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 0MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM: 

Author: Warfreak
Version: 3.1
Date Started: 5/3/09

NOTE: This Guide will Contain Spoilers. YOU HAVE BEEN WARNED!

REMEMBER, IF YOU LIKE THIS GUIDE, RECOMMEND IT TO OTHER USERS USING THE LINK
ABOVE. 

IF YOU HAVE ANY STRATEGIES NOT LISTED, PLEASE SEND THEM IN. INPUT IS ALWAYS
WELCOME. 

*~~~~~~~~~~~Watch In Awe, Watch In Awe, Aeria Gloris, Aeria Gloris~~~~~~~~~~~*

Warfreak's Top Tip: Use Ctrl+F to quickly navigate this guide.

Table of Contents
 §1 Introduction
    [1.01] Introduction
    [1.02] Version History
    [1.03] Using Steam
    [1.04] Downloadable Content

 §2 Road to Independance
    [2.01] Episode One - The Jamestown Colony
    [2.02] Episode Two - The French and Indian War
    [2.03] Episode Three - American War of Independance
    [2.04] United States - A New Nation

 §3 The Grand Campaign
    [3.01] Great Britain
    [3.02] France
    [3.03] Austria
    [3.04] United Provinces
    [3.05] Spain
    [3.06] Prussia
    [3.07] Sweden
    [3.08] Russia
    [3.09] Poland-Lithuania
    [3.10] Ottoman Empire
    [3.11] Maratha Confederacy

 §4 The Warpaths Campaign (Requires The Warpaths Downloadable Content)
    [4.01] Iroquois Confederacy
    [4.02] Huron-Wyandot
    [4.03] Plains Nations
    [4.04] Pueblo Nations
    [4.05] Cherokee Nations

 §A Appendix
    [A.01] Buildings
    [A.02] Infantry Units
    [A.03] Cavalry Units
    [A.04] Artillery Units
    [A.05] Naval Units
    [A.06] Traits
    [A.07] Followers
    [A.08] Technology
    [A.09] Infrastructure

 §B Strategies
    [B.01] Fighting Infantry
    [B.02] Fighting Cavalry
    [B.03] Fighting Artillery
    [B.04] Assaulting a Fortress
    [B.05] Reader Strategies
    [B.06] Trading Guide
    [B.07] Infrastructure Guide
    [B.08] Naval Battles
    [B.09] MY Fighting Strategy
    [B.10] The Warpath Battle

[A] Contact Information
[B] Credits
[C] Webmaster Information
[D] Copyright Notice

*~~~~~~~~~~~~~~~~~~~~~~~Now, Let the Guide Begin (o.0)~~~~~~~~~~~~~~~~~~~~~~~*
[1.01] Introduction

Welcome to my 47th guide, offically the third guide using my new template
which I hope you will find to your liking, well, it is far superior to the
last one. Anyway, this is the first time for both playing the Total War series
as well as writing for it, though I hope my experience in RTS will make up
for that shortfall. Shall we begin now?

One of the reasons I enjoy writing for Total War is that the English used is
British English, which means my spelling is correct in game. For once. 

This guide will cover all of Empire: Total War, including the Special Forces
units, all the special pre-order units, Elite Units of the West DLC and the
Warpaths DLC. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[1.02] Version History

Version 0.1 [5/3/09]
Basic template complete. Some minor work done. It is rather quick pumping out
a guide, but it is needed to clear out the questions on the message boards.
Completed the first of the two episodes of the Road to Independance, which I
found rather simple, and I am amazed at the amount of work completed on this
update, seeing I have another guide in progress and work was done on that as
well today. 

Version 0.2 [6/3/09]
The Road to Independence is done, a lot of traits and followers are covered,
but more still needs to be done. 

Version 0.3 [7/3/09]
More on buildings, started British Grand Campaign, traits and follows added,
Infrastructure complete. 

Version 0.4 [8/3/09]
Massive Update on Buildings and started on Tech. 

Version 0.5 [9/3/09]
More on Buildings, Tech and Campaign. 

Version 0.6 [10/3/09]
Small update, done some units and buildings. 

Version 0.7 [11/3/09]
Small update, since I'm a bit sick and have limited free time on my hands.

Version 0.8 [12/3/09]
Large update to make up for yesterday, or technically, since this is written
at about 12:11am, its the day before yesterday. 

Version 0.9 [13/3/09]
Black Friday means big update. 

Version 1.0 [14/3/09]
Big update. I mean big. 

Version 1.1 [15/3/09]
Away from PC most of the day, so work is rather limited. 

Version 1.2 [16/3/09]
Eyes droopy, got 4 hours sleep, stupid tea kept me awake with caffeine. 

Version 1.3 [17/3/09]
All technology should be done, buildings mostly done. 

Version 1.4 [18/3/09]
Small update, Wednesday isn't the FAQing day. 

Version 1.5 [28/3/09]
I am indeed alive.

Version 1.6 [29/3/09]
Started on some of the provinces. 

Version 1.7 [5/4/09]
Started on battle strategies.

Version 1.8 [30/4/09]
Killed off provinces, it wasn't necessary. Reader strategies updated, how
to fight cavalry updated as well. Finished Artillery and Fortresses, and 
finished the Francois campaign. 

Version 1.9 [20/8/09]
Well, dead revival, fixed up on the ship section, given the patch overhaul,
addition of new units. 

Version 2.0 [21/8/09]
Completed the US campaign, more units and buildings. 

Version 2.1 [23/8/09]
Completed even more units and buildings. 

Version 2.2 [6/9/09]
More buildings, units and research, since some are nation specific. 

Version 2.3 [8/9/09]
More done on nations, completed the Dutch. DLC units added. 

Version 2.4 [17/9/09]
Massive update, been on this for weeks. Finished Prussia, Sweden and nearly 
all of Russia.

Version 2.5 [21/9/09]
Completed all the factions guides, nearly all the buildings for the Marathas
and only the Infantry and Cavalry units for the Marathas before the guide is
complete. 

Version 2.6 [22/9/09]
Hiya! Complete. Unless the DLC is released soon, I doubt I'll update this
anymore. Otherwise. Complete!!!

Verison 2.7 [7/10/09]
Okay, started on the Warpaths campaign. I've done a general guide for the
Iroquois. That leaves 4 more to go. From there, I need to finish off the
rest of the buildings, all of the technology, which isn't a lot, and all
the units. I've also added in all the DLC units for the Pre-Order and all
non-Native units from the Warpaths DLC and 1.5 patch. 

Version 2.8 [8/10/09]
Started on more of the DLC, I've done most of the generic units, all the units
for the Iroquois, all the buildings are now complete, and I've made a move on
the technology. If all goes good, I should be able to wrap up this guide in
about 2 more updates, so it should be finished on Version 3.0, if everything
goes to plan, which it normally doesn't. 

Version 2.9 [9/10/09]
Okay, due to some problems with Steam, seems like I won't be able to update
this proper till Monday with more units and tech, and the last of the DLC's
campaigns. However, this gives me an opportunity to add in some stuff I have
forgotten about. Basically, that massive patch will take far longer than 
expected. So a positive out of a negative. Update, I finally got it to work.

Version 3.0 [11/10/09]
Completed the Warpaths Campaign. The guide is complete. Again. For the
second time. SECOND! Whether I update this guide in the future will depend
on whether Creative Assembly will release any more DLC. If there is, there
is a chance that I'll update it, if there is not, then this is it. 

Version 3.1 [8/12/09]
The Units of America DLC was released just over 8 hours ago, and I have
completed all of the units for it. Enjoy. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[1.03] Using Steam

Empire: Total War is one of the first games that require you, when installing
from the DVD/Retail version to use Steam. First of all, you need to make
sure you have an internet connection, otherwise, you are doomed before you 
start. 

Install the game, but you need the Net first. Steam will prompt you to put in
the serial code, and if need be, create an account if you don't already have
one. It will install the game, and after about 20 minutes, it will be done. Go
grab a cookie or run to the shops to get some eyedrops, you'll need it for 
the ownage of Total War.

Now, if you want to play and you don't have the internet access all the time,
such as dial-up users, access Steam and use the My Games tab. Let the game be
updated via Steam, and wait until it gives the 100% Ready sign. Then, you can
launch the game.

Quit, making sure it works, and head to settings, making sure that the "Don't
Save Account Credentials" Button IS NOT ticked. Now, you can go offline, or
when you next use Steam and you are offline, Steam will access your offline
account and Empire: Total War, since it is 100% Ready, will be able to be 
played offline. 

This is a quick summary of this link

https://support.steampowered.com/kb_article.php?ref=3160-AGCB-2555

So if you are still lost, read there. This part is necessary just to make sure
no one has problems with Steam, and everyone can play it. 

However, there will be problem using Steam. Given that you need it to be at
the 100% ready sign to play, the latest patches, which amount to a nice 
total of about 500mb, you will be downloading for a long time if you are 
using a dial-up connection, and still it will take hours on a decent ADSL/
Cable line. 

Also, the download speed will vary, given the time on the day, the speed of
your connection, the speed of the servers, the amount of users, etc, so it
will take some time. This can cause some problems. Therefore, if you wish
to avoid updates, I suggest you always start in offline mode, otherwise, you
will be here for a while.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[1.04] Downloadable Content

The Steam Store is also home to downloadable content, commonly referred to as
DLC, for Empire Total War. For those not familiar with that concept, these
are basically little packages, that you can purchase for a small fee, to 
enhance your gameplay. Here, I'll list down the content that is available on
the Steam Store for Empire Total War.

The first DLC to be released was the Elite Units of the West. It retails for
about $3.50 USD, purchased via the Steam Store. Released late in June, this
DLC pack basically unlocks a fair amount of units for the game. This was 
released at the same time as the Patch 1.3, giving you all those units to 
play with. About 14 new units were released, a variety of infantry and cavalry
units. 

The second DLC released was the Warpath Campaign. This retails around $10 USD,
so it is a tad pricey, but unlocked were new units and the abilty to play the
Warpath Campaign, basically, it is the Grand Campaign, except you only get to
play with the 5 Native tribes, and restricted to the American theatre. 
However, if you ask me, it is well worth every penny. This was released in 
early October, 2009, around the same time as the 1.5 Patch, and just before
the next DLC.

The third DLC was released just after the Warpath Campaign. This DLC is the
Special Forces + Bonus Units DLC. It retails for about $2.50 USD. This DLC
allows players to get units previously available only to owners of the Special
Forces edition of the game. It also unlocks 3 units available due to pre-
order bonuses. However, while it will unlock 9 units for regular customers, 
it will be FREE to all owners of the Special Forces edition, you will get it
the instant you update your game. That is, you get the 3 bonus units for
free. 

If you are asking about the Special Forces edition, it is a special edition
of the game, where you got a different box, and a map, as well as those 
pre-order units, now available as a DLC package. However, what few people 
actually have is the Collectors Edition. This edition contains the Special
Forces box, but it comes in a special Wooden Box, containing a special Total
War Compass and Hip Flask. Of course, there may be some around, but these are
the true collectables. Naturally, I have the Collectors Edition. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[2.01] Episode One - The Jamestown Colony

"In April 1607, three Virginia Company ships sailed into Chesapeake Bay 
 under the command of Captain Christopher Newport. They made landfall on the
 southernmost peninsula in the bay, naming it Cape Henry in honour of the
 Prince of Wales. Life for the early settlers was far from easy, even though
 they ruled themselves.

 Newport returned to England for supplies, leaving Captain John Smith, an 
 acquitted mutineer, in charge. With limited food supplies, the constant
 presence of disease, and the danger of attack by the native tribes, many 
 of the settlers perished within a few months of reaching the New World.

 If this new community is to fluorish they will need food, in the shape of
 farms and fisheries. A cash crop like tobacco will prove the financial 
 viability of the colony to those back home in England and much-needed income
 for the settlers. Complacency, however, is dangerous. The native tribes
 remain a threat."


Well, this is the first of the episodes for the Road to Independence, which
is essentially a tutorial for the game. There are three Chapters in this 
Episode, so basically, this mission is seperated into three, which isn't
all that hard, since it is more or less a tutorial.

				Chapter 1

"You must lead the early settlers to establish Jamestown as a safe a 
 prosperous settlement in this dangerous new world. From time to time, the
 British Government will issue various missions for you to perform. As you
 complete these missions, the wealth and security of Jamestown will improve
 and your influence throughout the whole of the new world will expand."

OBJECTIVE : Peasant Farms
"Your first task in the New World should be the protect of the Jamestown
 Settlement and the survival of its people. By building a farm in the 
 designated area to the west of Jamestown the colonists will be able to
 produce their own food and sustain themselves in the years ahead. 

 Supplies from England are irregular and not guaranteed. You must make
 Jamestown self sufficient in order for this fragile colony to survive."

Reward = Treasury +500

When you start this mission, you get this mission to start off and you need
to build a farm on the nearby Woodland Forest, and you just need to wait a 
single turn before you can have it ready and complete this objective. And 
when that is done, the port of Yorktown is founded, and this provides a n
area to fish.

OBJECTIVE : Fishery
"Taking advantage of the bounty of the oceans will help to sustain your
 growing population. Building a fishery on the eastern coast will improve
 the region's food supply and prepare your people for expansion into 
 northern territories."

Reward = Unlock Chapter 2

Now, you will see that there is a fishery, or rather, port which is named
Yorktown, so you will need to build the fishery there, and it does take two
turns to be fully complete. Just take your time. Meanwhile, you need to 
start recruiting some militia from your settlement via the appropriate
tabs. You need a good mix, and then merge them with your main group led
by John Smith. When the fishery is done, you get hit with the next two
objectives

				Chapter 2

"You have successfully built a farm and fishery in your Jamestown region. 
 The settlement should now grow and prosper, so it is time to deal with the
 threat from local native tribes. You must send an army to capture the
 village to the north east."

OBJECTIVE : Colonial Militia
"Your presense in this new world is not wholly welcome. Increase your military
 strength as a protecting against attacks by the native tribes. Recruit more
 men and increase your army in order to protect the people. 

 The locals will resist expansion in their territory and so "persuasion" by
 musket and shot will almost be required from time to time."

Reward = Treasury +500

OBJECTIVE : Werowocomoco
"To the North East lies the Native America stronghold of Werowocomoco. In 
 order to expand your holdings in Virginiathe threat from this native 
 settlement must be extinguished. Attacks on Jamestown and its surrounding
 farmsteads should cease. Conquer Werowocomoco in the name of the King!

 The settlement was home to the Powhatan princess Pocohontas, a woman 
 renowned for preventing the execution of Captain John Smith."

Reward = Unlock Chapter 3

Now, you need to recruit militia. You only need to recruit one Colonia 
Militia unit, but you only want one, the Jamestown Militia units are a tad
superior and better in terms of combat damage than the colonial Militia. 
Build up an army, merge them with Captain John Smith's army and get them to
get ready for an attack. Despite what the game says, there isn't really an
attack on your settlement, it will be docile, so don't worry about defending
against enemy attacks. 

The Settlement is protected by a bunch of natives. They are led by their
General, Wahunsonacock, and protected by a regiment of Bowmen and two 
regiments of Armed Tribesmen. Even with your initial force, you can easily
take over the settlement, Auto-Complete will save you the hassle of battle
but everyone likes battle don't they?

Conquer the city in any way you see fit and that will complete this chapter
and there is only one more chapter to go. 


				Chapter 3

"Your successful capture of this village has significantly reduced the 
 threat against Jamestown. To fully establish a British foothold in North
 America, you must now capture the remaining native village far to the
 North."

OBJECTIVE : Shackamaxon
"The last Native American town lies to the north, in the foothills of the
 mountain. It is secure and well defended. Fail to capture this place and
 all you have worked for could be lost. By fending off the threat posed
 by native tribes, expansion of the colonies becomes possible. With no danger
 of attack, immigrants from home will be more willing to come to the colonies
 to seek a new life."

Reward = Complete Episode One

Now, the enemy will start to send enemy armies to fight your main one. There
are two that will normally spawn, one is of a lone bowmen regiment, and that
will normally head towards Jamestown. The second, which is tougher, will 
consist of 2 Bowmen Regiments and 2 Armed Tribesmen Regiment, and that will
head to your new settlement of Werowocomoco. 

To prevent that from happening, have your main army intercept both of them,
and if you are lucky, both will be destroyed. However, as a fallback, have
both Jamestown and Werowocomoco defended by militia that you have recruited
in Jamestown, and that should easily fend off the weakened enemy. 

Once those two parties have been wiped off, you need to attack the settlement
of Shackamaxon. Don't take this lightly, you really need reinforcements in 
this battle. They have 2 Regiments of Bowmen but 10 Regiments of Armed 
Tribesmen. Sure, you might have guns, but mass infantry tactics tend to win
the day, so you should at least have 10 Regiments with you. I attacked with
12 Regiments, just to be sure.

When that battle is over, you have completed the first episode. There are
still more to come however. 

"Thanks to your efforts, the Jamestown settlement has prospered! No longer
 reliant on food from England, the settlers can start amassing wealth and
 expanding Britain's colonies in America.

 The Jamestown settlement has made a good start, but complacency is now a 
 dangerous thing. As world of the successful colonisation of the New World
 spreads, more people arrive from the Old World. Other European nations
 have taken note of your success. They too are looking to the New World 
 with a view to possible expansion of their own interests. Although vast,
 these American lands are not endless. Confrontation is inevitable."

