pay 1 support for each unit and all maintenance for buildings. No units that are built are 
supported for free.
^Since survivors don't like the prospect of being handed a gun and sent out on the streets you will lose 1 to 3 of the population in each building
when switching to this attitude.
 #DESC_GOVT_Martial_Law
^
^
^
^Military Law without the Geneva Convention: strict curfews, lethal force for looters and deserters, drafting of all able-bodied men. This is war Sonny Jim!!


; END GOVTS______________________________________________________________________END GOVTS













; Terrain Improvements___________________________________________________________Terrain Improvements


#TFRM_Fortress
^Units in a $LINK<Fortress=GCON_Fortresses> enjoy a +50% defensive bonus, as well as a $LINK<zone of control=GCON_ZOC>.
^
^A $LINK<Handy Man=PRTO_Handy_Man>, $LINK<Engineer=PRTO_Engineer>, $LINK<Chain Gang Worker=PRTO_Chain_Gang_Worker>, $LINK<Prospector=PRTO_Prospector>, $LINK<Civilian=PRTO_Civilian>, $LINK<Nerd=PRTO_Nerd>, $LINK<Farmhand=PRTO_Farmhand>, $LINK<Corporate Executive=PRTO_Corporate_Executive> or $LINK<Riot Cop=PRTO_Riot_Cop> is ordered to build a Fortress by pressing {Ctrl-F}, or the "Build Fortress" button
after the discovery of $LINK<Keep 'Em Out=TECH_Keep_Em_Out>.
^{Zombies cannot build Fortresses with Any unit.}
^
^A Fortress can be Upgraded to a $LINK<Barricade=TFRM_Barricades> by a Handy Man, Engineer, Chain Gang Worker, Prospector, Civilian, Nerd, Farmhand, Corporate Executive or Riot Cop.
^
^A Fortress can be destroyed if it is bombarded by the enemy or personal bombardment.
^
^{Note:} If you want to remove a Fortress you have built, you will have to destroy it with your bombarding units.


#TFRM_Barricades
^
^A $LINK<Barricade=GCON_Barricades> hinders movement of "enemy" ground units, forcing them to stop on the Barricade's square, even if the Barricade
is unoccupied. However, if occupied, a unit in a {Barricade} enjoys a $LINK<zone of control=GCON_ZOC> 
^and a 100% defensive bonus which is double the bonus awarded by a $LINK<Fortress=TFRM_Fortress>. A Barricade can only be built on a square already containing a {Fortress}. 
^{Barricades can only be built on Repaired Streets.}
^A $LINK<Handy Man=PRTO_Handy_Man>, $LINK<Engineer=PRTO_Engineer>, $LINK<Chain Gang Worker=PRTO_Chain_Gang_Worker>, $LINK<Prospector=PRTO_Prospector>, $LINK<Civilian=PRTO_Civilian>, $LINK<Nerd=PRTO_Nerd>, $LINK<Farmhand=PRTO_Farmhand>, $LINK<Corporate Executive=PRTO_Corporate_Executive> or $LINK<Riot Cop=PRTO_Riot_Cop> can build a Barricade.
^
^{Zombies cannot build Barricades with Any unit.}
^
^A Barricade can be "reduced" to a {Fortress} if is bombarded by the enemy or personal bombardment.
^
^{Note:} If you want to remove a Barricade you have built, you will have to destroy it with your bombarding units.


#TFRM_Build_Colony
^
^
^A $LINK<Handy Man=PRTO_Handy_Man>, $LINK<Engineer=PRTO_Engineer>, $LINK<Chain Gang Worker=PRTO_Chain_Gang_Worker>, $LINK<Prospector=PRTO_Prospector> or $LINK<Zombie Worker=PRTO_Zombie_Worker> can establish a Supply Cache on any square that contains a $LINK<tradable resource=GCON_ResourcesN>.
If the Supply Cache is $LINK<connected=GCON_Trade> to a building, that building gains access to the resource. A Supply Cache
is necessary only if the resource is not inside your $LINK<borders=GCON_Territory>. Note that when a building's
borders expand to include a Supply Cache, the Supply Cache disappears because it is no longer needed. The Handy Man, Engineer, Prospector, Chain Gang Worker or Zombie Worker is consumed
by building a Supply Cache.
^
^A Handy Man, Engineer, Chain Gang Worker, Prospector or Zombie Worker is ordered to build a Supply Cache by pressing {B} or the "Build Supply Cache" button.


