;
;
;TEST OF TIME EMPTY DESCRIPTIONS -- Copyright (c) 1997 MicroProse Software, Inc. 
;
;This file contains the descriptions of all the Civilization Advances, City Improvements, Wonders of
;the World, Units, and Game Concepts displayed in the Civilopedia. It is designed to be adaptable to
;conform to customized scenarios by the replacing existing text with scenario-specific text.
;
;PLEASE MAKE A COPY OF THE ORIGINAL TEXT FILE BEFORE YOU MAKE ANY CHANGES!
;
;
;

@ADVANCE_DESCRIPTIONS
;
;Translation Note: This section consists (verbatim) of the following files from the original Civilopedia, ;strung together to make one contiguous section: ADVANC1.PDE, ADVANC2.PDE, ADVANC3.PDE,
;and ADVANC4.PDE. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Amphibious Warfare will be the 55'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@ADVANCE_INDEX
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-2,			; MUST BE HERE! TERMINATOR!

@@
;

@@
;

@IMPROVEMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the IMPROV.PDE text file in the original
;Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Palace will be the 16'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@IMPROVEMENT_INDEX
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38,			; (Capitalization)
-2,			; MUST BE HERE! TERMINATOR!

@@
;

@@
;

@WONDER_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the WONDER.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry, but adjusted by NUM_IMPROVEMENTS.
; For example, Adam Smith's Trading Co. will be the 0'th (remember,
; the list is zero based)(INDEX - NUM_INPROVEMENTS) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@WONDER_INDEX
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-2,			; MUST BE HERE! TERMINATOR!

@@
;

@@
;

@UNIT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the UNITS.PDE and UNITS2.PDE text ;files in the original Civilopedia, strung together to make one contiguous section. (French and German ;versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@UNIT_INDEX
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-2,			; MUST BE HERE! TERMINATOR!

@@
; 

@TERRAIN_AND_RESOURCE_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the TERRAIN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@TERRAIN_INDEX
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-2,			; MUST BE HERE! TERMINATOR!

;Terrain Types

@@
;

@@
;

@GOVERNMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the GOVERN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Fundamentalism will be the 5'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@GOVERNMENT_INDEX
0,			; Anarchy
1,			; Principality
2,			; Kingdom
3,			; Empire
4,			; Holy Empire
5,			; Republic
6,			; High Empire
-2,			; MUST BE HERE! TERMINATOR!

@@Anarchy
It is not a Government in this way but an Empires Error.
Was the Government too weak and broken or is the Empire
in Revolution, this way of Non-Government hits.
After a few Turns the Leader will get a new Chance of
Government to force its Strength.

Corruption is great. Tax and Research are dead at all.
Try to get a strong Government. Anarchy.

@@Kingdom
A small and weak Kingdom. Research and Production are small.

Corruption is great. Towns far away from Capital are totally unloyal.

*until 3 units in town getting one citizen happy
*rate tax, lux, research max 60 %
*terrains producing 3+ of resource food, shield, trade, producing 1-
*corruption is great. Despotism.

@@Early Republic
A great and strong Early Republic. Research and Production increase.

Corruption is huge. Towns far away from Capital are a bit unloyal.

*until 3 units in town getting one citizen happy
*rate tax, lux, research max 70 %
*great government for younger empires. Monarchy.

@@Empire
Pure strength and highly producing.

*Spies Veterans
*until 3 units in town getting two citizens happy
*rate tax, lux, research max 80 %
*no corruption
*great government for great armies. Comunism.

@@Holy Empire
A fanatic Age of Warfare without Unhappyness.
Spies everywhere, in Awe and endless Fear.

*never unhappy
*no corruption
*rate tax, lux, research max 80 %
*research - x % and research max by Game or Scenario Rules
*spies normal. Fundamentalism.

@@High Republic
War makes unhappy. Expensive Armies. A great Research and Production.

Every Unit not in town radius forces the capital to getting unhappier.
Corruption normal. Towns far away from Capital are a bit unloyal.

*rate tax, lux, research max 80 %
*Senate could force peace
*great research and trade but unhappy
*expensive armies. Republic.

@@High Empire
War makes unhappy. Expensive Armies. A great Research and Production.

Every Unit not in town radius forces the capital to getting unhappier.

*no corruption
*rate tax, lux, research max 100 %
*Senate could force peace
*great research and trade but unhappy
*cant buy off. Democracy.