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[2.02] Episode Two - The French and Indian War

"The French and Indian War begin as the result of British and French rivalries
 in North America, and were part of a larger, globe-spanning conflict between
 the two nations. In 1754 both countries wanted control of the Ohio Valley,
 an uncharted, but potentially valuable area. Each built a chain of forts
 into the valley to stake their claims, and conflict was inevitable, as 
 struggles between native tribes were used to foment further trouble.

 The war was a tough experience for the British. Both sides quickly realised
 that alliances with local tribes would be an asset. The French were better
 at using the North American terrain to their advantage, and early battles
 saw heavy British losses. However, it was during this conflict that a young
 officer called George Washington began his military career.

 To secure America, the British must remove the French threat. Take control 
 of the Ohio Valley. Fort Niagara must be in British hands if an attack on
 the Southern fort of Louisberg is to succeed, and allow a campaign northwards
 to Quebec and Montreal."

				Chapter 1

"The French have established a series of forts in the Ohio Valley. The forts
 are well defended and will be difficult to take through military force alone.
 Perhaps the Iroquois tribes to the North will provide you with much-needed
 assistance?"

OBJECTIVE : Iroquois Confederacy

"You have been tasked to form an alliance with the local Iroquois tribe. The
 skill and knowledge of their warriors will be of great benefit to you in
 the war against the French. Instigate negotiations by clicking on the 
 Diplomacy button."

Reward = Treasury +500

OBJECTIVE : Fort Niagara
"The British Government has ordered you to capture the settlement of Fort
 Niagara. The fight across the rest of North America cannot continue until
 you have achieved this mission. The only direct route to Fort Niagara is 
 guarded by the heavily fortified Fort Duquesne - although an alternative
 route may exist through the forests in Iroquois territory. Engaging in
 diplomacy with the Iroquois and gaining military access through their lands
 may provide an easier route."

Reward = Unlock Chapter 2

OBJECTIVE : Fort Dequesne

"Fort Dequesne dominates passage through the Ohio Valley. Capture it to help
 establish our dominance in the region."

Reward = Treasury +500

Well, you want to start off this chapter by making friends with the Iroquois.
You need to make them your allies, which is rather useful, and then ask for
military access, as well as a trade agreement. The first one is useful if 
you want to perform a sneak attack on Fort Niagara, the latter is useful
since you get more money from it.

Now, you start off with two armies, one led by William Jackson, and the other
led by George Washington. Washington's force is rather lacking, so you might
want to get some recruits to back up that smaller force. Fort Niagara is 
lightly defended, and if you have military access, you can sneak through
the hills in Iroquois territory and attack. That still leaves Fort Dequesne
standing.

That fort is extremely well defended, however, you can take that form alone
using the auto-battle function with Jackson's starting force, which will 
take a fair amount of casualties. Lay siege to the force, and wait for the
counter attack, since you have the advantage of defending and they have the
job of repelling you. You still will take a fair amount of casualties, about
a 50% loss, so that is rather annoying to rebuild your forces. 

Fort Niagara itself is relatively weak. It is armed with a Calvary and 
Artillery Regiment, 2 Marine Regiments, 1 Native Musketeers Regiment and 2
Firelock Regiments. This is rather a weak force when they are facing a proper
army. 


				Chapter 2

"You have captured Fort Niagara! The Ohio Valley is firmly under British
 Control. However, the war against the French is still being fought across
 the entire Thirteen Colonies, and it is not going well for the British. Far 
 to the North and East, a large French fleet guards the crucial port of
 Louisberg. You must build a fleet to match the French and send an army 
 to capture Louisberg."

OBJECTIVE : Louisberg
"You must capture the crucial French port of Louisberg. The land route is
 long and arduous, so you should build a fleet of ships to transport an army
 to the outskirts of the city. You will not be able to launch an assault on
 the main French strongholds of Quebec and Montreal until this mission has
 been completed."

Reward = Unlock Chapter 3

OBJECTIVE : Dockyard
"If you are to successfull transport an army along the coast to capture the
 port of Louisberg, you will need to build a navy capable of standing up to
 the powerful French frigates. The British Governement has therefore tasked
 you with the construction of a dockyard at the port East of Williamsburg. 
 You will need to dismantle any pre-existing buildings in that port in order
 to construct the Shipyard."

Reward = Treasury +500

Now that you have captured the Fort Niagara settlement, you need to build up
a larger empire, because more money is necessary to build a large fighting
force. Now, you need both your land armies at full strength. The largest of
your armies should take on Fort Oswego, which is right next to Fort 
Niagara. This will take out the first of the French armies that stand in your
way. Repair and make sure that force is at full strength.

Reinforce both armies, and taken on Fort Carillon. It is extremely heavily
fortified, and you need both armies to siege it at the same time to make the
enemy outnumbered. One army might just cut it, but it will be hard due to 
them outnumbering you, and you will take extremely heavy losses. This is the
last of the major French territories near you that you can take. This will
provide you with a large amount of funds.

With all the money flowing in, upgrade all your Fur Trading Posts to ensure
that you get more mohney to play around with. Build the Shipyard, and then 
upgrade it into a Dockyard, and you get the next objective.

OBJECTIVE : Fifth Rate
"The British Government has tasked you with building a navy capable of 
 transporting an army through heavily defended French waters."

Reward = Treasury +500

Now, you need to concentrate on an army, unless you want to take the ground
approach. Given that you have had some good successes on the ground, you might
just want to take on that approach. For the naval approach, you need at least
3 Fifth Rates, with an Admiral, before taking the enemy on.

The French have a good mix of Sloops and Brigs, and they are no match for
your Fifth Rates. A group of 5 Sloops and Brigs vs 3 Fifth Rates ended with 4
sunk, no friendly casualties. Now, you need to land the troops.

If you took the land approach, you need to take down Fort Beausejour, and it
is moderately fortified, but with enough force, you can take it down without
suffering too much in the way of casualties. Now, the big problem is the town
of Louisberg. It is heavily fortified, and it is packed with troops, so two
armies need to be used to bring them down. You need all your heavy firepower
to capture it, or some extremely good flanking strategies. 


				Chapter 3

OBJECTIVE : Quebec
"You must capture the French stronghold of Quebec. You cannot win the war
 against the French if this city is not under your control."

Reward = Complete Episode Two

OBJECTIVE : Montreal
"You must capture the French stronghold of Montreal. You cannot win the war
 against the French if this city is not under your control."

Now, you must move your forces back towards the settlement of Fort Carillon,
which I told you to capture earlier, and this is where you can cross the 
river, and you are immediately greeted by Fort Chambly, which is not too 
heavily guarded, but use both armies to combine and sustain minimum losses. 

Capture that fort quickly, and move both armies towards Quebec, which happens
to be less fortified than Montreal is. This is needed to be done quickly 
before the French take over the fort again or have time to build up more
forces that you need to take down. If you attacked Fort Chambly with two 
armies, fortified/reinforced at Fort Carillon, then losses will be rather
trivial, and you need to press your advantage. 

After taking Quebec, you need to rebuild your forces if they are badly hurt,
and you need to maybe reinforce them. After taking Quebec, you have more money
to play with, and therefore, you can get things done with more firepower than
before. Fort Carillon is a good place to pick up some reinforcements, so send
them over, and get ready to take on Montreal. 

Quickly, move forwards with both armies and use them to siege Montreal and 
finally, finish this chapter once and for all. 

"The French are defeated! You can claim a decisive victory for Britain over
 her long-standing enemy. The British now control North America, giving them
 the valuable resources of the Ohio Valley.

 But this time of peace may be short lived. Britain's policies in America are
 seen as overbearing and repressive by the colonists. Excessive taxes and 
 restrictions on expansion have left the American people longing for freedom,
 not British rule. If this situation continues, the Thirteen Colonies will be
 forced into open warfare to win the right to self government."

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[2.03] Episode Three - American War of Independance

"In 1775, a storm is brewing in America. Following the end of the French and
 Indian Wars, many people in the Thirteen Colonies were increasingly 
 incensed by the British. Laws and new taxes are being imposed from London,
 and "seditious talk" of revolution is no longer a whisper!

 Discontent is widespread, but it is not until a morning in April, 1775, that
 talk becomes warfare. In Lexington, a group of British soldiers open fire
 on local militiamen. This skirmish, the Battle of Lexington and Concord, 
 saw the first shots fired in a conflict that would split families, divide 
 friends, and tear apart an empire.

 As so the fight for America's freedom had truly begun. Until the British 
 are removed from the Thirteen Colonies, Americans shall never truly be 
 free. If the British Army is to be driven out, the Americans will need help.
 Allying yourself with the enemies of the British could provide the 
 experienced troops required to remove them from America once and for all."

			Battle of Bunker Hill

We start off in the Battle of Bunker Hill. This is where you need to hold
the hill against the British invaders, and you are terribly outnumbered in
terms of troops, but you have the upper ground, so this is a good advantage
to counteract the enemy. 

Now, you start off with a good deal of Militiamen, 2 Regiments of Cavalry and
3 Regiments of Artillery. Now, you need to quickly deploy your artillery, 
including the ones at the back, and get them ready to fire at the front on
British assault.

Use your Cavalry, at double speed, to move quickly towards the two sets of
British artillery, one on the hill to your left, and the second to your 
North near the house. Move behind the enemy lines and sneak up on the 
Artillery to get rid of them. This is important because they will be firing
on your own artillery as well as frontline militia.

Now, your militia all need to face an opponent. For every regiment that the
British have on the flanks, you need to have two regiments facing them in
order to quickly defeat them and outflank them. For the frontal assault 
that the British are preparing, use your artillery to fire on them, this
will cause them a fair amount of casualties, and that will be easier for 
your militia.

Now, you have several groups of militia. On your left, there are two 
regiments and you are facing one regiment. The frontline militia should 
all be ready to fire on advancing British troops, and on your right flank,
there are some buildings, garrison them to ensure that your militia don't
sustain too much damage. Your left and right flanks should hold through 
the course of the battle, the Garrisoned building regiment will easily be
able take down several regiments at the expense of a few men.

When your Cavalry has dispatched the Artillery, move and attack the enemy
British troops from the back, and this will cause them a lot of damage.
They will be too focused on the frontline militia, and you can easily 
cause many weakened regiments to be routed before the Cavalry regiment is
routed. 

The British will soon launch an attack from the back on your Artillery, so
move any idle Minutemen columns and your General's Bodyguard to counter the
lone Cavalry regiment. After this, you are faced with a bunch of ragtag
British frontline infantry, so wipe them out. With this, you should easily
win, even though you are outnumbered. 


			The American Revolution

Now, we get to the real battle, to wipe out the British. After your win at
Bunker Hill, you get more experienced units from the battle, so you have
that to your advantage. If you lost, you won't get any extra units. 

Victory Condition: Capture and Hold 15 Regions by the end of Year 1825

This is hard, you are outnumbered on land and on sea, so you will need to
fight a lot of battles early on to save more troops. Now, for your 
empire, you need to do a lot of building, build Farms and Docks in Boston
so you get more income flowing in, and therefore, sustain more troops. 
Also, start developing some technology, and this will make it easier to
sustain a large empire. 

Now, using your existing army, you need to move ahead and capture Maine.
This is the closest Region Capital to you and you have the advantage in
terms of troops. You will need to fight the army led by William Howe so
take them down. Capture Maine, and move one army back to Boston and keep
one in Maine, and reinforce both armies. 

Now, split into single armies, sending one towards New York, and defend a
raid by the British about turn 5. The second army should be kept in Maine
until you are ready to take on Fort Nashwaak. Capture both of them quickly,
sending more reinforcements if you fear that you don't have enough firepower
to take both settlements. 

With Maine and New York under your control, this is where you need to solidify
your power. You should still have plenty of time, and now you have plenty of
money. If you want, although this is entirely optional, you can use the army
in Maine to move east and take Acadia, and they is a wise move, there is a 
Silver Mine there, providing massive income. Movement into Canada, Quebec in
New France and Montreal in Upper Canada are further sources of income, which
allows you to maintain a larger, and more armies to fight the British. Capture
both of them if you want, and reap the rewards. 

The next reason to capture both Quebec and Montreal is that the enemy will
continue to send forces at Maine and try to capture your settlements, so you
might as well capture them just to make sure that the enemy threat to your
settlements are at an end. 

Another optional movement for money is to move the army from New York into 
Iroquois Territory and capture Cayuga, giving more money for you and providing
more funds. All the above territories don't help your objective, but it does
give more money, and makes it easier to crush the British. Conquer where the
Revolutionaries couldn't, take over Canada. 

Meanwhile, you need to start building a navy. This is because the British
will use their fleets to take out your trade routes, which is a problem 
because they are your main source of money. So you really want to make sure
the British fleet remains docked. A small fleet of about 5 Sixth Rates should
easily contain their fleet. 


			The Push South

By now, you have captured a fair amount of regions, and the majority of 
enemy forces are to your south. Keep raising armies, building another army
raising it to three strong armies, and at least 1 fleet, with developed
regions making sure upkeep isn't a problem. 

Philadelphia is a problem because it is heavily fortified, but if you have
the army of about the same size, it shouldn't be too big of a problem because
what the enemy will do when you siege the place is that the enemy will move
and counterattack, in order to repel you, and that is where you have the 
advantage. All you need to do is to crush their counter-attack and then move
on the offensive and retake the city. Meanwhile, the Iroquois will move and
join the British, so you get some more land off them, but even though they
might have the numbers, they don't have many firearms. But still, match them
for numbers and you are bound to win against them. 

With the fall of Philadelphia, you need to push south to continue the 
fall of the British. The Iroquois isn't much of a problem, just defeat 
their raiding parties, or if you want, you can capture both Niagara and 
Detroit, but that involves a large army and you don't have too much time to
move and capture them. 

Now, move south and capture Maryland and Virginia, and that will start to make
the British a bit more concerned. Now, this is where a strong fleet comes in,
you need about 6 Sixth Rates and that should easily take care of any enemy
ships that come along once you capture the region, and force the enemy's
ship out to sea. 

From there, you only have three more regions to capture, Carolinas, Georgia
and Florida. They aren't heavily fortified, so you can move your ships down
and transport an army to capture the settlements. The Cherokee Nations will
soon declare war on you as well, so make sure that other armies are ready
to counter-attack the enemy assault. 

Now, the last state, Florida. You probably need two armies here because the
enemy has fortified Florida up pretty well, to the max, so you need a lot
more firepower to break the siege. 

With that out of the way, you need to capture some more regions, you need a 
total of 15 regions to offically win this, and become the United States. Those
Natives who decided to declare war on you seems to be a good target. 

"Free Americans have thrown off their chains, and driven out the tyrannical
 British oppressors! At last, America is the Land of the Free, as well as the
 Home of the Brave. The remaining British troops leave American shores by the
 shiploads and American independence has been fully, if reluctantly, accepted
 in London.

 Without your efforts, none of this would have been possible. American would
 remain in the hands of the British. Your careful timing and well-timed
 aggression have brought Americans to a new dawn. The dark night of British
 rule is at an end. The bright dawn of a united America lies ahead."

After this, there is a campaign for America, it technically isn't the Grand
Campaign for America per se, but it is the only campaign where you can play
as the United States in freeplay. This will be covered in the Grand Campaign
section. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[2.04] United States - A New Nation

Maybe not a new section then.

"The United States of America is a nation forged in the fires of revolution
 and rebellion against a British monarch seen as distant, foreign and 
 tyrannical.

 After the French and Indian Wars, the British government took an entirely
 unreasonable line: the American colonists should pay taxes to contribute
 to the navy and army that helped defend them. After all, those colonial
 fellows enjoyed the benefits of peace, protected by Britain's expensive
 soldiers and sailors. The colonists had other views. The British responded
 with political stupidity and military inepitude.

 Aided, once they had rebelled, by the French Bourbons (who, for reasons of  
 their own, had every wish to see Britain pre-occupied by war and then
 humiliated by seditious rebels), the Americans faced down Britain. The
 struggle split countries, cities, towns, even families, but it united the
 nation. 

 In its wake, the revolution left behind a new kind of nation, a republic
 where men choose their own destinies, and are not subject to the whims of
 kings. This spirit of independence is a source of strength: it is an idea
 worth defending! It is also a source of weakness, for Americans cherish 
 the right to do as they think best. This is not necessarily a good thing
 in an army.

 America now has a future of boundless possibilities. A continent stretches
 away to the West, and no one is entirely sure what is to be found there. 
 The Atlantic swell washes against the eastern seaboard, and beckons 
 American seamen onwards: trade and adventure lie that way too. There may
 still be scores to settle with the British in Canada, or ambitious nations
 from Europe to discourage. There is much to do, if this newest and boldest
 of nations is to survive and prosper."

Well, what you need to do in this mission is to control a total of 22 
regions, and you have to control a specific set of 7 as well. The 7 provinces
are: Texas, Pennsylvania, Upper Louisiana, New Mexico, New France, Michigan
Territory and Florida.

Florida is controlled by the Spanish, whilst Upper Louisiana is controlled
by the French. Mishigan Territory is controlled by the Iroquois, Texas is
controlled by the Pueblo Nations, New France by Britain and New Mexico by
Spain, though it is isolated. Pennsylvania is controlled by you in the start.

Well, given what you have, this is going to be hard. Like what the little
description says, you will need to purchase the land off the French and 
Spanish, given that you are allied with France and you really don't want to
piss off a major ally.

Build up your economy to give you enough money to sustain a large army, and
then you will need to go to war. Against who is completely up to you, but
I suggest you go to war against the Native Indians, taking over Texas and
all their other land, which you will need to expand. Stick solely to the
continential United States, don't expand to the Caribbean just yet.