#TFRM_Airfield
^
^
^Airfields don't exist in this Game.

#TFRM_Radar_Tower
^
^
^{Radar Towers can ONLY be built by the Authorities.}
^
^Radar Towers provide a combat bonus to units within their affected area. There is one pre-built Radar Tower near Paradise Island's Military Base.
^
^A $LINK<Handy Man=PRTO_Handy_Man>, $LINK<Engineer=PRTO_Engineer>, $LINK<Chain Gang Worker=PRTO_Chain_Gang_Worker> or $LINK<Prospector=PRTO_Prospector> is consumed when they build a Radar Tower.


#TFRM_Mine
^
^
^Mines cannot be built in this Game.


#TFRM_Irrigation
^
^
^Irrigation increases $LINK<food production=GCON_Food> on $LINK<Farmland=TERR_Plains> only. Zeb's Farm and the Coffee Plantation are surrounded by rich Farmland.
^$LINK<Workers=GCON_Worker_Jobs> can irrigate more of the Farmland and can also irrigate it again if it is destroyed by Bombardment.
^
^{Zombies cannot irrigate Farmland with Any unit.}


#TFRM_Road
^Roads increase the $LINK<Supplies=GCON_Commerce>, $LINK<Shields=GCON_Shields> and $LINK<Food=GCON_Food> for a building. Street Terrain can be repaired if damaged so the Road is Paved again.
^
^ A $LINK<Handy Man=PRTO_Handy_Man>,  $LINK<Engineer=PRTO_Engineer>, $LINK<Chain Gang Worker=PRTO_Chain_Gang_Worker>, $LINK<Prospector=PRTO_Prospector> or $LINK<Zombie Worker=PRTO_Zombie_Worker> is ordered to repair roads by pressing {R} or the "Repair Road" button.


#TFRM_Railroad
^
^
^Railroads cannot be built in this Game.



#TFRM_Clear_Forest
^
^
^Forests cannot be cleared this Game. Paradise Citizens love their trees and would never dream of cutting them down.


#TFRM_Clear_Wetlands
^
^
^Wetlands do not exist on Paradise Island.


#TFRM_Clear_Jungle
^
^
^Jungles cannot be Cleared and do not need to be. They Do Not Cause Disease and offer Good Benefits on $LINK<Adventure Island=BLDG_Solar_Plant> and {Jungle Island Resort}.


#TFRM_Plant_Forest
^
^
^Forests cannot be planted in this Game.


#TFRM_Clear_Dead_Bodies
^
^
^A $LINK<Chain Gang Worker=PRTO_Chain_Gang_Worker>, $LINK<Engineer=PRTO_Engineer>, $LINK<Handy Man=PRTO_Handy_Man>, $LINK<Hellfire Reverend=PRTO_Badass_Priest>, $LINK<Jogger=PRTO_Jogger>, $LINK<Prospector=PRTO_Prospector>, 
$LINK<Zombie Worker=PRTO_Zombie_Worker>, $LINK<Jake Recovered=PRTO_Jake_Recovered>, or $LINK<HazMat Worker=PRTO_HazMat_Worker> can clean up the dead bodies or craters, restoring a square to its former production capacity and connection.
^ 
^$LINK<Flamin' Hero=PRTO_Flamin'_Hero>, $LINK<Pyromaniacs=PRTO_Pyromaniac> and $LINK<Captain Spiff Power Packed=PRTO_Captain_Spiff_Power_Packed> can also Clear Pollution by Burning Dead Bodies and can repair craters.
^
^A worker is ordered to clear Dead Bodies or Damage by pressing {Shift-C} or the "Clear Dead Bodies or Damage" button.
^A worker is ordered to Automatically clear all Dead Bodies or Damage for your Faction by pressing {Shift-D}.
^
^{See also} $LINK<Worker Actions=GCON_Worker_Jobs>