@CONCEPT_DESCRIPTIONS
;

@@Special Troopers
By conquering some special Towns, the Attacker will get
one of the four special Secrets of Ship Building,
North Africans, Roman Armory or Punic Architecture.
See Chapter Army Specials for these important Informations.

By killing Barbarian Iberian, Celtic, Numidian Spear,
Spear Heavy, Spear First, the Attacker will get these as
mounted Auxiliaries, that means as Riders, Heavy, First.

The cheated North African Desert Troopers, Camel Warrior
and the War Elephant will be owned by Mauritanians and
Numidians. Should have been Barbarian Hordes, but the
Problem was, that i had a Civ2.exe Crash by Barbarian
Activity conquering Towns. So they will be cheated as
Mauritanian and Numidian Troopers, regular, AND:
They can be captured by killing them, as Attacker.

War Elephants are shy, lazy, can not be trained well,
and their Rage kills the own Phalangites often, their
Panic and total Rage. So, to capture these, is a dangerous
Feature of the Game. Also the Camel Warriors. They are
greedy and disloyal and serve the one, paying the most.
These two Troopers can be good Troopers while Attacking,
but could be damned Traitors, attacking the own Lines.

By killing Siege Machines, Scorpion, Ballista, Catapult,
Battering Ram, the Attacker will get these.
That all is called to capture Siege Machines -except the
Siege Tower, that brutal Thing has to be destroyed-,
or to convince Barbarian Troopers to fight for own Army,
the most Barbarian Special Troopers, can be convinced to.

By killing Workers and Oxdrawn Carts, it is the same.
That is called to capture Workers and Oxdrawn Carts.
All these Special Troopers will arrive in Capital.
Except the Bireme Ram, Bireme, Trireme, they will appear
on Ocean Squares all over the Western Seas.

By conquering some special Towns, enables some Volunteers,
for that special Empire, Events.txt will tell.
By being bustling and prying, there will be Options to
get some Auxiliaries and Reinforcements.
See the Chapter Cavalry, for further Informations.

@@Historical Accuracy
Historical and Geographical Accuracy is given, but not strictly.
The Map is quite well, the Towns and Empires are quite well done,
but to reach a perfect FUN GAME, i tried to compress the
Exploration, Colonization, and all Wars, Invasions, Expansions,
into the Years from 280 BC til End of the Second Punic War.

To achieve an Age of the ANCIENT STEEL, with free Choose of
Governments, free Cultivation of the Lands, with no Victory
Conditions, no History Cheating Events, for a totally free
FUN GAME, see Chapter The Game itself.

With free Army Development, Ships and Trades, expensive
Buildings and huge Towns, Wars and FUN, for all that,
i tried to create 7 Basic Empires, 7 Heartlands of the 7 Empires,
which can be chosen, to research, to explore, colonize, invade,
expand, cultivate, and all that from 280 BC til the Fun likes.

Everything is possible, and totally free, any Rise and Fall
of any of the 7 Heartlands, to succeed or die.

@@Terrain Defense
No Terrain, even Mountains not, have a 4 Defense Factor.
The usual Factor is 2, that means 100 Percent of that
Units Defense Power are on Defense. The only higher Factor
is 3, that means 150 Percent of Units Defense Power.

Walls, Manufacture, Industry, Forests, Hills and
Mountains use that Factor. The Reason for me, to give Mountains
a 3 also is, that a 4 is simply too high, the Units are not on
the Top of that Mountains, they are on the Hills around.
See Chapter Terrain Fortress for further Information.

@@Terrain Fortress
To use a Maximum of 3 Defense Factor for every Terrain,
is necessary. To give a 4 Defense Factor will cause a too
high Defense, so that every smart General will send his
Troopers ontop, and wait. The AI will kill itself, or any
Attack will be insane, so a 4 Defense Factor kills the Game.

To build Fortresses will cause an Increase of Defense Power,
and to build a Fortress ontop of a 4 Defense Factor Terrain,
that makes any Attack simply senseless, so i dont use the 4.
See Chapter Terrain Defense for further Information.
To get a 3 Defense Factor plus Fortress plus Veteran is enough.