With a powerful economy and good allies supporting you, you can easily
take control of New France, and then take Upper Canada, which will severely
limit the amount of force Britain can project into your nation. Unlike 
other Grand Campaigns, you need to worry about enemies in the America
theatre, which is few and far between. 

Other than that, this is a lot less painful, there is a lot less diplomacy
to worry about, so think of it as a starting board for the Grand Campaigns
that you can play next. Good hunting. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.01] Great Britain

"Great Britain is not a natural creation, but the marriage of seperate 
 kingdoms and people. This new nation has been through a century of
 unparalleled turbulence: an unwelcome joining of Scotland and England; 
 religious strife; civil wars; an executed king; military dictatorship; a
 populist monarch restored; and the overthrow of a second king. Less than 15
 years ago, the hated Catholic James II was forced into exile in the Glorious
 Revolution and a Protestant monarchy restored. A short, vicious war in 
 Ireland put paid to any chance of a Catholic Stuart restoration. Nonetheless,
 the exiled James Stuart has sympathisers, the Jacobites, throughout Britain.
 Despite - or perhaps because of - this turbulent history, Britain is an 
 engine driving the scientific and cultural advancement of northern Europe;
 turmoil foils creativity.

 As an island nation, Britons have always look to, as Shakesphere puts it:

 "... the Silver sea,
  Which serves it in the office of a wall
  Or as a moat defensive to a house ..."

 Britain's strengh lies at sea, but in trade and colonisation as much as naval
 power. Trade taxes pay for the navy; the navy allows unhindered trade. The 
 English Channel keeps the French at bay and, to a lesser extent, the Dutch.
 With Dutchman William III on the British throne, there is ambivalence in the
 traditional rivalry with the Netherlands!

 The English and the Scots like to think they can sleep safe, that no foreign
 invader or tyranny need worry them. They are partly right, as only as long as
 there is no centralised Continential power. A nation that can unit the 
 resources of Europe will surely crush the dream of Albion. This, then, is the
 fundamental aim of Britain: to side with the weak in Europe against the 
 strong - and steal as many overseas possessions as possible while doing it!"


			Victory Conditions

--==Short Campaign==--

"Capture and hold 25 regions by the end of the year 1750, including the 
 regions shown. New France, Georgia, Leeward Islands, Ireland, Gibraltar, 
 Florida, Hindustan, Scotland, England."


--==Long Campaign==--

"Capture and hold 35 regions by the end of the year 1799, including the
 regions shown. Egypt, Malta, Florida, England, Bijapur, Bengal, Georgia, 
 Scotland, Hindustan, Ireland, Gibraltar, New France, Leeward Islands."


--==Prestige Victory==--

"Capture and hold 25 regions by the end of the year 1799, including the
 regions shown. New France, Georgia, Leeward Islands, Ireland, Gibraltar,
 Florida, Hindustan, Scotland, England.

 Be the nation attaining the highest prestige rating at the end of the year
 1799."


--==World Domination==--

"Capture and hold 50 regions by the end of the year 1799, including the
 regions shown. England."


The Grand Campaign is where you basically lead a nation to glory by 
completing the victory conditions that you are shown. I will be giving the 
outline for all campaigns using the Long Campaign victory condition. This is
to ensure the best consistancy in the game. 


				The Campaign

We start off the campaign with a total of 7500 and control of 6 provinces, 
some in America and the rest in Europe. This is on normal difficulty, this is
your average difficulty. 

First turn, you want to first of all, build upgrades, especially in the 
Americas where you can start new industries there, and that will give a nice
boost to income. Also, start building alliances with those nations that are
friendly to you, and trade agreements to anyone you can. Also, in Europe, 
grab one of your fleets and one army, and move them towards the Ivory Coast,
which is at the bottom of the Europe Map, and this will send take some time,
but necessary. 

When you end turn, make sure that CPU moves are off, because that will drag 
your CPU down into the gutter. Also, it will show other nations giving their 
offers to you, and that means some nations will give trade agreements, which 
is nice. Next turn, you get the first objective

OBJECTIVE: Georgia, Cherokee Territory, New France

"The leaders of the Thirteen Colonies suggest that you ensure the future
 domination of Britain in the Americas by consolidating your control over
 the surrounding area. If you succeed in capturing the regions of Georgia,
 Cherokee Territory, and New France, the Thirteen Colonies will be yours to
 command. Be sure to maintain friendly relations with them until this union
 is secured."

Reward = The Thirteen Colonies will join your nation

Georgia and Cherokee Territory are both under the control of the Cherokee
whilst New France is, understandably, under the control of France. You need
to be able to move armies into Georgia and Cherokee Territory, so your 
army in Bahamas and the fleet stationed there will need to be used to 
take the provinces of Georgia and Cherokee Territory. You will need to 
declare war and you might want to call some allies to join you, especially
the Thirteen Colonies. The French however, you will need to wait for a while,
considering your force in Rupert's Land is quite weak, and you need a strong
force to take New France, so bide your time. When it is right, then you need
to strike, and you get the Thirteen Colonies. 

After a few turns, you will have your fleet on the edge of Europe, so send the
fleet to India. You might want to load them up with an large army, one large
army indeed, because you want to take on Mysore, because that is the smallest
empire in India and that will get you a good foothold in India. Or you can
take on Goa, which is owned by Portugal, but that means a European war, which
you probably could win give that you have a decent navy.

On the topic of European wars, I suggest that you keep out of them, breaking
alliances if need be, until you have a larger army. Whilst you have a far
superior navy, you need land units and until you have a few full strength
armies, don't consider a land war. However, the Hurons will declare war on
you sooner or later, so make sure that Rupurt's Hand is well built up because
you need to defend and counter-attack. Take Huron Territory, and keep it from
the French who want to take it from you. You need it to assault France. 

Another point of interest right now is the base in Antigua, held by the
pirates. They are only pirate mobs, but there are over 1000 of them, you will
need to have some sort of numbers to take them over. However, you can easily
raid the port to stop any further pirate threat to your shipping. When you
have the numbers, take over the province. 


			Capturing the Territories

You really need to start building up your ground forces, and if that means
you need to declare war in order to keep the money rolling in, do so. I had
Sweden declaring war on the Thirteen Colonies, both were allies, so lets 
invade Sweden. You need to attack countries not allied to anyone else and
where you have available forces. You will need to declare war on the Mughal
Empire, mainly because you will probably need their provinces. The Maratha
will need to go as well, mainly because you need some of their provinces. 
You will be doing a lot of battling, so Auto Resolve is a nice option. 

By 1720, William III will pass on, and you will be led by Victoria I, armed
with some new traits, so check them out. You still need to conquer the new
territories, so keep an eye out for wars, and take on nations that have no
allies, making it easier to conquer. 

When you conquer, use your navy to your advantage. You can easily blockade
all their trade routes by sea, which get you some extra income, and cut off
their empire, so it makes it easier for a ground invasion. Have three main
armies, one in America, Europe and India, and some smaller armies.


			American Rebellion

By the 1770's, the Americas get more important. If you don't do a good job
there, they will rebel against you, starting the American Revolution, so 
seriously, don't piss them off, just be nice, and lower taxes. Even though
you might win, your Economy will suffer like a waiter when flies are found
in the soup.

If you do want to fight when them, just don't make the same mistakes that
the British did in reality, press the rebels at every chance, blockade their
land and finally, make sure that you limit their numbers by quickly capturing
their cities.


			What You Need To Do

Remember, when you play as Britain, you need to remember that you are a 
massive island. It will be hard for the enemy to invade if you control the
high seas, and an army at home won't hurt. Technology research is extremely
vital to your country, so make sure you always upgrade your tech for better
and strong troops and a stronger economy. 

If you want a hint as Great Britain, naval blockades are a good source of 
money and since you have a large navy, be mindful of that. Also, remember
that your navy needs to be equal in all three theatres, because pirates will
certainly be a big pain. I had to move a European fleet to America because
I neglected to keep an eye on that area. Needless to say, Pirates are quite
strong, they will use Galleons, which are equal to a Fourth Rate Ship of the
Nine.

Technology wise, you will need to concentrate on all aspects. You need to 
play a lot of catchup, so naval techs are going to be important to start, and
other military techs are needed if you are going to be a superpower. 
Economics will be needed as well as Philosophy to advance your buildings to
have a big trading empire.

Therefore, if you want to be as badass as Great Britain was in reality, you
really need to have a lot of tech research. I mean a lot, so you need to
have multiple colleges. Put them in safe zones, such as your mainland because
they will decrease happiness when you develop them into universities. 


			Reader's Suggestions

This is the section of my guide that is devoted to reader's strategies about
how to play and win as Great Britain. If you have any ideas, send them in. 

Submitted by bailiff05

"Hi, I read the latest update on your Empire Total War Guide regarding the 
 Grand Campaign for Great Britain. I am currently in the middle of a World 
 Domination Campaign with Great Britain on normal difficulty and have an 
 alternate method for starting, albeit a very risky one and probably only 
 best for more experienced players.

 For the first few goes I built up a full land army and then the first thing 
 I did was invade France, who only have 2 small armies near the start and 
 only 2 territories. I don’t know whether you figured this out yet, but when 
 you capture France’s territories in Europe, their territories in the Americas
 fall out of their control and the faction is destroyed. Some of these 
 territories then fall under the control of rebels and others under the 
 control of a new faction that arises. The same happened when I destroyed 
 the Spanish in Europe. This obviously makes it much easier to conquer these 
 territories and therefore makes it easy to capture New France as part of the 
 Thirteen Colonies objective. Also when the new faction arises they have no 
 allies or enemies so there aren’t really any ramifications.

 I’ve also gotten to a point where things are getting a little heated in 
 Europe and even my allies are beginning to dislike me because of my 
 expansionism. Whether this is just because I am too powerful or because I 
 have expanded to fast though, I don’t know. However, because I conquered 
 the Americas with relative ease I now have an absolutely ridiculous economy 
 that can support a vast army in Europe."

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.02] France

"France had some fifty years of military and administrative excellence under
 Louis XIV, the Sun King and his servents. They achieved this in spite of a 
 backdrop of strife and rebellion sparked by France's involvement in the
 Thirty Years War. Louis and his able ministers, Cardinals Richelieu and 
 Mazarin, were able to steer France away from the feudal struggles that
 hampered growth, and they created a centralised government where the King's
 power is absolute.

 In 1700, France is the pre-eminent power in Western Europe, with an
 unrivalled army, vast colonies, and a King who is respected and feared by
 all, both at home and abroad. Few nations pose any real threat his well- 
 equipped armies and heavily fortified borders.

 The French Bourbon dynasty is strong, even though Louis XIV is aging. There
 are sons and relations aplenty, with legitimate claims to many titles. To
 the south, the lack of a Hapsburg heir in Spain - and feeble-mindedness of
 Charles II - means that a Bourbon could one day rule in Madrid. A course of
 action that brings this about has much to recommend it. Of course, not all
 offshoots of the Hapsburg line are as weak as their Spanish cousins. The
 Austrian Hapsburgs, and other European nations, may not be entirely willing
 to see a Frenchman or French nominee as King of Spain. No matter.

 France is surrouded by possibilities, and beyond Europe there are other
 continents to conquer and colonise: New France in North America, and the 
 riches of India. The untrustworthy British may have to be swept aside or
 crushed, but what is wrong with that?"


			Victory Conditions

--==Short Campaign==--

"Capture and hold 20 regions by the end of the year 1750, including the 
 regions shown. New France, Corsica, New York, Confederation of New England,
 Leeward Islands, Pennsylvania, Cherokee Territory, Savoy, Algonquin 
 Territory, Liguria, Michigan Territory, France."


--==Long Campaign==--

"Capture and hold 30 regions by the end of the year 1799, including the
 regions shown. New France, Savoy, New York, Orissa & Circars, Algonquin
 Territory, Michigan Territory, Carnatica, Flanders, Confederation of New
 England, Pennsylvania, Liguria, France, Corsica, Hindustan, Cherokee
 Territory, Egypt, Leeward Islands."


--==Prestige Victory==--

"Capture and hold 20 regions by the end of the year 1799, including the 
 regions shown. New France, Corsica, New York, Confederation of New England,
 Leeward Islands, Pennsylvania, Cherokee Territory, Savoy, Algonquin 
 Territory, Liguria, Michigan Territory, France.

 Be the nation attaining the highest prestige rating at the end of the year
 1799."


--==World Domination==--

"Capture and hold 50 regions by the end of the year 1799, including the
 regions shown. France."


	    		      Let Us Start

We start off with 8 provinces and a total of 8000 Gold. Now, what you want
to do is to gain some territories in Europe and quick. Now, don't worry 
about the British, what you do want to do is to get Military Access from
Spain, combine all three garrisons near Paris, and march through the
Flanders. You want to take some lone provinces quickly before you they get
allies and build up in stength. The best two are Rhineland and Wurttemburg.
The province of Rhineland requires the three garrisons from Paris and the
Wurttemburg province requires the garrisons and army near Alsace-Lorraine.

After your first turn, you get your First Objective

OBJECTIVE: Michigan Territory, Algonquin Territory, Cherokee Territory

"The leaders of Louisiana, your protectorate in the Americas request your
 help. If you succeed in capturing the Michigan, Algonquin and Cherokee
 Territories, the domination of France in America will be almost
 guaranteed, and the lands of Louisana will be yours to control too. Be
 sure to maintain friendly relations with them until this union is 
 secured."

Now Michigan Territory is controlled by the Iroquois, Cherokee Territory
is understandably controlled by the Cherokee and the Algonquin Territory
is under the control of Iroquois. They aren't under the control of any
nation, so you will need to build up a force in Upper Canada and New France
and then build it so you have a good balance between artillery and infantry,
and then attack all the Natives. Attack all of them, mainly for the land,
as well as the resources. You are better off taking them all out, this is
to prevent the British from having a chance to capture some land. 


			Expanding Your Territory

If you want to beat the British, the first thing you want to do is to move
in and beat the crap out of the Thirteen Colonies. Declare war on them and
take all their land. Do not worry about the British, with the AI's inability
to launch naval invasions, you only need to worry about the strength of the
colonies. Just make sure that they don't have too many allies that you need
to fight. 

The Thirteen Colonies will provide you with a hell of a lot of wealth for 
such an early period in the game. Meanwhile, what you need to do is to start
to build up a force in Europe, and send them down to India and conquer as 
much as you can. India is also a source of wealth, and considering the 
amount of wealth the Colonies will bring in and the massive technological and
firepower advantage, take some holdings in India and deny this to Britain. 

With the Thirteen Colonies and most of India is yours, you will have a lot
of wealth, but you still have Europe to deal with. Since you have Britain on
its own, it shouldn't be too hard to get rid of them, just blockade them with
some ships, but then you need a big navy.


			Controlling All Of Europe

You will need Spain's help for now, you need them to help you conquer Europe.
Expand and take on Prussia and Austria, crushing any lone state that is 
standing in your path. After Prussia and Austria are down, then you need to
solidify your holdings in Europe for now. You need to rebuild and reinforce
the borders with troops. 

What you need to do for now is to take on Africa. If you have hit the 
southern states, the pirates will be causing some problems, so send in the
navy and some hardened troops to flush them out. That will bring in some 
more money. 

Now that you are ready, position all your troops near Spain, and all their
holdings overseas. We are about to backstab them in the best way possible,
with troops marching through their lands. You want Flanders straight away,
and if you have military access through their lands, then it would be 
simple to place a few armies right outside Madrid. Take their land, and 
once all their land in Europe is gone, you just need to control the rebels in
their territories. 

			The Rest of the Journey

Now, what you do with France's superpower is up to you from here. You can
take the rest of America and India. Or you can conquer and take care the
rest of Europe, the rest is utterly up to you.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.03] Austria

"The history of Austria is one of warfare against invaders from the east,
 and the infidel Turks in particular. Originally, the Duchy was the eastern
 marches of the Holy Roman Empire (the Ostmark) and the defensive important
 of Austria to the rest of Europe is immense. For nearly 250 years, the 
 Ottoman Turks have hurled themselves against the bastion of Austria, reaching
 the gates of Vienna on more than one occasion. The last time was in 1683,
 Austrian bravery has kept them at bay, every time.

 After the bloodletting of the last century - the Thirty Years War - within
 the Holy Roman Empire, Austria is a leading power among "the Germanies".
 Leopold I, the ruling Hapsburg, has brought peace and prosperity, and 
 maintained a first-class military machine (in particular, the Austrian
 have mastered the tactics of using light, irregular troopss.) This gives the
 Austrians the potention to become a truly great power, either within the
 borders of the old Empire, to be south in Italy, or to the east. This latter
 scheme requires the Turks to be persuaded - at sword point - that their
 destiny lies outside Europe. The Austrians also have much to be proud of
 in the arts, music and culture.

 Beyond their immediate borders, there are other matters for the Hapsburgs
 to consider. The Spanish branch of the family is for now close to extinction,
 as Charles II has failed to produce an heir, among his other problems. 
 Perhaps Spain should remain a part of Hapsburg domains, but this might lead
 to confrontation with France. And then, of course, there are the pan-Slavic,
 Christian Orthodox ambitions of the Russian Tsar to consider."


			Victory Conditions

--==Short Campaign==--

"Capture and hold 15 regions by the end of the year 1750, including the 
 regions shown. Austria, West Prussia, East Prussia, Hungary, Rumelia, 
 Brandenburg, Venetia."