#TFRM_Outpost
^
^
^{Outposts can be built by any Human Faction from the beginning of the game.}
^
^Outposts eliminate fog of war.  To construct an Outpost, move a $LINK<Handy Man=PRTO_Handy_Man>, $LINK<Engineer=PRTO_Engineer>, $LINK<Chain Gang Worker=PRTO_Chain_Gang_Worker> or $LINK<Prospector=PRTO_Prospector> to 
any land tile in neutral or owned territory and select the Build Outpost unit action.  
^
^The range of vision for the Outpost is 1 tile on flat terrain, 2 tiles on houses and 3 tiles on 
top of apartment blocks and skyscrapers. Outposts can only be used by the player who created them. If an Outpost falls within the territory of 
any other civilization, it will be destroyed. The "Build Outpost" unit-action is available from the start.
^
^The Handy Man, Engineer, Chain Gang Worker or Prospector is consumed when they build an Outpost.


; END Improvements____________________________________________________________________________END Improvements











; Civilizations____________________________________________________________________________Civilizations

#RACE_ROMANS
^The Survivors are $LINK<industrious=GCON_Strengths>.
^
^The survivors are the 'lucky' few who managed to survive the initial Zombie attack.  During the chaos, somehow they 
managed to fight off or hide from the Zombies until they could meet up with other people and start grouping together for a better chance to survive. Now they need to find a way out 
of Paradise Island before "the brown stuff hits the rotary air impeller".  They have {150 Turns = Day 13 at Noon} 
^to: Get plenty of guns and bullets, Get evidence of The Company's evil deeds from their 
Secret Lab, Fight their way to the Airport and find a pilot who can fly them off of the Island or stay and find a way to Kill the Zombies before the Zombies kill them.  
#DESC_RACE_ROMANS
^
^
^    You're a survivor of the Zombie attack.  It sucks to be you, because now there are even more Zombies than before. 
Being a survivor, you're tough and resourceful. You're going to get off of Paradise 
Island, or die trying.  Of course, if you don't try to get off, you'll have the fight of your life.
^
^{Special Escape Victory Condition:} When you reach the $LINK<Big Finale=TECH_Big_Finale> 
^and have found a $LINK<Pilot=GOOD_Pilot>
you can build a $LINK<Rescue Helicopter=PRTO_Helicopter>. Use the rescue helicopter to fly a survivor to the mainland in the 
northeast corner of the map. There you will find a $LINK<TV Station=BLDG_United_Nations> which is the Escape Point Location that will give you enough escape points after {10 turns} 
^(just enough time to be able to broadcast the Horrible message to the rest of the World) {to Win!}  
^
^The Survivors have a tough time but are able to escape when they manage to gain the Airport. They can choose to stay and Fight all on the Island but it would be a longer struggle. The Survivors have some Great "Homemade" weapons" and Great special units that help make the difference in their Fight. This is the same reality as if the variety 
of people found in a general population came together for a common cause. Most general populations of the world have many "Special" people with many abilities. If all people collectively came together with a leader, 
they could eventually accomplish what ever they wanted. 
^
^The Survivors have more "special" individuals to help in this difficult struggle. In this Game, they want to either escape and tell the World 
about what has happened on Paradise Island and is feared will spread to all parts of the world or stay and Fight for their lives to take back Paradise Island. 