@@Terrain Changes
You should know, that you can change every single Terrain
into another. That costs Time and Workers, but is worthy.
Workers are slowly, but Oxdrawn Carts have Engineer Ability,
and can transform. So do it. There is Terrain like Manufacture,
Factory, for more Tools. Farmland, Cultivation, for more Food.

You should use all these nice Terrains to increase MUCH! your
Towns Strength. The Improvements in Game are VERY expensive,
but to improve Terrain much, to research another Government,
and to get rich Terrain, rich Towns and working Governments,
and to capture Towns and Ships and Caravans, will make it
possible quite easily, to dominate Taxes and Goods.
See Chapter Oxdrawn Cultivations. Talents Talents Talents.

@@Oxdrawn Cultivations
Only the Oxdrawn Cart can do Transformation of the Lands.
Land like Prair, Farmland and Cultivation as Food-Lands can get
by i-Order their Irrigations. Land like Desert, Hill, Mountain,
Manufacture, Industry as Tool-Lands can get by m-Order their
Minings. The Workers can cultivate the Land, by using the
i- or m-Orders as usual or as Counter-Orders.

That means, Prair for Example, gets by i-Order its Irrigation,
by m-Order its Cultivation to Farmland. Farmland for Example,
gets by i-Order its Irrigation, by m-Order to Manufacture,
cause its Cultivation to Cultivation itself, can only do the
Oxdrawn Cart by Transformation o-Order.

Same as Manufacture. Prair by m-Order to Farmland. Farmland
by m-Order to Manufacture, Manufacture by m-Order its Mining,
by i-Order back to Farmland, cause its Cultivation to Industry
itself, can only do the Oxdrawn Cart by Transformation o-Order.
It seems to be complicated, but to cultivate the Lands IS.

To cultivate the Lands to Cultivation itself, or Industry itself,
can only do the Oxdrawn Cart by Transformation. And to build up
Walls, can also do only the Oxdrawn Cart. Look at the Workers
and Engineers (Oxdrawn Carts) Orders to see whats possible.
Think about the 3 Food-Lands and the 5 Tool-Lands.

The Food-Lands get Irrigation by i-Order, and cultivate to another
Lands by m-Order. The Tool-Lands get Mining by m-Order, and
cultivate to another Lands by m-Order. The Transformation o-Order
allows the Oxdrawn Cart to build up Walls, or to transform Farmland
to Cultivation as highest Food-Land, or Manufacture to Industry as
highest Tool-Land. The Oxdrawn Cart is faster in Moving and Working
- and can do the special Jobs. See Chapter Advanced Orders o f e.

@@Advanced Orders o f e
The Secret of Oxdrawn Cart gives the o Order to transform Terrain.
See Chapter Oxdrawn Cultivations.
The Secret of Fortress gives the f Order for Fortresses.
The Secret of Building gives the e Order for Villages.
Fortresses and Villages prevent many Troopers on the same Square
from dying all together by one single Defeat. But the Fortress
increases the Defense Strength, the Village not.

@@City Takens
If a City is taken, the Loser gets Troopers by Events Cheats.
He gets Basic Troopers in Capital as Resisters. And his greatest
Towns get Town Resisters, to conquer the Town back if they can.
I wrote only one City Takens into Events.txt for all Empires,
so the Loser includes every Party: AI and the Human Player,
that means, the Human Player also will get Troopers by being
conquered, that means, that he perhaps might lose on Purpose.

That is corrected. As i decided to write 21 Events.txts, for
every of the 7 Empires three Difficulty Levels, the Human Player
will get less Troopers, the AI Enemies damned much.

But the greatest Towns Resisters will come just once, and every
Empire which loses a Town, will have empty Treasury (-1000),
for this plus 3 Quarters, for a whole Year -1000 Talents per Quarter.
So think twice what you will do, Emperor. That also is corrected.

My Civ2.exe crashed, by a Barbarian Conquering of a Town, so the
most Barbarian Super Troopers are deleted, given to another Empires.
The most Delay-Orders dont work. By deleting here and there,
seems randomly, Files, they work perhaps, then they dont, it is
senseless to work out, when and when not. All Delay-Orders are
completely deleted. The Empire will lose 5000 Talents for losing
any Town, every single Time. And now, Reasons for that:

Hannibals Crusade through Italy. He defeated a Roman Legion,
and the Romans refused any Deals, built up another Legion and
fought along. Two Things are much more real in Game:
Why should an Empire not react, against being conquered?
It would build up new Troopers, Resisters, Volunteers, free
and brave Hearts of its new Generation to survive, to stay free,
like all Human Lands, all Humans did, and will do, ever.