--==Long Campaign==--

"Capture and hold 30 regions by the end of the year 1799, including the 
 regions shown. East Prussia, Hungary, Austria, Brandenburg, West Prussia, 
 Venetia, Rumelia, Poland."


--==Prestige Victory==--

"Capture and hold 15 regions by the end of the year 1799, including the 
 regions shown. Austria, West Pressia, East Prussia, Hungary, Rumelia, 
 Brandenburg, Venetia.

 Be the nation attaining the highest prestige rating at the end of the year
 1799."


--==World Domination==--

"Capture and hold 40 regions by the end of the year 1799, including the 
 regions shown. Austria."


			Lets Go Marines!

Austria starts off with a measly 6 provinces and a bunch of coins. You start
off allied with Great Britain, the United Provinces, Bavaria, Savoy,
Westphalia and Wurttemburg. So, naturally, you are going not to be very
friendly to the French, the Spanish, who are actually hostile to you, the
Ottomans and the Polish. 

Well, lets be honest, Austria wasn't known throughout the ages as pioneers
of the New World, so basically, you won't be needing to move into the new
theatres, the Americas and India. So there isn't any use to expand your
holdings there. However, it doesn't mean that you can send in some trade
ships to the new theatres, such as Brazil, to get some trade goods back
home.

The reason why you shouldn't expand to America or India is that you will be
making unnecessary enemies. For now, you aren't at war with the French or
the Spanish, so you really don't need to piss them off. Besides, right 
beside you is a prime target, the small, single province countries, such as
Saxony and to a lesser extent, Prussia.

What is important is that you cannot ignore that the fact that you will
go to war. Build up a very strong income to build and then maintain an
army. Your first target are single province nations that you aren't too 
friendly with, such as Saxony and Prussia, and set your armies there, and
get ready to fight.


			Building Your Empire

This is the hard part, taking those nations, maintaining peace and 
surviving the new wars. Odds are, Poland and the Ottomans aren't going to
be too friendly at this point, and if war hasn't broken out, it will
soon. Move your armies to these fronts when you can keep the peace. Not
only is fighting these two nations essential sooner or later, it will 
help build an empire. 

This however, creates 2 new fronts, a northern and southern front. The
Polish in the North, the Otoomans hiding in the South. For this, you will
need some help, so try to get some help from nearby nations with heavy
military power, mainly the Russians. 

You can safely shift most of your military power from your nation to
fight Poland and the Ottomans because there should still be plenty of 
nations that can act as a buffer between you, and the alliance of the
French and Spanish. Until those buffer nations are taken out, you still
have time to fight your enemies. 

Poland should be easy to take out, they are relatively close by and they 
don't have many in terms of provinces that you need to capture. However, 
the problem are the Ottomans, they have a lot of provinces and there is a
hell of a lot of space.

My solution for this is to fight them so that their influence in Europe is
weak, fight them until you capture Istanbul. From there, there is only a 
single land route between you and the Ottomans, so as long as you defend
that area well with a fully stacked army, you shouldn't have a problem 
keeping the Turks at bay. You can conquer the rest of Eastern Europe later
on. 


			Debts To Be Settled

However, whether you like it or not, the French and Spanish are going to be 
a threat sooner or later. You want it to be later, so you can take out
Poland and keep the Turks at bay, and shift your now experienced military
units to the Western Front. 

The French and Spanish are good for one thing, they have little provinces
in Europe that you need to worry about, especially the French. The French
only have 2 provinces, the Spanish have 6, and some you will need some
naval power for. 

They will get you into a fight, and it is best to knock France out of the
war first. They have a strong military force that they will use, and that
will give you the option to take down their colonies in the Americas. The
Spanish are a bit harder to take out, mainly because they have more colonies
and they are all over the place, but again, take them out with your 
experienced forces and this gives you to option to take their colonies as 
well. 


			From Here On In

You are on your own. What I've given you is a basic outline of what you can
do, take down Poland and keep the Turks at bay, to build up a force and take
down the French and Spanish. But from here on in, what now?

You can finish off the Turks completely by sending in some of your experienced
armies to take them out, because considering the land mass you will be 
fighting on, there is a lot of land for little in terms of provinces.

Or, alternatively, you can so something the Austrians didn't do, which is to
travel to the Americas and suppress the rebels and conquer the former colonies
of the French and Spanish if you have taken them out. The game gives you an
infinite amount of possibilities, it is a question of whether you are going 
to try ot not. 

			Reader Strategy!

Below is a strategy for playing Austria by C Donovan, outlining a way to heal
up the old wounds. After some editing and spellchecking, here it is. 

"The most obvious choice for me was to seal old wounds. I obtained a 
 ceasefire and trade agreement with the Ottomans and even got the Polish to 
 be my allies! I also got a Ceasefire with the Barbarians (The Barbary 
 states) and then, I got to work.
 
 Since I didn't want my Populace to be unhappy I built Church schools in my 
 fresh towns, got my farms upgraded (with some "Research"), and I sent my 
 Catholic Missionries to the city just North of Prague (I think it's 
 Bohemia, unless Bohemia is Prague's name).
 
 I then mustered as much Militia as I could, got a General, 2 Regiments of 
 Provincial Cavalry and some Demi-cannons, and the Invasion of Italy began!
 (Oh right....I decided to attack Venice. That also got me at war with the 
 Italian states. Both of those nations are Catholic, so it wasn't all bad.)
 
 After a relatively easy battle for Venice and Rome (I only had to 
 Auto-resolve the attack on Rome), I had a lot more money and 2 more 
 provinces.
 
 After that, Prussia decided to declare war on me. Not such a good move for 
 them OR Me. (Them because they got Me, Poland and Wurtemburg as enemies, me 
 because the Brits cancelled their Alliance with me.) I quickly built The 
 Highest level Barracks I could in Prague and Vienna to get Line Infantry. 
 At the same time, I got my Veteran Militia from the Italian Campaign up 
 north. I was able to get 3 Regiments of Demi-Cannons, 12 of Militia, 2 of 
 Line Infantry and a General up to the North.
 
 I decide to strike quickly.... Sadly, not quick enough to defend Prague 
 from a Prussian seige(I don't believe in Garrisoning heavily). In 
 retaliation, I attacked Prussian held Berlin with my previously mentioned 
 army (1 General, 3 Artillery, 12 Militia, 2 Line Infantry). After a bloody 
 seige (out of my 1,800 men, only 535 were left), I had won. That spurred my 
 anger. I then decided that Demi-Cannons and Militia were crap and then, with 
 my 2 big cities (Berlin and Vienna) started to up my Oomph a little more 
 with 6-Lber Horse Artillery and Regiments upon Regiments of Line Infantry.
 
 I decided quickly I needed all the Industry I could get so I attacked 
 Saxony (also held by Prussians) and Bavaria. Saxony was hard but I defeated 
 Bavaria on the first battle. I also was able to, then, train my first GOOD 
 Cavalry (which I would come to depend on); Carabineers.
 
 With a combo of Moveable Artillery, Excellent Infantry, Great Cavalry and a 
 total of 5 towns to Research stuff with(and Gentlemen in each one), I soon 
 kicked Prussia's ass (with a loss, in total, of about 5,000 Men), The Polish
 (My Allies, Remember) Took Prague and nurtured it like a baby (Still are), I 
 had trade with Half of the world, and I still wasn't done.
 
 I soon "Blitzkreiged" Wurttemburg(Who broke their alliance after I killed 
 Bavaria), Southern Italy, Milan, and Caligari (All of which belonged to 
 Spain), Cologne, Rhineland (They have very advanced roads), and 
 Alsice-Lorraine (French territory). I have targeted Amsterdam currently
 (Spanish held), and Paris (which isn't really heavily defended, for some 
 reason). I am also planning for the Naval Invasions of Greece (Venetian 
 Held) and Mainland Spain and Portugal (Both of which are Spanish territory).
 
 Well, that's my current limit, besides having researched the Tech needed 
 for Cadenced Marching and Rank fire, Carcass and Explosive shot, Naval 
 stuff to the extent of Flintlock Cannon, and gotten all the way to 
 Selective Breeding. I also am making tons of cash and am the leading nation 
 in terms of Prestige."

The only problem I would have with this strategy is the use of militia and
the lack of defence. What I would generally do is to use Line Infantry 
exclusively in my armies, no militia at all. Costly to start and maintain, but
they are decent in battle. 

Also, you should have several armies as well. You don't need them at full
strength, but you need to make sure all your fronts are defended, because like
what happened, the AI will declare war whenever it wants to, which is a good
thing, if you want land, and a bad thing if you don't have armies to defend
against their army. You should always make sure that your province capitals
are defended by an army that can reach there in 2 turns, which means more in
terms of upkeep, but will save you when they declare war on you. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.04] United Provinces

"The United Provinces are a Protestant stronghold in North-western Europe,
 a place where science, trade, and freedom of thought have flourished since
 the Spanish were driven out in the last century. Having tamed their land and
 held back the sea, the Dutch have also embraced the sea and become the 
 foremost naval power in the world. A mere generation ago, the Dutch navy
 sailed into the Thames and burned the English fleet at anchor: this kind of
 bravado and expertise is not quickly forgotten.

 Dutch merchantmen range across the world's oceans, and the wealth of the
 world passes through Dutch ports, Dutchmen can be found trading in the 
 Indies, where they give the locals a run for their money, and the Caribbean.
 They are everywhere, in fact, where there is a profit to be made. Spanish
 claims to the New World and its treade are cheerfully ignored, as are
 Spanish threats. The Dutch have learned to live with Hapsburg threats hanging
 over their heads. Heaving beaten off brutal attempts to bring them to heel, 
 the Dutch now have little love for Hapsburg-ruled Spain or Austria. A 
 distant Catholic emperor holds no appeal for them. An expansionist France,
 on the other hand, does bear watching, and guarding against.

 Other rivals close at hand are now less of a threat than they used to be. 
 The British have been ... tamed is too strong a word ... brought to their
 senses by having a good, honest Dutchman on their throne. William III of
 Orange was an acceptable Protestant ruler for the British when they needed
 one. His presense has done much to calm relations, especially as the
 equally-mercantile British have designs on world trade that should 
 rightfully be Dutch!

 For the future, the Dutch have much to be hopeful about. They have a strong
 navy, and a tradition of victory. There is wealth aplenty in every corner 
 of the world, if only the Dutch have the will to go and take it!"


			Victory Conditions

--==Short Campaign==--

"Capture and hold 15 regions by the end of the year 1750, including the 
 regions shown. Ceylon, Curacao, French Guyana, New Andalusia, Dutch Guyana,
 Carnatica, Flanders, New York, Netherlands."


--==Long Campaign==--

"Capture and hold 25 regions by the end of the year 1799, including the
 regions shown. New York, Bijapur, Netherlands, Hindustan, Dutch Guyana,
 Flanders, Curacao, Goa, French Guyana, Carnatica, Ceylon, New Andalusia, 
 Mysore."


--==Prestige Victory==--

"Capture and hold 15 regions by the end of the year 1799, including the
 regions shown. Ceylon, Curacao, French Guyana, New Andalusia, Dutch Guyana,
 Carnatica, Flanders, New York, Netherlands.

 Be the nation attaining the highest prestige rating at the end of the year
 1799."


--==World Domination==--

"Capture and hold 40 regions by the end of the year 1799, including the
 regions shown. Netherlands."


			Rule the Seven Seas

The Dutch start off with little in terms of provinces, they have 2 in the
Americas, 1 in Europe and 1 in India. However, they do make valuable starting
points. Currently, you can build up an army in Europe and get ready to take
on Spain. 

If you take on Spain, be prepared to take on New Spain and France. However,
unlike what you will think, given the position of most of your colonies,
you can take most of the Spanish holdings in America, including Cuba, Florida
and Hispaniola. Most of New Spain is actually quite valuable, they have 
plenty of valuable mineral deposits and plenty of stuff to trade off. 

In India, you start off with both major Indian nations rather unfriendly, and
because of this, they will, sooner or later, think it is smart to declare war
on you. This is another blessing, you have a powerful navy, sinking their
invasion forces, while you can build up a powerful force and take on their
provinces.

This is the blessing of having few provinces. In America, you start with a 
strong navy to take down the enemy invasion fleets, and as such, you can bide
your time to build up a strong navy. In Europe and India, you have a lone
province, Europe has a massive army, India, well, you are surrounded by
water.


			Conquer the Enemy

It won't be soon because the Spanish get pissed off and declare war. When
they do, you want to hit them back and retake Flanders. If you want to declare
war for strategic, Portugal is a nice target. Their province of Goa is a nice
foothold in India and their own home province is a good target for you to take
on the Spanish and pose a threat to Madrid. 

You need to start to build a large presense in America, that is where a lot
of money can be made in a heartbeat. There is little in terms of enemy 
defences to protect cities, and there is lots in trade and taxes to be had.
Spain is a definite enemy, sooner or later, you will need to take them on.

Another good target are the pirates. Their base of Leeward Islands is a good
place to capture, and their remaining provinces. They will pose a threat to
you when you want to move around the map, they will happily take on your
trade routes. By capturing their provinces, you get money and safety. It is a
a win win. 

In India, the two major empires are constantly at war with each other. With
this, you can ally with one to destroy another, and then conquer the other to
make sure they get the message. This will take some time, but it is a good
source of income.


			The Place is Home

However, the most important thing, besides expanding your holdings in the
Americas and in India, is your presence in Europe. No matter what you do,
you will be under attack from all directions. Only the Austrians and the
British are your allies here, and you need to make sure you keep it that
way. The French and the Spanish are your natural enemies.

Take down Flanders, and you will have a stepping stone towards Paris. The
French only have 2 provinces, initially, in Europe, France, and Alsace-
Lorraine. Take them both, and their vast overseas holdings in the Americas
are ripe for the taking. 

From here on, you need to protect your lands in Europe. You don't need to
expand too much, but the nations of Germany, the Prussias, are good targets
and the single province nations are also good targets. You will have to keep
some on side though, you need some trade partners as well. 

Build up your trade income to build up and maintain a large navy and army,
keep your allies in check, and make sure your enemies don't have a chance to
build on their currently holdings overseas and at home.

The United Provinces is hard to play, like Prussia, no one is friendly much.
and as such, you need to be paranoid. However, given that the AI likes to 
declare war as often as it can, all this can change at a heartbeat, and given
your holdings in all three theatres, you need to keep an eye on everyone.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.05] Spain

"The Spanish have long been conquers and colonisers in distant parts. Indeed,
 the Spanish and Portuguese signed a treaty in 1494 that nearly divided the
 world between themselves. The Spanish went conquering "for God, Spain and to
 get rich". They succeeded, to a great degree, in all these aims. 

 Spain is a staunchly Catholic country, and the Church and the fearsome 
 Spanish Inquisitonn still have their hold over men's hearts. This partly
 expalins why, for all its wealth. Spain is economoically backward: the 
 Church sees usary (money lending) as sinful. This may be so, but this lack of
 credit does not help the merchant classes. Economic growth is also not helped
 when it is beneath the dignity of any hidalgo gentlemen to earn money or 
 work. But a gentleman's honour is worth defending and a nation's glory is 
 worth winning, so courage is not in short supply. Indeed, Spain is blessed
 with courageous men on both land and sea.

 That Spain will need defending, and soon, is self-evident to many. Charles 
 II, "El Hechizado" or "the Bewitched" is a feeble-minded and pathetic 
 figure, a shadow of his Hapsburg ancestors, and childless, Spain has 
 suffered from his weakness of mind and government, but Charles cannot live
 forever. When he dies, what forces will shape the destiny of the Empire?
 Will Spain once again face its Protestant rivals down? Will there be a new
 generation of conquistadores to plant the Spanish flag on distant shores?
 His successor will have much to ponder, but a brave nation to lead back to
 greatness!"

			Victory Conditions

--==Short Campaign==--

"Capture and hold 25 regions by the end of the year 1750, including the 
 regions shown. Trinidad & Tobago, Austria, Spain, Texas, Netherlands, 
 Curacao, Flanders, Lombardy, Naples, Gibraltar"


--==Long Campaign==--

"Capture and hold 35 regions by the end of the year 1799, including the
 regions shown. Austria, Spain, Texas, Morocco, Lombardy, Trinidad &
 Tobago, Netherlands, Gibraltar, Curacao, Flanders, Portugal, Naples"


--==Prestige Victory==--

"Capture and hold 25 regions by the end of the year 1799, including the
 regions shown. Trinidad & Tobago, Austria, Spain, Texas, Netherlands,
 Curacao, Flanders, Lombardy, Naples, Gibraltar

 Be the nature attaining the highest prestige rating at the end of the year
 1799"


--==World Domination==--

"Capture and hold 50 regions by the end of the year 1799, including the
 regions shown. Spain"


			The Spanish Amarda Reborn

With Spain, you get a fair amount of starting provinces in Europe and 
America, a good start in tax money. For the first turn, just do as you would
do, build up a trade fleet or upgrade your buildings, and wait until you 
get the mission. 

OBJECTIVE: Trinidad & Tobago, Texas, Curacao

"The government of New Spain, your protectorate in the New World, has 
 requested that you ensure Spanish domination in the Americas by consolidating
 your control. If you succeed in capturing the regions of Trinidad & Tobago,
 Texas and Curacao, the lands of New Span will be at your command. Be sure
 to maintain friendly relations with them until this union is joined.

 Reward: New Spain will join your nation."

This should now be your mission for the time being, you need to take on the
Pirates, who only serve as a menace anyway, the Dutch and a lone Native nation
for the kill. This isn't that hard. You are already at war with the Cherokee
in America, so take care of them first, and build up a proper army with them
before anything else. Give them experience and they will fight well. 

