; Civilopedia.txt
;	Notes: for WW2 Hinge of Fate Scenario
;     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, techs, 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_Age_of_Science
GCON_Agreements
GCON_Air_Missions
GCON_Airfields
GCON_Armies
GCON_Assimilation
GCON_Barbarians
GCON_Barricades
GCON_Bombardment_in_Ports
GCON_Colony
GCON_Combat
GCON_Commerce
GCON_Conversion
GCON_Collateral_Damage
GCON_Corruption
GCON_Craters
GCON_Culture
GCON_Disease
GCON_Disorder
GCON_Draft
GCON_Embassies
GCON_Enslavement 
GCON_Espionage
GCON_Espionage_Missions
GCON_Experience
GCON_Food
GCON_Fortresses
GCON_Golden_Age
GCON_Governments
GCON_Happy_Faces
GCON_Hotkeys_Controls
GCON_Hotkeys_Units
GCON_Hurry_Production
GCON_Keypad
GCON_Landmark_Terrain
GCON_Leaders
GCON_Locked_Alliances
GCON_Maintenance
GCON_Maps
GCON_Mobilization
GCON_Moods
GCON_Nationality
GCON_Outposts
GCON_Overpopulation
GCON_Plague
GCON_Plants
GCON_Pollution
GCON_Radar_Towers
GCON_Radius
GCON_Research
GCON_Resistance
GCON_ResourcesB
GCON_ResourcesL
GCON_ResourcesN
GCON_ResourcesS
GCON_Revolution
GCON_Ruins
GCON_Shields
GCON_Short_Game_Modes
GCON_Spaceship
GCON_Specialists
GCON_Stealth_Attack
GCON_Strengths
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_Worker_Jobs
GCON_Worker_Jobs_Advanced
GCON_ZOC


#GAME_CONCEPTS


#GCON_Governments
Governments
^
^
^There are 8 forms of government that you can use to control your civilization.
Each has advantages and disadvantages. The type of government you use determines:
^
^How efficient your $LINK<workers=PRTO_Worker> are (how quickly they get their jobs done).
^How much $LINK<Corruption and Waste=GCON_Corruption> affects your civilization.
^The number of citizens you can $LINK<draft=GCON_Draft> per turn.
^The number of military units that can be used as $LINK<military police=GCON_Moods>.
^The number of military units you can have before you must $LINK<support=GCON_Unit_Support>
them from your $LINK<treasury=GCON_Treasury>.
^
^The possible government types are:
^* $LINK<Anarchy=GOVT_Anarchy>
^* $LINK<CW Deomcracy=GOVT_Despotism>
^* $LINK<Imperial Japan=GOVT_Monarchy>
^* $LINK<Nature=GOVT_Feudalism>
^* $LINK<Fascism=GOVT_Fascism>
^* $LINK<Global Alliance=GOVT_Republic>
^* $LINK<Communism=GOVT_Communism>
^* $LINK<US Democracy=GOVT_Democracy>
^
^At the start of the scenario;
Germany and the Minor Axis are in Fascism, Russia is in Communism,
the United States and the British are Democracies, the Minor Allies have a Global Alliance
government  and Japan is in an Empire. 
^
^
^House Rule: No change of government allowed.


#GCON_Corruption
Corruption and Waste
^
^
^[Corruption] is income lost to theft, embezzlement, and other illegal practices. [Waste] is shield production
lost to inefficiency. If left unchecked, corruption and waste will significantly slow the development of your
civilization. You can track the status of corruption and waste in your empire on the
[City Display] and [Domestic Advisor].
^
^
^{Causes}
^In general, the farther a city is from its capital city, the more corruption and waste it experiences. Also the more cities
in your empire, the higher rates of both, overall. Finally, the extent of corruption and waste is also affected by
the system of $LINK<government=MENU_Governments> you are currently using.
^
^
^{Solutions}
^A $LINK<courthouse=BLDG_Courthouse>, $LINK<police station=BLDG_Police_Station>, or a nearby $LINK<Forbidden Palace=BLDG_Forbidden_Palace> reduces corruption.
^
^Another solution, is to change your system of $LINK<government=GCON_Governments>. The more liberal the
government, the less corruption and waste you experience.
^
^Being attached to your capital via road or commercial dock also reduces corruption and waste.
^
^$LINK<We Love The ____ Day=GCON_We_Love_The_King_Day> also reduces waste.



#GCON_Plants
Power Plants
^
^
^Once a city has a $LINK<factory=BLDG_Factory>, it may also build a [Power Plant]. In this scenario, there are two types of
power plants available:
^
^
^$LINK<Coal Plant=BLDG_Coal_Plant>
^Increases factory output by 50%.
^
^
^$LINK<Hydro Plant=BLDG_Hydro_Plant>
^Increases factory output by 50%.


#GCON_Plague
Plague
^
^
^No outbreaks of the plague are expected to occur during play of this scenario.


#GCON_ZOC
Zone of Control
^
^
^Some military units have a [zone of control] that influences the eight squares surrounding the unit. This represents the
unit's ability to project its combat power into surrounding areas. Such units attack enemies that enter the zone of control
without initiating a full battle.
^
^The following military units have a zone of control:
^* $LINK<Armies=PRTO_Army>
^* $LINK<Cavalry=PRTO_Cavalry>
^* $LINK<Marines=PRTO_Marine>
^* $LINK<Paratroops=PRTO_Paratrooper>
^* $LINK<Light Tanks=PRTO_Light_Tank>
^* $LINK<Medium Tanks=PRTO_Tank>




#GCON_Barbarians
Barbarians
^
^
^Don't expect to encounter any barbarians in the Pacific during WWII.



#GCON_Strengths
Civilization Strengths
^
^
^There are eight areas in which civilizations have natural [strengths.] Each strength gives a civilization one free
Advance and one rules advantage as outlined below:
^
^
^{Agricultural}
^Agricultural city improvements (aqueduct, for instance) are easier to build, and the center city square
and irrigated deserts produce one more food.
^
^
^{Commercial}													
^The center city squares of all cities and metros produce extra $LINK<commerce=GCON_Commerce>, and less
$LINK<corruption=GCON_Corruption> is experienced.
^
^
^{Expansionist}												
^The civilization starts the game with a scout and can build more later, and passive minor
$LINK<barbarians=GCON_Barbarians> are friendlier.
^
^
^{Industrious}										
^Workers complete $LINK<tasks=GCON_Worker_Jobs> faster and the center city square of all cities produces
extra $LINK<shields=GCON_Shields> in cities and metros.
^
^
^{Militaristic}													
^It is easier to build military improvements (barracks, for example), and combat $LINK<experience=GCON_Experience>
is gained more quickly.
^
^
^
^(continued)
#DESC_GCON_Strengths
^
^
^{Religious}													
^Religious civilizations do not experience prolonged periods of $LINK<anarchy=GOVT_Anarchy> during $LINK<revolutions=GCON_Revolution>, and
religious city improvements (Temples, for instance) are easier to build.
^
^
^{Scientific}												
^Scientific city improvements (like research labs) are easier to build and the civilization
receives a free $LINK<Civilization Advance=MENU_Technologies> at the start of every era.
^
^
^{Seafaring}
^Each city built along the coast receives a food and commerce bonus in the center city square, and Seafaring city
improvements (such as the Harbor or Commercial Dock) are easier to build.




#GCON_Draft
Draft
^
^ 
^When a civilization develops $LINK<Nationalism=TECH_Nationalism> its citizens can be drafted into
military service. Each city can draft some of its population each turn, depending upon the government
currently in effect.
^* A civilization in $LINK<Anarchy=GOVT_Anarchy> may not use the draft.
^* All other governments can draft [one] citizen per turn.
^
^To utilize the draft, press the "Draft" button on the City Display. You may only draft citizens from a city with
^a population of 7 or higher.
^
^The draft produces one conscript militia unit.
^
^However, drafting citizens will cause unhappiness in the city.

;; fix

#GCON_Maintenance
Maintenance
^
^
^Some city improvements must be maintained after they are built. This [maintenance] cost
is paid from your $LINK<treasury=GCON_Treasury> once every turn.
^
^
^{These buildings require one gold per turn.}
^$LINK<Aqueduct=BLDG_Aqueduct>,
$LINK<Bank=BLDG_Bank>,
$LINK<Barracks=BLDG_Barracks>,
$LINK<Civil Defense=BLDG_Civil_Defense>,
$LINK<Courthouse=BLDG_Courthouse>,
$LINK<Granary=BLDG_Granary>,
$LINK<Harbor=BLDG_Harbor>,
$LINK<Library=BLDG_Library>,
$LINK<Marketplace=BLDG_Marketplace>, and
$LINK<Temple=BLDG_Temple>.
^
^
^{These require two gold per turn}
^$LINK<Airport=BLDG_Airport>,
$LINK<Cathedral=BLDG_Cathedral>, 
$LINK<Colosseum=BLDG_Colosseum>,
$LINK<Commercial Dock=BLDG_Commercial_Dock>,
$LINK<Hospital=BLDG_Hospital>,
$LINK<Police Station=BLDG_Police_Station>, and
$LINK<University=BLDG_University>.
^
^
^{These require three gold per turn}
^$LINK<Factory=BLDG_Factory>,
$LINK<Stock Exchange=BLDG_Stock_Exchange>, and
$LINK<all Power plants=GCON_Plants>. 

;; fix - may want to remove faster healing if possible

#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 civilizations 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 but never completely destroys them.
Air bombardment is the same except the planes 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 and the attacks can destroy enemy units.
In this scenario, the $LINK<Atomic Bomb=PRTO_Nuclear_Bomb> attacks using this method even though it was historically
delivered to the target via a $LINK<heavy bomber=PRTO_Heavy_Bomber>.
^[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 city with a $LINK<barracks=BLDG_Barracks> heals ground units completely in one turn.
^A city with a $LINK<naval dockyard=BLDG_Harbor> heals sea units completely in one turn.
^A city with an $LINK<military airfield=BLDG_Airport> heals air units completely in one turn.
^A civilization with $LINK<Battlefield Medicine=BLDG_Battlefield_Medicine> heals in enemy territory.


#GCON_Air_Missions
Air Missions
^
^
^Air units are not moved around the map like other units. Instead, they are stationed in a city,
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 plane's range.
^
^{Air Superiority (S)}
^The plane attempts to intercept enemy aircraft that attack targets within the inner half of its operational range.
^
^{Bombing Mission (B)}
^The plane flies to the target and attacks, sometimes affecting city improvements,
and sometimes population.
^
^{Recon Mission (R)}
^The plane flies to the target and reveals the map.
^
^{Re-Base Mission (Ctrl-R)}
^The unit can be moved to another city or onto an aircraft carrier (i.e., a $LINK<Japanese carrier=PRTO_Japanese_Carrier>
or an $LINK<Allied carrier=PRTO_Allied_Carrier>) a distance equal to up to three times the plane's operational range.




#GCON_Transport
Transport
^
^
^Some naval units can carry or [transport] other units.
^
^{Ships}
^Ships capable of transporting units can be boarded from any shoreline
by simply moving the rider onto the ship. They may also be boarded from inside a coastal city 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.



#GCON_Spaceship
Space Ship
^
^A space ship? Sounds like Jules Verne science-fiction! And let me guess: it's filled with little green men...

;; fix

#GCON_Victory
Victory Conditions
^
^ 
^There are two ways to win:
^
^{Domination}
^Have 60% of the world's land surface within your $LINK<borders=GCON_Territory> as well as 40% of the 
world's population within your cities. In this scenario, it is highly unlikely to achieve victory by 
this method.
^
^
^{Victory Points - the short game}
^The first alliance to score 140,000 victory points wins.
^
^{Victory Points - the long game}
^The first alliance to score 400,000 victory points wins.
^
^If no alliance amasses this victory point
total during play, the victor will be the alliance having the greatest amount of victory points at game
end (after 50 turns of play). Each alliance scores victory points according to the following:
^
^
^{Victory Point Schedule}
^Defeating an enemy unit		(1 VP * unit cost)
^City Conquest				(10 VP * city population)
^Victory Point Location			(100 VP per turn)


#DESC_GCON_Victory
^
(no further description)



#GCON_Maps
Maps
^
^
^{Fog of Intelligence}
^Since the start date of this scenario is 1941 AD, the game begins with the entire map known to all players.
Nevertheless, areas that are not currently "seen" by your people have a soft gray veil over them, revealing the
underlying terrain, but not all of the features (such as the presence or roads, irrigation, mines, etc.).
^
^So at any time, each and every square of the scenario map is either
^* explored				in grayness
^* seen				well lit
^
^
^{World Maps} As civilizations explore the world and found new cities, they gather information and create a map of
the world that is unique. For each civilization, it is comprised of the area its people currently see
and the explored areas (as they were when last seen). This is called the civilization's [world map] and
can be very valuable in negotiations with other civilizations.
^
^
^{Territory Maps} Each civilization also keeps a [territory map] showing areas under its cultural influence only.
These are less valuable in negotiations, but still of some worth.



#GCON_Golden_Age
Golden Age
^
^
^The [Golden Age] is a 20-turn period in which every citizen laborer in the empire is more productive,
producing one extra $LINK<shield=GCON_Shields> and/or $LINK<commerce=GCON_Commerce> if already producing
at least one. 
^
^In this scenario, Japan and Germany enter a Golden Age at the start of the game. Other nations will not
experience Goldan Ages.



#GCON_ResourcesN
Natural Resources
^
^
^There are 25 [natural resources] represented by various icons scattered around the world. These fall into three
categories, [Bonus, Luxury,] and [Strategic].
^
^
^[$LINK<Bonus Resources=GCON_ResourcesB>] give city production bonuses in worked squares within a city radius. Bonus resources
cannot be traded to other cities or civilizations. Bonus resources are always visible in $LINK<explored=GCON_Maps> areas of the map. 
^
^
^[$LINK<Luxury Resources=GCON_ResourcesL>] also give city production bonuses in squares worked by citizens.
But they may also be traded along trade routes, and make content people happy in cities 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 city production, but, like luxuries they can also be traded.
Strategic resources are required for a city to build various military units and city improvements. Strategic resources 
appear on the map when a Civilization Advance exposes their usefulness.
^
^
^Luxury and Strategic Resources are referred to as {Tradable Resources.}



#GCON_ResourcesB
Bonus Resources
^
^
^[Bonus resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>. These
cannot be traded like $LINK<luxury=GCON_ResourcesL> or $LINK<strategic resources=GCON_ResourcesS>,
but do provide bonuses to worked squares within a $LINK<city radius=GCON_Radius>.
^
^
^{City Production Bonuses}
^A citizen laborer working a bonus resource square gains extra $LINK<food=GCON_Food>,
$LINK<shields=GCON_Shields>, and/or $LINK<commerce=GCON_Commerce>.
^
^{Types		Food	Shields	Commerce}
^$LINK<Tropical Fruit=GOOD_Bananas>	+1		+0		+1
^$LINK<Cattle=GOOD_Cattle>			+2		+1		+0
^$LINK<Fish=GOOD_Fish>			+2		+0		+1
^$LINK<Game=GOOD_Game>			+2		+0		+0
^$LINK<Gold=GOOD_Gold>			+0		+0		+4
^$LINK<Oasis=GOOD_Oasis>			+2		+0		+0
^$LINK<Sugar=GOOD_Sugar>			+1		+0		+1
^$LINK<Whales=GOOD_Whales>		+1		+1		+2
^$LINK<Wheat=GOOD_Wheat>		+2		+0		+0




#GCON_ResourcesS
Strategic Resources
^
^
^[Strategic Resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a city from foreign or domestic $LINK<trade=GCON_Trade>, strategic resources enable the
construction of some units and city improvements.
^
^When a city "has" a strategic resource, it appears in the city's {Strategic Resource box}.
^
^
^{City Production Bonuses}
^Like all resources, strategic resources also provide city production bonuses to worked squares within a
$LINK<city radius=GCON_Radius>.
^
^{Types			Food	Shields	Commerce}
^$LINK<Coal=GOOD_Coal>				+0		+2		+1
^$LINK<Horses=GOOD_Horses>			+0		+0		+1
^$LINK<Iron=GOOD_Iron>				+0		+1		+0
^$LINK<Aluminum=GOOD_Aluminum>		+0		+1		+0
^$LINK<Oil=GOOD_Oil>				+0		+1		+2
^$LINK<Rubber=GOOD_Rubber>			+0		+0		+2
^$LINK<Saltpeter=GOOD_Saltpeter>			+0		+0		+1
^$LINK<Uranium=GOOD_Uranium>			+0		+2		+3




#GCON_Experience
Combat Experience
^
^
^Military units are rated according to combat experience: [green units, 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, for most division size units, shows this distinction.
^
^{Unit Type		   Blocks}
^Green units			2
^Regulars				3
^Veterans				4
^Elite units				5
^
^
^Normally, cities produce regulars. But if a city has a $LINK<barracks=BLDG_Barracks>, it produces [veterans].
^
^
^[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_Pollution
Pollution
^
^
^Pollution is a problem usually associated with the Industrial Age. In this scenario, pollution
can only be caused by nuclear explosions and large city populations.
^
^
^{Global Warming}
^If world pollution reaches sufficiently critical levels, there is a chance that global warming will occur.
It can cause forests and jungles to disappear, and grasslands to become plains, and plains to become desert.
World pollution is the sum of all city pollution, nuclear explosions, and meltdowns.
^
^
^Polluted areas can be cleaned up by $LINK<workers=GCON_Worker_Jobs>.



#GCON_Moods
Citizen moods
^
^
^Each citizen is either [happy, content], or [unhappy].
^
^{What Makes 'em Sad?}
^* $LINK<Overpopulation=GCON_Overpopulation>. 
^* $LINK<Forced labor=GCON_Hurry_Production>.
^* $LINK<Draft=GCON_Draft>.
^* $LINK<War weariness=GCON_War_Weariness>.
^
^{What Makes 'em Glad?}
^To combat unhappiness in your cities 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.
^
^* Build a $LINK<temple=BLDG_Temple>, $LINK<colosseum=BLDG_Colosseum>, or $LINK<cathedral=BLDG_Cathedral>.
^* Bring assorted $LINK<luxuries=GCON_ResourcesL> into the city.
^* Convert some citizens to $LINK<entertainers=GCON_Specialists>.
^* Increase funding for entertainment using the Entertainment slider on the Domestic Advisor.
^* Garrison military units in the city (Military Police).
^
^A city 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
^
^
^War weariness will not be a problem in this scenario to any government type.


#GCON_Research
Scientific Research
^
^
^Your civilization is constantly striving to learn about the world, science, invention, and creativity.
Its ability to succeed at these pursuits depends in large measure upon your allocation of revenue to science.
You set the allocation on the [Domestic Advisor] by sliding the science slider left or right to decrease
or increase (respectively) the amount of your tax revenue that you divert into research. By doing this,
you determine the percentage of each city's income that will be poured into research.
^
^At the start of each turn, the science output of each city is added to the research project currently
in progress, eventually resulting in the discovery of a new $LINK<Civilization Advance=MENU_Technologies>.
^
^To increase the science production in only one city, you can convert a citizen or two to a $LINK<scientist=GCON_Specialists>.
^
^Finally, the science output of individual cities -- and the empire overall, in some cases --
can be dramatically increased by building some improvements and wonders in those cities, such as:
^	$LINK<Libraries=BLDG_Library>
^	$LINK<Newton's University=BLDG_Great_University>
^	$LINK<Universities=BLDG_University>



#GCON_Short_Game_Modes
Short Game Modes
^
^
^Short Game Modes [do not apply] in this scenario. 
#DESC_GCON_Short_Game_Modes
^
^(no further description)


#GCON_Enslavement 
Enslavement
^
^
^There are no units with the enslavement ability available in this scenario.


; End Game Concepts_______________________________________________________________________________End Game Concepts




; Units__________________________________________________________________________________________________________ Units


#PRTO_Worker
^{Building a Worker}: A city that builds a [worker] loses one citizen from its population.
^{Worker Jobs}: Workers can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive.
The efficiency of a worker (how quickly it works) depends upon its $LINK<government=GCON_Governments> type.
^{Joining a City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.
^Note that workers may be captured and used by rival civilizations.
#DESC_PRTO_Worker
^
^
^In primitive, hunter-gatherer cultures, there was no division of labor. But every civilization since has had a 
worker "class," devoted to the production of goods and the unskilled tasks necessary for the maintenance of society. 
In most early societies, slaves and peasants fulfilled this role. With the coming of the Middle Ages, the more 
specialized workers organized themselves into craft guilds. The technological advances of the Industrial Age gave 
rise to a new class of semi-skilled workers: wage laborers, most of which worked in factories and offices. 
Continuing trends in the specialization and professionalism of labor during the late 20th century has not altered 
the fact, however, that civilization still rests upon the shoulders of those who till the fields and build the 
roads.

#PRTO_Scout
^
^
^[Scouts] are not used in this scenario.
#DESC_PRTO_Scout
^
^
^Not used in this scenario.

#PRTO_Settler
^
^
^[Settlers] are not used in this scenario.
#DESC_PRTO_Settler
^
^
^Not used in this scenario.


#PRTO_Leader
^
^
^[Generals] can arise when an $LINK<elite unit=GCON_Experience> wins a battle. In this scenario a general may be used
only to create an $LINK<army=GCON_Armies>. When the general creates an army it disappears.
^
^Generals can be airlifted, they can fly to anywhere on the map to a friendly airbase or city with a military airfield.
 #DESC_PRTO_Leader
^
^
^Throughout history special individuals have come to prominence on the world stage. Each embodied in some way the 
ideals and dreams of their people, causing legions to follow their lead. These great leaders of mankind were capable
of feats that created benefits well beyond what they could achieve by themselves. On the battlefield, they inspired 
their troops to conquer their fear and accomplish goals thought impossible. Within civilian society, these figures
corralled diverse goals and opinions into a powerful, unified focus. Once organized, these social entities became 
capable of pushing their society steadily into the bright future they all hoped to visit. 


#PRTO_Militia
^
^[Militia units] are used to represent local defense divisions, the British Home Guard for example,
and also detachmants of regular troops smaller than a division such as regiments and brigades. 
^
^No resources are required to build a militia. When drafting a citizen from a city the result is a
militia unit. 
#DESC_PRTO_Militia
^
^
^Lacking the training and equipment of regular forces, militias have one less hit point than 
infantry divisions and move slower. 

#PRTO_Partisan
^
^Soviet [Partisans] are irregular forces that are invisible and have hidden nationality.
They can move through hills, forests and swamps as easily as clear terrain. 
^
^Partisans cannot be built directly, they are auto- produced by the Great Patriotic War
wonder in Stalingrad. 
#DESC_PRTO_Partisan
^^
^
^These are irregular infantry forces controlled by the Russians, they include not only
Soviet Partisan but also Tito's Partisans in Yugoslavia. 
^

#PRTO_Resistance
^
^French [Resistance fighters] are irregular forces that are invisible and have hidden nationality.
They can move through hills, forests and swamps as easily as clear terrain. 
^
^Resistance fighters cannot be built directly, they are auto- produced by the Resistance wonder. 
#DESC_PRTO_Resistance
^The French Resistance is the collective name used for the French
resistance movements which fought against the Nazi German occupation
of France and the collaborationist Vichy Regime during World War II. 
Resistance groups comprised small groups of armed men and women 
(referred to as the maquis when based in rural areas), publishers of underground 
newspapers, and escape networks that helped Allied soldiers. The Resistance 
came from all layers and groups of French society, from conservative Roman 
Catholics (including priests), Jews, to liberals, anarchists and communists.
^

#PRTO_Guerilla
^
^[Red Army] are Mao's Red Chinese guerilla forces in China. They are invisible
and have hidden nationality. They can move through hills, forests and swamps as
easily as clear terrain. 
^
^Red army are auto-produced by the Long March wonder in Paotow. 
are
#DESC_PRTO_Guerilla
^
^
^These are irregular infantry forces. 

#PRTO_China_WWII
^
^
^[Chinese Infantry], the basic ground combat unit for China. They are good defensive
units but weak on attack and less mobile than their Japanese counterparts.
^
^Chinese infantry cannot be built directly, they are auto-produced by the Chinese Replacement
depots in the cities of Chungking, Chihkiang and Sian.
#DESC_PRTO_China_WWII
^
^
^Chinese infantry of WWII were a hardy lot, able to survive on very little. But they were
poorly equipped, had little or no training and thier leaders were often corrupt and 
incompetant. Some Chinese units were trained and equipped by the US under the direction
of General Stillwell. The US-trained units were known as "Chindits" and they performed
much better than the average Chinese infantry. 

#PRTO_Nipponese_Infantry
^
^
^[Nipponese Infantry], the basic ground combat unit of WWII Japan, are versatile and dangerous. Unlike
other infantry they have higher attack strength than defense, being prone to make suicidal attacks
rather than "digging in" and waiting for the enemy to attack. Being experienced fighters in the jungle,
they can move through $LINK<jungle=TERR_Jungle> terrain as if it were grassland.
^
^These units come in two sizes, divisions and corps. Corps are 3 times the size of a division.
^
^A city must have $LINK<rubber=GOOD_Rubber> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to a build Nipponese Infantry Corp. No resources are required to build an infantry division.
#DESC_PRTO_Nipponese_Infantry
^
^
^Nipponese infantry of WWII were a rude (and deadly) surprise to the soldiers of
the "western" nations that encountered them. The typical Japanese soldier was adept
in jungle warfare and well-trained at night fighting. He even preferred to attack 
during a rainstorm. Although the firepower of his 7.7mm bolt-action rifle could not
outdo the quick-firing M1 Garand of the $LINK<American GI=PRTO_American_GI>, it was
more than made up for by his quick wit and skill in jungle terrain. Finally, each
Nipponese soldier operated under the [Code of Bushido], which taught that to be captured
by the enemy was a disgrace, but to die in combat for the Emperor was the highest possible
honor, thus making him ever-ready to execute a suicidal "Banzai" charge against overwhelming
Allied firepower.

#PRTO_German_Inf
^
^
^[German Infantry], WWII infantry of the German Wehrmacht.
^
^A city must have $LINK<rubber=GOOD_Rubber> and $LINK<iron=GOOD_Iron> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a German Infantry Corp. 
No resources are required to build an infantry division
^
^These units come in two sizes, divisions and corps. Corps are 3 times the size of a division.
^
#DESC_PRTO_German_Inf
^
^
^German infantry saw action all over Europe in WW2 from the Arctic in Norway to the southern
part of Italy and also in North Africa. 