It would struggle as a Government, as a System, as human Morale.
So new Troopers are given by Events Cheats, to show the Will
to survive. So Talents are taken, to show the Struggle and Fall.
That is War versus the Death of an Empire, the Death of mortal
Humans, Mothers, Fathers, Children. They care, they struggle.

Imagine, that the History is not done yet. The Carthaginians
are no Marionettes, acting like faceless doomed to die People.
O no our Death is written in a Book, we have to dont care anymore.
Every Town, every Empire, every damned Alexander the Great Copy,
rising and killing, had the Idea to rise, to face unwritten Doom.

The Chance to survive, to succeed, to defeat these Roman Cowards,
the Despair and Uncertainty, being killed, becoming Slaves, but
to have a Chance to win. For us today, Rome was the Winner.
But in the Days of Hannibal, that was not written. They marched,
in Arms, to kill Rome, and they thought to have a Chance.

Civ2 Test of Time as a strategic Game acts, or reacts, too
faceless i think. You lose Troopers, you lose Towns, and all
goes on and on. But there must be Riot in the House of Death!
So first, an Empire gets new Troopers to show the Will to survive.
And loses Talents to show the Riot, the Suffer and Despair.

The Human Player would lose on Purpose, as i told above,
knowing he will get new Troopers by losing any of his small
and unimportant small Villages, for any of them and ever and
ever again. The only Way to prevent from that Exploitation,
is to hurt by Talents, and it will hurt much, as it should.

The last Reason for me, to make Improvements VERY expensive,
and to make an Empire lose Talents for being conquered, is,
that an Empire falls to Ruins, Kill by Kill, Death by Death.
The High Palace, Town Walls, Aquaeduct, Sewer System, and
even Barracks, are VERY expensive to maintain.

A small Land cannot afford, even a High Palace. To lose,
for being conquered, not Towns only, but Talents to the
empty Treasury, you will lose Improvements too. The Empire
struggles, becomes weaker and weaker, important Buildings
become Ruins, the Citizens use all, to survive.

Until even a huge Town like Rome, falls to a derelict Barn,
to a faceless, forgotten Ruin. So every Empire, which Towns
are being conquered Kill by Kill, will get Resisters, will
get its Resistance, as it should be, but will get its Dusk,
by bleeding and bleeding. To lose Towns, and the Control
over your Government, over your Empire, by Struggling and
trying to resist, by falling and becoming weak, thats it.

@@Annoying Enemy Movement
You should switch off in Game Options: Show enemy moves.
You should switch on in Game Options: No pause after enemy moves.
The Map in Game is covered, so you will see what you deserved to.
To do like i told, will make the Game much smoother to play.

@@Talents Talents Talents
You can change the Government. The Terrain Resources are very
rich by Production and Taxes, if cultivated. See Chapter Oxdrawn
Cultivations. You will earn a lot of Talents by conquering Towns
or capturing Ships and Caravans. You can establish Trade Routes
as usual. Four very rich Options to give you much much Talents.
But Improvements are VERY expensive, and have a high Maintenance.

Troopers are VERY expensive, too, and if you lose a Town you will
pay this Quarter 1000 Talents, and the next 3 Quarters 1000 Talents,
to stabilize your struggling Empire. See Chapter City Takens.
There could be much Talents, but you could lose much Talents also,
so be careful, and invest wise!
See the Chapters Terrain Changes. Imperial Treasury.

@@Imperial Treasury
To build Imperial Treasury will bring Talents by Events, and by
selling it. To build War Bonds will bring Talents and Troopers
by Events, and by selling it. To build Military Academy will
bring Troopers by Events, and Talents by selling it. That is 
another Option to increase the Income of the Empire. Use it.

@@Army Development
I know, that many Modders create one single Branch of Units,
for every Empire a few Units, and all the others are Enemies at all.
I hate it, if i cannot get new Troopers, the Option to research
better Siege Machines, or better Weaponry or -simply- new Troopers.
Got by Events, or never got. Making War with three or four more
or less senseless weak Troopers, that is boring and annoying.