The Dutch aren't that hard to take care of, they only have the Netherlands in
Europe that they need to defend, so build up your army in the Flanders to
take them on and defeat them. With them out of the way, you have a bit more 
wriggle room, since Curacao is also owned by them. Take down those rebels,
and you will have the mission complete. New Spain is large and there is a lot
of wealth to be had there.

With that little part out of the way, we can control on taking on the rest of
the world.


			Beyond the Frontiers

With the Dutch out of the way, you will need to take on the Portuguese. They
aren't too friendly towards you, and they only have 2 provinces, one at home
and the other in India. Take them out, and now, there should be 2 rebel 
nations in India. There is Ceylon, left by the Dutch, and there is going to
be Goa, as long as the other nations haven't touched it. 

This gives you a lot of stepping stones on what you want to do. You definitely
want more space, and the best nation to take on for that will be Britain. They
aren't too keen on you at the start, and seeing you have France for an ally,
you will have some firepower to play with. Before you take them on, you will
need to have a strong navy, both at home in Europe and in the Americas, as well
as a strong army to play with, both at home and abroad.

The British will have the Americas, but more interestingly are their 
possessions in the Caribbean, such as Jamaica and the Bahamas. You want these,
to give you control of the entire area, and the Americas, where the US 
currently sit, would be a nice takeover target as well. Whilst in Europe, the
British Isles look like a good target. 


			Battlegrounds: Fields of Europe

If you want some revenge, the attack on the Austrian Empire seems like a 
good one, not only does it give you a lot more room in Europe, which is 
always a nice thing, you are getting back for putting a weak ruler on the
Throne by them. 

Other than that, you have India to take care of, there is a fair amount of
work if you are going to capture all of that, or you can take on the Ottomans
and the Barbary Pirates, which are right next to your capital. That seems a
place for some target practice. 

The Spanish Empire is quite easy to play, they aren't as landlocked as the
central European powers, and that is nice. From here on, you should have
enough to take on the rest of the world, the world is your apple, you make
do of it as you will. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.06] Prussia

"Prussia itself has only been "German" since the 13th Century, when the
 Teutonic Knights carved out a new Christian state on the Baltic coast. The
 present Kingdom of Prussia is a new state, the result of a union between
 the duchies of Brandenburg and Prussia and it is a Kingdom only because the
 current ruler, Elector Frederick III has decided to improve his status to
 that of King! In doing so, however, he has been carefulnot to offend the 
 Holy Roman Emperor, the Archducke of Austria, and calls himself the King
 "in" Prussia, not the King "of" Prussia. The form of words is a fig leaf: 
 Frederick is King. And he is king of a potentially powerful and influential
 Protestant nation, the centre of gravity within "the Germanies" for all
 those who would look elsewhere for a lead than Catholic Austria.

 The Prussians belive - not without reason - that their virtues as a people
 can carry them through any trouble: martial discipline, sacrifice, a sense
 of order, but this sense of duty should not be confused with ignorance or
 intolerance, no matter what others may say. Prussians have always had to
 fight, but that has made them competent, not bloodthirsty. They have the  
 potential to become a great continential power thanks to their martial
 traditions, many of which can be traced back to the Teutionic Knights. These
 could form the basis of a truly world-beating army. Under the right guidance,
 they could unit the German-speaking people into a single entity, dominate
 the Baltic and, perhaps, extend their reach far beyond the confines of 
 Central Europe."

			Victory Conditions

--==Short Campaign==--

"Capture and hold 15 regions by the end of the year 1750, including the 
 regions shown. Bohemia & Moravia, Brandenburg, Austria, Wurttemburg, 
 Rhineland, Poland, Silesia, Bavaria, East Prussia, Hannover, Saxony, 
 Alsace-Lorraine, Denmark, West Prussia."


--==Long Campaign==--

"Capture and hold 25 regions by the end of the year 1799, including the
 regions shown. Bohemia & Moravia, East Prussia, Austria, Brandenburg,
 Denmark, West Prussia, Silesia, Poland, Rhineland, Hannover, Wruttemburg,
 Bavaria, Alsace-Lorraine, Saxony."


--==Prestige Victory==--

"Capture and hold 15 regions by the end of the year 1799, including the 
 regions shown. Bohemia & Moravia, Brandenburg, Austria, Wurttemburg, 
 Rhineland, Poland, Silesia, Bavaria, East Prussia, Hannover, Saxony, 
 Alsace-Lorraine, Denmark, West Prussia.

 Be the nation attaining the highest prestige rating at the end of the year
 1799."


--==World Domination==--

"Capture and hold 40 regions by the end of the year 1799, including the
 regions shown. Brandenburg.


			The Rise of the Unrisen

Prussia is one of the best countries to play around in, because there is just
so much war-mongering that you will need to do. You basically need to fight
everyone on Europe to complete your objectives. Like what you are told in
the little starting snippet, you will be need ally yourself with Britain,
the United Provinces, Sweden and Denmark. Well, maybe not Denmark, seeing
that you will need to beat the crap out of them later on. 

You start off with only 2 provinces, and they are seperated, so you have an
easy to manage empire to start off with, but you need to unify your land.
To start off, Saxony is a nice target, they are alone, and they will have a 
nice large city, so you can take it for the good amount of money that you
will get. 

However, we will need to start a war with a big nation soon, and your first
target needs to be, unfortunately, Poland. This time, you will need to retake
West Prussia, you need to space in order to link your empire together, and
from there, you need to build up a large empire. Move downwards and take more
and more of their land, but keep some armies at home, because some nations 
won't like you attacking Poland. 

Meanwhile, you will need a trade partner, so use Britain as one. They are 
friendly at the start, so you will have an added bonus there. Make sure you
build up a navy, because if you want more money from trade goods, that is
where you will need to get some, from new theatres. 


			To Defeat the Enemy Checklist

After you have taken care of Poland, you have a choice. Who do you want to
take on next? Well, the little nations around your own nation are a good
target, they are single provinces, so take them out, add them into your
empire and keep a close eye on them, to ensure they don't start rebelling and
retake your province. 

Now, the next empire. Who shall it be? You can follow history and take on 
the Austrians, or break history and take on the French, either way, you will
need to take one of them on. However, given that the French have the Spanish
as backup, you might as well take on the Austrians, and get access to the
sea. 

The Austrians have a lot of land to cover, but luckily, you don't need to 
have a lot of standing armies, though you might want a full stacked army to
keep an eye on the French. Build up your forces, and move southwards, but
make sure you don't expand too quickly, less you have some rebelling provinces
against you. 

By this point, more and more Catholic nations will start declaring war on 
you, so you will need to slow down your advance to defend your empire. But
after you have taken on the Austrians, you will narrow down your enemy list
somewhat. But not much. 


			The Enemy List Grows

After taking on the Austrians and the Poles, you will have 2 fronts to 
consider. Which enemy do you want to take on? You have the Russians on the 
one side, and the French on the other. This is a problem, both are quite
powerful. 

If you want to worry, worry about the French. They are more likely to hate
the crap out of you, so you might as well declare war on them. They aren't of
the same religion after all. Alsace-Lorraine is quite an easy take, but taking
on Paris is a different story. Once you declare war, more often than not,
the city will have a full stack of angry mobs and there is, annoyingly, the
Spanish. They will be there to protect their friends.

For all intents and purposes, lets assume the Spanish are there. For this, you
will need to take command. The best way to win is to have your artillery 
launching barrage after barrage on the enemy fortress, shelling it into a nice
piece of rubble, and using some Canister Shot, turn it into a shotgun and 
destroy the enemy advance. Slowly but surely, you will take a toll on the 
enemy and they will retreat.

After taking on the French, it is pretty much what you want to do. You can 
go after all the French possessions in the Americas, and possibly, the Indias
for some more money. Or you can take on the Spanish, wipe them out, and
then collect all the holdings available to you from the Spanish and French
collapse.

Alternatively, you can take on the Russians or the Turks, and take more of
their land. However, one thing will be clear. As Prussia, you will be the
most hated, but the most powerful nation in all of Europe if you play it
correctly. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.07] Sweden

"Sweden dominates Scandinavia and the Baltic, a Northern European empire 
 that is the legacy of the incomparable warrior-king, Gustavus II Adolphus.
 Even though he died in battle at Luetzen in 1632, the army that he created
 helped Sweden profit from the seemingly endless religious struggles of the
 Thirty Years War. The nation that emerged from that conflict immeasurably
 stronger in military terms, and able to invade its Baltic neighbours at 
 will. This military power did, however, cost money and Swedish lives. 
 Neither of these commodities are available in abudance, and prudish
 stewardship has been necessary too. Charles XI, however, has left an  
 impressive arsenal in place for his son, should he wish to take up the
 sword; and Charles XII has an obsessive interest in soldiering.

 As the new century dawns, Sweden is a strong, aggressive state, surrounded
 by jealous rivals from whom she has taken territory in the last hundred
 years. To the east, the Russians would like unhindered access to the
 Baltic, and therefore Western Europe and beyond. To the south, Poland-
 Lithuania wants its lost lands back. To the west, the other Scandinavian
 nations want independence or an end to the Swedish domination of the 
 Baltic. 

 In all these potential threats, however, lurk opportunities for those bold
 enough to seize the chance. Individually, Sweden's rivals are not quite as
 threatening as they might appear. Russia is huge, that much is true, but
 incredibly backwards. There is no reason why the Baltic, as a Swedish
 "Mare Nostrum", cannot become the basis of a new Northern, Protestant
 empire. Sweden's armies are the equal of any in Europe, and her navy is 
 not without resources and skill. With a home empire secured, who is to say
 that an overseas empire cannot be taken and held too?"


			Victory Conditions

--==Short Campaign==--

"Capture and hold 15 regions by the end of the year 1750, including the 
 regions shown. Brandenburg, Norway, Poland, Muscovy, Sweden, Denmark, 
 Ingria."


--==Long Campaign==--

"Capture and hold 25 regions by the end of the year 1799, including the 
 regions shown. Sweden, Courland, Brandenburg, Poland, Ingria, Denmark, 
 Karelia, Muscovy, Norway."


--==Prestige Victory==--

"Capture and hold 15 regions by the end of the year 1799, including the 
 regions shown. Brandenburg, Norway, Poland, Muscovy, Sweden, Denmark, 
 Ingria.

 Be the nation attaining the highest prestige rating at the end of the
 year 1799"


--==World Domination==--

"Capture and hold 40 regions by the end of the year 1799, including the
 regions shown. Sweden"


			Known For More Than IKEA

You are going to have a hard time to play as Sweden. You are already trading
and friendly with the British and the French, and they will serve as good
allies in this game. One important goal is to always keep them on side and
that means on your side. Ally with them if you can, you will need their
help. 

The first problem you will face is definitely Russia. They are quite 
aggressive and they really want to retake St. Petersburg. However, their 
armies are quite weak, and they need to cross a lot of land to retake that
long city, so you just need to shove some line infantry there to keep
them off. Meanwhile, build up an army of your own to take on the Russians.

You will want to take Karelia first, this will remove a front in which they
can retake Moscow from. You will need 2 armies if you want to take on the
Russians, 1 to make sure that the province itself is under check and the
enemy doesn't decide to retake the capital, and the second army is to take
on and get rid of the enemy's provinces, in order to stop their raids. Slowly,
you will need more armies as more and more of your troops will be needed to
stop the resistance in the cities.

Taking over all of Russia is a big ask, and it will take a fair amount of
time, so you will need to build up more armies and navies and have them do
their thing in order to build up a large empire.


			Playing Fair Ain't Fair

You will need to build up a navy to take on other nations. A quick and easy
target will be Prussia. They aren't very strong and still are quite weak,
so taking over Brandenburg and East Prussia is a relatively easy task for 2
decent sized armies. 

Prussia is easy, and lets move on to take on Denmark. Take on their two
provinces that are close to yours, and then, you will have Iceland. You can
take it, and this would be useful as a staging point to move off into the
American and India theatres.

After that, you will need to finish off the Russians, if you haven't done
so already. This will give you most of your objectives done. Now, with those
nations under your belt, you need to get bold and take on some new land.


			Fighting Fire with Water

If you want to have some say in the Americas and India, you can guess the
target. The Netherlands. The Dutch only have a single province, and they have
some provinces overseas. Send in staging forces overseas near their holdings
there, so when they will fall under rebel control, you can take them straight
away. 

Send in a full stacked army and capture Amsterdam. This is important if you
want a trade empire. The reason you take on the Dutch to expand overseas is
simple. Moving to the Americas is hard if you don't want to piss off the 
French and the British. You can wait until they attack each other, play it
safe, and capture the rebelling lands. 

From here, you need to take on Poland in order to complete your objectives.
This isn't that hard, if you can take on the Russians, Prussians, Danish and
the Dutch, Poland isn't going to be difficult.

The difficult part is trying to do all this whilst surviving the declarations
of war that is bound to follow. Keep good with your allies, and build some new
ones that you'll backstab later, and keep a strong navy at all times, and 
armies on all fronts, in case someone gets trigger happy. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.08] Russia

""Muscovy", as its rulers have previously called it, is a sleeping giant,
 with age-old traditions and ways of doing things. Here, the feudal way of
 life has become so entrenched that the serfs are as tied to the land as 
 cattle, and with almost as few rights. It is a vast, deeply conservative
 and religious country. Mother Russia and the Orthodox Church are the two
 pillars of national belief. The Tsar may be the father of his people, but
 by tradition and practice he is a stern parent, Ivan the Terrible was well
 named, and he has not been the only ruler with an iron will. Russia needs a
 strong hand controlling the "Third Rome", the true home to Christianity 
 (according to the Orthodox Church) after the fall of Byzantium.

 Now, however, Russia is changing, awakening. It is beginning to look
 outwards, towards the best that the rest of the world has to offer in terms
 of ideas, culture and might. These things must be introduced carefully, to
 avoid the ills of free-thinking that best some Western nations. When Russia
 does fully realise its strength, however, it will be formidable indeed. It
 has boundless resources to draw upon, and the steadfast courage of its 
 people to bolster its armies. It can be a formidable foe, and a difficult
 one for an enemy to attack. One thing that Russia does have is endless
 space, and the lack of apparently defensible frontiers actually becomes a 
 defence in itself. Invaders can be lured deep into the steppes, and left to
 the mercies of "General Winter" and Russia's endless, empty lands.

 To the west lies the wealth of Europe and access to the wider world through
 a port on the Baltic. That the troublesome Swedes are in the way is a bonus,
 for they will have to be crushed! To the south, there are fellow Slavs and
 Orthodox Christians in the Balkans to be incorporated into a Greater 
 Russian empire. The infidel Turks have lands and wealth aplenty too, but
 possibly the strength to defend them.

 And beyond, there is a wider world awaiting conquest by the sons of the
 Mother Russia."


			Victory Conditions

--==Short Campaign==--

"Capture and hold 20 regions by the end of the year 1750, including the 
 regions shown. Crimea, Poland, Chechenya-Dagestan, Muscovy, Belarus &
 Volhynia, Lithuania, Estonia & Livonia, Ingria, Georgia, Sweden."


--==Long Campaign==--

"Capture and hold 30 regions by the end of the year 1799, including the
 regions shown. Georgia, Chechenya-Dagestan, Persia, Belarus & Volhynia, 
 Estonia & Livonia, Rumelia, Ingria, Muscovy, Lithuania, Poland, Crimea,
 Sweden."


--==Prestige Victory==--

"Capture and hold 20 regions by the end of the year 1799, including the 
 regions shown. Crimea, Poland, Chechenya-Dagestan, Muscovy, Belarus &
 Volhynia, Lithuania, Estonia & Livonia, Ingria, Georgia, Sweden."

 Be the nation attaining the highest prestige rating at the end of the
 year 1799"


--==World Domination==--

"Capture and hold 40 regions by the end of the year 1799, including the
 regions shown. Sweden"


			March into the Russian Winter

You start as Russia and you have a lot of provinces to play with. And a lot
of land. Sure, if you are defending, this is a good idea, but since you are 
going to be attacking, this is a problem. What the intro gives you is a nice
start. You will need access to the Seas. You need to take on the Crimean 
Khanate first, they only have a single province, easy to wipe out. Then 
there are the other lone nations to take on. 

Dagestan and Georgia are also easy targets, but once you take those, you will
need to keep an army there at all times, that is your link to the Ottoman
Empire, and they will attack, since you don't get along with them all too
well. I mean, you start off at war with them. Figure that out. 

For now, you are Allied and have a trade agreement with Poland. This gives
you enough time to start taking on Sweden. Also build up a trade agreement
and alliance with the British, French and the Spanish, they are the powerful
nations that you don't want to deal with early on, when you are still
weak. 

			Victory for the Wicked

You want to start a war with Sweden as soon as you have enough forces to 
play with. Inglia needs to be in your hands as fast as you can, seeing that
this gives you access to the Baltic sea. You need to quickly build a navy
and get an invasion force to take their provinces, you don't want the
Swedes to get some reinforcements and send them in to take over your
provinces.

After taking on Sweden, you will have your armies standing acting as guards,
so use this time to reinforce your armies with new troops, more line infantry
and heavy cavalry, and get rid of your weak units, like provincial troops
and your militia. Make sure you take out Courland as well, they are a good
province to use to get to Poland.

You will need more of your armies around Poland, seeing that is your next
target, provided that you are keeping the Turks at bay. Poland is often by
itself, so you will have it easy. Make sure they are alone, and then strike.
Your armies should be able to take out Lithuania, Belarus and Galicia pretty
quickly, and you can easily advance towards Poland and Prussia, if they still
control it. 