#RACE_GREEKS
^The Company is $LINK<commercial=GCON_Strengths>.
^
^The Company exists to fulfill one purpose...generate profit.  Unlike most corporations, The Company doesn't care how it's 
profit is generated.  Gun smuggling, World Mass Destruction research, slavery, drugs, human cloning, reviving Disco music...it doesn't matter 
to The Company as long as they make money doing it.
#DESC_RACE_GREEKS
^    The Company has a number of operational facilities on Paradise Island, one of which was an invoice/billing center.  This, 
of course, was just a cover for a secret genetics research lab.  This lab was working on the radioactive ZV-69 project to create a virus that 
could modify human DNA to allow motor function beyond death.  The purpose was to create a new combat drug to be sold to 
unscrupulous governments on the black market.
^    Apparently during Stage IV testing, the virus was accidentally released into the lab.  Everyone in the lab was infected 
and, within a matter of an hour, had all transformed into flesh-eating Zombies. The Zombies quickly entered the 
accounting offices that served as the lab's front, attacking the workers therein and transforming many of them into 
Zombies as well.  However, the accounting staff managed to call the police before they were all killed by the Zombies.
The Paradise Island SWAT arrived but had no idea of what they were getting into.
^ If a solution cannot be found soon, The Company will have to send in special units to kill everything on 
the Island before the world governments can react to the disaster. The Company will not hesitate to eliminate anyone who possesses 
a threat to them nor pass up any Opportunity to take advantage of any situation for monetary gain.
^{Special Escape Victory Condition:} The Company can achieve a "space-race" type escape victory if they establish the $LINK<Meeting Room=BLDG_Intelligence_Center> and complete the $LINK<10 Step Management Procedure to Diffuse a Level 
Alpha Scenario=GCON_Spaceship>. 
^The Company has the Expensive "Toys" and is better prepared to handle the Zombies than the Survivors, Farmers and even Authorities. 
The Company has an easier time from the start because they are prepared for what they believe will take place.
...that said, it gets "Out of Hand" and becomes more than expected so they can take the easy way out and Opt for their 10 Step Escape Plan 
rather than try to stay and Kill everyone on the Island.They prefer to let the Zombies do it all for them and come back to gain what they planned all along. 
The Company fights with their Expensive Toys for "show" in order to keep the public fooled as if the Company is in the same fight and situation as all others on the Island. 
The Fact is, the Company plans to use the "10 Step Plan" to gain what they have wanted all along...Power and World Domination... Next Possible Game Continuation: {"Escape from Zombiegeddon, World Domination".}


#RACE_EGYPTIANS
^The Authorities are $LINK<militaristic=GCON_Strengths>.
^
^The Authorities were slow to react to the Zombie situation on Paradise Island. Initially, they thought the incident could be
handled by the local Police force but now only a few officers and a handful of SWAT teams survive. There are a number of National Guard Reservists 
on the ground but let's face it they ain't up to the job in small numbers. A Command and Control base of operations has been set up on the
island and the country's best Five Star General has been flown in to lead the fight against the Zombies. If conventional tactics fail
to halt the Zombies advance and the mainland is threatened, the Authorities may decide to flatten the entire island even
though this means killing the innocent civilians in the process.
#DESC_RACE_EGYPTIANS
^
^
^{Special Victory Condition:} Neutralize the Island (Conquest).
^
^The Authorities  have a slow start as they are caught off guard the same as everyone else on Paradise Island. Their buildings are spread out on the Island 
but they aim to stay alive, regroup and control more buildings and power. 
^
^The strong military weapons the Authorities have access to later are capable of "leveling the Island" and will allow them to wipe out what ever they believe necessary.
^
^... The Authorities can win by securing everything on the Island after a long hard fight that leads them to the weapons and position they 
need to be able to accomplish it. The Authorities have strong units from the start but because they are caught off guard, the chaos causes them 
their main weakness until they "get it all together" and gain the strongest power due to the support of an entire nation of military weapons. 


#RACE_BABYLON
^The Zombies are $LINK<cannibalistic=GCON_Strengths>.
^
^Zombies are people who were infected with the Radioactive Zombie Virus, ZV-69.  Once infected, a person will quickly transform into a 
Zombie as the virus attacks and mutates the person's DNA.  Zombies are extremely resistant to most forms of physical 
damage:  physical blows will stagger them or knock them down, but they'll just get up again; bullets will just punch 
through their bodies with little effect; hacking them with blades may lop off their limbs, but they'll keep coming until 
they can't move anymore.  The only way to kill a Zombie is to shoot it in the head or completely destroy it's body (such as by burning it).
#DESC_RACE_BABYLON
^    Though slow, smelly and noisy, Zombies seem to have a knack for sneaking up on people and taking them completely by 
surprise. An individual Zombie is quite strong and feels no pain but is also very slow and clumsy and thus easy to 
avoid. The real danger lies in groups of Zombies. They can simply overwhelm isolated defenders, pulling them down with 
the weight of their undead bodies, biting and clawing all the while.
^    Zombies have only the most basic of motivations...to obtain food.  For some reason, they prefer human brains, though 
they are not above taking a bite out of any part of the human anatomy they can get their teeth on. 
^
^Most Zombies were humans, though ZV-69 is able to mutate to affect animals and even genetically created creatures. A Zombie will remain 
'active' for about six months, until its body decays to the point where it falls apart and it can no longer move. Often 
times, Zombies will decay into piles of infectious goo which spreads the virus to other living creatures that touch it.
^{Special Victory Condition:} Eat Everyone (Conquest).
^
^Strange and Horrible things develop that even the Company did not expect such as Nuclear or Monster Zombies, Crawling Brains, Killer Hornets, Giant Worms and Flesh Eating Bacteria. 
The Company had not considered dogs, other animals or insects evolving with the virus and although they expected 
widespread infection, the Zombie Nurses, Bats, Giant Worms and Monster Spiders were a surprise. The Zombies start strong by shear Numbers then gain power 
as they "evolve" and gain more buildings, individuals and different mutations. At "Zombiegeddon", the Zombies are amazingly proliferate and mutate 
into strange, powerful and enormous creatures. They cannot be stopped unless killed completely ....but little does anyone (except the Company) know, 
the virus has already been spread to other areas of the world and it is just a matter of time before the Evil deeds of the Company infect everyone in the 
World and allows the Company to gain the power and world domination they planned all along. 
^{...Therefore, the Zombies cannot really lose even if totally destroyed on Paradise Island...the Radioactive Zombie Virus is spreading world wide.} 