#PRTO_Russian_Inf
^
^
^[Soviet Rifle Units], WWII infantry of the Red Army.
^
^A city must have $LINK<rubber=GOOD_Rubber> and $LINK<iron=GOOD_Iron> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build Soviet Rifle Army. No
resources are required to build a Rifle Corp. 
^
^These units come in two sizes, rifle corps and rifle armys. Armys are 3 times the size of a corp.
Rifle armys (not corps) have bombard capability.
^
#DESC_PRTO_Russian_Inf
^
^
^Soviet infantry saw action on eastern front from Stalingrad to Berlin and in the far
east at the end of the war. Soviet divisions were much smaller than their western
counterparts so in the HOF scenario the Soviet infantry is organized as corps and
armies rather than divisions and corps. The Soviet army units are called "Fronts".

#PRTO_CW_Infantry
^
^[CW Infantry], the WWII infantry of the British Empire and Commonwealth Nations. 
^
^These units come in two sizes, divisions and corps. Corps are 3 times the size of a division.
^
^A city must have $LINK<rubber=GOOD_Rubber> and $LINK<iron=GOOD_Iron> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build an infantry corp. No resources are
required to build an infantry division.
#DESC_PRTO_CW_Infantry
^
^
^WW2 infantry was given the challenging task of taking and holding terrain, which often involves dangerous,
close range fighting. Organized into small squads, their strength lay in their training and equipment (rifle, 
grenades, helmet, and other critical gear). Often individuals in the squad were trained to be specialists, allowing
them access to anti-tank weapons or light machine guns. Experienced in concealment and patrolling close to the enemy,
these hard-fighting men played an important and versatile role.


#PRTO_Infantry
^
^[Infantry], the WWII infantry of the Minor Allies, and Minor Axis saw lots of heavy action in every
theatre of WWII.
^
^These units come in two sizes, divisions and corps. Corps are 3 times the size of a division.
^
^A city must have $LINK<rubber=GOOD_Rubber> and $LINK<iron=GOOD_Iron> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build an infantry corp. 
A city must have $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a Minor Allied infantry division. No resources are required to build a Minor
Axis infantry division.

#DESC_PRTO_Infantry
^
^
^WW2 infantry was given the challenging task of taking and holding terrain, which often involves dangerous,
close range fighting. Organized into small squads, their strength lay in their training and equipment (rifle, 
grenades, helmet, and other critical gear). Often individuals in the squad were trained to be specialists, allowing
them access to anti-tank weapons or light machine guns. Experienced in concealment and patrolling close to the enemy,
these hard-fighting men played an important and versatile role.

#PRTO_American_GI
^
^[US Infantry], the American GIs were probably the best equipped soldiers of WW2.
US Infantry comes in two sizes, divisions and corps. Corps are 3 times the size of a division.
^[US infantry divisions] (not corps) are motorized and have a movement allowance
of 3, one more than other infantry. 
^
^A city must have $LINK<rubber=GOOD_Rubber> and $LINK<iron=GOOD_Iron> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a US Infantry Corp. No resources are
required to build an infantry division.
#DESC_PRTO_American_GI
^
^
^The American "GI" (for "General Infantry") was probably the best equipped, if not the best trained, soldier
of WWII. His rapid-firing M1 Garand, as well as a plethora of automatic weapons -- along with an ample supply of
ammunition -- meant that the firepower of the U.S. infantryman was seldom equaled. This high firepower was
especially felt by the $LINK<Nipponese infantryman=PRTO_Nipponese_Infantry>, who was typically equipped with a
slower-firing bolt-action rifle and less automatic weapons. Unlike his Japanese counterpart, however, the American
soldier was not as well trained in night fighting, nor for living in the jungle.
^The extra movement point for US and Commonwealth infantry division reflects the fact
that their armies had more vehicles than other nations.


#PRTO_Marine
^
^
^[Marines] are infantry units specially trained for amphibious assault. Unlike other units, Marines
are able to assualt a city directly from ships. Marines units include their own landing craft so they
cost more than other infantry units.
^
^Marine units come in two sizes, divisions and corps. Corps are 3 times the size of a division.
^
^A city must have $LINK<rubber=GOOD_Rubber> and $LINK<iron=GOOD_Iron> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build marines.
#DESC_PRTO_Marine
^
^
^The Marines Corps is a branch of the military service whose training prepares them to 
carry out integrated land, sea, and air operations. 

#PRTO_SNLF
^
^
^[SNLF (Special Naval Landing Forces] are a unique unit for Japan. They are small, elite marine
units specially trained for dangerous amphibious landings.
^
^SNLF units cannot be built. Japan starts the scenario with a number of these units, if they
are lost they cannot be replaced.
#DESC_PRTO_SNLF
^
^
^See marines.



#PRTO_Paratrooper
^
^
^[Parachute Divisons] are infantry units specially trained for airborne assault. The units include thier own
air transports so they are far more expensive than infantry, but they can airlift to a friendly airbase or
military airfield and, of course, do airdrops. 
^
^A city must have $LINK<rubber=GOOD_Rubber> and $LINK<oil=GOOD_Oil> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a parachute division.

#DESC_PRTO_Paratrooper
^
^
^The Empire of Japan successfully conducted several paradrop operations in the early months of World
War II in the Pacific. On 11 and 12 January, 1942, over 400 Japanese troops parachutes onto Celebes
Island to secure Langoan Airfield. On 14-15 January another Japanese parachute unit dropped near Palembang,
Sumatra and captured its airfield. In February of 1942 over 600 Nipponese parachutists coordinated with an
amphibious landing (the world's first such combined operation) to capture an airfield on Timor Island. 
^
^The United States did not use paratroopers in the Pacific, although the 101st Airborne Division was in the
process of being redeployed to the Pacific theatre when hostilities ceased following the bombing of Hiroshima
and Nagasaki in August, 1945. Had the war not ended then, the hard-bitten veterans of Normandy and Bastogne were
slated to drop on the Japanese home islands.


#PRTO_Combat_Engineer
^
^
^[US Marines] are infantry units specially trained for amphibious assault. US Marine units have an
extra hit point compared to other marine units. This is because US marine divisions were larger and
better equpped than other marines. 
^
^These units come in two sizes, divisions and corps. Corps are 3 times the size of a division.
^
^A city must have $LINK<rubber=GOOD_Rubber> and $LINK<iron=GOOD_Iron> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build US Marines.
#DESC_PRTO_Combat_Engineer
^
^
^
^The first U.S. marines were commissioned during the American Revolution, only to be inactivated
after the war. The American Congress permanently reestablished the Marine Corps in July, 1798. 
Legendary for their toughness, rigid codes of behavior, and adaptability, U.S. Marines have played 
an important role in almost every major war and conflict of the 19th and 20th centuries, but perhaps
none more so than during WWII in the Pacific Theatre where they were usually the first wave of troops
ashore during amphibious beach landings. 


#PRTO_POW
^
^
^A [P.O.W.] represents prisoners, be they civilian or military. If you wish, you can choose to put them to work
to assist your war effort!
#DESC_PRTO_POW
^
^
^During WWII the Axis powers, especially, were notorious for forcing captured personnel to assist their war
effort -- working in factories, and building fortifications or other structures, such as bridges. The P.O.W.
unit appears in place of a captured worker. Even if later "liberated", however, the P.O.W. tag will aptly
stick with the unit, identifying it as a former prisoner. 

;   ____________________________________________Artillery UNITS_____________________________________________

#PRTO_Cannon
^
^
^[Cannon units] in this scenario are used to represent obsolete guns used by the Chinese and the
minor powers. Cannons can operate on any land terrain. They have a 1 tile bombard range. They can
damage ships but cannot sink then. They CANNOT be upgraded to modern artillery.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build
a cannon.
#DESC_PRTO_Cannon
^
^Cannons are obsolete types of field artillery.

#PRTO_Artillery
^
^
^[Field Artillery] is the basic artillery unit in the scenario. Highly mobile, they can operate
on any land terrain. They have a 1 tile bombard range. They can damage ships but cannot sink then.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build artillery.
#DESC_PRTO_Artillery
^
^Field artillery is light and mobile and can operate on any terrain.

#PRTO_Heavy_arty
^
^
^[Heavy Artillery] are big gun units. They have a 2 tile bombard range, but are prohibited from entering jungles,
swamps or mountains unless there is a road. They move slower than field artillery. They CAN sink ships.
^
^Heavy guns have no defense strength, they are the only type of artillery which can be captured in this scenario.
^
^A city must have $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build artillery.
#DESC_PRTO_Heavy_arty
^
^Heavy artillery are more effective that field artillery but they are slower, more costly to build and restricted
to roads in some types of terrain. They have lethal sea bombard which makes them useful for coastal defense. 
Heavy guns have no defense strength, they are the only type of artillery which can be captured in this scenario.

#PRTO_Wespe
^
^
^[Self-propelled Artillery] becomes available with the mobile warfare 3 tech. They move at 3 tiles per turn
(compared to 2 for field artillery) and are prohibited from entering jungles, swamps or mountains unless there
is a road. They have a 1 tile bombard range. They can damage ships but cannot sink then.
^
^A city must have $LINK<iron=GOOD_Iron> and $LINK<oil=GOOD_OilSP_Arty> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build self-propelled artillery.
#DESC_PRTO_Wespe
^
^Self-propelled guns move faster than field artillery but restricted to roads on some types of terrain.

#PRTO_SP_Arty
^
^
^[Self-propelled Artillery] becomes available with the mobile warfare 3 tech. They move at 3 tiles per turn
(compared to 2 for field artillery) but are prohibited from entering jungles, swamps or mountains unless there
is a road. They have a 1 tile bombard range. They can damage ships but cannot sink then.
^
^A city must have $LINK<iron=GOOD_Iron> and $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build self-propelled artillery.
#DESC_PRTO_SP_Arty
^
^Self-propelled guns move faster than field artillery but are restricted to roads on some types of terrain.

#PRTO_Flak
^
^
^[Flak guns] are air defense systems. They can be upgraded to radar controlled flak once the radar tech has 
been researched. Radar controlled flak has an air defense strength of 2 compared with 1 for basic flak unit.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build flak unit.


;   ____________________________________________MECHANIZED UNITS_____________________________________________
 
#PRTO_Construct_Brigade
^
^
^[Construction Brigades] are worker units unique to German. They are specailized units for the repair of
damage caused by Allied bombing. They have a movement of 2 and work faster than ordinary workers.
Unlike ordinary workers they cannot be captured, they are destroyed if overrun by enemy combat units.
^
^Construction Brigades cannot  be built. However, Germany has a number of these units at the start of the
scenario. House Rule: Construction Brigades may not move east of Warsaw.

#PRTO_Seabee
^
^
^[Seabees] are mechanized builder units which work 3 times as fast as workers. 
Unlike workers Seabees can defend themselves when attacked.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Seabee unit.

#DESC_PRTO_Seabee
^
^Seabees (or CBs) were naval construction battalions. These units recruited civil
engineers and were widely employed across the Pacific building air fields and
port facilities.

#PRTO_Light_Tank
^
^
^[Allied Light Tank Divisions] are fast-moving offensive units, but are weak on defense. They are
prohibited from entering jungles, swamps or mountains unless there is a road.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Light Tank Division.
#DESC_PRTO_Light_Tank
^
^
^During WWII, the Pacific theatre proportionally saw more light tanks in combat than $LINK<medium=PRTO_Tank>
or heavy models. This was no doubt due in large part to the lower ground pressure of the light tank compared to
its heavier brethren (thus less chance of bogging in soft terrain), and to the relative ease of transporting the
smaller, lighter vehicles on transport ships and amphibious landing vehicles. Light tanks had thinner armor than
medium tanks, and their guns were generally of smaller size. The U.S. supplied both their own and Commonwealth
troops with many hundreds of light tanks (models M3 and M5, both with a 37mm main gun). On the other side, the
most common Japanese light tank during WWII was the Type 95 "Ha Go" (also sporting a 37mm main gun), which saw
its first action with the Kwantung Army during 1937 in China.

#PRTO_AXIS_Light_Tank
^
^
^[Axis Light Tank Divisions] are fast-moving offensive units, but are weak on defense. They are
prohibited from entering jungles, swamps or mountains unless there is a road.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Light Tank Division.
#DESC_PRTO_AXIS_Light_Tank
^
^
^During WWII, the Pacific theatre proportionally saw more light tanks in combat than $LINK<medium=PRTO_Tank>
or heavy models. This was no doubt due in large part to the lower ground pressure of the light tank compared to
its heavier brethren (thus less chance of bogging in soft terrain), and to the relative ease of transporting the
smaller, lighter vehicles on transport ships and amphibious landing vehicles. Light tanks had thinner armor than
medium tanks, and their guns were generally of smaller size. The U.S. supplied both their own and Commonwealth
troops with many hundreds of light tanks (models M3 and M5, both with a 37mm main gun). On the other side, the
most common Japanese light tank during WWII was the Type 95 "Ha Go" (also sporting a 37mm main gun), which saw
its first action with the Kwantung Army during 1937 in China.

#PRTO_Type_95
^
^
^[The Type 95] is the light tank for Japan. Light tanks are fast-moving offensive units, but are 
weak on defense. They are prohibited from entering jungles, swamps or mountains unless there
is a road. Light tanks units are division size only.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Light Tank Division.
#DESC_PRTO_Type_95
^
^
^During WWII, the Pacific theatre proportionally saw more light tanks in combat than $LINK<medium=PRTO_Tank>
or heavy models. This was no doubt due in large part to the lower ground pressure of the light tank compared to
its heavier brethren (thus less chance of bogging in soft terrain), and to the relative ease of transporting the
smaller, lighter vehicles on transport ships and amphibious landing vehicles. Light tanks had thinner armor than
medium tanks, and their guns were generally of smaller size. The U.S. supplied both their own and Commonwealth
troops with many hundreds of light tanks (models M3 and M5, both with a 37mm main gun). On the other side, the
most common Japanese light tank during WWII was the Type 95 "Ha Go" (also sporting a 37mm main gun), which saw
its first action with the Kwantung Army during 1937 in China.

#PRTO_Halftrack
^
^
^[Mechanized Infantry] can move faster and carry heavier weapons than regular foot
infantry. But they are prohibited from entering jungles, swamps or mountains unless
there is a road. You must research Mobile Warfare 2 before you can build Mechanized 
Infantry.
^
^These units come in two sizes, divisions and corps. Corps are 3 times the size of a division.
^
^A city must have both $LINK<rubber=GOOD_Rubber> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Mechanized Infantry.
#DESC_PRTO_Halftrack
^
^
^The M3A halftrack was widely used by Allied nation, many were supplied to Russia.

#PRTO_Sdkfz251
^
^
^[Mechanized Infantry] can move faster and carry heavier weapons than regular foot
infantry. But they are prohibited from entering jungles, swamps or mountains unless
there is a road. You must research Mobile Warfare 2 before you can build Mechanized 
Infantry.
^
^These units come in two sizes, divisions and corps. Corps are 3 times the size of a division.
^
^A city must have both $LINK<rubber=GOOD_Rubber> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Mechanized Infantry.
#DESC_PRTO_Sdkfz251
^
^
^The Sdkfz251 was the German version on the famous "Halftrack" vehicle.

#PRTO_Tank
^
^[The Sherman] is the basic medium tank for the USA and the Minor Allies. The
Chinese can also build the Sherman if they research Mobile Warfare 1.
^
^These units come in two sizes, divisions and corps. Corps are 3 times the size of a division.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Medium Tank.
#DESC_PRTO_Tank
^
^
^Generally speaking, compared to a $LINK<light tank=PRTO_Light_Tank>, a medium tank had
thicker armor and a larger gun. While this translated into better survivability and
more firepower, it also meant that the medium tank was usually slower and more prone to
bog in soft ground than a light tank. Too, because of their greater size and weight, less
medium tanks than light tanks could be transported aboard amphibious landing ships in
the same amount of space.  

#PRTO_Crusader_TANK
^
^[The Crusader] is the basic medium tank for the British Commonwealth.
^
^These units come in two sizes, divisions and corps. Corps are 3 times the size of a division.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Medium Tank.
#DESC_PRTO_Crusader_TANK
^
^
^Generally speaking, compared to a $LINK<light tank=PRTO_Light_Tank>, a medium tank had
thicker armor and a larger gun. While this translated into better survivability and
more firepower, it also meant that the medium tank was usually slower and more prone to
bog in soft ground than a light tank. Too, because of their greater size and weight, less
medium tanks than light tanks could be transported aboard amphibious landing ships in
the same amount of space. 

#PRTO_T-34
^
^
^[The T-34] is the basic medium tank for Russia. The T-34/85 is the second
generation Medium tank, it was based on the T-34 chassis but had a new turrent with a
larger 85 mm gun.
^
^These units come in two sizes, divisions and corps. Corps are 3 times the size of a division.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a T-34 Tank.
#DESC_PRTO_T-34
^
^
^Generally speaking, compared to a $LINK<light tank=PRTO_Light_Tank>, a medium tank had
thicker armor and a larger gun. While this translated into better survivability and
more firepower, it also meant that the medium tank was usually slower and more prone to
bog in soft ground than a light tank. Too, because of their greater size and weight, less
medium tanks than light tanks could be transported aboard amphibious landing ships in
the same amount of space. 
^
^As the war progressed tanks became larger and heavier, carrying more armor and bigger
guns. In HOF this evolution is represented by the three Mobile warfare techs. Each tech
level allows the construction of larger, more powerful tanks.

#PRTO_P26_TANK
^
^
^[The P-26] is the basic medium tank for the Minor Axis. 
^
^These units come in two sizes, divisions and corps. Corps are 3 times the size of a division.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a P-26 Tank.
#DESC_P26_TANK
^
^
^Generally speaking, compared to a $LINK<light tank=PRTO_Light_Tank>, a medium tank had
thicker armor and a larger gun. While this translated into better survivability and
more firepower, it also meant that the medium tank was usually slower and more prone to
bog in soft ground than a light tank. Too, because of their greater size and weight, less
medium tanks than light tanks could be transported aboard amphibious landing ships in
the same amount of space. 
^
^As the war progressed tanks became larger and heavier, carrying more armor and bigger
guns. In HOF this evolution is represented by the three Mobile warfare techs. Each tech
level allows the construction of larger, more powerful tanks.

#PRTO_Type_97
^
^
^[The Type 97] is the basic medium tank for Japan. Japan and  must reasearch Mobile Warfare 1 
before medium tanks can be built.
^
^These units come in two sizes, divisions and corps. Corps are 3 times the size of a division.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Medium Tank.
#DESC_PRTO_Type_97
^
^
^Generally speaking, compared to a $LINK<light tank=PRTO_Light_Tank>, a medium tank had
thicker armor and a larger gun. While this translated into better survivability and
more firepower, it also meant that the medium tank was usually slower and more prone to
bog in soft ground than a light tank. Too, because of their greater size and weight, less
medium tanks than light tanks could be transported aboard amphibious landing ships in
the same amount of space. 

#PRTO_Panzer
^
^
^[The Panzer] is the basic medium tank for Germany. Panzer units have an additional
hit point compared with other medium tank units to reflect superior tactics and
training.
^
^These units come in two sizes, divisions and corps. Corps are 3 times the size of a division.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Medium Tank.
#DESC_PRTO_Panzer
^
^
^Generally speaking, compared to a $LINK<light tank=PRTO_Light_Tank>, a medium tank had
thicker armor and a larger gun. While this translated into better survivability and
more firepower, it also meant that the medium tank was usually slower and more prone to
bog in soft ground than a light tank. Too, because of their greater size and weight, less
medium tanks than light tanks could be transported aboard amphibious landing ships in
the same amount of space. 

#PRTO_Panther
^
^
^[The Panther] is the second generation medium tank for Germany and it's axis partners:
Japan and the Minor Axis. Panther units have an additional hit point compared with other
medium tank units to reflect superior tactics and training.
^
^These units come in two sizes, divisions and corps. Corps are 3 times the size of a division.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Panther Tank.
#DESC_PRTO_Panther
^
^
^As the war progressed tanks became larger and heavier, carrying more armor and bigger
guns. In HOF this evolution is represented by the three Mobile Warfare techs. Each tech
level allows the construction of larger, more powerful tanks.

#PRTO_Type_5
^
^
^[The Type 5] is the second generation medium tank for Japan. 
^
^These units come in two sizes, divisions and corps. Corps are 3 times the size of a division.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Type 5 Tank.
#DESC_PRTO_Type_5
^
^
^As the war progressed tanks became larger and heavier, carrying more armor and bigger
guns. In HOF this evolution is represented by the three Mobile Warfare techs. Each tech
level allows the construction of larger, more powerful tanks.

#PRTO_Sherman_FF
^
^
^[The Sherman Firefly] is the second generation medium tank for USA, Commonwealth and Minor
Allies. The Firefly was based on the original Sherman tank chassis, but had a new turret
with an improved 76mm long barreled gun. 
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Sherman Firefly Tank.
#DESC_PRTO_Sherman_FF
^
^
^As the war progressed tanks became larger and heavier, carrying more armor and bigger
guns. In HOF this evolution is represented by the three Mobile warfare techs. Each tech
level allows the construction of larger, more powerful tanks.


#PRTO_Centurion
^
^
^[The Centurion] is the heavy tank for the Commonwealth. Heavy tanks become available
once mobile warfare 3 has been researched.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a heavy tank.
#DESC_PRTO_Centurion
^
^
^As the war progressed tanks became larger and heavier, carrying more armor and bigger
guns. In HOF this evolution is represented by the three Mobile warfare techs. Each tech
level allows the construction of larger, more powerful tanks.

#PRTO_Tiger
^
^
^[The Tiger] is the heavy tank for the Axis nations. Tiger units have one additional
hit point compared to other heavy tanks to reflect superior tactics and training.
Heavy tanks become available once mobile warfare 3 has been researched.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a heavy tank.
#DESC_PRTO_Tiger
^
^
^As the war progressed tanks became larger and heavier, carrying more armor and bigger
guns. In HOF this evolution is represented by the three Mobile warfare techs. Each tech
level allows the construction of larger, more powerful tanks.

#PRTO_Pershing
^
^
^[The Pershing] is the heavy tank for the United States and Minor Allies. Heavy tanks become available
once mobile warfare 3 has been researched.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a heavy tank.
#DESC_PRTO_Pershing
^
^
^As the war progressed tanks became larger and heavier, carrying more armor and bigger
guns. In HOF this evolution is represented by the three Mobile warfare techs. Each tech
level allows the construction of larger, more powerful tanks.

#PRTO_Js3
^
^
^[The JS-3 Stalin] is the heavy tank for the Russia. Heavy tanks become available
once mobile warfare 3 has been researched.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a heavy tank.
#DESC_PRTO_Js3
^
^
^As the war progressed tanks became larger and heavier, carrying more armor and bigger
guns. In HOF this evolution is represented by the three Mobile warfare techs. Each tech
level allows the construction of larger, more powerful tanks.

;; misc military units

#PRTO_Cavalry
^
^
^By 1941[Cavalry] was obsolete as an offensive weapon but still used in large numbers by the Russians
as an kind of mobile infantry. Cavalry comes in corp and divison size units, one corp = 3 divisions.
^
^A city must have both $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build cavalry.
#DESC_PRTO_Cavalry
^
^
^Cavalry is composed of soldiers trained to fight on horseback. Because of their speed, cavalry units were often 
used for reconnaissance missions and hit-and-run raids on enemy installations and troops. Although warriors 
fighting from horseback with a variety of weapons date back to ancient Egypt, horse-mounted cavalry as we 
generally think of it today actually began in the late 1700s. Under Napoleon, the cavalry became an elite 
force, frequently deployed simultaneously with foot soldiers to mask the movements of the main battle force. 
Cavalry were used extensively in the American Civil War, and in other conflicts throughout the mid to late 
19th century. When the repeating rifle replaced earlier single-shot firearms, horse-mounted troops became 
easy targets for infantrymen. The South African War, from 1899 to 1902, was the last major conflict where 
cavalry played an important role. Today, the roles once performed by horse-mounted cavalry have been assumed by 
troops utilizing armored assault vehicles and aircraft.

#PRTO_FF_legion
^
^
^[French Foreign Legions] are division sized infantry units which can move faster across
deserts than other infantry units. Both the Minor Axis and the Minor Allies have a number
of these units in their starting forces.
^
^Legions cannot be built during the game.
#DESC_PRTO_FF_legion
^
^
^When France surrendered in 1940, some of the French territories in Africa supported
the Vichy government while others became Free French. In effect, it was a French civil
war fought across vast (and empty!) distances by a few scattered forces. 

#PRTO_MG_Btln
^
^
^[Fortress divisions] are units optimized for defense of strong points. They are better on
defense than infantry, but weak on attack and move slowly (only 1 movement point).
^
^[Static Defense divisions] are similar to fortress divisions by are immobile and cannot be
moved from their starting locations. 
^
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a fortress division. Static Defense divisions cannot be built.

#DESC_PRTO_MG_Btln
^
^
^A good unit for static defence. 

#PRTO_Axis_Sentry
^
^
^[Border Guards] are unique to Germany and the Minor Axis. They are immobile, weak defensive
units that have the ability to see invisible units such as partisans and resistance fighters. Border Guards
are  pre-positioned, at the start of the scenario, along the borders of Germany and Italy to keep invisible
units from infiltrating. 
^  
^ Border Guards cannot be built, if they are destroyed they cannot be replaced.

#PRTO_Supply
^
^
^[Convoy Supplies] are treasure units which the British Player must transport to
VP locations in order to get cash. In HOF the British economy is weakened by increased
unit support costs and the cash from these units can offset the extra cost if they are
successfully in reaching their destination. Each treasure unit is worth 300 gold.  
^
^Convoy supplies cannot be built, they are auto produced by the Bedford Basin great wonder
located in Halifax. One new unit is produced every turn. House Rule: Convoy supplies must
be transported to VP locations in Britian or Gibraltar only.


#DESC_PRTO_Supply
^
^
^These units were added to add a dimension of economic warfare using the 
"reverse capture the flag system". The Convoy Supplies emphasize the importance of the North
Atlantic convoys to the survival of Great Britian during WW2.