			Enemies at this Corner

The Turks are still a problem. You can easily wipe out the Polish, but the
problem with the Turks is that they have a hell of a lot of land to take on. 
This will boost your province count greatly. This is where you move most of
your armies from your Poland conquest south, but not all. Austria may be a 
little worried from your nearby conquests and may declare war on you, so you
will need an army to at least keep the frontline defended. 

If you have built up alliances with Britain, Spain and France, it should be 
good for you. You have enough friends to prevent them from getting involved
with what you are doing, but don't take on too much land, you will get them
edgy.

If you want to expand overseas, you really don't want to head into the
Americas. There is far too much French, British and Spanish influences there,
so your best bet is India. Why? If you have taken out the Turks, you have a 
nice land route there. Take out the Persians, and you have direct access
via land. 

From there, you can take on all of India, bit by bit. However, taking down the
rest of Europe isn't a big problem either. I mean, you have many armies to
play with, just hold the line, and slowly advance. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.09] Poland-Lithuania

"Poland is an old idea, and an old kingdom. Like anything old, it has old
 enmities and problems.

 The problems, and enmities, are those of any state surrounded by ambitious
 rivals, all of whomare looking to become stronger at someone else's expense.
 Sweden's ambition to create an empire around the Baltic; Tsar Peter's 
 desires to make Russia a great European power to rival the style of Bourbon
 France; the Austrians and Prussians seeking to define a greater Germany and
 secure their borders; even the distant Ottomans have to be considered, should
 they ever launch a new assault on Christian Europe. An in the middle of all
 of this, a Polish-Lithuanian state that is not under the control of a single,
 strong ruler, a man who can impose his will to defend his people. Instead,
 Poland is something altogether stranger: a land where the people have a say
 in government. 

 That the country has survived at all is a tribute to the spirit of its 
 people.

 Adn yet, these rivalries could be turned to advantage. A Polish leader who
 picked his alliances carefully, and his wars equally so, could do much to 
 make his country great. The Russians have no divine right to dominate the
 steppes, or the Swedes to control the Baltic. The various German states 
 need allies, the same as other nations, and cannot expect to take anything
 they want without a struggle. A clever Polish leader could make much of this
 situation, if he can manage the hopes, expectations and fears of his people
 at home."


			Victory Conditions

--==Short Campaign==--

"Capture and hold 15 regions by the end of the year 1750, including the 
 regions shown. Lithuania, Brandenburg, Poland, Belarus & Volhynia, Austria,
 Galicia & Podolia."


--==Long Campaign==--

"Capture and hold 25 regions by the end of the year 1799, including the 
 regions shown. Poland, Lithuania, Austria, Belarus & Volhynia, Sweden, 
 Brandenburg, Rumelia, Galicia & Podolia."


--==Prestige Victory==--

"Capture and hold 15 regions by the end of the year 1799, including the 
 regions shown. Lithuania, Brandenburg, Poland, Belarus & Volhynia, Austria,
 Galicia & Podolia.

 Be the nation attaining the highest prestige rating at the end of the year
 1799."


--==World Domination==--

"Capture and hold 40 regions by the end of the year 1799, including the
 regions shown. Poland."

			Lets Do the Invading

Okay, this is one of the hardest nations to play, and with good reason. You
start off in a very bad position. You are surrounded by many nations that 
will want your dead. Your trade alliances and your allies won't be there 
forever. 

Okay, let me start out with your friends. The British are good allies, they
will be of use. For power and support, the French and the Spanish are useful
as well, they will make sure, or rather, they assure you that they won't 
invade you. The same cannot be said about your neighbours.

The Prussians and the Ottomans are going to be your first targets. The 
Ottomans will be wanting to take on the southern area of your empire, and
the Prussians will be wanting to seek to bridge that gap between East 
Prussia and Brandenburg. 

The next problem will be your protectorates. Courland is easily defendable
and you can just take control of them instead. However, Saxony is not so
easy to defend. You need to either smash through Prussia to get through to
defend them, or you will need to start a war with Austria.


			Why Can't It Be Easy?

The problem is that all your neighbours want you dead. Be it the Swedes and
the Prussians in the north, the Russians to the East, the Ottomans to the
South and the Austrians to the West, everyone wants a part of your land, so
you will need armies ready on all fronts. 

For now, you need to crush some of your enemies quicksmart. Prussia needs to
be taken care of, and knocking out the Swedes aren't so bad either. That will
give you some breathing room, and some space.

However, the fight against the Ottomans will be tough. They have a lot of 
land to cover, so just keep them to stalement down near Istanbul, you will
get some ground for your empire, and a simple place to defend.


			Enemies Just Keep Coming

Your next two enemies are going to be a problem. The Austrians and the 
Russians. Assuming you have the French and the British under your influence,
those two are the last main powers that stand in your way. You will need to
take out the Russians and Austrians, they are both in your way.

The Russians have lots of land, but their army is easy to defeat. This is a
dual edged sword, you will need to have more armies to maintain order in 
the captured cities, but they are quick and easy to get rid of. The Austrians
are quite the opposite. They are hard to defeat in battle, but their lands are
quick to take over, compared to the Russians. Either way, you will need to
take them both on.

The Final enemy remaining is the Ottoman Empire. If you have kept them at bay
at Istanbul, you will need to need to get a navy. A single ship is more than
enough, you just need to transport an army or two to their southern states 
so you have opened several fronts for them. The Barbary states are going to be
an issue, so do us a favour and take their lands as well. 

But from there, you can do what you wish. The French and the British as still
friendly towards you, so you can give them a little shock. Or take on the 
Dutch and head overseas. It is your decision, but I must stress, this is one
of the hardest nations to play. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.10] Ottoman Empire

"The history of Europe over the last centuries can be seen as the history of
 the Ottoman Empire and a few annoying, small nations that thwarted Ottoman
 ambitions. Ottoman power is unmatched in its extent and grandeur, straddling
 the traditional trade route between Europe and Asia. The Ottomans also have
 power over the whole of the Mediterranean coast of North Africa.

 This Turkish, Islamic empire supplanted the Orthodox Byzantine Empire in the
 15th Century and since then it has had a continuing, if not always whole- 
 hearted, ambition to expand further westwards into the heart of Europe. In
 living memory, Turkish armies have reached the gates of Vienna, Austria, only
 to be turned back by the steadfast defenders. Turkish expansionism has always
 been a part of palace politics; when a Sultan has felt secure at home he has
 attacked Europe, when a Sultan has felt threatened by his Janissary military
 commanders, he has sent them to attack.

 The Ottomans face challenges but within these are great opportunities. The
 army and navy look old fashioned compared to those of some states, but the
 soldiers of the Sultan are numerous indeed. Strategically, the Empire is in
 a potentially strong position: the Balkans are a natural bastion to defend
 Istanbul, and a possible springboard for conquest into central Europe. There
 may even be valuable allies to be found among Austria's rivals, the authority
 the Pope to stop his European flock making treaties with infidels is all but
 gone. Control of the Mediterranean would allow a Sultan to do as he pleases
 with the smaller European powers. And to the east, the route to India offers
 the chance of riches."


			Victory Conditions

--==Short Campaign==--

"Capture and hold 20 regions by the end of the year 1750, including the
 regions shown. Austria, Chechenya-Dagestan, Persia, Rumelia, Venetia, 
 Hungary, Galicia & Podolia."


--==Long Campaign==--

"Capture and hold 30 regions by the end of the year 1799, including the
 regions shown. Hungary, Persia, Austria, Venetia, Spain, Poland, Morocco,
 Chechenya-Dagestan, Rumelia, Galicia & Podolia."


--==Prestige Victory==--

"Capture and hold 20 regions by the end of the year 1799, including the
 regions shown. Austria, Chechenya-Dagestan, Persia, Rumelia, Venetia, 
 Hungary, Galicia & Podolia.

 Be the nation attaining the highest prestige rating at the end of the year
 1799."


--==World Domination==--

"Capture and hold 45 regions by the end of the year 1799, including the 
 regions shown. Rumelia."


			Let the Cannons Ring

The Ottomans are quite hard to play at the start, mainly because they are 
hated by most of the European powers. If you want a friend, France is the
only nation that starts off as indifferent to you, and given that they are
quite strong in terms of their military, they are useful as an ally. You
will be fighting a lot on this game though.

You start off at war with the Russians, so your first job is to let the
Crimean Khanate fall. This is important, because once it is fallen, since
you are already at war with the Russians, you can send in an army, recapture
it, and then keep an army there, as it is a good staging point to attack 
Kiev and Moscow. 

Your next order of business is to wipe out Georgia and Dagestan, they are 
both buffers to your border to Russia, so take them out and you can 
effectively launch a 2 front battle with the Russians. However, you can't
sleep easy yet because you have kept the Russians at bay.


			Load Up the Cannons!

You will need to wipe out Venice. You have a neighbouring province in 
Athens, so you can take out their smaller province there, but to access their
capital, you'll need to solidfy your army along the Austrian border and
get ready to declare war on them, if they haven't done so already. They 
are hostile to you to say the least. Wipe out Croatia, and you have a free
pass towards Venice.

You will need to solidfy your hold in Moldavia, you will have the Polish and
the Russians to deal with, and given that they are allied, they will pose
quite a problem, so dealing with the Polish is going to be necessary, but
don't stretch your armies too far that they cannot deal with the problems
of your conquered cities. 

And while all this is happening, you'll need an army to take out Persia, 
seeing that they will declare war on you, sooner or later, so you might as
well take the initative to wipe them out first because they start causing
some economic harm with their incursions. 


			Let the Cannons Fire

It will take a fair amount of time to wipe the Persians, Russians, Austrians
and the Polish. In fact, it should take up at least half a long campaign if
you keep everything in check, keeping up with surprises. You don't need to
worry too much about a navy, the Barbary States will do a nice job of pissing
off the enemy's navies to the extent that a navy without a lot of guns is 
more or less a paperweight.

One thing that you do need to take care of is your own empire. The more you 
conquer, the more land that you need to worry about. And by the time you
have taken out the Austrians, Russians and the Poles, you will have a fair
amount of hatred directed at your way from Europe.

If you want, you can move into India and start a war there. You are already
allied to the Mughals, and given that they are quite useless most of the
time, you can wait until they have lost most of their land, or wait until
they have lost all of their land, and then launch an invasion of the Marathas
and take most of India. 

The tradeoff for the Ottomans is this. Fighting in Europe early will knock
out enemies that will come howling down for your blood later on, but fighting
in India early gets you more money. The decision is yours. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.11] Maratha Confederacy

"The Maratha Empire or Confederacy was born in warfare, as the result of the
 successful overthrow of Mughal rule less than a generation ago. Raja (king)
 Shivaji managed to gain control of the Pune region, and from then Mughal 
 power was no longer invincible. As might be expected, the Mughals and the
 Marathas still nurse a dislike for each other.

 Unlike the foreign (in origin) Mughals, the Marathas rulers are Indian 
 princes and kings. They know the value of the Indian way of doing things,
 of the age-old strength of their lands. Their armies may look old fashioned,
 possible quaint to foreign eyes, but that makes them no less effective. 
 The empire exists solely because it has the military strength to withstand
 the Mughal threat. 

 Perhaps now, though, it is time to think of expansion. It may no longer be
 enough to hold off the Mughals; perhaps they should be driven from India
 altogether, and a new empire with Indian rulers established. Perhaps only
 Indians truly have the ability to withstand the Europeans who are starting 
 to demand much of India. For now, the Europeans want only money and trade,
 but soon they will be after concessions, a little piece of land here, 
 another piece there, until it is ruled by foreigners from across the sea.
 Unless a strong hand guides India, it is possible that the rule of Mughal
 outsiders will be replaced by the lordship of European outsiders.

 And perhaps, on day, a Maratha could demand concessions from a European, in
 his lands..."


			Victory Conditions

--==Short Campaign==--

"Capture and hold 15 regions by the end of the year 1750, including the 
 regions shown. Gujarat, Hindustan, Hyderabad, Goa, Malwa, Bijapur, Berar,
 Carnatica, Mysore, Ahmadnagar."


--==Long Campaign==--

"Capture and hold 24 regions by the end of the year 1799, including the
 regions shown. Mysore, Bijapur, Punjab, Carnatica, Ahmadnagar, Orissa &
 Circars, Goa, Bengal, Hyderabad, Malwa, Ceylon, Hindustan, Berar, Gujarat."


--==Prestige Victory==--

"Capture and hold 15 regions by the end of the year 1799, including the 
 regions shown. Gujarat, Hindustan, Hyderabad, Goa, Malwa, Bijapur, Berar,
 Carnatica, Mysore, Ahmadnagar.

 Be the nation attaining the highest prestige rating at the end of the year
 1799."


--==World Domination==--

"Capture and hold 40 regions by the end of the year 1799, including the
 regions shown. Bijapur."


			Rise of the Inferior

Well, you don't start in a good position, lets put it this way. You are 
heavily outnumbered, you only have 2 provinces. You start with the fact that
you are already at war with the Mughals, but for now, you need to maintain
that. Keep the borders in check, for now, but be prepared to piss off a few
European powers.

However, before you hold the line, you might as use the starting positions of
your starting armies to capture Hyderabad and Ahmadnagar. Those two regions
should give you a buffer against the enemy Mughal for now. But now you need
to consolidate the gains, and get ready to fight.

You will need to backstab the Mysore province quickly. They have a large 
amount of land, they are right in the middle of your territory, and they are
a very wealthy nation. That should be enough to have you take them over and 
boost your economy. Goa is another problem. You want to take it out, however,
you will need to piss off Portugal. Of course, you can hope that the Spanish
at home will defeat them, but don't rely on hope, just knock them out. 

Meanwhile, while all this is going on, you will need a navy. Carnatica will
have a number of developing ports, so you can build a shipyard and get a navy
up and running, a good navy as well. Defeat the enemy navies first, and now,
with limited control of the seas, you want to ally yourself to the Europeans
for trade reasons. The French, British and Prussians are good choices. Britain,
Spain and France are the best targets, mainly because they aren't hostile to
you and that they won't collapse on you, all three will be end game nations.


			Making New Enemies, No Friends

The fact is that with a navy, you want to control all of India. That means 
breaking up your trade agreement with the Dutch, the reason I told you to
trade with the British, French and Spanish. That will give you a bit of trade
income. The Dutch control Ceylon. And you want that. Move an army to capture
the lightly defended port. They will fight back, but with a navy, you can 
block their invasion fleets. 

With southern India completely under your control, you need to advance 
north. The problem is that you'll need more armies to keep the frontline under
check, you don't want enemies slipping past your lines and attacking your
safe regions. Keep the lines safe, and move forwards.

The best solution is to move northeast, capture Orissa and Bengal, and those
armies can move west and support your other armies moving north. This way,
you effectively surround them. An invasion from the sea on Sindh will only
improve your odds of beating the enemy Mughal.

From there, advance and capture the rest of India from the Mughal. You want
them destroyed, not merely in a weak position. Defeat them, control the cities
and from there, consolidate your rule over all of India.


			The Future Looks Bright

From here, you will have several armies, but no one to fight on your own
grounds. If you have enough armies, you can move north and take on Persia.
They have a lot of land, and they are quite nice targets, given that they
are quite weak in terms of their military.

After taking out the Persians, you can take out the Ottomans. You can move
your armies towards Armenia and Mesopotamia and capture those two cities,
and from there, split your armies, one moving west towards Anatolia, and
the next moving south to capture Syria, Palestine and Egypt. 

Alternatively, you can take on the Russians through Georgia and Dagestan. 
However, you can ship a few of your armies overseas, either to the Americas
or Europe itself, and capture a few provinces from the Dutch and Portugal
if they are still standing. But after the capture of India, the 
decision on what to do next is completely yours. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.01] Iroquois Confederacy

The Warpaths Campaign is a seperate campaign battle, it is only set in the
Americas, which seems bleedingly obvious, but seems to raise the ire of the
diehard Total War fanatics. Anyway, basically, it is the same as the Grand
Campaign, except you are limited to the Americas, and you only have 5 factions
to play with, the Iroquois Confederacy, Plains Nations, Cherokee, the Pueblo
Nations and the Huron. We shall start with the Iroquois Confederacy. All 
games start in 1783, however, the same as the US Grand Campaign.

"The Iroquois Confederacy represents an alliance of six native tribes who
 share a common language and homeland in the north west of America. They
 call themselves "Haudenosaunee", loosely translated as "People of the 
 Longhouse". During their tenure in America the French named them "Iroquois",
 a word derived from the Huron-Wyandot word meaning "Black Snake". The
 hostility between the Iroquois and their neighbours is the result of 
 conflicts over fur trading. The Huron-Wyandot traded with the French and,
 because of this, the Iroquois naturally found themselves allied with the
 British. This aided them in battle, eventually contributing to the  
 expulsion of the French from America. They also supported Great Britain
 during the American War of Independence, something that now places them at
 odds with the United States. Fortunately the Iroquois are masters of
 irregular warfare: appearing from the undergrowth, striking at their targets,
 and disappearing again as quickly as they arrived. What they lack in terms
 of technology and firepower, the Iroquois make up for with guile, cunning,
 and ruthless brutality when on the warpath."


			Victory Conditions

--==Short Campaign==--

"Capture and hold 14 regions by the end of the year 1813, including the
 regions shown. Upper Canada, New York, Michigan Territory."