I like that, to being able to research more and more, -perhaps you
wont reach EVER, that Secrets, but they would be there-, to being
able to choose out of many different Options your Way to succeed
or die, your Way of Warfare and Wealth of an Empire. The Art of
Development of an Empire, of an Army, of a World.

An Army includes the 5 Branches Bowman (Hardattack Infantry),
Spearman (Defense Infantry), Swordsman (Offense Infantry),
Knight (Fastattack Cavalry), and Siege Machines (Hardattack slowly).
Every Empire has the Options of choosing the Branch of Military
Service, to develop its Army the Way the Emperor thinks.

Almost* every Empire has the Options of 3 Bowmen, 3 Spearmen,
3 Swordsmen, 3 Knights, 5 Siege Machines, extra Types of Bowmen,
and Special Troopers by Conquering. See Chapter Special Troopers.
Out of all these Options, the Emperor is able to develop his own Army,
to build up expensive Armies and to aim at Frontier Lines and Invasion
Armies. See the Chapters Secrets. Art of Modding. *Army Specials.

@@Army Specials
The Mauritanians and Numidians have Spearmen only, a Kind of a
Mixture out of Spearman and Swordsman. But they have their Riders.

Only by the Secret of Ship Building it is possible to research
all the sweet little Boats later in Game. Only the Greeks,
Carthaginians and Romans have that Secret, the others have to
conquer special Coast Towns, some huger ones... to capture some
huge Greek or Carthaginian Towns would give just once,
for each Town, the Secret of Ship Building to any Conqueror.

Only by the Secret of North Africans it is possible to research
War Elephant and Camel Warrior later in Game.
Only the Mauritanians, Numidians and Carthaginians have that
Secret, the others have to conquer special Towns North Africa,
some huger ones... to capture the Carthaginian, Mauritanian
or Numidian Capital would give just once, for each Town,
the Secret of North Africans to any Conqueror.

Only by the Secret of Roman Armory it is possible to research
Scorpion and Corvus Quinquereme later in Game. Only the Romans
have that Secret... to capture Rome only, would give just once,
the Secret of Roman Armory to any Conqueror.

Only by the Secret of Punic Architecture, the Mauritanian or
Numidian Berber Tribes become real Empires. Only the
Carthaginians have that Secret... to capture some
Carthaginian Towns would give just once, for each Town,
the Secret of Punic Architecture to any Conqueror.

The Romans will build EVER, just the Roman Architecture,
all the others, would build Punic Architecture then.
See the Chapter Punic Architecture.

These 4 Secrets, i wanted to write as stand alone City Taken
Events, so that only the written Empires could conquer only
these Secrets, by conquering only that or that written Town.
Now i will write the Give Technology Event into my existing
City Taken Events, and so, any Empire conquering that Towns,
will get one of these 4 Secrets, just once, for each Town.
So i saved a Dozen of Event Blocks for my CAR System
(Conquering Aggressive Reactions), and thats a good one.

The Greeks, Carthaginians and Romans have no own Cavalry.
They have, but very late in Game. I want them to gain for
Iberian, Numidian and Celtic Cavalry, which is possible and
quite Fun by conquering these Barbarian Towns.
See the Chapters Cavalry. Special Troopers.

@@Cavalry
The Greeks, Carthaginians and Romans have no own Cavalry.
They have, but very late in Game. I want them to gain for
Iberian, Numidian and Celtic Cavalry. Every Trooper is bribable.

You can buy every Trooper on Battlefield, so you can buy
your Cavalry, or every other Trooper you want, if you have
the Talents for. Everything is VERY expensive, but see the
Chapter Talents Talents Talents, how to get enough of.

You can conquer special Lands of every of the seven Empires,
with the Silver of the Empires. Every of the seven Empires
has its own Silver, some Silver or Gold Coins, which will
give the Attacker Troopers as a Kind of Auxiliary.

You can build Military Academy or War Bonds, to get some
Celtic Riders and some Talents.

You can conquer Barbarian Towns to capture Iberian, Celtic
or Numidian Spears, to mount them as new Riders of your Army.
See Chapters Imperial Treasury. Special Troopers.

@@Art of Modding
I know, that many Modders create cheap Improvements and Units,
and many Towns near by near, to get a fast and hot rushing Game.
The AI builds up, if researched, in every single Town, huge or not,
Improvements, if War or not, if necessary or not. So, expensive
Improvements will cause a huge Lack of AI Unit Buildings, and to
make it cheap will cause a huge Rush of AI Units. I know.