#PRTO_Iron
^
^
^[Iron Units] are treasure units which the German Player must transport to
VP locations in order to get cash. Each treasure unit is worth 300 gold.  
^
^Iron Units cannot be built, they are auto produced by the Kiruna Mine great wonder
located in Narvik. One new unit is produced every 3 turns. House Rule: Iron must
be transported to VP locations in Germany or Denmark only.


#DESC_PRTO_Iron
^
^
^These units were added to add a dimension of economic warfare using the 
"reverse capture the flag system". The Iron Unit emphasizes the importance 
of Scandinavian Iron to the German War effort.

#PRTO_Oil_Drums
^
^
^[Oil] are treasure units which Japan must transport to VP locations in order to get cash.
In HOF the Japanese economy is weakened by increased unit support costs and the cash 
from these units can offset the extra cost if they are successfully in reaching their
destination. Each treasure unit is worth 300 gold.  
^
^Oil units cannot be built, they are auto produced by the Dutch East Indies Oil wonder located 
in Palembang. One new unit is produced every turn. It is essential for Japan to capture this wonder
from the Minor Allies as quickly as possible. House Rule: Oil units must be transported to VP 
locations on the Japanese home islands only. 

#DESC_PRTO_Oil_Drums
^
^
^These units were added to add a dimension of economic warfare using the 
"reverse capture the flag system". The Oil units emphasize the importance of the southeast
asian oil to Japan's ability to wage war during WW2.

#PRTO_Coastal_defense
^
^
^[Coastal Defense] are immobile fortified artillery units. They can "see" submarines.
^
^ Coastal Defense units cannot be built.


; _______________________________________________NAVAL UNITS_____________________________________________


#PRTO_Japanese_Carrier
^
^
^[Japanese Carriers] carry air units and are legitimate airbases. Air units may $LINK<re-base=GCON_Air_Missions>
to carriers, and can launch missions from them. Japanese aircraft carriers are equipped with [Radar],
so they can see two squares in all directions, regardless of any blocking terrain.
^
^A Japanese coastal city must have both $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in
its	$LINK<Strategic Resource=GCON_ResourcesS> box to build a Japanese carrier.
#DESC_PRTO_Japanese_Carrier
^
^
^Prior to WWII, Japan was the first nation to commission and build an aircraft carrier 'from the
keel up' -- this was the [Hosho], or "Flying Phoenix". Prior to the [Hosho], carriers had been
conversions of other ships. Like many Japanese carriers (and unlike Allied carriers), the [Hosho]
had no "island" -- she was all flight deck. The curious omission of an "island" on the flight
decks of some Japanese carriers was due mainly to the narrowness of their decks. Like U.S. carriers
of the time, most Japanese carriers had wooden (non-armored) flight decks, thus making them extremely
vulnerable to attacks by dive-bombers. Aircraft carriers of the Imperial Japanese Navy were
frequently named after Japanese mountains, provinces or legendary birds.
^
^The aircraft carrier first came into widespread use during World War II. Carriers act as floating
airfields, carrying fighters and bombers far from friendly territory to be launched against enemy
targets. This allows an air strike against targets on both land and sea that would otherwise be far
out of range. The range of the aircraft launched from carriers forever changed the methodology of
naval battles. Opposing fleets could now engage in battle without either fleet ever entering the
other's visual range, ending the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Allied_Carrier
^
^
^[Allied Carriers] carry air units and are legitimate airbases. Air units may $LINK<re-base=GCON_Air_Missions>
to carriers, and can launch missions from them. Allied aircraft carriers are equipped with [Radar],
so they can see two squares in all directions, regardless of any blocking terrain.
^
^A city must have both $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build an Allied carrier.
#DESC_PRTO_Allied_Carrier
^
^
^Allied Carriers of WWII that saw action in the Pacific Theatre were of a wide and varied lot.
Prior to hostilities, the Allied carriers were, for the most part, poor step-sisters to the
big-gunned battleships, as both the British and American navies were dominated by the
"Big Gun" school. When the war in the Pacific erupted in December 1941, the two American
carriers based at Pearl Harbor ([Enterprise] and [Lexington]) were fortunate to be out on maneuvers,
thus escaping the fury of the Japanese surprise attack. During WWII, carriers of the United
States were commonly named after famous battles, stinging insects, or famous people. By the
time the war was over in 1945 few could dispute the importance of large "fleet carriers".
^
^The aircraft carrier first came into widespread use during World War II. Carriers act as floating
airfields, carrying fighters and bombers far from friendly territory to be launched against enemy
targets. This allows an air strike against targets on both land and sea that would otherwise be far
out of range. The range of the aircraft launched from carriers forever changed the methodology of
naval battles. Opposing fleets could now engage in battle without either fleet ever entering the
other's visual range, ending the dominance of the battleship as the strongest vessel on the sea.	

#PRTO_AXIS_CV
^
^
^[Axis Carriers] carry air units and are legitimate airbases. Air units may $LINK<re-base=GCON_Air_Missions>
to carriers, and can launch missions from them. Axis aircraft carriers are equipped with [Radar],
so they can see two squares in all directions, regardless of any blocking terrain.
^
^A city must have both $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build an Axis carrier.

	
#PRTO_Midway_CVA
^
^
^[Midway Class Carriers] can carry up to 4 air units and are legitimate airbases. Air units may 
$LINK<re-base=GCON_Air_Missions> to these ships, and can launch missions from them. They are 
equipped with [Radar], so they can see two squares in all directions, regardless of any blocking
terrain. Midway class carriers become available once Naval Aviation 2 has been researched. They have
a higher defense and anti-arcraft rating than older carriers. 
^
^A city must have both $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build this type of carrier.
Only America can build a Midway Class carrier.
#DESC_PRTO_Midway_CVA
^
^
^As WW2 ended large carriers such as the US Midway class and the Japanese Shinano came into
service.

#PRTO_Shinano_CV
^
^
^[Shinano Class Carriers] can carry up to 4 air units and are legitimate airbases. Air units may 
$LINK<re-base=GCON_Air_Missions> to these ships, and can launch missions from them. They are 
equipped with [Radar], so they can see two squares in all directions, regardless of any blocking
terrain. Shinano class carriers become available once Naval Aviation 2 has been researched. They have
a higher defense and anti-arcraft rating than older carriers. 
^
^A city must have both $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build this type of carrier.
Only Japan can build a Shinano Class carrier.
#DESC_PRTO_Shinano_CV
^
^
^As WW2 ended large carriers such as the US Midway class and the Japanese Shinano came into
service.


#PRTO_Lex
^
^
^The carriers [Lexington and Saratoga] are unique units for the United States. The were added to give 
the scenario some extra historical flavor. They can carry up to 3 units and are legitimate airbases. 
Air units may $LINK<re-base=GCON_Air_Missions> to carriers, and can launch missions from them. 
They are equipped with [Radar], so they can see two squares in all directions, regardless of any
blocking terrain.
^
^These units cannot be built during the game.
#DESC_PRTO_Lex
^
^
^Allied Carriers of WWII that saw action in the Pacific Theatre were of a wide and varied lot.
Prior to hostilities, the Allied carriers were, for the most part, poor step-sisters to the
big-gunned battleships, as both the British and American navies were dominated by the
"Big Gun" school. When the war in the Pacific erupted in December 1941, the two American
carriers based at Pearl Harbor ([Enterprise] and [Lexington]) were fortunate to be out on maneuvers,
thus escaping the fury of the Japanese surprise attack. During WWII, carriers of the United
States were commonly named after famous battles, stinging insects, or famous people. By the
time the war was over in 1945 few could dispute the importance of large "fleet carriers".
^
^The aircraft carrier first came into widespread use during World War II. Carriers act as floating
airfields, carrying fighters and bombers far from friendly territory to be launched against enemy
targets. This allows an air strike against targets on both land and sea that would otherwise be far
out of range. The range of the aircraft launched from carriers forever changed the methodology of
naval battles. Opposing fleets could now engage in battle without either fleet ever entering the
other's visual range, ending the dominance of the battleship as the strongest vessel on the sea.	

#PRTO_CW_Carrier
^
^[Commonwealth Fleet Carriers] can carry up to 2 air units and are legitimate airbases. Air 
units may $LINK<re-base=GCON_Air_Missions> to carriers, and can launch missions from them. CW
aircraft carriers are equipped with [Radar], so they can see two squares in all directions,
regardless of any blocking terrain. CW carriers carry fewer planes than US fleet carriers but
have more armor which gives them a higher defense factor.
^
^[Audacious Class Carriers] become available after Naval Avaiation 2 has been researched. They can
carry up to 3 air units and have a better anti-aircraft and defense ratings than older CW carriers. 
^
^A city must have both $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build these types of carrier. Only
the British Commomwealth can build them. 
#DESC_PRTO_CW_Carrier
^
^
^Allied Carriers of WWII that saw action in the Pacific Theatre were of a wide and varied lot.
Prior to hostilities, the Allied carriers were, for the most part, poor step-sisters to the
big-gunned battleships, as both the British and American navies were dominated by the
"Big Gun" school. When the war in the Pacific erupted in December 1941, the two American
carriers based at Pearl Harbor ([Enterprise] and [Lexington]) were fortunate to be out on maneuvers,
thus escaping the fury of the Japanese surprise attack. During WWII, carriers of the United
States were commonly named after famous battles, stinging insects, or famous people. By the
time the war was over in 1945 few could dispute the importance of large "fleet carriers".
^
^The aircraft carrier first came into widespread use during World War II. Carriers act as floating
airfields, carrying fighters and bombers far from friendly territory to be launched against enemy
targets. This allows an air strike against targets on both land and sea that would otherwise be far
out of range. The range of the aircraft launched from carriers forever changed the methodology of
naval battles. Opposing fleets could now engage in battle without either fleet ever entering the
other's visual range, ending the dominance of the battleship as the strongest vessel on the sea.	

#PRTO_light_carrier
^
^
^[Light Carriers] can carry 2 air units and are legitimate airbases. Air units may $LINK<re-base=GCON_Air_Missions>
to carriers, and can launch missions from them. Light aircraft carriers are equipped with [Radar],
so they can see two squares in all directions, regardless of any blocking terrain.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a light carrier.
#DESC_PRTO_light_Carrier
^
^Light carriers were smaller versions of the full size carriers, some were built on
cruiser hulls.

#PRTO_AXIS_CVL
^
^
^[Axis Light Carriers] can carry 2 air units and are legitimate airbases. Air units may 
$LINK<re-base=GCON_Air_Missions> to light carriers, and can launch missions from them. 
Light carriers are equipped with [Radar], so they can see two squares in all directions, 
regardless of any blocking terrain.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a light carrier. 
#DESC_PRTO_AXIS_CVL
^
^Light carriers were smaller versions of the full size carriers, some were built on
cruiser hulls.

#PRTO_IJN_CVL
^
^
^[IJN Light Carriers] can carry 2 air units and are legitimate airbases. Air units may 
$LINK<re-base=GCON_Air_Missions> to light carriers, and can launch missions from them. 
Light carriers are equipped with [Radar], so they can see two squares in all directions, 
regardless of any blocking terrain.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a light carrier. 
#DESC_PRTO_IJN_CVL
^
^Light carriers were smaller versions of the full size carriers, some were built on
cruiser hulls.

#PRTO_US_cvl
^
^
^[US Light Carriers] can carry 2 air units and are legitimate airbases. Air units may 
$LINK<re-base=GCON_Air_Missions> to light carriers, and can launch missions from them. 
Light carriers are equipped with [Radar], so they can see two squares in all directions, 
regardless of any blocking terrain.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a light carrier. 
#DESC_PRTO_US_cvl
^
^Light carriers were smaller versions of the full size carriers, some were built on
cruiser hulls.

#PRTO_Hermes_CV
^
^
^[Hermes Class Carriers] can carry 1 air unit and are legitimate airbases. Air units may 
$LINK<re-base=GCON_Air_Missions> to carriers, and can launch missions from them. 
Hermes class carriers are equipped with [Radar], so they can see two squares in all 
directions, regardless of any blocking terrain.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a Hermes class carrier.
#DESC_PRTO_Hermes_CV
^
^HMS Hermes was the very first ship built as an aircraft carrier in the world. 
All earlier carriers were conversions from other types of ships. Commisioned in 1923,
it was obsolete and tiny compared to other carriers in 1942.


#PRTO_iboat
^
^[I-Boats] were the fleet submarines of the Imperial Japanese Navy. They can operate invisible
to enemy units because they travel beneath the  waves. They remain invisible until they attack a 
surface ship, after which they again disappear. However, advanced submarines, ASW destroyers, 
ASW aircraft and advanced naval bombers such as the Avenger can see them plainly. The submarine
is also a Stealth Attack unit that can individually  select and target most (but not all) types of naval unit.
Submarines can be upgraded to advanced  submarines once the advanced submarines tech has
been researched. Subs CANNOT see enemy subs.
^
^A coastal city needs $LINK<coal=GOOD_Coal> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic 
Resource=GCON_ResourcesS> box to build a sub.
#DESC_PRTO_iboat
^
^
^A submarine is a submersible warship, designed to attack enemy vessels while remaining hidden
underwater. Although defensively weak, submarines are feared because of their ability to make a
stealthy approach and attack without warning. Often, the presence of a submarine is not detected
until the first of the sub's torpedoes strikes its target. The Germans first used submarine warfare
extensively during World War I. Developments after the war, such as sonar, made the submarine even
more effective. During World War II, submarines were used extensively by all the world's naval powers.



#PRTO_US_sub
^
^[US Submarines] were the fleet submarines of the US Navy. They can operate invisible
to enemy units because they travel beneath the  waves. They remain invisible until they attack a 
surface ship, after which they again disappear. However, advanced submarines, ASW destroyers, 
ASW aircraft and advanced naval bombers such as the B7A can see them plainly. The submarine
is also a Stealth Attack unit that can individually  select and target most (but not all) types of naval unit.
Submarines can be upgraded to advanced  submarines once the advanced submarines tech has
been researched. Subs CANNOT see enemy subs.
^
^A coastal city needs $LINK<coal=GOOD_Coal> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic 
Resource=GCON_ResourcesS> box to build a sub.
#DESC_PRTO_US_sub
^
^
^A submarine is a submersible warship, designed to attack enemy vessels while remaining hidden
underwater. Although defensively weak, submarines are feared because of their ability to make a
stealthy approach and attack without warning. Often, the presence of a submarine is not detected
until the first of the sub's torpedoes strikes its target. The Germans first used submarine warfare
extensively during World War I. Developments after the war, such as sonar, made the submarine even
more effective. During World War II, submarines were used extensively by all the world's naval powers.

#PRTO_Kgv
^
^
^[CW fast battleships] are the battleships of the King George V class. Unlike older battleships,
these ships can move fast enough to keep up with carriers. Like all battleships in this scenario
they have lethal sea bombardment and can bombard up to two squares away. They also have better
anti-aircraft defense than older battleships. Only the Commonwealth can build these ships.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build battleship.
#DESC_PRTO_Kgv
^
^These ships had very powerful AA defences and were fast enough to keep up with the fleet
carriers. They were used mainly for escorting carrier task forces. 

#PRTO_sdakota_BB
^
^
^[US fast battleships] are the battleships of the South Dakota and later classes. Unlike older 
battleships, these ships can move fast enough to keep up with carriers. Like all battleships	
in this scenario they have lethal sea bombardment and can bombard up to two squares away. They also
have better anti-aircraft defense than older battleships. Only the USA can build these ships.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a battleship.
#DESC_PRTO_sdakota_BB
^
^These ships had very powerful AA defences and were fast enough to keep up with the fleet
carriers. They were used mainly for escorting carrier task forces. 


#PRTO_BismarckC
^
^
^[Bismarck Class] battleships are the most powerful battleships Germany can build. Like all battleships	
in this scenario they have lethal sea bombardment and can bombard up to two squares away. They also have 
better anti-aircraft defense than older battleships. Only Germany can build these ships.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a battleship.
#DESC_PRTO_BismarckC
^
^These were very powerful ships, only 2 were ever built, Bismarck and Tripitz. The Bismarck
was lost in May 1941, before this scenario begins. 

#PRTO_Super_Battleship
^
^
^[Yamato Class Battleships] are a unique unit for Japan. They have greater attack and defense
strength than any other battleships, but are weaker than the fast battlships in anti-aircraft
defense and slower. Like all battleships in this scenario they have lethal sea bombardment and
can bombard up to two squares away.	
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a battleship.
#DESC_PRTO_Super_Battleship
^
^These ships were armed with 18 inch guns and very heavy armour. But they were slower than the
newer allied battleships and a lot of the secondary guns could not fire at aircraft.


#PRTO_Nevada
^
^[US battleships] are the older battleships of the US Fleet. Like all battleships
in this scenario they have lethal sea bombardment and can bombard up to two squares away.
US battleships can be upgraded to modernized US battleships.
^
^US battleships are an obsolete type of ship and cannot be built, if you want to build
battleships you can build [US Fast Battleships].
#DESC_PRTO_Nevada
^
^These ships were built during the first world war and are some times called "slow
battleships" because the were not fast enough to keep up with the fleet carriers.
They were used mainly for escorting amphibious assault forces and providing
shore bombardment.

#PRTO_QueenLiz_BB
^
^[CW battleships] are the older battleships of the Royal Navy. Like all battleships
in this scenario they have lethal sea bombardment and can bombard up to two squares away.
^
^CW battleships are an obsolete type of ship and cannot be built, if you want to build
battleships you can build [CW Fast Battleships].
#DESC_PRTO_QueenLiz_BB
^
^These ships were built during the first world war and are some times called "slow
battleships" because the were not fast enough to keep up with the fleet carriers.
They were used mainly for escorting amphibious assault forces and providing
shore bombardment.

#PRTO_US_UP_BB
^
^[US Modernized battleships] are older battleships of the US Fleet which have been upgraded
with better fire control systems an anti-aircraft guns. Like all battleships in this scenario they have
lethal sea bombardment and can bombard up to two squares away.
^
^US modernized battleships are an obsolete type of ship and cannot be built, if you want to build
battleships you can build [Fast Battleships].

#PRTO_Littorio_BB
^
^
^[Axis Battleships] are powerful surface warships that can bombard up to two squares away. They are slower
than destroyers, cruisers and carriers. All battleships in this scenario have lethal sea bombardment.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a battleship.
#DESC_PRTO_Littorio_BB
^
^
^The battleship was once the most powerful vessel on the seas. Heavily armored and difficult to destroy,
its massive guns could accurately fire heavy projectiles at targets miles away. The battleship had two
primary functions: clearing the seas of enemy ships and bombarding enemy coastal targets, usually in
preparation for an invasion. The battleship's importance began to decline during World War II when the
increasing use of fighters and bombers launched from aircraft carriers greatly extended the range of
naval conflicts. This is illustrated no better than by the fateful Japanese surprise attack of 7
December of 1941. During the attack, waves of Japanese dive-bombers, torpedo planes and fighters devastated
the U.S. Pacific fleet stationed at Pearl Harbor, including eight battleships. As the war progressed
ship-to-ship combat became less frequent than long-range air attacks against enemy battle groups.



#PRTO_Richelieu_BB
^
^
^[Allied Battleships] are powerful surface warships that can bombard up to two squares away. They are slower
than destroyers, cruisers and carriers. All battleships in this scenario have lethal sea bombardment.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a battleship.
#DESC_PRTO_Richelieu_BB
^
^
^The battleship was once the most powerful vessel on the seas. Heavily armored and difficult to destroy,
its massive guns could accurately fire heavy projectiles at targets miles away. The battleship had two
primary functions: clearing the seas of enemy ships and bombarding enemy coastal targets, usually in
preparation for an invasion. The battleship's importance began to decline during World War II when the
increasing use of fighters and bombers launched from aircraft carriers greatly extended the range of
naval conflicts. This is illustrated no better than by the fateful Japanese surprise attack of 7
December of 1941. During the attack, waves of Japanese dive-bombers, torpedo planes and fighters devastated
the U.S. Pacific fleet stationed at Pearl Harbor, including eight battleships. As the war progressed
ship-to-ship combat became less frequent than long-range air attacks against enemy battle groups.

#PRTO_Marat_BB
^
^
^[Soviet Battleships] are powerful surface warships that can bombard up to two squares away. They are slower
than destroyers, cruisers and carriers. All battleships in this scenario have lethal sea bombardment.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a battleship.
#DESC_PRTO_Marat_BB
^
^
^The battleship was once the most powerful vessel on the seas. Heavily armored and difficult to destroy,
its massive guns could accurately fire heavy projectiles at targets miles away. The battleship had two
primary functions: clearing the seas of enemy ships and bombarding enemy coastal targets, usually in
preparation for an invasion. The battleship's importance began to decline during World War II when the
increasing use of fighters and bombers launched from aircraft carriers greatly extended the range of
naval conflicts. This is illustrated no better than by the fateful Japanese surprise attack of 7
December of 1941. During the attack, waves of Japanese dive-bombers, torpedo planes and fighters devastated
the U.S. Pacific fleet stationed at Pearl Harbor, including eight battleships. As the war progressed
ship-to-ship combat became less frequent than long-range air attacks against enemy battle groups.


#PRTO_IJN_BB
^
^
^[Battleships] are powerful surface warships that can bombard up to two squares away
They are slower than destroyers, cruisers and carriers. All battleships in this 
scenario have lethal sea bombardment.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a battleship.
#DESC_PRTO_IJN_BB
^
^
^The battleship was once the most powerful vessel on the seas. Heavily armored and difficult to destroy,
its massive guns could accurately fire heavy projectiles at targets miles away. The battleship had two
primary functions: clearing the seas of enemy ships and bombarding enemy coastal targets, usually in
preparation for an invasion. The battleship's importance began to decline during World War II when the
increasing use of fighters and bombers launched from aircraft carriers greatly extended the range of
naval conflicts. This is illustrated no better than by the fateful Japanese surprise attack of 7
December of 1941. During the attack, waves of Japanese dive-bombers, torpedo planes and fighters devastated
the U.S. Pacific fleet stationed at Pearl Harbor, including eight battleships. As the war progressed
ship-to-ship combat became less frequent than long-range air attacks against enemy battle groups.

;; Battlecruisers

#PRTO_Renown_BC
^
^
^[Allied Battlecruisers] are powerful surface warships that can bombard up to two squares away.
They are faster than battleships but have less armor so they have a lower defense factor.
Battlecruisers in this scenario have lethal sea bombardment.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a battlecruiser.
#DESC_PRTO_Renown_BC
^
^
^These ships have the big guns of a battleship, but lighter armor which makes them faster.

#PRTO_Scharnhorst_BC
^
^
^[Scharnhorst Class Battlecruisers] are powerful surface warships that can bombard up to two squares away.
They are faster than battleships but have less armor so they have a lower defense factor.
Battlecruisers in this scenario have lethal sea bombardment.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a Scharnhorst Class battlecruiser. Only Germany can build this type of ship.
#DESC_PRTO_Scharnhorst_BC
^
^
^These ships have the big guns of a battleship, but lighter armor which makes them faster.

#PRTO_Alaska
^
^
^[US Battlecruisers] are powerful surface warships that can bombard up to two squares away.
They are faster than battleships but have less armor so they have a lower defense factor.
Battlecruisers in this scenario have lethal sea bombardment. US battlecruisers have 
better anti-aircraft defense than other battlecruisers.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build US battlecruiser. 
#DESC_PRTO_Scharnhorst_BC
^
^
^The Alaska class battlecruisers were the only battlecruisers completed during the 1940s. They 
carried more anti-aircraft guns than earlier designs.


#PRTO_IJN_BC
^
^
^[Axis Battlecruisers] are powerful surface warships that can bombard up to two squares away.
They are faster than battleships but have less armor so they have a lower defense factor.
Battlecruisers in this scenario have lethal sea bombardment.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a battlecruiser.
#DESC_PRTO_IJN_BC
^
^
^These ships have the big guns of a battleship, but lighter armor which makes them faster.

#PRTO_Kongo_BB
^
^
^[Kongo Class Fast Battleships] are powerful surface warships that can bombard up to two squares away.
Battleships in this scenario have lethal sea bombardment.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a battleship.
#DESC_PRTO_Kongo_BB
^
^
^The Kongo-class battlecruiser was a class of four battlecruisers built for
the Imperial Japanese Navy (IJN) immediately before World War I. Designed by
British naval architect George Thurston, the lead ship of the class was the
last Japanese capital ship constructed outside of Japan as the latter three
were built in Japanese shipyards.
During the late 1920s, all but Hiei were reconstructed and reclassified as
battleships. After the signing of the London Naval Treaty in 1930, Hiei was
reconfigured as a training ship to avoid being scrapped. Following Japan's
withdrawal from the London Naval Treaty, all four underwent a massive second
reconstruction in the late 1930s. Following the completion of these
modifications, which increased top speeds to over 30 knots, all four were
reclassified as fast battleships.


;; transport ships

#PRTO_invasion_fleet
^
^
^The [Convoy] is the largest transport unit in the scenario. They are expensive but have  a transport
capacity of 5. They represent a large number of transports plus some light escort ships such as 
minesweepers and corvettes. They have +1 hit point compared with a destroyer of cruiser unit.
They can bombard, have a defense of 12 and 1 anti-air factor. Subs do not have stealth attack against
invasion fleets.  
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a convoy.
#DESC_PRTO_invasion_fleet
^
^A D-day size invasion would require 5 or 6 convoys.

#PRTO_DD_TT
^
^
^The [Fast Transport] is the smallest transport unit in the scenario. They can carry only one
division of foot-type infantry or a worker. Infantry, paratroops, marines, US marines, 
militias and legions are all foot-type units. They CANNOT transport any corp-sized units or any mechanized,
motorized, armor, seabee or artillery unit of any size. Their advantage is they are much faster than 
transports or convoys. Subs do not have stealth attack against fast transports.  
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build an fast transport.
#DESC_PRTO_DD_TT
^
^Both the Japanese and the Americans made use of old destroyers converted to serve
as fast transports. In the HOF Scenario these units also represent ocean liners which
were used as fast troopships.

#PRTO_Transport
^
^
^The [Axis Transport] is the basic transport unit in the scenario. They can carry one
unit of any type or size. They CAN transport corp-sized units or any mechanized, armor,
seabee or artillery unit. Their disdvantage is they are slower than fast transports
and subs have stealth attack against these units units.  
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a transport.
#DESC_PRTO_Transport
^
^The basic sea transport unit for the axis.