#GCON_Spaceship
10 Step Management Plan
^
^{The Company} Wins an $LINK<Escape Victory=GCON_Victory> if they establish the $LINK<Meeting Room=BLDG_Intelligence_Center> and complete their {10 Step Management Procedure to Diffuse a Level 
Alpha Scenario.}
^
^{The Company must first establish The Meeting Room before they can complete the Following Steps:}
^
^{The 10 steps are:}
^
^1. $LINK<Test ZV-69 Antidote=BLDG_SS_Thrusters>
^2. $LINK<Cut Communication Channels with Mainland=BLDG_SS_Engine>
^3. $LINK<Destroy all electronic and physical evidence=BLDG_SS_Landing_Docking_Bay> 
^4. $LINK<Implement Witness Coercion and Persuasion Program=BLDG_SS_Cockpit>
^5. $LINK<Issue Press Release. Cover Story=BLDG_SS_Fuel_Cells>
^6. $LINK<Issue Press Release. Persuade=BLDG_SS_Life_Support_System>
^7. $LINK<Issue Press Release. Divert Attention=BLDG_SS_Stasis_Chamber>
^8. $LINK<Issue Press Release. Public Relations=BLDG_SS_Storage_Supply>
^9. $LINK<Issue Press Release. Grandstand=BLDG_SS_Planetary_Party_Lounge>
^10. $LINK<Issue Press Release. Stall=BLDG_SS_Exterior_Casing>



#RACE_FARMERS
^The Farmers are $LINK<agricultural=GCON_Strengths>.
^
^Zeb's Farm and the Coffee Plantation are Paradise Island's only farms. Zeb's family once owned large parts of the island but over the years most of the
land was lost: either stolen, sold or gambled away.  Zeb is using the opportunity of a Zombie apocalypse to reclaim what he
believes belongs to him.
#DESC_RACE_FARMERS
^
^
^{Special Victory Condition:} reclaim the island (Conquest).
^
^The Farmers are "simple folks" that most think of as just dumb, uneducated, "expendable" people that don't matter. The Farmers are "simple" enough to be 
more direct in what they say and do. They have been robbed of their rightful land and want back what use to be theirs. They are not as dumb as most believe 
because they are smart enough to allow the Zombies to do what they have not been able to do until now...take back their land. The Farmers will fight anyone 
who messes with them because they may be "dumb" but they have great pride and would never allow any bad deed to go unpunished. They possess strange 
individuals that will fight with the best of them. The Farmers have weapons such as exploding sheep, Giant Bubba, Hired Hands and everyone who has become 
sensitive to their position and the injustice they have suffered. The Farmers have to fight because they have been dragged into the Zombie Horror on the Island 
but this allows them a way to try and get back their land. They have a Tough Time at first but as they gain more of "their land" and buildings with it, they also 
gain more Power. Their strange, unusual members and weapons can take the others by surprise and allow them to ultimately regain their land and the entire Island 
if they have a little luck and handle their fight extremely well. 



; END Civilizations____________________________________________________________________________END Civilizations



#EOF