But in my Mind, lives the Joy of satisfying by expensive
Improvements and Units, to make it worth building up precious
Improvements, developing Invasion Armies out of Research and
Reorganizing the Frontier Lines, and building up aimed Armies
in huge Towns. I like that, to being proud of Improvements,
which ARE Improvements in fact, and not a senseless, worthless Rush.

You have to plan Improvements and Armies, you have to deserve it,
while you try to research, change Government, cultivate Land,
establish Trade Routes, build up Armies and Fleets to capture
Towns and Ships and Caravans. It IS expensive, but there are
many Ways to succeed and to develop an Empire. See the Chapters
Imperial Treasury. Army Development. Terrain Changes.

@@Pollution
I dont want to delete Pollution in Game. The two Improvements
of Dumps, for almost clean Towns, and Streets, for clean Towns,
would be useless, and would have to be used like the other
3 Improvements the Game already includes for Special Talents
and Special Troopers, Imperial Treasury, War Bonds, and
Military Academy. I like Pollution as a sweet little Element
of Town Sabotage. Problem: 9 Pollutions will destroy the Game
by melting Icecaps. You NEED to build Dumps at least, in Towns
with the Improvement Manufacture or the Terrain Manufacture,
or you will get a dead End in Game. Build Dumps in huge Towns.

@@The 28 Wonders
11 Wonders are given already at the Beginning of the Game.
17 Wonders, the greatest of all, await the glorious Empire.

@@Secrets
I tried to create a Tec Tree, in which it is possible, to
research for Siege Machines, or new Troopers, or Buildings,
or Governments, or new Ships, and some other Stuff.

It will bring more and more, -as usual-, but while getting
better and increasing everything, there is the Option of
choosing many Options and developing, what the Emperor
wants to achieve aimed, targeted, directly.
Choose your Way to succeed or die.

4 Secrets, Punic Architecture, Ship Building, North Africans,
Roman Armory, could be conquered by conquering special Towns.
See Chapter Army Specials.

@@Improvements
I am very sorry, but Improvements are DAMNED EXPENSIVE to
build and to maintain. Build your Armies and thank for a few
huge Towns. Not every Town can/needs to maintain a Wall!
Improve your Terrain, to get rich, then much is possible.
See the Chapters Talents Talents Talents. Terrain Changes.

@@Difficulty Despot
Since i made my own Scenarios i learned to play
Civ2 Test of Time heavily. To use all Civ2 Tools and to
be able to modify it quite well. The Improvements are VERY
expensive to build and DAMNED EXPENSIVE to maintain.

The Basic Idea is, that only huge Towns can afford Things
like Walls, and not every small Village. Small Villages
would need much much Time, cause not cultivated*, not huge
enough*, and that all would kill the Taxes. So only huge
Towns should get huge Buildings, and that is expensive enough.

*The Basic Terrain, Prair and Hills, give a small Village
the Minimum, and nothing more. Only to cultivate the Lands
to Food-Lands Farmland and Cultivation, to Tool-Lands
Manufacture and Industry, gives Towns a Chance to grow,
and to getting mighty and rich. Cultivate ONLY, makes rich.
See the Chapter Oxdrawn Cultivations.

Build your Empire to march on. Cultivate the important Land,
build up the important Towns. Not every Town needs a Wall,
and not every Town can build and maintain a Wall, Aquaeduct
or Sewer System. The most Towns will be Supporters of
huge Towns and War. See the Chapter Talents Talents Talents.

@@The Game itself
This Game is created to enjoy Hundreds of Quarters of
Empires Development while everything is growing fine.
This Game is created to enjoy the Game itself.
No Victory Condition. No History Cheating Events.

I wanted to create a totally free playable FUN GAME,
playable for every of the seven Empires, free Change
of Governments (if researched!), free Cultivation of
any Terrain to increase dramatically Tools and Food,
free Research, free Army Development, and a free World.
Improvements and Units are VERY expensive, so take your
Time to develop your Empire, and to enjoy.

This Game includes the Town Resisters Order, TRO, and the
General Resisters Order, GRO. The Army Development System,
ADS, the Advanced Lands Cultivation, ALC, and the Conquering
Aggressive Reactions, CAR, which all are Systems, i, perhaps,
invented, and am very proud of.