#PRTO_Liberty
^
^
^The [Allied Transport] is the basic transport unit for the allied powers. They can carry one
unit of any type or size. They CAN transport corp-sized units or any mechanized, armor,
seabee or artillery unit. Their disdvantage is they are slower than fast transports
and subs have stealth attack against these units units.  
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a transport.
#DESC_PRTO_Transport
^
^The basic sea transport unit for the allies, represented by the liberty ship. 
The liberty ship was built in very large numbers in the United States during WW2. 

;; submarines

#PRTO_Sclass_SUB
^
^
^[Allied Submarines] can operate invisibly to enemy units because they travel beneath the 
waves. They remain invisible until they attack a surface ship, after which they again disappear. 
However, advanced submarines, ASW destroyers, ASW aircraft and advanced naval bombers such as the
B7A can see them plainly. The submarine is also a Stealth Attack unit that can individually 
select and target most (but not all) types of naval unit. Submarines can be upgraded to advanced 
submarines once the advanced submarines tech has been researched. Subs CANNOT see enemy subs.
^
^A coastal city needs $LINK<coal=GOOD_Coal> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic 
Resource=GCON_ResourcesS> box to build a sub.
#DESC_PRTO_Sclass_SUB
^
^
^A submarine is a submersible warship, designed to attack enemy vessels while remaining hidden
underwater. Although defensively weak, submarines are feared because of their ability to make a
stealthy approach and attack without warning. Often, the presence of a submarine is not detected
until the first of the sub's torpedoes strikes its target. The Germans first used submarine warfare
extensively during World War I. Developments after the war, such as sonar, made the submarine even
more effective. During World War II, submarines were used extensively by all the world's naval powers.

#PRTO_Seawolf_SS
^
^
^[Commonwealth Submarines] can operate invisibly to enemy units because they travel beneath the 
waves. They remain invisible until they attack a surface ship, after which they again disappear. 
However, advanced submarines, ASW destroyers, ASW aircraft and advanced naval bombers such as the
B7A can see them plainly. The submarine is also a Stealth Attack unit that can individually 
select and target most (but not all) types of naval unit. Submarines can be upgraded to advanced 
submarines once the advanced submarines tech has been researched. Subs CANNOT see enemy subs.
^
^A coastal city needs $LINK<coal=GOOD_Coal> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic 
Resource=GCON_ResourcesS> box to build a sub.
#DESC_PRTO_Seawolf_SS
^
^
^A submarine is a submersible warship, designed to attack enemy vessels while remaining hidden
underwater. Although defensively weak, submarines are feared because of their ability to make a
stealthy approach and attack without warning. Often, the presence of a submarine is not detected
until the first of the sub's torpedoes strikes its target. The Germans first used submarine warfare
extensively during World War I. Developments after the war, such as sonar, made the submarine even
more effective. During World War II, submarines were used extensively by all the world's naval powers.

#PRTO_Whiskey_SUB
^
^
^[Soviet Submarines] can operate invisibly to enemy units because they travel beneath the 
waves. They remain invisible until they attack a surface ship, after which they again disappear. 
However, advanced submarines, ASW destroyers, ASW aircraft and advanced naval bombers such as the
B7A can see them plainly. The submarine is also a Stealth Attack unit that can individually 
select and target most (but not all) types of naval unit. Submarines can be upgraded to advanced 
submarines once the advanced submarines tech has been researched. Subs CANNOT see enemy subs.
^
^A coastal city needs $LINK<coal=GOOD_Coal> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic 
Resource=GCON_ResourcesS> box to build a sub.
#DESC_PRTO_Whiskey_SUB
^
^
^A submarine is a submersible warship, designed to attack enemy vessels while remaining hidden
underwater. Although defensively weak, submarines are feared because of their ability to make a
stealthy approach and attack without warning. Often, the presence of a submarine is not detected
until the first of the sub's torpedoes strikes its target. The Germans first used submarine warfare
extensively during World War I. Developments after the war, such as sonar, made the submarine even
more effective. During World War II, submarines were used extensively by all the world's naval powers.


#PRTO_AXIS_SUB
^
^
^[Axis Submarines] can operate invisibly to enemy units because they travel beneath the 
waves. They remain invisible until they attack a surface ship, after which they again disappear. 
However, advanced submarines, ASW destroyers, ASW aircraft and advanced naval bombers such as the
Avenger can see them plainly. The submarine is also a Stealth Attack unit that can individually 
select and target most (but not all) types of naval unit. Submarines can be upgraded to advanced 
submarines once the advanced submarines tech has been researched. Subs CANNOT see enemy subs.
^
^A coastal city needs $LINK<coal=GOOD_Coal> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic 
Resource=GCON_ResourcesS> box to build a sub.
#DESC_PRTO_AXIS_SUB
^
^
^A submarine is a submersible warship, designed to attack enemy vessels while remaining hidden
underwater. Although defensively weak, submarines are feared because of their ability to make a
stealthy approach and attack without warning. Often, the presence of a submarine is not detected
until the first of the sub's torpedoes strikes its target. The Germans first used submarine warfare
extensively during World War I. Developments after the war, such as sonar, made the submarine even
more effective. During World War II, submarines were used extensively by all the world's naval powers.

#PRTO_Uboat
^
^
^The[U-boat] is the basic submarine unit for Germany. They can operate invisibly to enemy units
because they travel beneath the waves. They remain invisible until they attack a surface ship, 
after which they again disappear. However, advanced submarines, ASW destroyers, ASW aircraft and 
advanced naval bombers such as the Avenger can see them plainly. The submarine is also a Stealth Attack 
unit that can individually select and target most (but not all) types of naval unit. Submarines can be 
upgraded to advanced submarines once the advanced submarines tech has been researched. 
Subs CANNOT see enemy subs.
^
^A coastal city needs $LINK<coal=GOOD_Coal> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic 
Resource=GCON_ResourcesS> box to build a sub.
#DESC_PRTO_Uboat
^
^
^A submarine is a submersible warship, designed to attack enemy vessels while remaining hidden
underwater. Although defensively weak, submarines are feared because of their ability to make a
stealthy approach and attack without warning. Often, the presence of a submarine is not detected
until the first of the sub's torpedoes strikes its target. The Germans first used submarine warfare
extensively during World War I. Developments after the war, such as sonar, made the submarine even
more effective. During World War II, submarines were used extensively by all the world's naval powers.

PRTO_Iboat
^
^
^The[I-boat]is the basic submarine unit for Japan. They can operate invisibly to enemy units
because they travel beneath the waves. They remain invisible until they attack a surface ship, 
after which they again disappear. However, advanced submarines, ASW destroyers, ASW aircraft and 
advanced naval bombers such as the Avenger can see them plainly. The submarine is also a Stealth Attack 
unit that can individually select and target most (but not all) types of naval unit. Submarines can be 
upgraded to advanced submarines once the advanced submarines tech has been researched. 
Subs CANNOT see enemy subs.
^
^A coastal city needs $LINK<coal=GOOD_Coal> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic 
Resource=GCON_ResourcesS> box to build a sub.
#DESC_PRTO_Iboat
^
^
^A submarine is a submersible warship, designed to attack enemy vessels while remaining hidden
underwater. Although defensively weak, submarines are feared because of their ability to make a
stealthy approach and attack without warning. Often, the presence of a submarine is not detected
until the first of the sub's torpedoes strikes its target. The Germans first used submarine warfare
extensively during World War I. Developments after the war, such as sonar, made the submarine even
more effective. During World War II, submarines were used extensively by all the world's naval powers.

PRTO_US_sub
^
^
^The[US Gato Class]is the basic submarine unit for America. They can operate invisibly to enemy units
because they travel beneath the waves. They remain invisible until they attack a surface ship, 
after which they again disappear. However, advanced submarines, ASW destroyers, ASW aircraft and 
advanced naval bombers such as the B7A can see them plainly. The submarine is also a Stealth Attack 
unit that can individually select and target most (but not all) types of naval unit. Submarines can be 
upgraded to advanced submarines once the advanced submarines tech has been researched. 
Subs CANNOT see enemy subs.
^
^A coastal city needs $LINK<coal=GOOD_Coal> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic 
Resource=GCON_ResourcesS> box to build a sub.
#DESC_PRTO_US_sub
^
^
^A submarine is a submersible warship, designed to attack enemy vessels while remaining hidden
underwater. Although defensively weak, submarines are feared because of their ability to make a
stealthy approach and attack without warning. Often, the presence of a submarine is not detected
until the first of the sub's torpedoes strikes its target. The Germans first used submarine warfare
extensively during World War I. Developments after the war, such as sonar, made the submarine even
more effective. During World War II, submarines were used extensively by all the world's naval powers.


#PRTO_Advanced_Submarine
^
^
^[Axis Advanced Submarines] are an improved version of the basic submarine, faster with improved
combat capabiltites. The advanced submarine CAN see enemy submarines.
^
^A coastal city needs $LINK<coal=GOOD_Coal> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic 
Resource=GCON_ResourcesS> box to build an advanced sub.
#DESC_PRTO_Advanced_Submarine
^
^
^A submarine is a submersible warship, designed to attack enemy vessels while remaining hidden
underwater. Although defensively weak, submarines are feared because of their ability to make a
stealthy approach and attack without warning. Often, the presence of a submarine is not detected
until the first of the sub's torpedoes strikes its target. The Germans first used submarine warfare
extensively during World War I. Developments after the war, such as sonar, made the submarine even
more effective. During World War II, submarines were used extensively by all the world's naval powers.

#PRTO_Dclass_SS
^
^
^[Allied Advanced Submarines] are an improved version of the basic submarine, faster with improved
combat capabiltites. The advanced submarine CAN see enemy submarines.
^
^A coastal city needs $LINK<coal=GOOD_Coal> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic 
Resource=GCON_ResourcesS> box to build an advanced sub.
#DESC_PRTO_Dclass_SS
^
^
^A submarine is a submersible warship, designed to attack enemy vessels while remaining hidden
underwater. Although defensively weak, submarines are feared because of their ability to make a
stealthy approach and attack without warning. Often, the presence of a submarine is not detected
until the first of the sub's torpedoes strikes its target. The Germans first used submarine warfare
extensively during World War I. Developments after the war, such as sonar, made the submarine even
more effective. During World War II, submarines were used extensively by all the world's naval powers.

;; destroyers

#PRTO_Minekaze_DD
^
^
^[IJN Destroyers] are fast surface warships capable of bombardment and normal naval combat.
Destroyers can be upgraded to ASW destroyers once Anti-submarine warfare has been researched.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a destroyer.
^
^
#DESC_PRTO_Minekaze_DD
^
^
^Destroyers are small escort ships that serve a variety of useful functions. These light, fast
vessels were used extensively in World War II to provide air and sea cover for carrier groups.
During WWII, one of the primary functions of the destroyer was to locate and destroy enemy submarines.
Using their sonar equipment to locate the subs, and their batteries of depth charges to
destroy them, the destroyer forces of World War II were the key to the success of many crucial
naval operations. Destroyers also employed their guns for shore bombardment, and commonly used their
banks of torpedoes to attack surface ships.

#PRTO_Allied_DD
^
^
^[Allied Destroyers] are fast surface warships capable of bombardment and normal naval combat.
Destroyers can be upgraded to ASW destroyers once Anti-submarine warfare has been researched.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a destroyer.
^
^
#DESC_PRTO_Allied_DD
^
^
^Destroyers are small escort ships that serve a variety of useful functions. These light, fast
vessels were used extensively in World War II to provide air and sea cover for carrier groups.
During WWII, one of the primary functions of the destroyer was to locate and destroy enemy submarines.
Using their sonar equipment to locate the subs, and their batteries of depth charges to
destroy them, the destroyer forces of World War II were the key to the success of many crucial
naval operations. Destroyers also employed their guns for shore bombardment, and commonly used their
banks of torpedoes to attack surface ships.

#PRTO_US_Destroyer
^
^
^[US Destroyers] are fast surface warships capable of bombardment and normal naval combat.
Destroyers can be upgraded to ASW destroyers once Anti-submarine warfare has been researched.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a destroyer.
^
^
#DESC_PRTO_US_Destroyer
^
^
^Destroyers are small escort ships that serve a variety of useful functions. These light, fast
vessels were used extensively in World War II to provide air and sea cover for carrier groups.
During WWII, one of the primary functions of the destroyer was to locate and destroy enemy submarines.
Using their sonar equipment to locate the subs, and their batteries of depth charges to
destroy them, the destroyer forces of World War II were the key to the success of many crucial
naval operations. Destroyers also employed their guns for shore bombardment, and commonly used their
banks of torpedoes to attack surface ships.


#PRTO_Mclass_DD
^
^
^[Commonwealth Destroyers] are fast surface warships capable of bombardment and normal naval combat.
Destroyers can be upgraded to ASW destroyers once Anti-submarine warfare has been researched.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a destroyer.
^
^
#DESC_PRTO_Mclass_DD
^
^
^Destroyers are small escort ships that serve a variety of useful functions. These light, fast
vessels were used extensively in World War II to provide air and sea cover for carrier groups.
During WWII, one of the primary functions of the destroyer was to locate and destroy enemy submarines.
Using their sonar equipment to locate the subs, and their batteries of depth charges to
destroy them, the destroyer forces of World War II were the key to the success of many crucial
naval operations. Destroyers also employed their guns for shore bombardment, and commonly used their
banks of torpedoes to attack surface ships.


#PRTO_Z1
^
^
^[Destroyers] are fast surface warships capable of bombardment and normal naval combat.
Destroyers can be upgraded to ASW destroyers once Anti-submarine warfare has been researched.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a destroyer.
^
^
#DESC_PRTO_Z1
^
^
^Destroyers are small escort ships that serve a variety of useful functions. These light, fast
vessels were used extensively in World War II to provide air and sea cover for carrier groups.
During WWII, one of the primary functions of the destroyer was to locate and destroy enemy submarines.
Using their sonar equipment to locate the subs, and their batteries of depth charges to
destroy them, the destroyer forces of World War II were the key to the success of many crucial
naval operations. Destroyers also employed their guns for shore bombardment, and commonly used their
banks of torpedoes to attack surface ships.


#PRTO_Destroyer
^
^
^[4 Stacker Destroyers] were older USN destroyers built during the first world war. The United States
and the Commonwealth both have a number of these ships at start. These ships are NOT upgradeable to
ASW destroyers but can be converted into fast transports.
 
^
^This unit cannot be built during the game.
^
#DESC_PRTO_Destroyer
^
^
^Though obsolete by the 1940s, these elderly ships were pressed into service due to the allied shortage
of escort vessels.

;; advanced (ASW) destroyers

#PRTO_Akizuki
^
^
^[IJN ASW Destroyers] are fast surface warships capable of bombardment and normal naval combat.
ASW Destroyers can "see" submarines.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build an ASW destroyer.
^
^
#DESC_PRTO_Akizuki
^
^
^
As the war progressed great advances were made in the detection of submarines
and the weapons used to combat them. The key detection technolgies were radar
for finding surfaced submarines and sonar (called Asdic by the British) for dection
of submerged submarines. New weapons such as the hedgehog (a type of depth charge
launcher which fired charges over the bow of the ship) also appeared.


#PRTO_AXIS_ADV_DD
^
^
^[Axis ASW Destroyers] are fast surface warships capable of bombardment and normal naval combat.
ASW Destroyers can "see" submarines.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build an ASW destroyer.
^
^
#DESC_PRTO_AXIS_ADV_DD
^
^
^
As the war progressed great advances were made in the detection of submarines
and the weapons used to combat them. The key detection technolgies were radar
for finding surfaced submarines and sonar (called Asdic by the British) for dection
of submerged submarines. New weapons such as the hedgehog (a type of depth charge
launcher which fired charges over the bow of the ship) also appeared.

#PRTO_Tribal_DD
^
^
^[Commonwealth ASW Destroyers] are fast surface warships capable of bombardment and
normal naval combat. ASW Destroyers can "see" submarines.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build an ASW destroyer.
^
^
#DESC_PRTO_Tribal_DD
^
^
^
As the war progressed great advances were made in the detection of submarines
and the weapons used to combat them. The key detection technolgies were radar
for finding surfaced submarines and sonar (called Asdic by the British) for dection
of submerged submarines. New weapons such as the hedgehog (a type of depth charge
launcher which fired charges over the bow of the ship) also appeared.



#PRTO_de
^
^
^[Allied ASW Destroyers] are improved versions of the basic destroyer. They have higher attack
and defence strength and can see subs.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a ASW destroyer.
^
#DESC_PRTO_de
^
^
^
As the war progressed great advances were made in the detection of submarines
and the weapons used to combat them. The key detection technolgies were radar
for finding surfaced submarines and sonar (called Asdic by the British) for dection
of submerged submarines. New weapons such as the hedgehog (a type of depth charge
launcher which fired charges over the bow of the ship) also appeared.


;; AA cruisers


#PRTO_AA_Cruiser
^
^
^[Allied Anti-Aircraft (AA) Cruisers] are fast surface warships with an AA strength of 2; they as fast
as a $LINK<destroyer=PRTO_Destroyer> and are more heavily armed.
^
^AA Cruisers have radar but they cannot see subs.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build an AA cruiser.
^
#DESC_PRTO_AA_Cruiser
^
^
^AA cruisers were ships such as the US Navy Atlanta class or the Royal Navy Dido class which
were designed to protect the fleet against air attack. These ships were the same size as light
cruisers but were armed with a with 5 inch rapid-fire guns instead of 6 inch guns as their main
battery. This meant they could carry more guns and achieve a higher rate of fire. The axis powers 
never built any ships specifically for this purpose but the Japanese converted some of their older
light cruisers (such as the Isuzu) to AA cruisers. 

#PRTO_Dido_CLAA
^
^
^[Dido Class Anti-Aircraft Cruisers (CLAA)] are fast surface warships with an AA strength of 2;
they as fast as a $LINK<destroyer=PRTO_Destroyer> and are more heavily armed.
^
^AA Cruisers have radar but they cannot see subs.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build an AA cruiser.
^
#DESC_PRTO_Dido_CLAA
^
^
^AA cruisers were ships such as the US Navy Atlanta class or the Royal Navy Dido class which
were designed to protect the fleet against air attack. These ships were the same size as light
cruisers but were armed with a with 5 inch rapid-fire guns instead of 6 inch guns as their main
battery. This meant they could carry more guns and achieve a higher rate of fire. The axis powers 
never built any ships specifically for this purpose but the Japanese converted some of their older
light cruisers (such as the Isuzu) to AA cruisers. 

#PRTO_IJN_CLAA
^
^
^[IJN Anti-Aircraft (AA) Cruisers] are fast surface warships with an AA strength of 2; they as fast
as a $LINK<destroyer=PRTO_Destroyer> and are more heavily armed.
^
^AA Cruisers have radar but they cannot see subs.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build an AA cruiser.
^
#DESC_PRTO_IJN_CLAA
^
^
^AA cruisers were ships such as the US Navy Atlanta class or the Royal Navy Dido class which
were designed to protect the fleet against air attack. These ships were the same size as light
cruisers but were armed with a with 5 inch rapid-fire guns instead of 6 inch guns as their main
battery. This meant they could carry more guns and achieve a higher rate of fire. The axis powers 
never built any ships specifically for this purpose but the Japanese converted some of their older
light cruisers (such as the Isuzu) to AA cruisers. 


;; heavy cruisers

#PRTO_Treaty_CA
^
^
^[US Treaty Cruisers] are the older heavy cruisers of the US Navy built under the limitations of the
Washington treaty. They are medium sized surface warships, they are faster than a Battleship and more
heavily armed than a Destroyer.
^
^
Heavy Cruisers have radar.
^
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build a heavy cruiser.
^
^
#DESC_PRTO_Treaty_CA
^
^
^The Washington Treaty of 1921 set limitations on the number and size of of warships that
countries could build. Cruisers built to the limitaions of the treaty were smaller than
ships built later.

#PRTO_US_Cruiser
^
^
^[US Heavy Cruisers] are the heavy cruisers of the US Navy built after the terms of the Washington 
Treaty expired. They are medium sized surface warships, faster than a Battleship and more heavily 
armed than a Destroyer.
^
^US Heavy Cruisers have radar.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build a heavy cruiser.
^
^
#DESC_PRTO_US_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. During WWII cruisers were classified as light ("CL") or
heavy ("CA"). Light cruisers typically had guns no larger than 6" in diameter, whereas heavy cruisers had
guns larger than 6" but smaller than 8". Unlike most cruisers fielded by the Allies, Japanese cruisers also
sported deadly banks of [Long Lance] oxygen-fueled torpedoes. Furthermore, the Japanese ships carried
reloads for their deadly torpedoes (torpedoes were one-shot deals for other navies). Heavy Cruisers were
involved in most of WWII's famous battles in the Pacific, including the Battle of Java Sea (a spectacular
victory for the Japanese) and the Battle of Midway (a resounding win for the U.S. Navy).


#PRTO_IJN_CA
^
^
^[IJN Cruisers] are the heavy cruisers of the Imperial Japanese Navy. They are medium sized surface warships,
faster than a Battleship and more heavily armed than a Destroyer.
^
^IJN Heavy Cruisers have radar.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build a heavy cruiser.
^
#DESC_PRTO_IJN_CA
^
^
^Cruisers have long served in the role of escort and defensive vessels, screening carrier task forces and 
amphibious assaults from enemy ships and aircraft. During WWII cruisers were classified as light ("CL") or
heavy ("CA"). Light cruisers typically had guns no larger than 6" in diameter, whereas heavy cruisers had
guns larger than 6" but smaller than 8". Unlike most cruisers fielded by the Allies, Japanese cruisers also
sported deadly banks of [Long Lance] oxygen-fueled torpedoes. Furthermore, the Japanese ships carried
reloads for their deadly torpedoes (torpedoes were one-shot deals for other navies). Heavy Cruisers were
involved in most of WWII's famous battles in the Pacific, including the Battle of Java Sea (a spectacular
victory for the Japanese) and the Battle of Midway (a resounding win for the U.S. Navy).


#PRTO_German_CA
^
^
^[German Cruisers] the heavy cruisers of the German Kreigsmarine. They are medium sized surface warships,
faster than a Battleship and more heavily armed than a Destroyer.
^
^German Heavy Cruisers have radar.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build a heavy cruiser.
^
#DESC_PRTO_German_CA
^
^
^Cruisers have long served in the role of escort and defensive vessels, screening carrier task forces and 
amphibious assaults from enemy ships and aircraft. During WWII cruisers were classified as light ("CL") or
heavy ("CA"). Light cruisers typically had guns no larger than 6" in diameter, whereas heavy cruisers had
guns larger than 6" but smaller than 8". Unlike most cruisers fielded by the Allies, Japanese cruisers also
sported deadly banks of [Long Lance] oxygen-fueled torpedoes. Furthermore, the Japanese ships carried
reloads for their deadly torpedoes (torpedoes were one-shot deals for other navies). Heavy Cruisers were
involved in most of WWII's famous battles in the Pacific, including the Battle of Java Sea (a spectacular
victory for the Japanese) and the Battle of Midway (a resounding win for the U.S. Navy).

#PRTO_Italian_CA
^
^
^[Italian Cruisers] the heavy cruisers of the Italian Navy. They are medium sized surface warships,
faster than a Battleship and more heavily armed than a Destroyer.
^
^Italian Heavy Cruisers have radar.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build a heavy cruiser.
^
#DESC_PRTO_Italian_CA
^
^
^Cruisers have long served in the role of escort and defensive vessels, screening carrier task forces and 
amphibious assaults from enemy ships and aircraft. During WWII cruisers were classified as light ("CL") or
heavy ("CA"). Light cruisers typically had guns no larger than 6" in diameter, whereas heavy cruisers had
guns larger than 6" but smaller than 8". Unlike most cruisers fielded by the Allies, Japanese cruisers also
sported deadly banks of [Long Lance] oxygen-fueled torpedoes. Furthermore, the Japanese ships carried
reloads for their deadly torpedoes (torpedoes were one-shot deals for other navies). Heavy Cruisers were
involved in most of WWII's famous battles in the Pacific, including the Battle of Java Sea (a spectacular
victory for the Japanese) and the Battle of Midway (a resounding win for the U.S. Navy).

#PRTO_County_CA
^
^
^[CW Cruisers] are the heavy cruisers of the Commonwealth Navies. They are medium sized surface
warships, faster than a battleship and more heavily armed than a destroyer.
^
^CW Heavy Cruisers have radar.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build a heavy cruiser.
^
#DESC_PRTO_County_CA
^
^
^Cruisers have long served in the role of escort and defensive vessels, screening carrier task forces and 
amphibious assaults from enemy ships and aircraft. During WWII cruisers were classified as light ("CL") or
heavy ("CA"). Light cruisers typically had guns no larger than 6" in diameter, whereas heavy cruisers had
guns larger than 6" but smaller than 8". Unlike most cruisers fielded by the Allies, Japanese cruisers also
sported deadly banks of [Long Lance] oxygen-fueled torpedoes. Furthermore, the Japanese ships carried
reloads for their deadly torpedoes (torpedoes were one-shot deals for other navies). Heavy Cruisers were
involved in most of WWII's famous battles in the Pacific, including the Battle of Java Sea (a spectacular
victory for the Japanese) and the Battle of Midway (a resounding win for the U.S. Navy).

#PRTO_Allied_CA
^
^
^[Allied Cruisers], the heavy cruisers of the Soviet Navy and the Minor Allied Navies.
They are medium sized surface warships, faster than a Battleship and more heavily armed than a Destroyer.
^
^Allied Heavy Cruisers have radar.
^
^A coastal city needs $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build a heavy cruiser.
^
#DESC_PRTO_Alllied_CA
^
^
^Cruisers have long served in the role of escort and defensive vessels, screening carrier task forces and 
amphibious assaults from enemy ships and aircraft. During WWII cruisers were classified as light ("CL") or
heavy ("CA"). Light cruisers typically had guns no larger than 6" in diameter, whereas heavy cruisers had
guns larger than 6" but smaller than 8". Unlike most cruisers fielded by the Allies, Japanese cruisers also
sported deadly banks of [Long Lance] oxygen-fueled torpedoes. Furthermore, the Japanese ships carried
reloads for their deadly torpedoes (torpedoes were one-shot deals for other navies). Heavy Cruisers were
involved in most of WWII's famous battles in the Pacific, including the Battle of Java Sea (a spectacular
victory for the Japanese) and the Battle of Midway (a resounding win for the U.S. Navy).