--==Long Campaign==--

"Capture and hold 20 regions by the end of the year 1823, including the
 regions shown. New France, Huron Territory, Michigan Territory, Indiana
 Territory, New York, Maryland, Pennsylvania."


--==World Domination==--

"Capture and hold 30 regions by the end of the year 1828, including the
 regions shown. Iroquois Territory."


			On the Warpath Today

The first thing you will notice is that the general playing screen has 
changed. Although the layout has changed, all the little buttons are still
the same. Basically, what you need to know is that there are two agents
of yours, the Scout, which is the Rake/Assassin character, and the Shaman,
which is the Gentleman and the Priest mixed together. 

Anyway, you are the Iroquois, and the first thing to do is to build up a
strong economy. Sure, back in the day, it wasn't so much a big concept, but
you need more money. I mean, I'm sure that the Native Americans didn't have a
tax system, but only then would the game make sense. We don't want to be 
trading in trinkets, do we?

And guess what, you are already at war with the Huron and the Cherokee, so
the provinces to the north and to the south of your current position is 
ripe for the takings. You should have a strong garrison in Ohio, so you can
use that garrison to capture and take over Michigan, and you should get some
more money there.

With that out of the way, you can move your main army down south, and take
over Kaintuck from the Cherokee, and that should set you down for now. You
need to build up a larger army though.


			There is a Iroquois Heli

From there, you need to wipe out the rest of the Cherokee and the rest of 
the Huron. This might take some time, but it is well worth it, you will
have more land, you will have more money, and most important, a more 
experienced army. This is necessary if you want to continue fighting. 

From here, it is most likely the United States will attack you. They
will want more land, and you are the most likely target, you stand in 
their path between them and the frontier. For that, you will be attacked,
and if you have a strong military, you should have a little advantage 
against them.

If you want, you will have to hit them from the South and the North. Take
their small provinces, start with Georgia and New York. They won't be very
well defended, but it will give you more of their land. From there, your
army in Georgia will need to move north, and continue to take land.

The army in New York will need to be split. You will need to have 2 armies,
one to move south to take out Philadelphia onwards, and the second army
to move on and take out Boston and Maine. This isn't going to be easy,
you will need a fairly powerful military to do substantial damage, but the
stakes are well worth it. 


			Cleaning up the Mess

From taking out the United States, something that will probably ruin history
somewhere down the track, you will have the option to do as you will. You can
continue to wipe out the rest of the tribes, the Pueblo and the Plains Nations
for your own personal entertainment.

Or you can take on a challenge and take on the British and / or the Spanish.
Spain has a lot of land, but you will need to move south significantly in 
order to take them on. The British have lands that are closer to yours, a lot
closer, but the problem is that you need to transverse a lot of land in order
to reach them. 

It is up to you what you will do, but the most important is that you do enough
in order to complete and achieve your goals for your game. And given the
victory conditions, it will probably be the British that are on the short end
of the stick. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.02] Huron-Wyandot

"The Huron-Wyandot, or "Wendat" in their own language, are four tribes who
 speak similar language and occupy lands in the central northern part of
 the continent. Hardy trappers and traders, the Huron-Wyandot came into 
 contact with French explorers in the early part of the seventeenth century,
 and forged an alliance based on trade. The chance to gain the upper hand
 over their hated Iroquois neighbours was also welcome. The French approached
 the Wendat as they were the least suspicious of European settlers and the
 most advanced traders, but by naming their new partners "Huron" meaning
 "ruffian", they showed their true feelings of superiority. As allies of 
 France, the Huron-Wyandot naturally became enemies of the British and the
 Thirteen Colonies, but they supported Great Britain during the American War
 of Independence. They realised that the United States intended to expand
 westwards into their territory. Now the smoke of battle has cleared, the
 Huron-Wyandot's goals remain the same: destroy the Iroquois and keep the
 United States from taking their native lands."


			Victory Conditions

--==Short Campaign==--

"Capture and hold 12 regions by the end of the year 1813, including the
 regions shown. Rupert's Land, Ohio Territory, Iroquois Territory."


--==Long Campaign==--

"Capture and hold 20 regions by the end of the year 1823, including the
 regions shown. Upper Canada, Rupert's Land, Algonquin Territory, 
 Ohio Territory, Iroquois Territory, Upper Louisana, New France."


--==World Domination==--

"Capture and hold 30 regions by the end of the year 1828, including the
 regions shown. Huron Territory."

			Your Natural Enemy

For now, you start off with only one single enemy, the Iroquois, and you
stand at a good position to take them out. That should be your first goal,
build up your provinces, and then take out the Iroquois quickly. You need
to do this quickly because you still have a large amount of nations that 
aren't happy with you. 

By fully wiping out the Iroquois, you will give yourself another front, you
need to deal with the United States. Right now, the Plains Nations, the 
British and the United States are quite pissed off at you, so in that case, 
you care looking at a worst case of a three front war, the Plains Nation
to the west, the British to the north, and the United States to the East.
You are surrounded.

With this, you will need three armies, one on each front, in order to have
all the points covered. The most important thing is that you will cover all
the fronts. This is in case the enemy comes a knockin. If they do, you will
just need to defend those frontier provinces, until you can reinforce their
position. 


			Pick your Enemies

If neither of those three have declared war on you yet, then you have a 
chance to declare war on them. The best pick are the Plains Nations, mainly
because they have a few provinces, which makes it easier on you to take 
them out quickly, and mainly because they won't have as powerful units.

With those guys out of the way, you get set up some nice trade agreements
with the Spanish, since they are rather friendly towards you, and that you
will probably need the money anyway. However, that depends whether you 
like them or not, and mainly because they will be able to take a beating
and still be able to trade with you.

From there on, it is either the British or the United States that you 
will need to have a fight with. Again, it comes down to the situation where
the Thirteen States have a lot of provinces, but also a strong military,
whilst the British don't have as strong an army, but they will have larger,
more spread out provinces. It is your poison to pick.


			Tribal Warfare

It will take fair amount of time to wipe those guys out. Not because they
are powerful, but because they have a lot of space to cover, your income
will need to support a lot of armies, which is more or less impossible,
and you will need to deal with a lot of unrest.

The problem with playing as the Natives is that unrest causing rebellion
is a far greater threat than when you were playing as the Europeans, mainly
because the settlers have guns, whilst a majority of your troops are using
bows and arrows, or resorting to melee. 

Simply put, it is, more often than not, forced upon you to take command of
a battle, simply because you can probably do a lot better than autoresolve,
and that you'll take a lot less losses, and you'll probably win a bit more
as well. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.03] Plains Nations

"The Plains Nations are a loose confederacy of nomadic and village-dwelling
 tribes from the west of America, drawn together by their subsistence from
 the hunting of bison. Bison provide the tribes with almost everything:
 their culture is completely dependent upon them. The beasts are not just 
 food, but also give clothes, tools, ornaments, and weapons. Until relatively
 recently the Plains people did not have a settled base, instead following 
 the migration patterns of the bison. This slow progress created the familiar
 "Tipi" dwelling, and they are horse masters without peer, thanks to the
 horses left behind by Spanish settlers. Unsurprisingly, the Spanish were not
 willing to share their equestrian skills with the natives they wished to
 subjugate. This led to hostility from both the Plains and Pueblo Nations. 
 When the Spanish pulled back from New Mexico in 1680 they left many horses
 behind, and both tribal groups were quick to take advantage of this. The
 Plains Nations are generally unfriendly towards their fellow natives, 
 maintaining just enough contact to boost their income through trade."


			Victory Conditions

--==Short Campaign==--

"Capture and hold 12 regions by the end of the year 1813, including the
 regions shown. Northwest Territory, Indiana Territory, Upper Louisana."


--==Long Campaign==--

"Capture and hold 20 regions by the end of the year 1823, including the
 regions shown. Northwest Territory, Upper Louisana, Indiana Territory,
 Michigan Territory, Rupurt's Land, Apache Territory, Wichita Territory,
 New Mexico."


--==World Domination==--

"Capture and hold 30 regions by the end of the year 1828, including the
 regions shown. Black Hills."


			The Sweeping Vast Plains

You start off at war with the Spanish, and they are only on a single 
front, so you have the Pueblo Nations to serves as a buffer. Your first
goal here is to send in your first army to take and capture Upper
Louisana. This will give you an easy to defend front against the Spanish
invaders.

What you want to hope is that the Spanish takes out the Pueblo Nations,
that way, you can gain their land without too much of a fuss. From there,
you need to start fighting the Spanish, and hold them at bay. The best is
that you keep advancing and take more and more of the Spanish land, but 
when you have taken out most of their influence in America, you can capture
and take Mexico, and that should serve as a good stop point, until you can
send in more forces.

However, you will need to move north as well, as your armies slowly take
their take to capture all of Spain's holdings. You should only attack when
you are ready, given that you still need to worry about resistance to 
foreign occupation.


			The Trip Up North

The problem with moving north, the British aren't pissed off or friendly 
with you, so who do you want on? The Huron are the best target, they are
enemies of the British, more or less, and they aren't too strong. That
will give you three more provinces, more or less. 

But sooner or later, you will need to take on the British, as per your
campaign objectives. Take on the British through Rupurt's Land and the
Northwest Territories. That will allow you to sweep the British around
the coastal regions, whilst protecting your hard earnt gains. 

This should, if you have taken out the Huron as well, will give you a 
solid looking nation to defend. If you wipe out the rest of the British,
you will need to face the threat coming from other tribes, and more
importantly, from the United States.


			From Here On In

From here, you either take on the United States or finish the rest of
the Spanish. The Spanish have a lot of wealth, but they have very large
provinces, so that you will need to cover a lot of ground. 

The United States however, doesn't have as much land, but they do 
have a lot of tax money. However, they are quite powerful on the 
ground, so they can give your army a pounding if you do not have 
adequate forces or gunpowder units to fight with.

Either way, they are quite hard to defeat. You cannot defeat the 
Spanish completely, given you lack to power to invade via the sea, and
it will be hard to keep the United States under your control, they
will spawn rebellions like crazy. Either way, it is up to you which route
you wish to take part in. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.04] Pueblo Nations

"The Pueblo Nations take their name from the Spanish word for the clay and
 earth settlements they live in: "pueblo" means "village". Since the Spanish
 arrived in North America, the Pueblo have suffered greatly at their hands:
 Spanish massacres and forced conversions to Catholicism caused an uprising
 in 1680, and the eventual expulsion of Spain from the region for 12 years.
 During this time the natives were able to breed horses left behind by the
 Spanish and develop impressive equestrian skills. By the time the campaign
 begins, the situation for the Pueblo is almost as bad as it was one hundred
 years earlier. Spain have reasserted their oppressive ways, but at least 
 the Pueblo Nations can now fight back. By combining their irregular tactics
 with European ideas and weapons, it is possible the Pueblo could drive
 Spain out of America for good."


			Victory Conditions

--==Short Campaign==--

"Capture and hold 13 regions by the end of the year 1813, including the
 regions shown. Texas, Cheyenne Territory, New Mexico."


--==Long Campaign==--

"Capture and hold 20 regions by the end of the year 1823, including the
 regions shown. Lower Louisana, Cheyenne Territory, New Spain,
 Chickasaw Territory, New Mexico, Texas."


--==World Domination==--

"Capture and hold 30 regions by the end of the year 1828, including the
 regions shown. Apache Territory."


			Where's Zorro Gone?

Well, you need to take two nations on at once. You need to quickly take out
the Plains Nations, if you don't attack, they'll declare war on you pretty
quickly, so you don't have a lot of time. Also, the problem will be with
the Spanish, you start off at war with them. 

The first province to take off the Spanish is Santa Fe, it is right behind
your nation, and it is best to ensure that the Spanish do not get the chance
to launch a surprise attack from the back, seeing it's your capital that is
in the firing line. 

From there, you should quickly wipe out the Plains Nations, mainly to avoid
them launching a surprise attack on you. You need to do this quickly because
you have a lot of space between your capitals and the Spanish armies, and
you don't have long before they cover that space and threaten your towns.


			Where's Waldo Instead

You should start off taking Texas off the Spanish, it will essentially
break the Spanish holdings in American by a half, and giving you a nice
little break. You can there split your armies, you can send half of your
forces to take out Louisana and the rest of the Spanish holdings east of
Texas, and the rest of your forces to take out the Spanish colony of Mexico,
and from there, take out the rest of South America.

This won't be easy though. Again, you will probably need to take command 
on the battlefield, because autoresolve normally sends in your forces to
fight like a normal, conventional fight, which is quite stupid, because
in a battle with artillery and muskets, it isn't hard to tell who will
win.

Instead, you will be relying on a hell of a lot of flanking and rear
attacks. Despite what some people may say, being cowardly and all, your
melee infantry are a great tool to use to absorb or sponge most of the
melee damage, whilst your cavalry, which the Pueblo are great with, can 
move quickly and hit from the flanks, routing your enemies. 


			Where's Everybody Gone?

From here, you will have spent a fair amount of your campaign taking on
the Spanish. If you have managed to capture all their holdings that you
can, including those in South America, you have done very well. Otherwise,
that is one of the places you can head off and capture. 

From here, the next target should be the Cherokee. They are a tribe that
aren't too friendly to you. Besides, if you are playing in the long campaign,
you will need to take them on anyway. They aren't too strong anyway, but 
of course, there is nothing as easy, just varying levels of difficulty.

From here, it is up to you what to do. If you want, you can take on the
United States, and improve on your current situation, or you can take on
the British, and finish them off for good, well, finish off their American
presence anyway. That is completely up to you. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.05] Cherokee Nations

"The Cherokee are the largest and most powerful of the Native American 
 Nations, yet their position remains a fragile one. As the campaign begins
 they are almost entirely surrounded by settlers from Europe. The Spanish
 occupy Florida and Louisana to the south and west, and the United States
 lies to the north and east. Despite this proximity, the Cherokee have
 remained fairly isolated from their neighbours due to the mountainous 
 topography of their homelands. They regularly trade with the United States,
 but are hostile to the expansionist Spanish, allowing other, smaller tribes
 to settle between them and create a buffer against any European expansion.
 Occasionally, tribal tensions eruptinto violence, as the Cherokee are 
 largely hostile to other peoples and are protective of their own interests.
 Maybe it is the suspicious nature and need to compete that has helped keep
 Cherokee population levels high throughout their turbulent history? 
 Certainly, this approach has aided their rise to supremacy in this corner of
 America."


			Victory Condition

--==Short Campaign==--

"Capture and hold 13 regions by the end of the year 1813, including the
 regions shown. Lower Louisana, Ohio Territory, Carolinas."


--==Long Campaign==--

"Capture and hold 20 regions by the end of the year 1823, including the
 regions shown. Carolinas, Upper Louisana, Georgia, Algonquin Territory,
 Florida, Iroquois Territory, Lower Louisana, Ohio Territory."


--==World Domination==--

"Capture and hold 30 regions by the end of the year 1828, including the
 regions shown. Cherokee Territory."


			There Once Was a Man

You are just about hostile to everyone. You start off at war with the 
Iroquois and the Spanish, and the United States, as well as Britain, well,
they don't look to kindly towards you. Basically, think of this game as 
the one as Prussia. You are hated by everyone, but you can wipe everyone
out because you are that strong. 

Basically, you are surrounded by enemies. What you need to do is to rid
the Spanish influence, and wipe out the Iroquois attackers. However,
for now, do nothing to the Iroquois, because the problem with taking them
out is that you don't have the manpower to defend against the Americans
when they decide to invade.

For now, we need to deal with the Spanish and hold them at bay. You need
to move your forces, and your first target should be Florida. From taking
out Florida, you can move on and take out both Lower and Upper Louisana,
and this should give you a good front to hold them at bay. 


			Or Was There Really?

From here, what you need to attack will depend on what the Spanish has
done to the Plains and the Pueblo Nations. Normally, the Spanish should
have done significant damage to them, if not destroyed them. This is good
news for you if this is the case. 

Why? Because you get more ground to steal off the Spanish, that's a good
enough reason. However, if this is not the case, then you will need to take
a bite and take on the Spanish. Again, the best position is to hold the 
Spanish at Mexico, there is enough land there to serve as a buffer as well
as a nice bottleneck.

From here, you need to start to worry over the Iroquois. You need to support
a few armies to invade the Iroquois land. The reason why you will need 
several armies is in case the United States decide it is a fun time to
declare war on you and try to take your land. This is because the lands of the
Iroquois is exposed to a fair amount of people who want you dead, you will 
have to worry about not only the United States, but also the Huron and the
British, and the British is the one to be worried about.


			There WAS NO MAN

It is more or less inevitable that you will need to take on the United 
States, less they declare war on you. You need to move your forces quickly
and attack swiftly, and if you have taken the Iroquois lands, then it is a
lot easier than you would think.

From where you stand, as the Cherokee, you can easily take out Carolinas and
Georgia with relative ease, and you can move from Iroquois Territory and
move on New York, and from there, the 2 major cities of the United States,
Philadelphia and Boston, will be within your grasp. From there, it is more
or less a mop up operation, but still be careful of enemy forces that lurk
there. 

From here, when you have taken on and defeated the United States, you need
to think about what to do with the Spanish. They are still there, and they
won't be going away anytime soon. Also, you need to deal with the British,
they will be getting very nervous and edge after you have defeated the 
United States, something they couldn't do properly. And the rest of the tribes
that have survived, they will want your blood.