Especially, after i had to delete all Delay-Orders caused by
Malfunctions (i deleted many many Things, like all Randomturn
Orders, and all the Delay-associated Files), the CAR System
was advanced massively, to generate a most aggressive Events.txt. 

@@Ship Building
It is a funny Thing, that Ships are able to sink.
Even Roman Ships sank often. I wanted to make Seafare
to the dangerous Art, it is. ALL SHIPS will sink, if
they dont reach Coast at the End of their Movement.

Bireme Ram, Bireme, Trading Ship, Cargo Ship, are
the Basic Ships in Game, but are very very vulnerable.
Hm. Let me first tell this: Only 3 out of 7 Empires
are able to build Ships at the Beginning: Greeks,
Carthaginians, Romans, own the Secret of Ship Building.

The Mauritanians, Iberians, Numidians, Celts, need to
conquer some Towns first, to get that Secret too.
But Bireme Ram is just a rough built Coast Patrol,
Town Defense. And all the Basic Ships are vulnerable.

I had a special Eye on placing Islands, to create
more or less safe Trading Routes and Possibilities.
But only the Secret of High Seafare,
will spend the Ships much more Safety.

And the Secret of Deep Sea Navigation ONLY, prevents
any Ships from Sinking. I hope you enjoy the Fleets,
the Wars and the Captures, the Trades and Invasions,
the earning Talents, and the having Fun by Explore.

The Great Harbour can be built by researching the Secret
of Workyard. So, the Empire, building the Great Harbour,
would prevent any Ships from Sinking, and would get both,
Workyard, and Great Harbour, in a Town as a Super Harbour.

The War Harbour can be built by researching the Secret
of High Seafare. So, the Empires owning that Secret,
would have much safer Ships, and the Empire, building
the War Harbour, would prevent any Ships from Sinking.

The Secret of Library seems to make the Ships one Square
faster... thought, why? In Original Game the Tec NP is
Nuclear Power. Thought to change NP from Library to
perhaps Seafare, Ship Building, anything better than...

Library, BUT: The Carthaginians for Example, or the
Portuguese, made a holy Secret out of Trade Routes,
Ship Routes, and had special, and Top Secret Maps for
their Captains. It is in Fact, realistic, that the

Library, makes Ships faster, cause in some Top Secret
Maps, the Captains can find, much better Trade Routes!
So the Library will be another secret Secret in Game,
which will make happy, the glorious Explorer. Have Fun!

@@The Use of All
I am very proud, looking at my actual Scenario Modding.
It looks like becoming a Civ2 Test of Time Masterpiece.
My Masterpiece, and the Game i ever wanted to play.

One of the most amazing Parts of all that, actually
writing in, is called Describe.txt, for Civilopedia.
That Civilopedia will include almost every Information,
every Hint and every Thought of mine. And if ever,
a Guy will read this, have Fun, and read along.

One of the most important Thoughts of my Modding Art is,
that every Part must have its Right to be.
Example: The Troopers. Why should i waste a Unit Slot,
creating a senseless Unit no General ever would build?
If that Unit exists, it exists, cause its Right to be.

If a Bowman exists, he does, cause he can kill Enemies.
If he wouldnt be able to kill Enemies, he would not be.
So, every single Unit must be able, and should be worth
being built by General, otherwise i would have made a
Mistake, and would have better made, a better Unit instead.

The same with every other Part. Why should i make a
Barrack cheap? Is a Barrack an Improvement, you dont like?
Has a Barrack no Ability for the General, the Emperor,
being worth to being built? Barracks are important, and
it would be a Waste, to make it cheap and worthless.

If every single Town could have one, it would be nothing.
So, to use everything, what Civ2 Test of Time provides,
offers as a Possibility, is the Modders first Duty.
Different Governments. Terrain Changes. Army Development.
Expensive Improvements and Units. All Units worthy.

Different Units. Possibility to research more and more.
I use simply, what Civ2 Test of Time offers, and try
to fulfill every single Part to its planned Perfection.
The Blood Skin. The Sound. All these Graphics.

All these Txts like this Describe.txt, Rules.txt, and
the Events.txt. My HTML README. My 64bit BATCH.
My Unit Sprites for different Empire Colours. My Icons.
That wonderful Title.gif. The Use of almost every Civ2 Tool.
My Giant Map. My Empires. Free Choose in a totally
free Fun Game. All that i think, is done quite well.