;   ____________________________________________ AIR UNITS_____________________________________________

;; added for HOF

#PRTO_V-1
^
^
^The {V-1} was an unmanned, un-guided, flying bomb. Although primitive by today's standards,
it was the first of what we now call a cruise missile. It was designed by the Fiesler 
company and designated the Fi-103. The Germans called it "Vergeltungswaffe" or 
"vengenace weapon." Since it was the first such weapon, it was designated the V-1.
^ 
^V-1s cannot be built directly, they are auto-produced by a city improvement called the
V-1 plant. V-1s require no resources. 
#DESC_PRTO_V-1
^
^
^The German V-1 flying bomb, or 'buzz' bomb, known originally as the {Fieseler Fi 103}, was 
the first of the Vergeltungswaffen ("weapons of vengeance," named in response to Allied air
assaults on Germany during WWII). It emerged from proposals made in 1939 by the Argus 
Motorenwerke.
^
^The first V-1 test flight was made over the Peenemnde range in December 1941. The project 
was given high priority by the German High Command in 1942, with Fieseler Flugeugbau Firm,
in Kassel, taking the leading development role.  The V-1 weighed 2,180 kg (4,806 lb), including 
the gasoline fuel and an 850-kg (1,874-lb) warhead. Powered by a pulse-jet engine producing 
300 kg (660 lb) of thrust and mounted above the rear of the fuselage, the V-1 was actually a small, 
pilotless aircraft having an overall length of 7.9 m (25.9 ft) and a wingspan of 5.3 m (17.3 ft). The 
speed range was 563 to 644 km/h (350 to 400 mph). The V-1 was used to attack London from 
sites near Calais, France, beginning in June 1944. More than 8,000 V-1s were launched against
London alone.
^
^Ramp-launched by a hydrogen peroxide catapult, the V-1 could fly an average of 240 km 
(150 mi). At the end of a preset range, it was put into a dive and the engine cut out, 
giving the populace only a few seconds during which to take cover.

;; end added for HOF

;; basic fighters

#PRTO_biplane
^
^
^[Biplane Fighters] are a generic unit used to represent many types of obsolete or substandard
aircraft. They may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes.
Biplanes can  damage, but cannot sink naval units when bombarding. They may be based in any city, 
air base or aircraft
carrier on the map.
^
^A city needs $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build 
a biplane fighter.

#PRTO_Fighter
^
^
^[Fighters] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes. Fighters can 
damage, but cannot sink naval units when bombarding. They may be based in any city, air base or aircraft
carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a fighter.

#PRTO_P40
^
^
^[The P-40 Fighter] is the basic land based fighter for the United States. Although the British and the Minor
Allies cannot build the P-40 they do have a number of these aircraft at the start of the scenario. Also the Chennault's
Flying Tigers wonder in China auto-builds P-40s. This is to simulate aircraft supplied to China by the United States.
^
^The P-40 may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes. They can damage, 
but cannot sink naval units when bombarding. They may be based in any city, air base or aircraft carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a fighter.

#PRTO_dutch_buffalo
^
^
^[The Brewster Buffalo] is the basic land-based fighter for the Minor Allies. Fighters may execute
all $LINK<air missions=GCON_Air_Missions> except precision strikes. They can damage, but
cannot sink naval units when bombarding. They may be based in any city, air base or aircraft carrier
on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a fighter.


#PRTO_Re-2000
^
^
^[The Re-2000 Fighter] is the basic naval fighter for Germany and the Minor Axis. The Re-2000 may execute
all $LINK<air missions=GCON_Air_Missions> except precision strikes. They can damage, but cannot sink naval
units when bombarding. They may be based in any city, air base or aircraft carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a fighter.

#PRTO_G50Freccia
^
^
^[The G50 Fighter] is the basic land based fighter for the Minor Axis. The G50 may execute all
$LINK<air missions=GCON_Air_Missions> except precision strikes. They can damage, but cannot sink naval
units when bombarding. They may be based in any city, air base or aircraft carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a fighter.



#PRTO_Me-109
^
^
^[The Me-109 Fighter] is the basic fighter for the Germany. The Me-109 can execute all
$LINK<air missions=GCON_Air_Missions> except precision strikes. They can damage, but 
cannot sink naval units when bombarding. They may be based in any city, air base or aircraft 
carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a fighter.

#PRTO_Yak-3
^
^
^[The Yak-3 Fighter] is the basic fighter for the Russia. The Yak-3 can execute all
$LINK<air missions=GCON_Air_Missions> except precision strikes. They can damage, but cannot sink naval
units when bombarding. They may be based in any city, air base or aircraft carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a fighter.

;; naval fighters

#PRTO_Zero
^
^
^The [Japanese Zero] fighter may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes.
Zeros can damage, but cannot sink naval units when bombarding. They may be based in any city or aircraft carrier
on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Zero fighter.
#DESC_PRTO_Zero
^
^
^The Mitsubishi [Zero] fighter was the most common, and probably most effective, Japanese fighter plane
during WWII. To the airmen of the U.S. Navy it was called the [Zeke], but it was known as the [Zero] to the
American public. By either name, it was a potent warplane -- at least when the war opened. Its extreme
maneuverability and high rate of climb meant it could outperform most early Allied planes, such as the 
$LINK<F4F Wildcat=PRTO_F4F_Wildcat>. The Zero was a single-seat monoplane armed with twin 7.7mm machineguns
mounted on the fuselage, and a 20mm cannon in each wing. By the end of the war the [Zero] was clearly showing its
age, however, and was out-classed by higher performance fighters fielded by the Allies. Nevertheless, it
remained a dangerous threat even at the end of war, as scores of the aged aircraft were turned into flying
bombs and used as $LINK<kamikazes=PRTO_Kamikaze>.


#PRTO_F4F_Wildcat
^
^
^The [American F4F Wildcat] fighter may execute all $LINK<air missions=GCON_Air_Missions> except precision
strikes. Wildcats can damage, but cannot sink naval units when bombarding. They may be based in any city or
aircraft carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a F4F fighter.
#DESC_PRTO_F4F_Wildcat
^
^
^The F4F [Wildcat] was the primary carrier-based fighter of the U.S. Navy at the start of WWII. Although
the Japanese $LINK<Zero=PRTO_Zero> was faster and more maneuverable, the [Wildcat] was rugged and reliable, and
could stand a great deal of damage before succumbing to a deep blue grave. Its four (later six) 50 cal.
machineguns were an effective, if unspectacular, armament. The F4F [Wildcat] performed well in all major battles
in which it was involved before being supplanted by the improved F6F [Hellcat] fighter. However, even after the
introduction of the F6F, the lower-performance F4F Wildcat continued to be used aboard the smaller escort
carriers until the end of the war.

;; Advanced naval fighter

#PRTO_F4U
^
^
^The [F4U Corsair] is the advanced naval fighter for the United States and their Minor Allies. It may
execute  all $LINK<air missions=GCON_Air_Missions> except precision strikes. F4Us CAN sink naval units 
when bombarding. They may be based in any city, airbase or aircraft carrier on the map. You must research
Naval Aviation 2 before you can build this aircraft.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a naval fighter.
#DESC_PRTO_F4U
^
^
^The F4U Corsair was an outstanding carrier-based fighter. 

#PRTO_raiden
^
^
^The [J2M Raiden] is the advanced naval fighter for the Japan, Germany and the Minor Axis.
It may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes. J2Ms CAN sink
naval units when bombarding. They may be based in any city, airbase or aircraft carrier on the map.
You must research Naval Aviation 2 before you can build this aircraft.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a naval fighter.
#DESC_PRTO_raiden
^
^
^The J2M went into production in October of 1942. With it's excellent rate of climb
it was used mostly as a high altitude interceptor.

#PRTO_A7M2
^
^
^The [A7M2 Reppu] is the advanced naval fighter for the Japan, Germany and the Minor Axis.
It may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes. A7M2s CAN sink
naval units when bombarding. They may be based in any city, airbase or aircraft carrier on the map.
You must research Naval Aviation 2 before you can build this aircraft.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a naval fighter.
#DESC_PRTO_raiden
^
^
^The A7M2 was the successor to the famous Zero fighter.


#PRTO_Seafury
^
^
^The [Hawker Sea Fury] is the advanced naval fighter for the Commonwealth. It may execute 
all $LINK<air missions=GCON_Air_Missions> except precision strikes. Seafurys CAN sink naval units when
bombarding. They may be based in any city, airbase or aircraft carrier on the map. You must research
Naval Aviation 2 before you can build this aircraft.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a naval fighter.
#DESC_PRTO_Seafury
^
^
^The Hawker Sea Fury was a British fighter aircraft developed for the Royal Navy by Hawker
during the Second World War. The last propeller-driven fighter to serve with the Royal Navy,
it was also one of the fastest production single piston-engined aircraft ever built.

;; Advanced land-based fighters

#PRTO_George
^
^
^The [N1K1-J Shiden] (code named George by the Allies) is the advanced land based fighter for Japan.
It may execute all $LINK<air missions=GCON_Air_Missions> except precision bombing. 
You must research Tactical Aviation 2 before you can build this aircraft.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a naval fighter.
#DESC_PRTO_George
^
^
^Developed from the Kyofu floatplane, production of the N1K1-J started in August 1943. A
a total of 1098 were built; production being seriously disrupted by Amercian strategic bombing.
One of the finest aircraft to see action in the Pacific, in the hands of a skilled pilot the N1K1-J
was more than a match for the F6F. 

#PRTO_P51
^
^
^The [P-51 fighter] is the king of the skies, unless there are jets around.
They may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes. 
They may be based in any city or aircraft carrier
on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a P-51 fighter.
#DESC_PRTO_51
^
^
^The P-51 fighter was developed as a long range bomber escort and was key to winning
air superiority over Germany. It arrived in the Pacific late in the war.

#PRTO_FW190
^
^
^The [FW-190 fighter] is the best fighter plane for Germany and the Minor Axis, apart
from the Me-262 jet. You must research tactical avaiation 2 before you can build an FW-190.
They may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes. 
They may be based in any city, airbase or aircraft carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a FW-190 fighter.
#DESC_FW190
^
^
^The FW-190 fighter was an outstanding aircraft.

#PRTO_lavochkin5
^
^
^The [LA-5 fighter] is the top fighter plane for Russia, apart from the jet fighter.
You must research tactical aviation 2 before you can build an LA-5 fighter.
They may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes
and may be based in any city, airbase or aircraft carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build an LA-5 fighter.
#DESC_PRTO_lavochkin5
^
^
^The LA-5 fighter was was an outstanding aircraft.

;; fighter bombers

#PRTO_Fighter_Bomber
^
^
^The [P-38 Fighter Bomber] may execute all $LINK<air missions=GCON_Air_Missions> except
precision strikes, and may destroy naval units when bombarding. They may be based in any 
city, airbase or aircraft carrier.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a fighter bomber.
#DESC_PRTO_Fighter_Bomber
^
^
^The P-38 was a powerful late-war aircraft with a long range and excellent firepower. 

#PRTO_Pe-2Buck
^
^
^The [Soviet Fighter Bomber] may execute all $LINK<air missions=GCON_Air_Missions> except
precision strikes, and may destroy naval units when bombarding. They may be based in any 
city, airbase or aircraft carrier.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a fighter bomber.
#DESC_PRTO_Pe-2Buck
^
^
^The Pe-2 (Buck) was a late-war Soviet aircraft with a long range and excellent firepower. 

#PRTO_me-110
^
^
^The [Axis Fighter Bomber] is a powerful aircraft that may execute all $LINK<air missions=GCON_Air_Missions>
except precision strikes, and may destroy naval units when bombarding. They may be based in any city
airbase or aircraft carrier.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a fighter bomber.
#DESC_PRTO_me-110
^
^
^The Axis Fighter Bomber generically represents more powerful late-war aircraft, such as the
ME-410, with a longer range and capable of carrying a larger, more potent payload.

;; dive bombers and ground attack

#PRTO_NavalStuka
^
^
^The [Axis Naval Bomber] is varient of the Stuka dive bomber modified for use on aircraft carriers.
It may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes, and may destroy 
naval units when bombarding. They may be based in any city, airbase or aircraft carrier. You must 
research Naval Aviation 1 before you can build a naval bomber.
on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a naval bomber.
#DESC_PRTO_NavalStuka
^
^
^This versions of the Stuka was developed for the German aircraft carrier Graf Zepplin (which
was never completed). It has a slightly smaller bomb load but longer range than the land-based
Stuka.

#PRTO_Stuka
^
^
^The [Stuka Dive Bomber]is a unique unit for Germany and the Minor Axis. It may execute all 
$LINK<air missions=GCON_Air_Missions> except precision strikes, and may destroy naval units
when bombarding. They may be based in any city, airbase or aircraft carrier. You must research
mobile warfare 1 before you can build a Stuka.
on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a dive bomber.
#DESC_PRTO_Stuka
^
^
^Stukas were an important part of German blitzkreig tactics.



#PRTO_Sturmovik
^
^
^The [Sturmovik] is the basic ground arttack aircraft for Russia. It may execute all 
$LINK<air missions=GCON_Air_Missions> except precision strikes. They may be based in any city, 
airbase or aircraft carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Strumovik.
#DESC_PRTO_Sturmovik
^
^
^The Sturmovik was a Russian ground attack aircraft. The early Sturmoviks were poorly protected
but this was fixed by the addition of a rear facing machine gun. Compared the the Stuka the Strumoviks
have shorter range, but better defense. Strumoviks played a key role at the Battle of Kursk in 1943.

#PRTO_ALLIED_dive_bomber
^
^
^The [SDB Dauntless] is the naval dive bomber for the United States and it's Minor Allies.
It may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes, and may destroy naval
units when bombarding. They may be based in any city, airbase or aircraft carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a dive bomber.
#DESC_PRTO_ALLIED_dive_bomber
^
^
^Aircraft were especially valuable in the Pacific theatre, with its heavy emphasis on air and naval power.
Dive bombers attack from high altitudes at high speeds by going into a steep dive and releasing bombs. They
were equipped with dive brakes to slow them down when they pull out of the dive. This type of attack made
them harder to shoot down than torpedo bombers, thus they have a higher defense factor.  


#PRTO_Skua
^
^
^The [Blackburn Skua] is the naval dive bomber for the Commonwealth. It may execute all 
$LINK<air missions=GCON_Air_Missions> except precision strikes, and may destroy naval units when bombarding.
They may be based in any city, airbase or aircraft carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a dive bomber.
#DESC_PRTO_ALLIED_dive_bomber
^
^
^Dive bombers attack from high altitudes at high speeds by going into a steep dive and releasing bombs.
They were equipped with dive brakes to slow them down when they pull out of the dive. This type of 
attack made them harder to shoot down than torpedo bombers, thus they have a higher defense factor.  

#PRTO_JAP_dive_bomber
^
^
^The [Aichi D3A Dive Bomber] is a Japanese naval aircraft that may execute all $LINK<air missions=GCON_Air_Missions>
except precision strikes, and may destroy naval units when bombarding. They may be based in any city, airbase
or aircraft carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a dive bomber.
#DESC_PRTO_JAP_dive_bomber
^
^Code-named "Val" by the Allies the Aichi D3A was the world's first all metal low-wing monoplane dive
bomber. It was in service at the time of the Pearl Harbor attack. 126  D3As took part in that raid. 
^
^Dive bombers attack from high altitudes at high speeds by going into a steep dive and releasing bombs. They
were equipped with dive brakes to slow them down when they pull out of the dive. This type of attack made them
harder to shoot down than torpedo bombers, thus they have a higher defense factor.  

#PRTO_ALLIED_torpedo_bomber
^
^
^The [Devastator Torpedo Bomber] is a naval aircraft that may execute all $LINK<air missions=GCON_Air_Missions>
except precision strikes, and may destroy naval units when bombarding. They may be based in any city, airbase
or aircraft carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a torpedo bomber.
#DESC_PRTO_ALLIED_torpedo_bomber
^
^
^Aircraft were especially valuable in the Pacific theatre, with its heavy emphasis on air and naval power.
Torpedo bombers had to fly slow and straight to release their torpedo, this made them easier to shoot down
than dive bombers, thus they have a lower defense factor. However, they have longer range and higher attack
factors than dive bombers. 

#PRTO_Swordfish
^
^
^The [Fairey Swordfish] is the basic torpedo bomber for the British. It may execute all 
$LINK<air missions=GCON_Air_Missions> except precision strikes and air superiority, and may destroy
naval units when bombarding. They may be based in any city, airbase or aircraft carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a Swordfish.
#DESC_PRTO_Swordfish
^
^
^Torpedo bombers had to fly slow and straight to release their torpedo, this made them
easier to shoot down than dive bombers, thus they have a lower defense factor. However,
they have longer range and higher attack factors than dive bombers. 

#PRTO_JAP_torpedo_bomber
^
^
^The [Nakijima B5N Torpedo Bomber] is a Japanese naval aircraft that may execute all 
$LINK<air missions=GCON_Air_Missions> except precision strikes, and may destroy naval
units when bombarding. They may be based in any city, airbase or aircraft carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a torpedo bomber.
#DESC_PRTO_JAP_torpedo_bomber
^
^The B5N (code-named "Kate" by the Allies) was Japan's front line torpedo bomber
at the time of the Pearl harbor attack. They also delivered the fatal blows to US carriers
Lexington and Hornet.
^
^Torpedo bombers had to fly slow and straight to release their torpedo, this made them
easier to shoot down than dive bombers, thus they have a lower defense factor. However,
they have longer range and higher attack factors than dive bombers. 

;; advanced Naval bomber

#PRTO_B7A
^
^
^The [Aichi B7A Naval Bomber] the advanced  Naval bomber for the Axis Powers. It may execute all
$LINK<air missions=GCON_Air_Missions> except precision strikes, and may destroy  naval units
when bombarding. They may be based in any city, airbase or aircraft carrier. You must  research 
Naval Aviation 2 before you can build this aircraft. Advanced naval bombers CAN see subs.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a naval bomber.
#DESC_PRTO_B7A
^
^
^The Aichi B7A (code-named "Grace" by the Allies) was a replacement for the Kate torpedeo-bomber.
It did not eneter service until 1944; production being delayed by an earthquqke and supply problems
with the Homare 18-cylinder engine. 

#PRTO_Avenger
^
^
^The [Avenger Naval Bomber] the advanced  Naval bomber for the Aliied Powers.
It may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes, and may destroy 
naval units when bombarding. They may be based in any city, airbase or aircraft carrier. You must 
research Naval Aviation 2 before you can build this aircraft. Advanced naval bombers CAN see subs.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a naval bomber.
#DESC_PRTO_Avenger
^
^
^This versions of the Stuka was developed for the German aircraft carrier Graf Zepplin (which
was never completed). It has a slightly smaller bomb load but longer range than the land-based
Stuka.


;; Heavy Bombers

#PRTO_Bomber
^
^
^[The B-17 Heavy Bomber] is the primary bomber for the United States and their Minor Allies.
The Minor Allies must research the Heavy Bomber tech before they can build B-17s, the US
already has this tech at the start of the scenario so they can build B-17s right away.
^
^Heavy Bombers cannot sink ships, but they can damage them. Heavy Bombers can only fly 
bombing and rebase missions. They may be based in any city or airbase on the map. 
House Rule: Heavy Bombers should not be based on carriers.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum>in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a heavy bomber.


#PRTO_Halifax
^
^[Handley Page Halifax ] is the standard heavy bomber for the Commonwealth. Along with
the Lancaster they are the mainstay of Bomber Command. 
^
^Heavy Bombers cannot sink ships, but they can damage them. Heavy Bombers can only fly 
bombing and rebase missions. They may be based in any city or airbase on the map. 
House Rule: Heavy Bombers should not be based on carriers.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum>in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a heavy bomber.
#DESC_PRTO_Halifax
^
^The Halifax entered service with the RAF in November 1940 and its first operational raid was
against Le Havre on the night of 11-12 March 1941.
^
^In service with RAF Bomber Command, Halifaxes flew 82,773 operations, dropped 224,207 tons 
of bombs and lost 1,833 aircraft. In addition to bombing missions, the Halifax served as a glider tug,
electronic warfare aircraft and special operations such as parachuting agents and arms into occupied 
Europe. Halifaxes were also operated by RAF Coastal Command for anti submarine warfare,
reconnaissance and meteorological roles.

#PRTO_Lancaster
^
^
^[The Lancaster Heavy Bomber] was the most sucessful of all WW2 British heavy bombers. 
^
^Heavy Bombers cannot sink ships, but they can damage them. Heavy Bombers can only fly 
bombing and rebase missions. They may be based in any city or airbase on the map. 
House Rule: Heavy Bombers should not be based on carriers.
^
^Lancaster Bombers are auto-produced by the Avro Bomber Plant great wonder.
#DESC_PRTO_Lancaster
^
^The Avro Lancaster was a British four-engine Second World War heavy bomber made initially
by Avro for the Royal Air Force (RAF). It first saw active service in 1942, and together with the
Handley Page Halifax it was one of the main heavy bombers of the RAF, the RCAF and squadrons
from other Commonwealth and European countries serving within RAF Bomber Command. 
The "Lanc" or "Lankie," as it was affectionately known, became the most famous and most 
successful of the Second World War night bombers, "delivering 608,612 tons of bombs in 
156,000 sorties." Although the Lancaster was primarily a night bomber, it excelled in many other 
roles including daylight precision bombing, and gained worldwide renown as the "Dam Buster" used
in the 1943 Operation Chastise raids on Germany's Ruhr Valley dams.


#PRTO_He-177
^
^[The Greif Heavy Bomber] is the heavy bomber for Germany. Although it looked like a
2 engined bomber it used 2 engines in tandem on each prop.
^
^Heavy Bombers cannot sink ships, but they can damage them. Heavy Bombers can only fly 
bombing and rebase missions. They may be based in any city or airbase on the map. 
House Rule: Heavy Bombers should not be based on carriers.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum>in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a heavy bomber.

#PRTO_P108_bomber
^
^
^[The Piaggio P.108] is the heavy bomber for the Minor Axis Nations.
You must research the Heavy Bomber tech before you can build the P.108.
^
^Heavy Bombers cannot sink ships, but they can damage them. Heavy Bombers can only fly 
bombing and rebase missions. They may be based in any city or airbase on the map. 
House Rule: Heavy Bombers should not be based on carriers.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum>in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a heavy bomber.

#PRTO_PE8
^
^
^[The PE-8] is the heavy bomber for Russia. You must research the Heavy Bomber tech before
you can build the PE-8.
^
^Heavy Bombers cannot sink ships, but they can damage them. They can fly bombing and rebase
missions only. They may be based in any city or airbase on the map. House Rule: Heavy
Bombers should not be based on carriers.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum>in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a heavy bomber.

#PRTO_G5N1
^
^
^[The G5N1] is the heavy bomber for Japan. You must research the Heavy Bomber tech before
you can build the G5N1.
^
^Heavy Bombers cannot sink ships, but they can damage them. They can fly bombing and rebase
missions only. They may be based in any city or airbase on the map. House Rule: Heavy
Bombers should not be based on carriers.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum>in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a heavy bomber.
#DESC_PRTO_G5N1
^
^The G5N1 heavy bomber was developed from the Douglas DC-4 but only 4 were ever built.


;; Medium Bombers

#PRTO_Betty
^
^The [betty bomber] was the principal medium bomber of the Japanese Navy during the war.
It had extremely long range for a 2 engined bomber, but was poorly protected and easy to 
shoot down.
^
Medium Bombers cannot sink ships, but they can damage them. They can fly all missions
except intercept and percision bombing. They may be based in any city or airbase on the map.
House rule: Medium bombers are limited to 1 carrier-based raid per game.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in it's
$LINK<Strategic Resource=GCON_ResourcesS> box to build a medium bomber.

#PRTO_B-25
^
^The [B-25 Medium Bomber] is the medium bomber for the Allies. Described as "a 
masterpiece of medium bomber design", it balanced performance and protection in just
the right amounts. 
^
^Medium Bombers cannot sink ships, but they can damage them. They can fly all missions
except intercept and percision bombing. They may be based in any city or airbase on the map.
House rule: Medium bombers are limited to 1 carrier-based raid per game.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in it's
$LINK<Strategic Resource=GCON_ResourcesS> box to build a medium bomber.

#PRTO_Wellington
^
^The [Vickers Wellington] is the basic medium bomber for the Commonwealth.
^
^Medium Bombers cannot sink ships, but they can damage them. They can fly all missions
except intercept and percision bombing. They may be based in any city or airbase on the map.
House rule: Medium bombers are limited to 1 carrier-based raid per game.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in it's
$LINK<Strategic Resource=GCON_ResourcesS> box to build a medium bomber.
#DESC_PRTO_Wellington
^
^The Vickers Wellington was a British twin-engine, long range medium bomber designed 
in the mid-1930s at Brooklands in Weybridge, Surrey, by Vickers-Armstrongs' Chief Designer,
R. K. Pierson. It was widely used as a night bomber in the early years of the Second World War,
before being displaced as a bomber by other aircraft such as the Mosquito and Lancaster. 
The Wellington continued to serve throughout the war in other duties, particularly as an 
anti-submarine aircraft. It was the only British bomber to be produced for the entire duration 
of the war. The Wellington was popularly known as the Wimpy by service personnel, after J. 
Wellington Wimpy from the Popeye cartoons and a Wellington "B for Bertie" had a starring
role in the 1942 propaganda film One of Our Aircraft Is Missing. The Wellington was one of two
bombers named for Arthur Wellesley, 1st Duke of Wellington (Victor over Napoleon), the other
being the Vickers Wellesley.

#PRTO_Mosquito
^
^The [Mosquito Bomber] is an advanced medium bomber for the Commonwealth. You must research
the Tactical Aviation 2 tech before you can build this bomber.
^
^Mosquito Bombers can fly any air mission except precision strikes. They can sink ships when
bombarding. They may be based in any city or airbase on the map. House rule: Medium bombers are
limited to 1 carrier-based raid per game.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<iron =GOOD_iron> in it's $LINK<Strategic Resource=GCON_ResourcesS>
box to build a Mosquito.
#DESC_PRTO_Mosquito
^
^Built mostly from plywood, the Mosquito was a formidable aircraft with long range and high speed.
It was used in various roles, such as light bomber and recon. There was also a fighter-bomber
version with nose-mounted cannons.

#PRTO_M3G
^
^The [Ki-67 bomber] is the advanced medium bomber for Japan. You must research 
tactical aviation 2 before you can build the Ki-67.
^
^Unlike some other medium bombers, the Ki-67 CAN sink ships. They can fly all missions
except intercept and percision bombing. They may be based in any city or airbase on the map.
House rule: Medium bombers are limited to 1 carrier-based raid per game.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in it's
$LINK<Strategic Resource=GCON_ResourcesS> box to build a medium bomber.


#PRTO_Il4
^
^The [Il-4 Medium Bomber] is the medium bomber for Russia. Medium Bombers cannot sink 
ships, but they can damage them. They can fly all missions except intercept and percision
bombing. They may be based in any city or airbase on the map.
^House rule: Medium bombers are limited to 1 carrier-based raid per game.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in it's
$LINK<Strategic Resource=GCON_ResourcesS> box to build a medium bomber.

#PRTO_ju88
^
^The [Ju-88 Medium Bomber] is the medium bomber for Germany and the Minor Axis. 
^
Medium Bombers cannot sink ships, but they can damage them. They can fly all missions
except intercept and percision bombing. They may be based in any city or airbase on the map.
House rule: Medium bombers are limited to 1 carrier-based raid per game.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in it's
$LINK<Strategic Resource=GCON_ResourcesS> box to build a medium bomber.

;;  ASW Aircraft

#PRTO_Asw
^
^The [Allied Anti-submarine Warfare (ASW) Aircraft] is a bomber or martime patrol aircraft
specially equipped to find and destroy submarines. They may be based in any city or airbase
on the map. ASW aircraft allow the city or airbase they are based on to "see" nearby subs.
House Rule: ASW Aircraft are large 4 engined aircraft and should not be based on carriers.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build an ASW aircraft.

#PRTO_Fw200
^
^The [Axis Anti-submarine Warfare (ASW) Aircraft] is a bomber or martime patrol aircraft specially
equipped to find and destroy submarines. They may be based in any city or airbase on the map. ASW
aircraft allow the city or airbase they are based on to "see" nearby subs.
House Rule: ASW Aircraft are large 4 engined aircraft and should not be based on carriers.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build an ASW aircraft.

;;  long range bombers

#PRTO_Heavy_Bomber
^
^[The B-29 Long Range Bomber] is the long range bomber for the United States and it's Allies.
The Russians also built a copy ([The Tu-4]) of this bomber by reverse engineering a B-29 which 
had been forced to land in their territory in the far east.
^
^Long range bombers cannot sink ships, but they can damage them. Long range bombers can
fly bombing recon, and re-base missions. They may be based in any city or airbase on the map. 
House Rule: Long range bombers should not be bases on carriers.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a long range bomber.
#DESC_PRTO_Heavy_Bomber
^
^
^As WWII progressed the bombers of the Allied nations, especially, became bigger, more powerful and
"heavier", able to carry a larger and larger destructive payload. In 1942 the first true "heavy
bombers" entered service -- albeit in the European Theatre -- with the "1,000 bomber raid" on Cologne,
Germany. The large bomber formations flew in tight "box" formations, and were protected by long-range
fighters on as much of their mission as possible. By the end of the war, the U.S. had developed the
B-29 "Superfortress", capable of flying 400 mph, carrying a ton of bombs, and flying missions up to
5,000 miles!

#PRTO_Fugaku
^
^
^[The Fugaku Long Range Bomber] is the long range bomber for Japan. The Fugaku existed as
a design only it, none were ever built before the war ended. 
^
^Long range bombers cannot sink ships, but they can damage them. Long range bombers can
fly bombing, recon and re-base missions. They may be based in any city or airbase on the map. 
House Rule: Long range bombers should not be bases on carriers.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a long range bomber.
#DESC_PRTO_Fugaku
^
^
^As WWII progressed the bombers of the Allied nations, especially, became bigger, more powerful and
"heavier", able to carry a larger and larger destructive payload. In 1942 the first true "heavy
bombers" entered service -- albeit in the European Theatre -- with the "1,000 bomber raid" on Cologne,
Germany. The large bomber formations flew in tight "box" formations, and were protected by long-range
fighters on as much of their mission as possible. By the end of the war, the U.S. had developed the
B-29 "Superfortress", capable of flying 400 mph, carrying a ton of bombs, and flying missions up to
5,000 miles!

#PRTO_Ta400_Bomber
^
^
^[The Ta-400 Long Range Bomber] is the long range bomber for the Germany and the Minor Axis.
Like the Fugaku this aircraft was a design only which never flew.
^
^Long range bombers cannot sink ships, but they can damage them. Long range bombers can
fly bombing, recon and re-base missions. They may be based in any city or airbase on the map. 
House Rule: Long range bombers should not be bases on carriers.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a long range bomber.
#DESC_PRTO_Heavy_Bomber
^
^
^As WWII progressed the bombers of the Allied nations, especially, became bigger, more powerful and
"heavier", able to carry a larger and larger destructive payload. In 1942 the first true "heavy
bombers" entered service -- albeit in the European Theatre -- with the "1,000 bomber raid" on Cologne,
Germany. The large bomber formations flew in tight "box" formations, and were protected by long-range
fighters on as much of their mission as possible. By the end of the war, the U.S. had developed the
B-29 "Superfortress", capable of flying 400 mph, carrying a ton of bombs, and flying missions up to
5,000 miles!

#PRTO_Super_Lanc
^
^
^[The Super Lancaster Long Range Bomber] is the long range bomber for the Commonwealth.
^
^Long range bombers cannot sink ships, but they can damage them. Long range bombers can
fly bombing and re-base missions. They may be based in any city or airbase on the map. 
House Rule: Long range bombers should not be bases on carriers.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a long range bomber.
#DESC_PRTO_Super_Lanc
^
^
^As WWII progressed the bombers of the Allied nations, especially, became bigger, more powerful and
"heavier", able to carry a larger and larger destructive payload. In 1942 the first true "heavy
bombers" entered service -- albeit in the European Theatre -- with the "1,000 bomber raid" on Cologne,
Germany. The large bomber formations flew in tight "box" formations, and were protected by long-range
fighters on as much of their mission as possible. By the end of the war, the U.S. had developed the
B-29 "Superfortress", capable of flying 400 mph, carrying a ton of bombs, and flying missions up to
5,000 miles!

;; air misc.

#PRTO_Nuclear_Bomb
^
^
^The [Atomic Bomb] is the most powerful weapon in the scenario, when used it has
a tremendous negative effect upon world opinion.
^
^The [Atomic Bomb] is auto-produced the $LINK<the Manhattan Project=BLDG_Manhattan_Project> 
small wonder.
^
^
#DESC_PRTO_Nuclear_Bomb
^
^
^The Atomic Bomb (or "A-Bomb") was developed and first used by the Americans during WWII under the
auspices of $LINK<the Manhattan Project=BLDG_Manhattan_Project>, which produced two types of A-bombs
that were ready for use by the end of July, 1945. The responsible scientists were more confident of
the bomb they nicknamed "Little Boy", which depended upon an explosive device to ignite its deadly
load of Uranium-235 to produce an explosion of immense proportions. They were less confident of their
second bomb, "Fat Man", which depended on plutonium (Pu-239) to produce a massive implosion. As events
turned out, when the bombs were delivered to their respective targets of Hiroshima and Nagasaki,
both functioned with deadly precision. Shortly thereafter Japan -- acknowledging that continuation
of the war against such destructive power would be foolish -- surrendered.



#PRTO_Kamikaze
^
^
^The Kamikaze is a unique unit for Japan only.
^
^{Attacking with a Kamikaze}: Although a Kamikaze was, in reality, an air unit, in the game the
unit must be based in a city and can then bombard any target within range of its position.
A Kamikaze has no attack or defense values, only bombardment. Kamikazes have lethal sea bombard
and can be airlifted.
^
^No resources are required to build a Kamikaze.
#DESC_PRTO_Kamikaze
^
^
^By the latter half of 1944 most of the skilled pilots that Japan had begun the war with were dead --
many claimed in the disastrous Battle of the Philippine Sea where the Japanese lost three carriers,
more than 400 carrier-borne aircraft and 445 air crewmen. Determined to hold onto the Philippine
islands at all costs (their loss would mean loss of access to the crucial oil and rubber resources
of Borneo and Java), the Japanese realized that drastic measures would be necessary. Knowing that their
new pilots, though under-trained and outnumbered, had no lack of enthusiasm and devotion for their
country, a new "weapon" was concieved: the [Kamikaze] (Divine Wind), a plane laden with bombs that
would be deliberately piloted into important targets (preferably enemy carriers) in a suicide attack.
By late October 1944 the first waves of Kamikaze planes began crashing into Allied ships, and
quickly claimed the American carrier [St. Lo]. From October 1944 to January 1945, almost 450
Kamikaze attacks were launched vs. Allied ships; of these, over 200 of the pilots completed
their mission of personal sacrifice, always with deadly effect.

;; air transport
#PRTO_C47
^
^The [Allied Air Transport]unit can be used to airlift and airdrop parachute
divisions. House Rule - Only parachute divisions may be loaded into air transport
units.  
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build an air transport unit.

#DESC_PRTO_C47
^
^
^During World War II, the armed forces of many countries used the C-47 and modified
DC-3s for the transport of troops, cargo, and wounded. The U.S. Naval designation was
R4D. More than 10,000 aircraft were produced in Long Beach and Santa Monica, California
and Oklahoma City, Oklahoma. The Oklahoma City plant produced 5,354 C-47s from March 1943
until August 1945.

#PRTO_Ford_A5
^
^The [Axis Air Transport]unit can be used to airlift and airdrop parachute
divisions. House Rule - Only parachute divisions may be loaded into air transport
units.  
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build an air transport unit.

#DESC_PRTO_Ford_A5
^
^
^The Ford A5 trimotor is used to represent the Junkers Ju 52 which was not
available.
^
^The Junkers Ju 52 (nicknamed Tante Ju ("Auntie Ju") and Iron Annie) was a German
trimotor transport aircraft manufactured from 1932 to 1945. It saw both civilian and
military service during the 1930s and 1940s. In a civilian role, it flew with over 12
air carriers including Swissair and Deutsche Luft Hansa as an airliner and freight hauler.
In a military role, it flew with the Luftwaffe as a troop and cargo transport and briefly
as a medium bomber. The Ju 52 continued in postwar service with military and civilian air
fleets well into the 1980s.


;; jets

#PRTO_Jet_Fighter
^
^
^[Jet Fighters] are faster versions of their predecessor. They may execute all
$LINK<air missions=GCON_Air_Missions> except precision strikes. Jet Fighters have
[radar] that allows the unit to "see" two squares regardless of blocking terrain.
They may be based in any city airbase or aircraft carrier on the map. You must
research jet engines before you can build a jet fighter.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a jet fighter.
#DESC_PRTO_Jet_Fighter
^
^
^During WWII the Germans developed and flew several types of jet fighter, perhaps the
most famous of which was the Me-262. By 1944, the secret working plans for the Me-262 were given to
Germany's most powerful ally, Japan. As a result, Japan developed the fighter "Ki-201 Karyuu"
using this data. However, development progressed slowly, and the war
in the Pacific came to an end about the time that a final production drawing was completed. Meanwhile,
the British developed the Gloster Meteor and the De Havilland Vampire, although only the former ever
saw any combat service (and that was mostly chasing German "buzz bombs").
^
^The introduction of jet engines to fighter aircraft during WWII changed the way man waged war in
the skies. The primary impact was that of speed, since even early jet engines were able to outperform
their rotary peers by three to one. While this improvement was certainly appreciated by their pilots
(speed advantages often translate to more options in air combat), it was some time before the nature
of this change was fully understood. Dogfighting became a significantly more difficult task, since the
window to 'take a shot' was reduced to an instant. During WWII automatic cannons still remained a jet's
primary weapon.

#PRTO_US_Jet
^
^
^This is the US and Allies version of the [ jet fighter], the P-59. They may execute all
$LINK<air missions=GCON_Air_Missions> except precision strikes. 
They may be based in any city airbase or aircraft carrier on the map. You must
research jet engines before you can build a jet fighter.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a jet fighter.
#DESC_PRTO_US_Jet
^
^
^During WWII the Germans developed and flew several types of jet fighter, perhaps the
most famous of which was the Me-262. By 1944, the secret working plans for the Me-262 were given to
Germany's most powerful ally, Japan. As a result, Japan developed the fighter "Ki-201 Karyuu"
using this data. However, development progressed slowly, and the war
in the Pacific came to an end about the time that a final production drawing was completed. Meanwhile,
the British developed the Gloster Meteor and the De Havilland Vampire, although only the former ever
saw any combat service (and that was mostly chasing German "buzz bombs").
^
^The introduction of jet engines to fighter aircraft during WWII changed the way man waged war in
the skies. The primary impact was that of speed, since even early jet engines were able to outperform
their rotary peers by three to one. While this improvement was certainly appreciated by their pilots
(speed advantages often translate to more options in air combat), it was some time before the nature
of this change was fully understood. Dogfighting became a significantly more difficult task, since the
window to 'take a shot' was reduced to an instant. During WWII automatic cannons still remained a jet's
primary weapon.

#PRTO_Jap_Jet
^
^
^This is the Japanese version of the jet fighter, the Kika. They may execute all
$LINK<air missions=GCON_Air_Missions> except precision strikes. 
They may be based in any city airbase or aircraft carrier on the map. You must
research jet engines before you can build a jet fighter.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a jet fighter.
#DESC_PRTO_Jap_Jet
^
^
^During WWII the Germans developed and flew several types of jet fighter, perhaps the
most famous of which was the Me-262. By 1944, the secret working plans for the Me-262 were given to
Germany's most powerful ally, Japan. As a result, Japan developed the fighter "Ki-201 Karyuu"
using this data. However, development progressed slowly, and the war
in the Pacific came to an end about the time that a final production drawing was completed. Meanwhile,
the British developed the Gloster Meteor and the De Havilland Vampire, although only the former ever
saw any combat service (and that was mostly chasing German "buzz bombs").
^
^The introduction of jet engines to fighter aircraft during WWII changed the way man waged war in
the skies. The primary impact was that of speed, since even early jet engines were able to outperform
their rotary peers by three to one. While this improvement was certainly appreciated by their pilots
(speed advantages often translate to more options in air combat), it was some time before the nature
of this change was fully understood. Dogfighting became a significantly more difficult task, since the
window to 'take a shot' was reduced to an instant. During WWII automatic cannons still remained a jet's
primary weapon.

See jet fighter for more info.

#PRTO_CW_Jet
^
^
^This is the Commonwealth version of the jet fighter, the Meteor. They may execute all
$LINK<air missions=GCON_Air_Missions> except precision strikes. 
They may be based in any city airbase or aircraft carrier on the map. You must
research jet engines before you can build a jet fighter.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum =GOOD_Aluminum> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a jet fighter.
#DESC_PRTO_CW_Jet
^
^
^During WWII the Germans developed and flew several types of jet fighter, perhaps the
most famous of which was the Me-262. By 1944, the secret working plans for the Me-262 were given to
Germany's most powerful ally, Japan. As a result, Japan developed the fighter "Ki-201 Karyuu"
using this data. However, development progressed slowly, and the war
in the Pacific came to an end about the time that a final production drawing was completed. Meanwhile,
the British developed the Gloster Meteor and the De Havilland Vampire, although only the former ever
saw any combat service (and that was mostly chasing German "buzz bombs").
^
^The introduction of jet engines to fighter aircraft during WWII changed the way man waged war in
the skies. The primary impact was that of speed, since even early jet engines were able to outperform
their rotary peers by three to one. While this improvement was certainly appreciated by their pilots
(speed advantages often translate to more options in air combat), it was some time before the nature
of this change was fully understood. Dogfighting became a significantly more difficult task, since the
window to 'take a shot' was reduced to an instant. During WWII automatic cannons still remained a jet's
primary weapon.





;   ____________________________________________LEADER / ARMY UNITS_____________________________________________


#PRTO_Army
^
An [Army] is a group of ordinary units that move and fight together. To form an army, you must build the Army unit
and then 'load' other units into it. You can load up to two units "in" an Army. Once you build the pentagon the
number of units you can load increases to three.
^
^{Building an Army}
^Armies can be built in cities that have the $LINK<Military Academy=BLDG_Military_Academy>
or a $LINK<Leader=GCON_Leaders> in them. But you must have at least three cities for every army you create.
^
^{In Battle}
^An army uses one, some, or all its internal units to fight a battle, depending upon the course of the fight.
^
^{Spotting}
^An army can "see" up to two squares away, due to its intrinsic scouts.


;Nature Units______________________________________________________________________________

#PRTO_NAT_Blizzard
^
^
^[Blizzard] units are unique to Russia and are intended to simulate the difficulty of conducting military
operations during winter in Russia. They are land units which treat all terrain as roads. 
^
^
^They are auto-produced by a city improvement called Russian winter.


#PRTO_NAT_Malaria
^
^
^[Malaria] and [Dengue Fever] are insect-borne tropical disease units unique to the Nature 
Civilization.
^
^These units are auto-produced by the malaria source city improvement. They can move through
jungles and swaps as though they were clear terrain.
^
#DESC_PRTO_Malaria
^
^Malaria is a vector-borne infectious disease caused by protozoan parasites. It 
is widespread in tropical and subtropical regions, including parts of the Americas, 
Asia, and Africa. Usually, people get malaria by being bitten by an infective female 
Anopheles mosquito.
^
^Dengue fever is an acute febrile disease, found in the tropics, and caused by 
four closely related virus serotypes of the genus Flavivirus, family Flaviviridae.
Dengue is transmitted to humans by the Aedes aegypti or more rarely the Aedes
albopictus mosquito. 

#PRTO_NAT_Typhoon
^[Typhoons] and [Hurricanes] are tropical storm units unique to the Nature Civilization. These
storms come in 3 strengths; category 3, 4, and 5 (with 5 being the most powerful). They are sea
units so they are primarily a threat to ships at sea, however cat. 4 and 5 storms have bombardment
capability so they can damage land uints on the coast or ships in port.
^
^These units are auto-produced by city improvements; the typhoon source in the Pacific and
Indian Oceans and the hurricane source in the Atlantic. 
#DESC_PRTO_NAT_Typhoon
^Category 3 tropical storms have sustained winds of between 96 to 113 knots. They can cause some
structural damage to small residences and utility buildings, particularly those of wood frame or manufactured
materials with minor curtainwall failures. Buildings that lack a solid foundation, such as mobile homes, are 
usually destroyed, and gable-end roofs are peeled off. Manufactured homes usually sustain severe and 
irreparable damage. Flooding near the coast destroys smaller structures, while larger structures are struck by
floating debris. Additionally, terrain may be flooded well inland.
^
^Category 4 tropical storms have sustained winds of between 114 to 135 knots. They tend to produce 
extensive curtainwall failures, with some complete roof structural failure on small residences.
Heavy, irreparable damage and near complete destruction of gas station canopies and other 
wide span overhang type structures are common. Mobile and manufactured homes are leveled. 
These storms cause extensive beach erosion, while terrain may be flooded far inland.
^
^Category 5 is the highest category a tropical cyclone can obtain in the Saffir-Simpson scale
with sustained winds of 136 knots or higher. These storms cause complete roof failure on many 
residences and industrial buildings, and some complete building failures with small utility buildings
blown over or away. Collapse of many wide-span roofs and walls, especially those with no interior 
supports, is common. Very heavy and irreparable damage to many wood frame structures and total
destruction to mobile/manufactured homes is prevalent.

#PRTO_NAT_Monsoon
^[Gales] are storm units unique to the Nature Civilization. These storms come in 2 strengths; force 9
and 10 (with 10 being the most powerful). They are sea units so they are primarily a threat to ships at
sea, however gales have bombardment capability so they can damage land uints on the coast or ships
in port.
^
^These units are auto-produced by cities which have the the gale source improvement, located in the arctic 
regions such as Greenland and Alaska.
 
#PRTO_NAT_Sandstorm
^[Sandstorms] are storm units unique to the Nature Civilization. They are land units so they are a threat
to land units and aircraft on airbases.
^
^These units are auto-produced by cities which have the sandstorm source improvement, located deep in  
the Sahara desert. 

#PRTO_Nature
^[Natural defense] units are unique to the Nature Civilization. They are very powerful immobile land units
which protect nature cities. They also have anti-aircraft defense which makes it costly to bomb nature cities.
^
^Natural Defense are the only type of nature units which are not auto-produced.

#PRTO_NAT_Iceberg
^[Icebergs] are unique to the Nature Civilization. They are sea units which are a threat to ships at sea. 
^
^These units are auto-produced by cities which have the the iceberg source improvement, located in the arctic 
regions such as Greenland and Alaska.

; End Units______________________________________________________________________________End Units


; City Improvements______________________________________________________________________________City Improvements

#BLDG_Manufacturing_Plant
^
^
^A [Defense Plant] increases $LINK<shield production=GCON_Shields> in its city by 75%. Defense palnts are 
unique to America. The are more productive than factories and cheaper to build. 
#DESC_BLDG_Manufacturing_Plant
^
^
^Manufacturing plants are large industrial complexes that produce goods of all types, although they are
generally used to produce durable consumer goods such as automobiles. Essentially, a manufacturing plant
is a large, sophisticated factory that employs specialization of labor, complex machinery, and assembly
lines to gain efficiency and economies of scale. This combination of manpower and automation increases
productivity and reduces production costs.

#BLDG_Airport
^
^
^A city with a [Military Airfield] produces $LINK<veteran=GCON_Experience> air units instead of regulars.
^They also allow parachute units and generals to airlift in and out of a city.
^Note: Military airfields ARE NOT is a link the $LINK<trade network=GCON_Trade>.
#DESC_BLDG_Airport
^
^
^Since the middle of the 20th century, the airplane has been one of the chief means of long-distance transport in the 
world. Nearly every major metropolitan area today has at least one airport, with facilities to handle passengers and 
ticketing, as well as facilities for refueling and repairing the aircraft that land there. Beginning in the 1940s, 
the growing role of airplanes as combat vehicles led to the widespread construction of military air bases. Nearly 400 
of these facilities in the U.S. alone act as bases and maintenance facilities for aircraft assigned to all branches of 
the military.

#BLDG_Commercial_Dock
^
^
^A commercial dock is a link in the $LINK<trade network=GCON_Trade>, allowing $LINK<luxuries=GCON_ResourcesL>
and $LINK<strategic resources=GCON_ResourcesS> to be traded to other commercial docks.
#DESC_BLDG_Commercial_Dock
^
^
^In this scenario harbors have replaced by commercial docks and naval shipyards:
^1. Commercial docks permit trade across oceans and produce one extra food per coastal square. 
^2. Naval shipyards allow the production of veteran naval uints and the upgrading of naval units. 
 
#BLDG_Harbor
^
^
^Naval shipyards allow the production of veteran naval uints and the upgrading of naval units. 
They also increase shield production in the city by 25%,
#DESC_BLDG_Harbor
^
^
^In this scenario harbors have replaced by commercial docks and naval shipyards:
^1. Commercial docks permit trade across oceans and produce one extra food per coastal square. 
^2. Naval shipyards allow the production of veteran naval uints and the upgrading of naval units. 
 

#BLDG_V1_plant
^
^
^The Fieseler Fi 103, better known as V-1 (German: Vergeltungswaffe or "vengeance weapon") 
was an early cruise missile used during World War II. The V-1 was developed at Peenemnde by the German
Luftwaffe. Between 13 June 1944 and 29 March 1945, it was fired at population centers such as London and Antwerp.
^
^
^Builds a V1 rocket every turn.
^
^

#BLDG_Nuclear_Plant
^
^
^Nuclear Plants [cannot be built] in this scenario.
#DESC_BLDG_Nuclear_Plant
^
^
^Perhaps our children or grandchildren will discover a way to harness nuclear energy for peaceful
purposes.

#BLDG_Offshore_Platform
^
^
^[Offshore Platforms} cannot be built in this scenario.
#DESC_BLDG_Offshore_Platform
^
^
^Perhaps our children or grandchildren will discover a way to extract oil from beaneath the seas.

#BLDG_Solar_Plant
^
^
^Solar Plants [cannot be built] in this scenario.
#DESC_BLDG_Solar_Plant
^
^
^Perhaps our children or grandchildren will discover an efficient means of power from the suns rays.

#BLDG_Kiruna_mine
^
^The Kiruna mine has been proucing iron ore since 1898. Mines such as this one in
Northern Sweden were vital to the German war effort. The ore was transported by 
rail to Narvik for shipment. 
^
^
^Produces an iron unit every 3 turns.
^
^

;; Buildings which auto-produce nature units

#BLDG_Russian_Winter
^
^This building is unique to Russia. It auto-produces a blizzard unit every 12 turns.
This improvement cannot be built, however a number of northern cities have this
improvement already at the start of the scenario. 
^
^Note: Only works for a communist government.

#DESC_BLDG_Russian_Winter
^
^Russian Winter - By early December 1941, the temperatures which had been relatively mild by Russian standards, dropped
as low as twenty to fifty degrees Celsius below zero, freezing German troops, who still had no winter clothing.
German vehicles, which were not designed for such severe weather had to be heated for hours before use. 
More than 130,000 cases of frostbite were reported among German soldiers.  Frozen grease had to be removed from every loaded shell.
^
The Axis offensive on Moscow stopped. As Guderian wrote in his journal, "the offensive on Moscow failed. We underestimated the 
enemy's strength, as well as his size and climate. Fortunately, I stopped my troops on December 5, otherwise the catastrophe would be unavoidable."

#BLDG_Gale_source
^
^This building is unique to the Nature civilation. It auto-produces a force 9 gale unit every 12 turns.
This improvement cannot be built, however a number of nature cities located in the northern part
of the map (Greenland, Baffin Island, Alaska, etc.) have this improvement already at the start of
the scenario. 
^
^Note: Only works for a nature government.

#BLDG_Hurricane_source
^
^This building is unique to the Nature civilation. It auto-produces a category 3 hurricane unit every 6 turns.
This improvement cannot be built, however a nature city located in the Carribean has this improvement 
already at the start of the scenario. 
^
^Note: Only works for a nature government.