And especially, that complete Civilopedia in Game. :)

@@Punic Architecture
The two Berber Tribes, the Mauritanians and Numidians,
once had a rich Trade with these Punic Guys from the East.
But Carthage was founded, and then, Step by Step, one Town
next to the other, all Coast along. Now the Berber Tribes
can reign over the Dust, and are fed by the Hands of the
Suffetes in Carthage, like Dogs on a hungry Lead.

The mighty Culture of the Carthaginians might be adored,
but the Might and Glory, squeezed out of the Berbers,
is hated. So the Mauritanians and Numidians aim to
achieve two Things: Gaining Control over their own Lands,
becoming rich and mighty on their own, and building up
own glorious and adored Towns, like the Carthaginians.

And to smash these Punic Guys to the Dust. The Secret
of Punic Architecture is gained by both Berber Tribes,
by conquering special Towns of the Carthaginians.

@@Secret Secrets
Congratulations for being right here, Emperor.

I decided to cover the whole Map. Three Possibilities:
To cover the whole Map, so that the Emperor could explore.
To reveal the whole Map, so that... Barbarian Activity
will waste your Time, and it is not interesting anymore,
to capture the Truth. Or, to hack one by another,
revealed Squares into the Game, for every single Empire
an enlighted Area... explore, Emperor, Knowledge is Power.

I decided to not give any History Cheating Events (HCEs).
BUT: For conquering special Towns, you will enable some
Punishment by the Enemy, Rome versus Carthage.
That means, do NOT conquer, as Rome, any Town!!! (:))
Do NOT enter Sicily, as Rome, you will regret it. (:()
It could be the Town, for which Carthage will become
VERY ANGRY!!!!!!!!!!!!!!!!!! (!!!)

You could watch my Events.txt to spy out, which ones.
For Example, Messana. Do NOT conquer Messana as Rome!!!
Do NOT conquer Messana as Carthage!!! You are warned.

As i told above. I decided to not give any HCEs in Game.
You cheat Masses of Enemies in a special Turn.
For Example, Hannibal anno 218 BC. Then you cheat War
versus Rome, and then you cheat the whole History Book.

What if, Rome was a pink Rabbit and LOVED Hannibal anno
218 BC, and then the Big Brother Modder cheated War,
that evil Hun? How could you destroy that holy Peace?

BUT: For conquering special Towns, diplomatic or
military Fire Points, -as it was in the Punic Wars-,
the evil Modder enables by Delay aggressive Reactions.

For saving some Dozens Events Blocks HCE, and now, for
saving a Dozen Events Blocks Secret Sackings, the very
evil Modder can use all of them, to create, instead of
these HCEs, a Kind of CARs, Conquering Aggressive Reactions.
See the Chapters Army Specials. Resisters Orders.

AND: The evil Modder uses many Unit Types, to create
a much deeper Fun Game. For Example, are War Elephants
and Camel Warriors free for any Capturing.
See the Chapter Special Troopers.

A Barbarian General, Hero, all the Ships by Attack,
War Elephants, Camel Warriors, Barbarian Spears,
and some others will give Special Troopers too.

Why should the evil Modder not write some further
Unit Kill Blocks into his Events.txt? Thats easy,
just one single UKB, and anything is possible.

Why should the evil Modder not use every single Unit,
as Barbarian Activity to enable further Troopers?

As i did with Fortress and Fortress Heavy.
4 Fortresses, and 4 Fortresses Heavy are placed,
in Iberian and Celtic Territory, and in North Africa.
There you will get your raging Hordes. Have Fun.

@@Resisters Orders
The evil Modder invented two special Orders:
The Town Resisters Order, TRO, and the
General Resisters Order, GRO. The General Resisters
Order, see the Chapter City Takens, cheats for any
City taken, the losing Empire Resisters in Capital,
AND takes Talents for the struggling Empire.

The Town Resisters Order cheats some huge Towns
special Resisters in the nearby Area.

@@Watch out
You have to explore the Lands, and to succeed in
many different Ways, to being surprised by a lively
written Events.txt, conquering Towns, capturing
Special Troopers and getting Talents out of the
Business of ANCIENT STEEL. Everything is expensive,
but everything spends many different Things.

Have Fun!

@This must be here to terminate search!!!