#BLDG_Iceberg_source
^
^This building is unique to the Nature civilation. It auto-produces an iceberg unit every 12 turns.
This improvement cannot be built, however a number of nature cities located in the northern part
of the map (Greenland, Baffin Island, Alaska, etc.) have this improvement already at the start of
the scenario. 
^
^Note: Only works for a nature government.

#BLDG_Malaria_source
^
^This building is unique to the Nature civilation. It auto-produces a malaria unit every 4 turns.
This improvement cannot be built, however a number of nature cities located in the tropical part
of the map (Borneo, Brazil, Africa etc.) have this improvement already at the start of the scenario. 
^
^Note: Only works for a nature government.

#BLDG_Sandstorm_source
^
^This building is unique to the Nature civilation. It auto-produces a sandstorm unit every 4 turns.
This improvement cannot be built, however a number of nature cities located in the Sahara desert
have this improvement already at the start of the scenario. 
^
^Note: Only works for a nature government.

#BLDG_Typhoon_source
^
^This building is unique to the Nature civilation. It auto-produces a category 3 typhoon unit every 6 turns.
This improvement cannot be built, however a number of nature cities located in the South Pacific
Indian Oceans  have this improvement already at the start of the scenario. 
^
^Note: Only works for a nature government.


#BLDG_Forbidden_Palace
^
^
Gives the benefits of a second $LINK<Palace=BLDG_Palace> located in the city that builds it. 
^
^{Requires:} The civilization must have at least ten cities (on a standard size map) under its control.


#BLDG_Chinese_replacements
^This building is unique to the Minor Allies. It auto-produces a Chinese Infantry unit every 2 turns.
This improvement cannot be built, however 3 cities in China; Chungking, Sian and Chihkiang
have this improvement already at the start of the scenario. 

#BLDG_Party_HQ
^This building is unique to the Russia. It replaces the Temple for the communist Russians, adding one happy
citizen. In multi-player games the Great Patriotic War wonder in Stalingrad provides a party HQ in every
Russian city. In single-player games it must be built.


#BLDG_Dominion_parliment
^This building is unique to the British Empire. It reduces corruption, increases production and
tax output. This improvement cannot be built, however some cities British Empire (Sydney, Toronto,
Johannesburg, and Wellington) have this improvement already at the start of the scenario. 


; GREAT WONDERS ____________________________________________________________________________________ GREAT WONDERS




#BLDG_Grand_Cathedral
^
^
^Decreases the number of $LINK<unhappy citizens=GCON_Moods> on the continent by two per city.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.

#BLDG_Great_Library
^
^
^The Jabel Akhdar (Arabic: meaning The Green Mountain) is a heavily forested, fertile upland area in 
eastern Libya near Bengazi. The region is one of the very few forested areas of Libya, one of the 
least forested countries on Earth.
^
^This wonder is a tourist attraction and increases the cultural value of the city

#BLDG_Bedford_Basin
^
^Situated entirely west of the old city of Halifax, Nova Scotia, the Basin is 8 kilometres
long and 5 kilometres wide. The basin is quite deep with good holding ground (mud) on
the basin floor make it an ideal protected anchorage. 
^
^The protected waters of Bedford Basin allowed the Royal Navy and Royal Canadian
Navy to assemble convoys consisting of hundreds of merchant ships in relative security
while torpedo nets kept German submarines at bay.
^
^This improvement produces a convoy supplies unit every turn.
^Note: Only works for a CW democratic government.

#BLDG_DEI_oil
^
^The rich oil resources of the Dutch East Indies were a prime objective of the Japanese military 
in WW2.  The most important of these oil fields was located on the island of Sumatra. 
^
^
^This improvement produces a oil  unit every turn.
^Note: Only works for an Imperial Japanese government.


#BLDG_Tobruk
^
^The Rats of Tobruk was the name given to the soldiers of the garrison who held the Libyan port of Tobruk against the 
Afrika Corps, during the Siege of Tobruk in World War II. The siege started on 10 April 1941.
^
Australian troops of the Australian 9th Division and the 18th Brigade of the Australian 7th Division under Lieutenant General
Leslie Morshead made up more than half of the Allied presence in Tobruk with a total strength of over 14,000 men. The rest
of the garrison was made up of British (the 3rd Armoured Brigade, 4 artillery regiments) and Indian (the 18th Indian Cavalry Regiment)
troops and, beginning in August, the Polish Independent Carpathian Brigade and the Czechoslovak 11th Infantry Battalion.
^
^This wonder is morale booster for the Commonwealth adding one happy face in each city.

#BLDG_Parthenon
^
^
^The Parthenon is a temple of the Greek goddess Athena built in the 5th century BC on the Acropolis of Athens. It is
the most important surviving building of Classical Greece, generally considered to be the culmination of the development
of the Doric order. 
^
^This wonder is a tourist attraction and increases the cultural value of the city

#BLDG_Yalta
^
^The Livadia Palace near Yalta was the site of the Yalta Conference in February, 1945 between the heads of government 
of the United States, the United Kingdom, and the Soviet Union - Franklin D. Roosevelt, Winston Churchill, and Joseph Stalin,
respectively.
^
^
^This wonder is a tourist attraction and increases the cultural value of the city

#BLDG_Hoover_Dam
^
^
^Brings the effects of a $LINK<hydro plant=BLDG_Hydro_Plant> to all cities on the same continent.
^
^
^To build the Hoover Dam a city must have a river within its $LINK<radius=GCON_Radius>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious and Agricultural civilizations.


#BLDG_heavy_bomber_plant
^
^
^Avro was a British aircraft manufacturer, one of it's designs, the Lancaster was one
of the pre-eminent bombers during the Second World War. The company was founded in
1910 as A.V. Roe and Company at Brownsfield Mills, Manchester by Alliott Verdon Roe 
and his brother H.V. Roe. 
^
^
^Builds a Lancaster bomber unit every 2 turns.
^
^

#BLDG_underway_rep
^
^
^Increases movement of all ships by 1.
^
^
^

#BLDG_Flying_Tigers
^
^
^Flying Tigers was the popular name of the 1st American Volunteer
Group of the Chinese Air Force. The group was a private military contractor
and the volunteers were former United States Army, Navy, and Marine
Corps pilots and ground crew, recruited under Presidential sanction
and commanded by Claire Lee Chennault. The group consisted of three fighter 
squadrons with about 20 aircraft each. 
^
^
^Produces a P-40 fighter plane unit every 4 turns.
^


#BLDG_uboat_works
^
^The Blohm + Voss shipbuilding and engineering works was founded in 1877, by Hermann Blohm
and Ernst Voss. During WW2 this shipyard built many Type VII, Type XVII, Type XXI and Type XXVI 
U-boats. 
^
^
^Produces a U-boat unit every 2 turns.
^
^

#BLDG_Liberty_ships
^
^
^Liberty ships were cargo ships built in the United States during World War II. 
Though British in conception, they were adapted by the U.S. as they were cheap 
and quick to build, and came to symbolize U.S. wartime industrial output. Based 
on vessels ordered by Britain to replace ships torpedoed by German U-boats,
 they were purchased for the U.S. fleet and for lend-lease provision to Britain. 
Eighteen American shipyards built 2,751 Liberties between 1941 and 1945, easily the
largest number of ships produced to a single design.
^
^
^Produces an allied transport every 2 turns.
^
^


#BLDG_T34_works
^
^
^Produces a T-34 Tank Corp every 2 turns.
^
^Note: can only be built with a communist government.
^
^

#BLDG_Chinese_Replacements
^
^
^Produces a Chinese Infantry every 2 turns.
^
^Note: only works with a Global Alliance government.
^
^

#BLDG_Lend_Lease
^
^
^Produces a Allied Mech Infantry Corp every 2 turns.
^And triggers a golden age for Russia.
^
^Note: can only be built with a communist government.
^
^
#BLDG_Long_March
^
^The Long March was a series of military retreats undertaken by the 
Red Armies of the Chinese Communist Party (CCP), the forerunner 
of the People's Liberation Army, to evade the pursuit of the Kuomintang 
army. The most well known is the march from Jiangxi province which 
began in October 1934. The First Front Army of the Chinese Soviet Republic, 
led by an inexperienced military commission, was on the brink of complete 
annihilation by Chiang Kai-shek's troops in their stronghold in Jiangxi province. 
The Communists, under the command of Mao and Zhou Enlai, escaped in a 
retreat to the west and north, which reportedly traversed some 8,000 miles over
370 days. The route passed through some of the most difficult terrain of western 
China and then north to Shaanxi.
^
^Produces a Red Army Guerilla unit every 3 turns.
^Note: only works with a communist government.
^
^

#BLDG_Stillwell
^
^Joseph W. Stilwell was a United States Army four-star General best-known for
his service in China and Burma. His contempt for formal military dress, his concern
for the enlisted man, and his caustic personality would gain him the nickname "Vinegar Joe."
Convinced that the Chinese soldier was the equal of any given proper care and leadership,
Stilwell established a training center for two divisions of Chinese troops from forces that had 
retreated to Assam from Burma. The Chindits were special forces that served during the Burma
Campaign. 
^
^Produces a Chindits division every 4 turns.
^Note: only works with a Global Allianace government.
^
^

#BLDG_Fr_Resistance
^
^
^The French Resistance is the collective name used for the French
resistance movements which fought against the Nazi German occupation
of France and the collaborationist Vichy Regime during World War II. 
Resistance groups comprised small groups of armed men and women 
(referred to as the maquis when based in rural areas), publishers of underground 
newspapers, and escape networks that helped Allied soldiers. The Resistance 
came from all layers and groups of French society, from conservative Roman 
Catholics (including priests), Jews, to liberals, anarchists and communists.
^
^Produces a Resistance Fighter unit every 3 turns.
^Note: can only be built with a CW democratic government.
^
^

#BLDG_Great_Playhouse
^
^
^"... we shall fight in France, we shall fight on the seas and oceans, we shall fight with
growing confidence and growing strength in the air, we shall defend our island, whatever
the cost may be, we shall fight on the beaches, we shall fight on the landing grounds, we
shall fight in the fields and in the streets, we shall fight in the hills; we shall never surrender."
^The wartime speeches of Prime Minister Winston Churchill were a great inspiration to
the embattled British.
^
^Makes 3 citizens happy in every  city.
Note: only works with a CW democratic govenrment.
^
^

#BLDG_Clyde
^
^
^The River Clyde is a major river in Scotland. Flowing through the city of Glasgow,  it was
an important area for shipbuilding in Second World War. John Brown and Company of 
Clydebank, was the pre-eminent shipbuilder, responsible for building HMS Hood,
the Queen Mary and many other notable ships.
^
^Produces a Commonwealth destroyer unit every 3 turns.
Note: only works with a CW democratic govenrment.
^
^

#BLDG_Patriotic_War
^
^
^The term Great Patriotic War is used in Russia and some other states of the former Soviet Union to 
describe their portion of the Second World War from June 22, 1941, to May 9, 1945, against Nazi 
Germany and its allies. The term is not generally used outside the former Soviet Union.
^The term Great Patriotic War appeared in the Soviet newspaper Pravda soon after Nazi Germany 
invaded the Soviet Union, in a long article titled The Great Patriotic War of the Soviet People.
^
^Produces a partisan unit every 2 turns. The Soviet partisans were members of a resistance movement
which fought a guerrilla war against the Axis occupation. 
^
^
#BLDG_Suez
^
^
^The Suez Canal is an artificial sea-level waterway in Egypt, connecting the Mediterranean Sea and the
Red Sea. Opened in November 1869, it allows water transportation between Europe and Asia without
navigating around Africa. The northern terminus is Port Said and the southern terminus is Port Tawfik
at the city of Suez. Ismailia lies on its west bank, 3 km (1.9 mi) north of the half-way point.
^
^This wonder is a tourist attraction and also functions the allows sea trade.
^
^


#BLDG_Moulemein_Pagoda
^
^
^Mawlamyine, formerly known as Moulmein, it was once a thriving teak port and the
administrative capital of British Lower Burma. The town's signature landmark is 
Kyaikthanlan pagoda built in 875 AD and  thought to be the site from where Rudyard 
Kipling wrote his famous poem, 'The Road to Mandalay'. The musical version of the
poem was a popular marching song for CW forces in the far east.
^
^This wonder is morale booster for whoever controls the city, adding one happy face in each city.
^
^

#BLDG_Great_University
^
^
^Doubles $LINK<scientific research=GCON_Research> in the city where it is built.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.

#BLDG_Kiruna_mine
^
^The Kiruna mine has been proucing iron ore since 1898. Mines such as this one in
Northern Sweden were vital to the German war effort. The ore was transported by 
rail to Narvik for shipment. 
^
^
^Produces an iron unit every 3 turns.
^
^

#BLDG_flak_tower
^
^Flak towers were large, above-ground, anti-aircraft gun blockhouse towers
that were constructed in the cities such Berlin and Hamburg. A fascist government 
is required to build a flak tower. Several Axis cities have flak towers at the
start of the game.
^
^

;; AI Assist Wonders

#BLDG_STAVKA
^
^Stavka or the headquarters of the "Main Command of the Armed Forces of the USSR" 
during World War II, is an AI-assist wonder. Typically the AI will only build the
largest, most powerful units available, allways chosing to build a rifle army, for
example, rather than a rifle corp. This can leave the AI with too few units. Rather than allow
the AI to build rifle army units directly, the AI can build this wonder to auto 
produce rifle armies at the rate of one every three turns.
^
^

#BLDG_Achnacarry
^
^The Achnacarry castle and estate in highland Scotland was used as a Commando 
Training Depot in World War II. This is an AI-assist wonder which auto-produces
marine divisions at the rate of one every three turns. This wonder is already built
at the start of the game and located in Edinburgh.
^
^

#BLDG_Wermacht_HQ
^
^The Wehrmacht HQ, the headquaters of the unified armed forces of Germany from 1935 to 1945,
during World War II, is an AI-assist wonder. Typically the AI will only build the
largest, most powerful units available, allways chosing to build an infantry corp, for
example, rather than an infantry division. This can leave the AI with too few units. 
Rather than allow the AI to build infantry corp units directly, this wonder auto 
produces them at the rate of one every two turns. This wonder is already built at 
the start of the game and located in Salzburg.
^
^

#BLDG_IT_RA_HQ
^
^The Italian Royal Army HQ, is an AI-assist wonder. Typically the AI will only build the
largest, most powerful units available, allways chosing to build an infantry corp, for
example, rather than an infantry division. This can leave the AI with too few units. 
Rather than allow the AI to build infantry corp units directly, the AI can build this
wonder which produces an infantry corp every 4 turns. 
^
^

#BLDG_Chatham_Barracks
^
^The Royal Army Chatham Barracks, is an AI-assist wonder. Typically the AI will only build the
largest, most powerful units available, allways chosing to build an infantry corp, for
example, rather than an infantry division. This can leave the AI with too few units. 
Rather than allow the AI to build infantry corp units directly, the AI can build this
wonder which produces an infantry corp every 3 turns. 
^
^

#BLDG_FT_Bragg
^
^US army Fort Bragg, is an AI-assist wonder. Typically the AI will only build the
largest, most powerful units available, allways chosing to build an infantry corp, for
example, rather than an infantry division. This can leave the AI with too few units. 
Rather than allow the AI to build infantry corp units directly, this wonder produces
an infantry corp every 2 turns. This wonder is already built at the start of the game
and located in Charleston, SC.
^
^

#BLDG_Pendleton
^
^US Marine Corp Base Camp Pendleton, is an AI-assist wonder. Typically the AI will only build the
largest, most powerful units available, allways chosing to build a marine corp, for
example, rather than a marine division. This can leave the AI with too few units. 
Rather than allow the AI to build marine corp units directly, this wonder produces
a marine corp every 2 turns. This wonder is already built at the start of the game
and located in Los Angeles.
^
^

#BLDG_COMSUBPAC
^
^Although submarines are one of the most effective naval units in the early stages
of the game, the AI refuses to build them. The COMSUBPAC wonder auto-produces US 
submarines at the rate of one every 2 turns. This wonder is already built at the 
start of the game and located in Pearl Harbor.
^
^

#BLDG_I_BOAT_Works
^
^Although submarines are one of the most effective naval units in the early stages
of the game, the AI refuses to build them. The I-boat works wonder auto-produces
I-boats at the rate of one every 2 turns. This wonder is already built at the 
start of the game and located in Osaka.
^
^

#BLDG_BATH_IW
^
^In this scenario destroyers are needed to counter the threat of submarines. 
However, the AI refuses to build them. The Bath Iron Works wonder is an AI-assist 
wonder which auto-produces a US Navy destroyer every 2 turns. This wonder is already
built at the start of the game and located in Boston.
^
^

#BLDG_MARE_IS
^
^In this scenario destroyers are needed to counter the threat of submarines. 
However, the AI refuses to build them. The Bath Iron Works wonder is an AI-assist 
wonder which auto-produces a US Navy destroyer every 2 turns. This wonder is already
built at the start of the game and located in San Francisco.
^
^

#BLDG_SASEBO_NA
^
^In this scenario destroyers are needed to counter the threat of submarines. 
However, the AI refuses to build them. The Sasebo Naval Arsenal wonder is an AI-assist 
wonder which auto-produces an IJN destroyer every 3 turns. This wonder is already
built at the start of the game and located in Nagasaki.
^
^

#BLDG_Brooklyn_NY
^
^The US Navy Brooklyn Yard, is an AI-assist wonder. Typically the AI will only build the
largest, most powerful units available, allways chosing to build a battleship, for
example, rather than a cruiser or destroyer. This can leave the AI with too few units. 
Rather than allow the AI to build battleships directly, this wonder produces
a USN fast battleship every 4 turns. This wonder is already built at the start of the game
and located in New York.
^
^

#BLDG_PUGET_SOUND_NY
^
^The Puget Sound Naval Shipyard, is an AI-assist wonder. Typically the AI will only build the
largest, most powerful units available, allways chosing to build a battleship, for
example, rather than a cruiser or destroyer. This can leave the AI with too few units. 
Rather than allow the AI to build battleships directly, this wonder produces
a USN fast battleship every 4 turns. This wonder is already built at the start of the game
and located in Seattle.
^
^


#BLDG_wonder_site
^
^The AI can sometimes make terrible choices when deciding where to build
auto-producing wonders. It often builds them on very remote one-tile islands
with very little shield production so the wonder is not completed until the
game is almost over. To fix this problem the wonder site is a prerequiste for
building one of these AI-only wonders. Since the wonder site is unbuildable, the
AI can only build wonders in the cities which have wonder sites at the start 
of the scenario.
^
^

; SMALL WONDERS______________________________________________________________________________SMALL WONDERS

#BLDG_Manhattan_Project
^
^
^Produces an $LINK<Atomic Bomb=PRTO_Nuclear_Bomb> every two turns. 
^
^
^
#DESC_BLDG_Manhattan_Project
^
^
^The Atomic Bomb (or "A-Bomb") was developed and first used by the Americans during WWII under the
auspices of $LINK<the Manhattan Project=BLDG_Manhattan_Project>, which produced two types of A-bombs
that were ready for use by the end of July, 1945. The responsible scientists were more confident of
the bomb they nicknamed "Little Boy", which depended upon an explosive device to ignite its deadly
load of Uranium-235 to produce an explosion of immense proportions. They were less confident of their
second bomb, "Fat Man", which depended on plutonium (Pu-239) to produce a massive implosion. As events
turned out, when the bombs were delivered to their respective targets of Hiroshima and Nagasaki,
both functioned with deadly precision. Shortly thereafter Japan -- acknowledging that continuation
of the war against such destructive power would be foolish -- surrendered.


#BLDG_Naval_Academy
^
^
^Produces a $LINK<Destroyer=PRTO_Destroyer> every twelve turns.
^
^The movement rate of all naval units is increased by one. 
^
^
^
#DESC_BLDG_Naval_Academy
^
^
^Teaching a nation's aspiring young men the art of navigation and how
to become a professional naval officer is the job of the Naval Academy. The US Naval
Academy was established in 1845 in Annapolis, Maryland. The curriculum included
mathematics and navigation, gunnery and steam, chemistry, English, natural philosophy,
and French. In England, a Royal Naval Academy was established at Portsmouth in 1733.
Upon opening, it intended to instruct 40 "young gentlemen" between ages thirteen and
sixteen the ways of the Royal Navy. Another "Royal Naval Academy" was established in
Fiume, along the Adriatic coast -- an important port of the Austro-Hungarian Empire.
Istanbul, Turkey, is home to yet another Royal Naval Academy, this one established in
1776.

#DESC_BLDG_Epic
^
^(no further description)

; END WONDERS ____________________________________________________________________________________ END WONDERS




; ADVANCES_______________________________________________________________________________________ ADVANCES

#TECH_Rocketry
^
^
#DESC_TECH_Rocketry
^
^
^A Britisher named Frank White designed the first working jet engine in 1930. However, it
was the Germans during WWII that mass-produced the first jet combat aircraft, the Me-262,
which began to see service in 1944. In order to assist their Pacific partner, the Germans
provided working plans for their jet and its high-performance engines to the Japanese.
Armed with the German blueprints, the Japanese developed the [Kikka] (Orange
Blossom), a close cousin to the Me-262. Unfortunately for Japan, it was a case of "too
little, too late." 



#DESC_TECH_Airborne_Warfare
^
^
^It was not long after propeller-driven aircraft were first used in war (during WWI) that the idea of using planes to
deliver combat troops was tested. Perhaps surprisingly, however, it was in the Soviet Union in 1930 that troops were
first dropped from a bomber during a military exercise. A few years later, in a public exercise, the Russians impressed
foreign dignitaries when over 1000 parachutists landed successfully. The importance of this event was no doubt not lost
on Japanese military officials, as they (along with Germany) were quick to see the potential of using airborne troops to
surprise and quickly overwhelm key positions. During the opening months of WWII, Japan staged successful airborne
landings during their bid to capture the Dutch East Indies, notably their airdrop near Palembang's airfield in Sumatra
on 14 January, 1942. Although the United States did not conduct any airdrops in the Pacific Theatre during WWII, plans
had been drawn up to use elements of the 101st Airborne Division if an actual invasion on the home islands of Japan had
been necessary.



#DESC_TECH_Armored_Tactics
^
^
^The armored fighting vehicle now commonly known as the "tank" was first used in combat by the British during WWI's
Battle of the Somme (September, 1916). The principle duties of these original, bulky rhomboidal monsters were to support
the infantry attack and create a breach in the enemy trench line. During the inter-war years much thought was given to
tank employment and design (at least by some countries), perhaps none more so than by Germany's Heinz Guderian. It was Guderian who correctly foresaw the power of the tank using [blitzkrieg] (or "lightening war") tactics. At the start of
WWII, the tank arsenal of most nations was composed of under-gunned $LINK<light tanks=PRTO_Light_Tank>. As the war progressed,
the involved nations developed heavier, larger, and ever more powerful $LINK<medium=PRTO_Tank> and heavy tanks.


#DESC_TECH_Kamikaze
^
^
^By the latter half of 1944 the Japanese war machine was already in dire straits. Most of the skilled aircrews with which it had so eventfully begun the war with were now dead, victims of a highly successful war of attrition waged by the Allied powers. Japan was desperately determined to defend her shrinking empire, however, especially her home islands. Out of desperation grew the idea of piloting an explosive-filled plane (called a
$LINK<kamikaze=PRTO_Kamikaze>) directly into an Allied naval vessel -- guided by a brave airman that
needed only know the rudiments of flying. Since every good Japanese soldier was already prepared to give his
life for the Emperor, finding the dedicated pilots was not a significant problem. By final tally, over 2,250
kamikaze attacks claimed about 5,000 Allied killed and 10,000 wounded. 


#DESC_TECH_Naval_Tactics
^
^
^Prior to WWII, the overall strategy of the U.S. Navy was centered on the big guns of its 
impressive lineup of battleships. The Japanese surprise attack on Pearl Harbor sunk or heavily
damaged most of the U.S. Pacific fleet's impressive array of big-gunned battleships in one fell 
swoop, forcing the U.S. Navy to quickly recognize the importance of the naval air arm and the
weapon needed to deliver it -- the aircraft carrier. Virtually overnight the U.S. naval strategy
changed from that of "big guns" to carrier-borne aircraft. As the war progressed naval tactics 
continued to evolve, and the navies of both sides demanded new ships, ships that were heavier 
armed and armored -- and faster -- than their predecessors.

;; added for TOS
#DESC_TECH_Submarine_Tactics
^
^
^WW II was a time of rapid adavances in submarine warfare. Devices  such as the snorkel
and the acoustics homing torpedo made submarines far more effective.


#DESC_TECH_Long_Range_Fighters
^
^
^Long range aircraft such as the P51, equipped with drop tanks, were deveolped
to escort bombers all the way to thier targets.


#DESC_TECH_Anti_Submarine_Warfare
^
^
^To counter the submarine menace a number of new weapons were developed in WW2.
The Sonar Buoy and airborne radar made airborne submarine detection possible.
The hedgehog mortar allowed ships to fire depth charges ahead of the ship.
Escort vessels were built specifically for anti-submarine warfare and towed
gear was invented to confuse homong torpedos.

#DESC_TECH_Uranium_Enrichment
^
^
^This tech is required before the Manhattan Project can be built. This will ensure the
A-bomb cannot be built until early 1945. The Hiroshima bomb required a huge effort
to find a sucessful process for enriching enough uranium for a critical mass. 

#DESC_TECH_Fire_Control_Systems
^
^
^Advances in RADAR and SONAR during WW2 made weapon systems more effective.

#DESC_TECH_Underway_Replenishment
^
^
^Allows construction of the Support Fleet Wonder, which increases naval
movement by 1. 

#DESC_TECH_heavy_bombers
^
^
^Allows construction of the 4 engined bombers; Lancaster, B-17, etc..
Note: The USA and Commonwealth have heavy bombers at the start of the game. 

#DESC_TECH_mobile_war_1
^
^
^Allows construction of the basic medium tanks; Panzer, T-34, etc..
Also allows Germany to build Stukas, one of Germany's unique units.
Note: Germany, Russia, the USA and the Commonwealth have this tech at the start
of the game. 

#DESC_TECH_mobile_war_2
^
^
^Allows construction of the improved tanks (such as the Panther, Sherman Firefly, etc. ).
and mechanized infantry.
Note: Germany has this tech at the start of the game. 

#DESC_TECH_mobile_war_3
^
^
^Allows construction of the really deadly tanks (such as the Tiger, and Pershing ).
and mobile artillery.

#DESC_TECH_naval_aviation_1
^
^
^Allows construction of carriers and light carriers and naval aircraft including the
dive bomber and torpedo bomber. 
Note: Japan, the USA and the Commonwealth have this tech at the start of the game.

#DESC_TECH_naval_aviation_2
^
^
^Allows construction of larger carriers and higher performance naval aircraft such as
the F4U Corsair and the Seafury. Also also the Kamikaze, a unique unit for Japan.

#DESC_TECH_Radar
^
^
^Advances in RADAR during WW2 made weapon systems more effective. This tech allows
contruction of improved flak guns, anti-aircraftcruisers and the fast battleships
such as the Iowa and KGV class.

#DESC_TECH_long_range_bombers
^
^
^Allows construction of very large bombers with increased range and payload such as
the B29. 

#DESC_TECH_tac_air_2
^
^
^Allows construction of high performance fighter planes (such as the P-51 Mustang and 
the FW-190) and fighter-bombers.

;; Nature Techs
#DESC_TECH_Mother_nature
^
^
^This is nature's non-era base tech which enables the nature civ to research all of
the nature-only techs such as Dengue Fever and Cat. 4 Storms. Also allows 
production of Cat. 3 storms (Typhoons and Hurricanes).

#DESC_TECH_Natural_defense
^
^
^Allows construction of nature's immoble city defense units.

#DESC_TECH_Cat_4_storms
^
^Category 4 hurricanes have sustained winds of between 114 to 135 knots They tend to produce 
extensive curtainwall failures, with some complete roof structural failure on small residences.
Heavy, irreparable damage and near complete destruction of gas station canopies and other 
wide span overhang type structures are common. Mobile and manufactured homes are leveled. 
These storms cause extensive beach erosion, while terrain may be flooded far inland.
^
^Allows the upgrade of Cat. 3 storms (both Typhoons and Hurricanes)
into more powerful Cat. 4 storms.

#DESC_TECH_Cat_5_storms
^
^Category 5 is the highest category a tropical cyclone can obtain in the Saffir-Simpson scale
with sustained winds of 136 knots or higher. These storms cause complete roof failure on many 
residences and industrial buildings, and some complete building failures with small utility buildings
blown over or away. Collapse of many wide-span roofs and walls, especially those with no interior 
supports, is common. Very heavy and irreparable damage to many wood frame structures and total
destruction to mobile/manufactured homes is prevalent.
^
^Allows the upgrade of Cat. 4 storms (both Typhoons and Hurricanes)
into extremely dangerous Cat. 5 storms.

#DESC_TECH_Dengue_fever
^
^Dengue fever is an acute febrile disease, found in the tropics, and caused by 
four closely related virus serotypes of the genus Flavivirus, family Flaviviridae.
Dengue is transmitted to humans by the Aedes aegypti or more rarely the Aedes
albopictus mosquito. 


^
^Allows the upgrade of malaria unit into more powerful Dengue Fever units. 

#DESC_TECH_Malaria
^
^Malaria is a vector-borne infectious disease caused by protozoan parasites. It 
is widespread in tropical and subtropical regions, including parts of the Americas, 
Asia, and Africa. Usually, people get malaria by being bitten by an infective female 
Anopheles mosquito.

^
^Allows the production of malaria units.

#DESC_TECH_Icebergs
^
^
^Allows the production of iceberg units. 

#DESC_TECH_Sand_storms
^
^
^Allows the production of Sand Storm units. 

;; Non - Era techs
#DESC_TECH_Bushido_Code
^
^This is one of the non-era techs which are used to customize the tech tree for
a sepcific civilzation or group of civs. 
^
^Only Japan has the Bushido Code at the start of the scenario. This tech is
a prerequiste for the Kamikaze tech so no other civs can research the Kamikaze.

#DESC_TECH_German_Science
^
^This is one of the non-era techs which are used to customize the tech tree for
a sepcific civilzation or group of civs. 
^
^Only Germany has German Science at the start of the scenario. This tech is
a prerequiste for the V-Weapons tech so no other civs can research V-Weapons.

#DESC_TECH_Unbuildable
^
^This is a non-era techs which is used to prevent civs from building certain city
improvements. For example, the Nature civ should not be able to build an
iceberg source in the tropics. So the iceberg source has the unbuildable
tech as a prerequisite. No civs have this tech at the start of the scenario. 

#DESC_TECH_American_Industry
^
^This is one of two non-era techs which are used to differentiate American industrial
capacity from that of other civs. Only America has this tech at the start of
the scenario.
^
^This tech allows Amercan cities to build defense plants rather than factories. Defense plants
are cheaper to build and more productive than factories. 

#DESC_TECH_Regular_Industry
^
^This is one of two non-era techs which are used to differentiate American industrial
capacity from that of other civs. Germany, Japan, the Commonwealth, the Minor Allies
and the Minor Axis all have regular industry at the start of the scenario.
^
^This tech allows cities to build factories rather than defense plants. Defense plants are cheaper
to build and more productive than factories. 

#DESC_TECH_Human_tech
^
^
^This is the non-era base tech which enables the human civs to research all of techs
in the leftmost column of the Global War era tech tree. All civs except Nature have this
tech at the start of the scenario.

#DESC_TECH_AI_Assist
^
^
^This is the non-era tech designed to help the AI. Typically the AI will only build the
largest most powerful units available, allways chosing to build a tank corp, for example,
rather than a tank divison. This can leave the AI with too few units. Rather than allow
the AI to build corp sized units directly, this tech allows them to build special
wonders which auto produce corp sized units. This allows AI cities to build divisions.
^
^



; END ADVANCES____________________________________________________________________________________ END ADVANCES







; RESOURCES_______________________________________________________________________________________________RESOURCES


#GOOD_Coal
^
^
^[Coal] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build $LINK<railroads=TFRM_Railroad>
and to power the $LINK<factories=BLDG_Factory> and $LINK<power plants=GCON_Plants>.
^
^Coal deposits appear when your civilization discovers $LINK<Steam Power=TECH_Steam_Power> and can be found in
$LINK<hills=TERR_Hills>, $LINK<mountains=TERR_Mountains>, and $LINK<jungles=TERR_Jungle>.



#GOOD_Uranium
^
^
^[Uranium] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build the $LINK<Atomic Bomb=PRTO_Nuclear_Bomb>.
^
^Uranium sources appear when your civilization discovers $LINK<Fission=TECH_Fission> and can be found in
$LINK<mountains=TERR_Mountains> and $LINK<forests=TERR_Forest>.


; END RESOURCES ______________________________________________________________________________END RESOURCES





; TERRAIN ____________________________________________________________________________________TERRAIN

#TERR_Desert
^[Deserts] are arid stretches of land characterized by annual rainfall of less than ten inches.
In this scenario desert terrain is devoid of resources, and has been made {impassable} -- primarily to
prevent movement into the northwest section of the map (Mongolia, part of the Soviet Union). 



#TERR_Grassland
^The areas of land between desert regions and forests in temperate and tropical climates usually consist of [grassland].
^
^Grassland may contain
$LINK<cattle=GOOD_Cattle>,
$LINK<horses=GOOD_Horses>,
$LINK<wheat=GOOD_Wheat>, or
$LINK<wine=GOOD_Wine>.



#TERR_Tundra
^Cold, barren permafrost found in polar regions, [tundra] may contain
$LINK<furs=GOOD_Furs>,
$LINK<game=GOOD_Game>, or
$LINK<oil=GOOD_Oil>.


#TERR_Hills
^Rolling areas of the countryside often found between plains and more mountainous regions are known as [hills]
or [foothills.]
^
^Hills may contain
$LINK<coal=GOOD_Coal>,
$LINK<gold=GOOD_Gold>,
$LINK<horses=GOOD_Horses>,
$LINK<iron=GOOD_Iron>,
$LINK<incense=GOOD_Incense>,
$LINK<saltpeter=GOOD_Saltpeter>,
$LINK<sugar=GOOD_Sugar>, or
$LINK<wine=GOOD_Wine>.

; END TERRAIN______________________________________________________________________________________END TERRAIN




; Government Types________________________________________________________ Government Types

#GOVT_Despotism
^Commonwealth Democracy or the English Parliamentary System is the government for the British Empire.
Note: the support cost per unit has been set at 2 for this type of govenment. As The British Empire you must 
import the convoy supplies treasure units to the British Isles to maintain a positive cash balance with your large
military. 
^
^Worker efficiency       	100%
^Hurry Method                  	Pay citizens
^Corruption / Waste      	Minimal
^Draft Rate                    	1
^Military Police Limit	   	0
^Support Cost per Unit	2
^Unit Support
^    per town                  	2
^    per city                    	4
^    per metropolis        	8
#DESC_GOVT_Despotism
^The English Parliament traces its origins to the Anglo-Saxon
Witenagemot. In 1066, William of Normandy brought a feudal system, by which he sought advice of a 
council of tenants-in-chief and ecclesiastics before making laws. In 1215, the tenants-in-chief secured the
Magna Carta from King John, which established that the king may not levy or collect any taxes (except the
feudal taxes to which they were hitherto accustomed), save with the consent of his royal council, which slowly
developed into a parliament.


#GOVT_Monarchy
^Imperial Japan is the government for the Japanese Empire. Note: the support cost per unit has been set at 2
for this type of govenment. As Imperial Japan you must  import the oil treasure units to the home islands to maintain
a positive cash balance with your large military. 
^
^Worker efficiency       	100%
^Hurry Method                  	Pay citizens
^Corruption / Waste      	Problematic
^Draft Rate                    	1
^Military Police Limit	   	3
^Support Cost per Unit	2
^Unit Support
^    per town                  	2
^    per city                    	4
^    per metropolis        	8
#DESC_GOVT_Monarchy
^Dai Nippon Teikoku; literally Great Imperial Japan or Great Imperial Japanese Nation, was a Japanese political
entity that existed during the period from the Meiji Restoration in 1868 until its defeat in World War II in 1945.
The country's rapid industrialization and militarization in the late 1800's, led to its emergence as a world power
eventually culminating with its membership in the Axis alliance and the conquest of a large part of the Asia-Pacific 
region. 


#GOVT_Republic
^
^
^The Global Alliance is the government for the Minor Allies. It is really a composite of many different types
of governements and therefore less efficient than the governments of the big 3 Allied Powers.
^
^Worker efficiency       	100%
^Hurry Method                  	Pay citizens
^Corruption / Waste      	Nuisance
^Draft Rate                    	1
^Military Police Limit	   	0
^Support Cost per Unit	1
^Unit Support
^    per town                  	1
^    per city                    	3
^    per metropolis        	4 
#DESC_GOVT_Republic
The Global Alliance It is really a composite of many different types of governments of the various minor allies such
as China, Brazil and the Free French. 

#GOVT_Democracy
^
^
^US Democracy is the government for the America. It is the most efficent goverment of any of the Allied powers.
^
^
^
^Worker efficiency				150%
^Hurry Method					Pay citizens
^Corruption / Waste				Minimal
^War Weariness					None
^Draft Rate						1
^Military Police Limit				0
^Unit Support
^    per town					0
^    per city						0
^    per metropolis				0
#DESC_GOVT_Democracy
^Some historians argue that  the founders of US democracy; Thomas Jefferson, Benjamin Franklin, and others, got their ideas on democracy not from any Greek or Roman influence, but from the Iroquois and other indigenous peoples of the Americas, who practiced the type of democracy found in the United States Constitution, through self-governing territories that were part of a larger whole. This democracy was founded between the years 1000-1450, and lasted several hundred years. He also states that American democracy was continually changed and improved by the influence of Native Americans throughout North America. For example, the right of women to vote started on the American frontier, and moved eastward. In other words, Americans learned democracy from the indigenous peoples of the North America

#GOVT_Fascism
^
^You rule as dictator of a fascist state, appealing to strong feelings of national identity and the promise of a glorious future (or return to an idealized past). Your nation views itself as entitled to anything it can take from weaker or less worthy civilizations, so $LINK<war weariness=GCON_War_Weariness> is not an issue, and nationalist fervor for public works means that your Workers do their jobs faster. However, newly conquered cities also lose population, and do not generate culture until a popular majority has been assimilated. 
^
^Worker efficiency				200%
^Hurry Method					Paid Labor
^Corruption / Waste				Nuisance
^War Weariness					None
^Draft Rate						2
^Military Police Limit				4
^Unit Support
^    per town					4
^    per city						7
^    per metropolis				10
#DESC_GOVT_Fascism
^
^
^Unlike other forms of government, there is no concrete definition of fascism. The word "fascism" comes from the fasces, the bundle of sticks used as a symbol of authority in ancient Rome -- appropriately, since the first fascist government, that of Benito Mussolini in Italy, aspired to regain Rome's glory.
^	Some common elements of fascism include strong nationalist sentiment, xenophobia, subordination of individual interests to those of the community or "society", militarism and glorification of the army, secret police forces that enforce secret laws, informer networks, suppression of civil liberties and independent media, and economic policies that tightly tie business and commerce to government. (Note that many of these features are common in communist states as well.)
^	Fascist states need not be authoritarian, although they usually are; when fascist leaders are democratically elected (as Adolf Hitler was), they often try to modify or abolish the democratic institutions that placed the leaders in power.

#GOVT_Feudalism
^
^
^This is the government for the Nature Civilization. Research spending is limited to 50% and unit building cannot
be hurried.  
^
^
^
^Worker efficiency				50%
^Hurry Method					Cannot Hurry
^Corruption / Waste				Minimal
^Draft Rate						0
^Military Police Limit				0
^Unit Support					All Units free

#DESC_GOVT_Feudalism
^
^
^A special goverment for the Nature civ only.


; END GOVTS______________________________________________________________________END GOVTS





; Terrain Improvements___________________________________________________________Terrain Improvements






; Civilizations____________________________________________________________________________Civilizations




#RACE_CHINESE
^In this scenario the Chinese are $LINK<militaristic and industrious=GCON_Strengths>.  
^
^Despite political and social upheavals that frequently ravaged the country, China is unique for its longevity 
and resilience as a politico-cultural entity. Most of China's cultural progress has been accomplished with relatively 
little outside influence; even when the country was ruled by such "barbarian" peoples as the Chin or Mongols, these 
were soon absorbed into the fabric of Chinese culture. The casting of bronze and the development of an alphabet date 
from the period of the Shang dynasty - China's first, believed to have dominated north China from the mid-16th to 
mid-11th century BC. The overthrow of the Shang dynasty by the Chou (1111-255 BC) spanned three generations; although 
the vibrant Chou culture produced some of history's greatest philosophers and artists, among them Confucius and Lao-zi, 
it was eventually supplanted by a "barbarian" invasion that established the brief Ch'in Empire (221-206 BC). 
The subsequent Han dynasty was founded by Liu Pang, who assumed the title of emperor in 202 BC. The four centuries of 
the Han was one of considerable changes in imperial, political, cultural and social development, as well as massive 
engineering projects (including the Great Wall), and established a Chinese identity that would survive until the 
advent of Communism.
^    By the end of the 2nd century AD the Han Empire had virtually ceased to exist, followed by a lengthy period of
rival kingdoms that did not end until 618 AD, when the T'ang dynasty came to power. The T'ang were followed by the
Sung dynasties (960-1279 AD), which collapsed in the face of the Mongol invasions. By securing the allegiance of
the Hsi Hsia in Tibet (1209), Genghis Khan disposed of a potential enemy and prepared the ground for an invasion
of China. For several years Mongol armies pillaged the country; finally, in 1214 Genghis overwhelmed the capital
of the northern Chin (modern Beijing). During the next decades there was an uneasy truce between the Mongols in the
north and the Sung state in the south. The Mongols resumed their advance in 1250 under Kublai Khan, grandson of Genghis.
From 1267 onward, the Mongols, this time assisted by the armored horsemen {Riders} and auxiliary troops of north China,
#DESC_RACE_CHINESE
^
^
^attacked on several fronts. When organized resistance ceased soon afterward, foreign invaders controlled the whole of
China for the only time in history.
^    The Mongols occupied China for a century, but ineptitude on the throne, factionalism at court, and rivalries among
generals weakened their rule. Out of this turmoil emerged a new native dynasty, the Ming (1368-1644), known for
patronage of the arts. The Ming were followed by the Manchus (1644-1911), the last imperial dynasty of China, marked
by continuous warfare, Western imperialism, rampant corruption and bureaucratic ineptitude. In the wake of the
disastrous Boxer Rebellion, the imperial court could no longer maintain support among the peasantry and army;
revolution (1911-1912) followed. The first half of the 20th century saw the disintegration of the old order in China
and the foundations of a new society, begun by the short-lived democratic Republic (1912-1920), which quickly
degenerated into the dictatorship of Yuan Shih-k'ai. A new revolution, led by the Nationalist Party (KMT) and the
Chinese Communist Party (CCP), erupted. Although united against the Japanese invasion, by the end of World War II
civil war raged in China. Nationalists and Communists raced to take over Japanese-held territories, built up their
forces, and fought limited engagements while still conducting negotiations; during 1947-1948, after initial Nationalist
victories, the strategic balance shifted in favor of the Communists. Four years after Japan's surrender, a profound
and popularly based revolution had swept China, and, in October 1949 {Mao Tse-tung} proclaimed the People's Republic
of China. In 1966, the Communists launched the disastrous "Cultural Revolution," a ten-year assault on "traditional
values" and "bourgeois thinking" which ultimately left the country in disarray. After Mao's death in 1976, his rival
Deng Xiaopeng assumed power and began social and economic reforms that would see China return to world prominence.


#RACE_AMERICAN
^In this scenario the Americans are $LINK<commercial and industrious=GCON_Strengths>. 
^
^The United States is relatively young by Civilization standards, being barely more than 200 years old; it achieved 
its current size and influence only in the mid-20th century. America was the first of the European colonies to separate 
successfully from its motherland, and it was the first nation to be established on the premise that sovereignty rests 
with its citizens and not with the government. In its first century and a half, the country was mainly preoccupied with 
its own territorial exploration and expansion and with economic growth. American politics became increasingly democratic 
during the 1820s and '30s. But a matter of freedom would bring the nation to its greatest crisis: the American Civil War. 
On February 4, 1861 - a month before {Abraham Lincoln} (1860-1865) could be inaugurated in Washington - six Southern 
states sent representatives to Montgomery to declare a new independent government. With Jefferson Davis at its head, the 
Confederate States of America came into being, set up its own bureaus and offices, occupied federal buildings, issued its 
own money, raised its own taxes, and flew its own flag.
^    With the Union preserved, the nation entered a period of unprecedented prosperity after the long conflict and 
reconstruction. In the ensuing two decades industrial production, the number of industrial workers, and the number 
of factories all more than doubled. European immigration, westward expansion, urban growth, technological advances 
and a host of American inventions - including the telephone, typewriter, linotype, phonograph, electric light, cash 
register, air brake, refrigerator car, and the automobile - contributed to the American explosion, while widespread 
use of corporate organization offered new opportunities for large-scale financing of business enterprise and attracted 
new capital.
^    Militarily speaking, the Spanish-American War of 1898 was so brief and relatively bloodless as to have been a 
mere passing episode in the history of modern warfare, but it catapulted the United States into the world arena. 
Before the 1890s, roughly speaking, most Americans had stubbornly adhered to the belief, as old as the

#DESC_RACE_AMERICAN
Revolution 
itself, that their country should remain aloof from European affairs and offer an example of democracy and peace to 
the rest of the world. But the United States had become a great power by virtue of its prodigious economic growth 
since the Civil War; now many thought it ought to begin to act like one. In World War I, and again in World War II, 
American industrial might and military technology proved decisive. However, the debacle of Vietnam, set in the morass 
of the Cold War, shook America's belief in its "victory culture" and "manifest destiny," a malaise that would not pass 
for 20 years. Lasting but 40 days, the Gulf War was easily won by the U.S.-led coalition at only slight material and 
human cost, but its sophisticated weapons - spearheaded by the American {F-15} fighters - caused heavy damage to 
Iraq's military and economic infrastructure. With the declining power (and subsequent collapse in 1991) of the 
Soviet Union, the war also emphasized the role of the United States as the world's single superpower at the beginning 
of the 21st century, its culture and technology spreading around the globe.


#RACE_JAPANESE
^In this scenario the Japanese are $LINK<religious, militaristic and industrious=GCON_Strengths>.
^
^It is not known when humans first settled on the Japanese archipelago, but the Jomon people might be called 
proto-Japanese, and they were spread throughout the archipelago by 250 BC. The Yayoi culture that arose in Kyushu, 
while the Jomon culture was still evolving, spread gradually eastward, overwhelming the Jomon. Culturally, the 
Yayoi represents a notable advance and flourished for some five or six centuries, from the 3rd century BC to the 
3rd century AD. The unification of Japan under the Yamato court, with the tenno ("Emperor of Heaven") at its center, 
occurred around the mid-4th century. The 6th century reign of Kentai (507-531 AD) represents a decline of Yamato 
influence both at home and abroad; the period can be characterized by the growing accumulation of power by regional 
leaders and a weakening of royal influence.
^    After the Onin War, the power of independent local leaders increased markedly, and in many instances deputies 
of great shugo houses usurped the domains of their superiors; a new type of feudal lord, the daimyo, took their place. 
This Sengoku ("Warring States") period was marked by constant conflict among many such lords. The Yamato court was 
resuscitated by efforts made within the royal family itself, primarily the reforms of Prince Shotoku, who drafted 
the Seventeen-Article Constitution of 604 AD. The death of Shotoku in 622 prevented his Confucian ideals of government 
from bearing full fruit when the Soga family, regaining its former power, executed Shotoku's son Yamashiro and all 
his family in 643. Two years later, princes Nakano and Nakatomi engineered a coup d'tat within the palace, killing 
the Soga family and wiping out all forces opposed to the imperial family. They then set about establishing a system 
of centralized government with the emperor as absolute monarch that would last 1000 years.
^    In the late Heian period, the more powerful of the {Samurai} gathered in or near the capital, where they served 
both the military needs of the emperor and also as bodyguards for the great noble houses. Emerging from provincial 
warrior bands, the aristocratic Samurai caste of the Kamakura period (1192-1333), with their military
#DESC_RACE_JAPANESE
^
^
^skills and deep 
pride in their stoicism, developed a disciplined culture distinct from the earlier, quiet refinement of the imperial 
court.
^    Under the growing influence of Zen Buddhism during the Muromachi period (1338-1573), the samurai culture produced 
many uniquely Japanese arts that continue today. Eventually, from among these warring Samurai clans arose the able 
{Tokugawa} Takechiyo, founder of the Edo shogunate (1603-1867 AD), which ended the incessant conflicts and brought 
reform and peace to the islands. Although Spanish and Portuguese traders and missionaries had been in Japan since 
the mid-1500s, it was the arrival of a squadron of U.S. warships commanded by Commodore Matthew C. Perry in Uraga Bay 
in July 1853 that finally opened the nation to Western influence - and brought pressure for political reforms and a 
national identity. The Meiji government that followed the overthrow of the shogunate set about the task of 
westernization and the creation of a modern state, and moved Japan onto the world stage.
^    Ironically, Japan's new, influential role - marked by the ensuing Russo-Japanese War (1904-1905), 
Japan's involvement in the First World War and in the Allied intervention in Siberia following the Bolshevik 
Revolution of 1918 - led indirectly to the attack on Pearl Harbor and the horrors that followed. The summer of 
1945 brought disaster for the Japanese: the Americans took Okinawa in a bloody invasion, in August the Soviet 
Union declared war and swept over Manchuria, and atomic bombs largely destroyed the cities of Hiroshima and 
Nagasaki on August 6 and 9, respectively. The Pacific War came to an end on August 14, with the formal surrender 
signed on September 2 in Tokyo Bay aboard the battleship USS Missouri. With postwar American aid, from 1952 to 1973 
Japan experienced accelerated economic growth and social change. By the 1990s, Japan was again a first-class power, 
the senior partner in the emerging Asian economic bloc.



#RACE_ENGLISH
^In this scenario the nations of the British Commonwealth are $LINK<militaristic and commercial=GCON_Strengths>.
^
^The British Commonwealth of Nations was formed in 1931 consisting of Great Britain and
former British colonies with the British monarch as its symbolic head. In the area
threatened by Japanese forces during World War II, the Commonwealth was represented by
Great Britain, Australia, New Zealand and India. Great Britain still governed a number of
colonies, including Hong Kong, Malaya, Singapore, North Borneo, the Solomon Islands,
Vanuatu and Fiji. Papua New Guinea was also a colony, but Britain had transferred control
of it to Australia in 1906.
^
^    James Cook claimed both New Zealand and Australia for Great
Britain in 1769 and 1770 respectively. Settlement by Europeans followed and, although both
had by the early 20th century achieved at least partial independence, a feeling of loyalty
to Britain was still pervasive. By the time of World War II Australia and New Zealand had
separate armies but the acronym ANZAC, coined in World War I and standing for Australian
and New Zealand Army Corps, was often used when referring to troops from both countries. 
#DESC_RACE_ENGLISH
^
^
^(no further description)



#RACE_NETHERLANDS
^In this scenario the Dutch are $LINK<industrious and commercial=GCON_Strengths>. 
^
^In 1602 the Dutch East India Company was founded to protect the trading interests of
the Netherlands' in the Indian Ocean area. They were given a trade monopoly and allowed to maintain
an armed force. Over the following years the company took control of Java, Sumatra, southern Borneo
and many surrounding islands to form the Dutch East Indies. They also controlled the western section
of New Guinea known as Dutch New Guinea. By 1799, however, the Dutch East India Company found itself
in serious debt and the Dutch government assumed control of their debts, assets and the governing of
their colonies. 
^
^    With the Netherlands in Europe falling to the Germans in the summer of 1940, the rich raw
materials of the Dutch South Pacific colonies, particularly oil and rubber, were a target too
tempting for the resource-starved Japanese to pass up.World War II served to hasten the end of the
imperialistic ambitions of the Dutch in the South Pacific. Today the area is known as Indonesia. 
#DESC_RACE_NETHERLANDS
^
^
^(no further description)

#EOF