Basicaly, when you only have enemies, it makes things rather black and white
on who to take out, and who to let live. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[A.01] Buildings

These are all the buildings that will appear in the game, as well as their
description as well as their effect in the game. All will be listed, as well
as what they do. Note that some buildings will have units that cannot be
trained. Some buildings will only allow buildings to be trained in certain
episodes of the Road to Independance Campaign, others in the Grand Campaign
itself. All shall be in alphabetical order.

If a building is capable of producing units, I will not name them because
they are different from faction to faction on what they are able to produce
because as you can easily tell, not all factions have the exact same units.
Also, if the building in question requires another building, it basically
means that the building you wish to build requires the required building to
be on the plot before building. 


--==Admirality==--

"A navy requires an administration to keep ships manned, supplied at sea, to
 keep dockyards well stocked and ready, and bring order to the large 
 organisation.

 Even more than an army, a fleet is a highly technical and very expensive
 organisation. The land-bound officers of an admiralty oversee every aspect
 of organisation, making sure that sea-going captains want for nothing when
 they finally engage the enemy. A dockyard is useless unless someone has
 organisd the supply of timber; the timber remains stacked on the wharf
 until someone approves the naval architect's plans; a completed ship is 
 useless without officers and men; and the crew expects to eat, be paid
 and receive prize money. All of these tasks require clerks, secretaries
 and experienced admirals to keep the inevitable paperwork in order and thus
 the machinery of a navy working.

 Historically, the head of admiralty could expect to have a senior position
 in government and untrammelled access to the monarch or president. He was
 often spending a significant proportional of the national wealth: navies
 and their dockyards were some of the biggest "industrial" enterprises in
 the world during the 18th Century. A powerful and effective navy guaranteed
 that trade could continue, unimpeded by nefarious foreigners!"

 * Enhances National Prestige
 * Enables Research of Sextant, Naval Shore Facilities, Flintlock Cannon,
   Seasoning


--==Ajinkyatara==--

"From its location near the city of Satara this great fortress dominates the
 surrounding area.

 It is located on top of an imposing mountain, making any attempt to take it
 difficult indeed. Even a long siege would be a difficult proposition, as the
 fort is well supplied with water. The fort itself controls the surrounding 
 countryside completely: no foe can move in southern Maharashtra without 
 being observed.

 The fort was take by Shrimant Shahu Sambhaju Raje Bhonsle Chhatrapati Maharaj
 (1682-1749), the fourth ruler of the Maratha Empire. Shahu Chhatrapati was
 a survivor, of both Mughal capacity and a Maratha civil war. He was freed 
 at the end of the War of 27 years (1681-1707) and managed to bring stability 
 and careful expansion to the Marathas. Given that he had spent most of his
 childhood as an honoured prisoner of the Mughals, his efforts are creditable
 indeed."

 * Requires Army Staff College
 * +1 Happiness (Nobility)
 * +1 Happiness (Lower Classes)
 * Recruitment Capacity (Units in Training) : 4
 * Enhances National Prestige
 * Recruits all infantry and cavalry
 * Built by the Marathas as highest Military building in Satara


--==Akademia Szlachecka Korpusu Kadetow==--

"This cadet school produces fine officers for the Polish Army.

 Historically, the Akademia, or Szkola Receyska, was the Knights' School or
 the Nobles' Academy for Cadets. It was the first state school in Poland,
 established by King Stanislaw August Poniatowski, the last elected monarch
 of the Polish-Lithanuian Commonwealth in 1765. King Stanislaw had an abiding
 belief in the worth of education,both to the individual and the state.
 Surrounded by enemies, he did his best to advance Polish interests.

 One of the more interesting officer cadets was Tadeusz Koscuiszko (1746-
 1817). Benjamin Franklin recruited him to serve in the Continential Army,
 and he was appointed as head (military) engineer. His contributions at
 Ticonderoga and Saratoga, among other occasions eventually lead to his 
 promotion to brigadier general. He was also given citizenship, land and a 
 large cash grant. To his eternal credit, he used his reward money to help
 black slaves achieve their freedom. Not satisfied with that, he returned 
 home to Poland and organised a rising against the occupying Russians, 
 although this ended in failure. Tsar Paul I, however, obviously thought him
 important and influential, in return for an oath of loyalty, 20,000 
 prisoners of war were freed. Before his death in exile in 1815, Kosciuszko
 had also freed all his serfs in Poland."

 * +1 Happiness (Nobility)
 * +1 Happiness (Lower Classes)
 * Recruitment Capacity (Units in Training) : 4
 * Recruits the best infantry and cavalry units
 * Requires Army Staff College
 * Built by the Polish as the highest Military ranked Building in Warsaw


--==Albertina Museum==--

"The Albertina is a collection of antiques and objects that are the glory of
 Vienna. 

 Originally constructed as a palace by Count Emanuel Teles Silva-Tarouca on
 top of one of Vienna's bastions, the count must have used his influence as
 master of the Court Construction Office, otherwise the defences might have
 been left in place. The building subsequently came into the possession of
 Duke Albert of Saxon-Teschen, the former governor of the Netherlands. He 
 brought the extensive collection of artwork and antiquities to Vienna from
 Brussels, and had the palace extended to hold them all.

 In 1776, the collection expanded when the Austrian ambassador in Venice,
 Giacomo Durazzo, gave around 1000 artworks to Duke Albert, so that they
 would have a safe home. The Albertina, as the collection and palace became
 known, survived even the collapse of Hapsburg power in 1918 at the end
 of the Great War, and the bombing of Vienna in the Second World War. It 
 remains one of Europe's great art museums.

 * +5 Happiness (Nobility)
 * +5 Happiness (Lower Classes)
 * Enhances National Prestige
 * Requires Great Museum
 * Built by the Austrians as their highest Museum building in Vienna


--==Ancestral Grounds==--

"A place to honour the dead and pray to them for advice and guidance.

 Some places in the mortal world have a stronger connection to the spirit 
 world than others. These are places where the spirits of the ancestors feel
 comfortable, places where men can talk with them and ask for their wisdom.

 Historically, the most famous example of these places is Black Hills of
 Dakota, a place believed to be the spiritual centre of the world. This 
 hallowed land was respected by those who sought wisdom. Unfortunately, it
 was also the site of a rich gold seam."

 * +2 Happiness (Lower Classes)
 * +2 Happiness (Nobility)
 * Converts the populace to Animism
 * Spawns Shamans. Maximum Number: +1
 * Recruitment Capacity (Units in Training) : 1
 * Enables research of Spirit of the Forest
 * Recruits basic infantry


--==Arc de Trimophe==--

"This is a magnificant and imposing monument to French military prowess and
 success.

 All armies and nations need to mark their victories and honour their dead.
 The Arc de Trimophe was the largest structure of its type ever designed, and
 as intended to be a grandiloquent gesture of French military superiority. 
 This, given that Napoleon Bonaparte had direction of the French Army, was 
 entirely reasonable.

 Created to mark Napoleon's victory at Austerlitz in 1805, the structure
 was commissioned a tear later, but not completed until the 1830s. Napoleon
 ordered a wooden mock-up to be put in place by 1810, and work was completely
 halted after the Bourbon restoration. Napoleon's corpse eventually passed
 though the arch on its way to its final resting place at Les Invalides. This
 was not the remarkable thing to pass through the arch, at the victory parade
 to mark the end of the First World War, a pilot flew his Nieuport biplane
 under the arch as part of the event! The Tomb of the Unknown Soldier is a 
 later addition, commemorating the honoured dead and missing of the French
 army in the Great War."

 * Requires Army Staff College
 * Built by the French as their highest Military Building in Paris
 * +1 Happiness (Nobility)
 * +1 Happiness (Lower Classes)
 * Recruitment Capacity (Units in Training) : 4
 * Recruits all French military units


--==Army Council==--

"This is the centre of the army's bureaucracy, where clerks and secretaries
 of state labour to make the fighting soldiers' as awkward as possible!

 It is a truism that soldiers that little time for the bureaucrats who
 send them their orders. Some organisation above the level of regiment is,
 however, a necessary evil: supplies must be purchased and distributed,  
 transport organised, officers' promotion lists kept in order, and generals
 given their orders. All this means paperwork, paperwork, and more paperwork!
 Money, and the power to spend it, are vitally important and all government
 secretariats are keen to hold on to both.

 Historically, the government departments that ran armies in the 18th 
 Century were far from being defence ministries or anything approaching a
 general staff. A central war planning function was almost unheard of, and
 often generals were quite unwilling to deal with the authorities at home,
 preferring to control everything themselves. In Europe the army organisations
 dealt with pay and rations: often spending time making sure that colonels
 really did raise regiments they were being paid for! The Ottomans were
 much more organised, and their armies were on a professional footing and
 raised on a national basis, even if some of the units raised were rather
 old fashioned."

 * Requires Military Academy
 * Recruitment Capacity (Units in Training) : 3
 * Enables Research of Light Infantry Doctrine, Shortened Carbines, 
   Platoon Firing
 * Recruits most land based units


--==Army Encampment==--

"Moving an army into an encampment well away from civilians is a useful
 thing to do. Soldiers no longer have easy access to the "demon drink" for
 start!

 Seperating troops from civilians also allows better training and 
 indoctrination. Regiments have the space to practice drills and instil
 discipline in their men. Civilians also have funny ideas, and it is often
 best if common soldiers do not learn of their freethinking and sometime
 disloyal ways.

 An encampment, however, does not always look very military. Apart from the
 fact that soldiers could carry on their civilian trades to supplement their
 army wages, an army encampment would also be thronged with women and 
 children. Soldier's wives were expected to look after their men; wash, cook,
 clean, sew uniforms, act as nurses, and even help bury the dead! A cunning
 officer who once managed "the baggage" well could effectively double the 
 number of hands there were for fetching and carrying. Among the children, 
 young boys could find employment for drummers and musicians from as young
 as ten years of age. Historically, it was not unknown for officers to enrol
 their own children (even babies!) as musicians, so that they gained seniority
 from the date they joined the army!"

 * Recruitment Capacity (Units in Training) : 1
 * Enables research of Plug Bayonets and Carbines
 * Recruits: Basic Infantry and Cavalry


--==Army Staff College==--

"This institution educates soldiers in more advanced aspects of warfare,
 not just in the theory of tactics.

 Tactics may win battles, but wars were won thanks to information, strategy
 and, above all, supply. An army that is unfed and lost is no use to anyone.
 An army staff college produces officers with the skills needed to deal with
 the many details involved in keeping an army in the field. Apart from an
 understanding of strategy, officers were taught military illustrations (the
 vital skill of producing accurate sketch maps and diagrams), some surveying,
 military law, how to behave like a young gentleman (regrettably necessary in
 some cases), horsemanship, weapons handling and given character-building 
 instruction. The end product is a manwho can be an aide to a general in all
 situations.

 Historically, the British, for example, had an inherent distrust of armies
 as tools of tyranny, and this may have contributed to the low priority 
 given to raising professional standards. Pupils had to fund their studies
 from their own pockets at the Royal Military College! This had an
 additional advantage, of course, in ensuring that only candidates from the
 "right" social class could afford to attend. Other nations were not so
 suspicious of giving soldiers necessary military skills."

 * Requires Army Council
 * Recruitment Capacity (Units in Training): 4
 * Enhances national prestige
 * Enables Research of Machined Rifling, Percussion Caps, Screw Breeches
 * Recruits all land based units


--==Artillery Fort==--

"An artillery fort is a permanent defensive structure, mounting as many heavy
 guns as the builders can afford to emplace.

 An artillery fort has strong walls and parapets with embrasures: gaps for 
 cannons to fire through at attackers. Properly served and loaded with grape
 or canister shot, guns turn the approaches to the fort into death traps for
 any attacking infantry.

 The fort has to be strongly constructed to withstand repeated pounding by
 attacking cannons, and by the recoil of its own pieces. Repeated firing by
 even small cannons, such as nine-pounders, causes tremendous strain on the
 structure. The other risk to the fort is, of course, fire. While the fabric
 of the building itself will not burn, the magazine holding the powder and 
 shot for the fort can catch fire and explode.

 Historically, it is not unknown for defenders to blow their own forts up,
 by accident or design. The powder magazine was a dangerous place, and 
 required rigid abherence to correct procedures by everyone if disaster
 was to be avoided. On one occasion at Fort York, during the War of 1812,
 the defending British set off the magazine as they withdrew to deny the
 contents to the American attackers, killing hundreds of the assault force
 in the explosion."

 * Requires Wooden Fort


--==Barracks==--

"A national army requires central organisation, if only for pay and rations.
 Regiments may be at the perserve at their commanding officers, but the 
 functionaries control the purse strings!

 An army guarantees paperwork of all king, and a secretariat grows to keep it 
 all in order. There is an obvious needs to make sure units receive orders
 and supplies in a timely manner - and without unscrupulous suppliers stealing
 too much money. Headquarters staff must also organise transport in co-
 operation with the navy, keep a list of officers and their commissions, 
 organise parades to impress the great and the good, and offer assistance to
 the civil power in times of need.

 Historically, European armies were organised in an ad hoc fashion in the 18th
 century. Usually, the biggest permanent battle formations were regiments, 
 armies were assembled as-and-when a crisis loomed under the command of 
 favoured general. Even so, the concept of the central command telling
 colonels what to do with their regiments often met stiff opposition. The
 Ottoman and Mughal empires were better organised in theory, and did have 
 larger and permanent battle formations such as corps and divisions."

 * Requires Army Encampment
 * Recuirment Capacity (Units in Training) : 1
 * Enables research of Ring Bayonet, Square Formation, Military Syllabus
 * Recruits: Stronger Infantry and Cavalry


--==Bawdyhouse==--

"A bawdyhouse, whorehouse, bagnio, bordello, brothel, or "School of Venus" is
 a business given over to the selling of sexual services.

 Although considered illegal and immoral in many cultures, prostitution takes
 place on which can only be described as an industrial scale in many cities. 
 It is estimated that in London as many as one in six of the population had 
 some link to the underworld of bawdyhouses. In other parts of the world there
 was less stigma attached to being a prostitute, but the life was always a 
 hard one, open to exploitation and with the constant danger of violence from
 both clients and bawdyhouse owners. Bawdyhouses range from very high-class
 establishments where customers are by invitation only to backrooms in filthy
 taverns - and everything in between.

 Life was hard in 18th Century Europe for women; other than service, there 
 were few honest jobs open to them and prostitution was always an easy option,
 especially for the young and good looking. It became the lot of many by
 default. Probably the most famous representation of the corruption of a 
 woman was Hogarth's "A Harlot's Progress", a series of six illustrations 
 showing a young girl arriving in London, being inveigled into whoredom, and
 then gradually debauched, broken, and finally dead (of the pox). It was the
 fate of all too many."

 * Requires Coaching Inn
 * +3 Happiness (Lower Classes)
 * +3 Happiness (Middle Classes)
 * Spawn Rakes. Maximum number +1


--==Berlin Academy==--

"The academy is a gathering of the finest scientific and academic minds in 
 Germany, uniting science and the humanities in one organisation. 

 While the Academy was a pet project of Prince Frederick III, the Elector
 of Brandenburg, he did not fund it from royal or state treasuries. Instead,
 he rather cleverly granted the academy a monopoly on producing and selling
 calendars in his domain, giving it a steady, but not substantial, income.
 When Frederick was crowned as "King in Prussia", the Academy was granted 
 royal patronage. 

 Under Frederick the Great, a man normally regarded as a warrior-king, the
 academy merged with Prussian Nouvelle Societe Litteraire (French being a
 primary language of literature and culture in the 18th Century) and the
 Royal Academy of Sciences. He also offered cash prizes as incentives to the
 members to investigate and solve the scientific conundrums of the day. The
 Academy had its own laboratories, an observatory, libraries, an operating
 theatre (for public demonstrations of surgury), and gardens for plant
 specimens."

 * Requires Royal Academy
 * +3 Happiness (Lower Classes)
 * +3 Happiness (Nobility)
 * +3% to Technology Research Rate
 * Spawn Gentlemen. Maximum Number: +1
 * Enhances National Prestige
 * Built by the Prussians as the highest Cultural Building in Berlin


--==Bey's Mansion==--

"In an absolute monarchy, the monarch's person is the wellspring of all 
 authority. Lackeys - no matter now mighty - serves at the Monarch's pleasure
 and need take no account of locals!

 Absolute monarchy is an effective and sometimes brutal form of government. 
 The monarch's powers are not limited in any way. What the monarch decrees 
 simply happens. If it does not, heads roll, often literally!
		
 The machinery of provincial government receives the same authority from the 
 Crown. A governor, thalur or bey (depending on the nation in question) has 
 the power to do anything to his subjects, providing he delivers what his
 monarch requires - and this is usually tax income and soldiers. Any other 
 considerations can be put to one side; it is the duty of subjects to obey in
 an absolute state, and those who dare argue back are quite rightly treated
 as faithless rebels.

 Historically, absolutism was the main form of Government in many 18th century
 states. Louis XIV of France was speaking the truth when he repeatedly claimed
 "L'Erat, c'est moi!". Like many absolutists and their apologists, he
 sincerely believed that he was responsible for his actions only to God."

 * Requires Governor's Residence
 * +2 to Repression in the Region
 * +6% Coin bonus to region tax income
 * Recruitment capacity (units in training) : 1
 * Recruits, Infantry, Cavalry and Artillery units


--==Brandenburg Gate==--

"This is a magnificant monument to Prussian military prowess and the peace it
 obtained.

 Sited on one of the original city gates of Berlin, the Brandenburg Gate 
 stands at the end of the Unter den Linden, the original approach to the city
 palace of Frederick II, the King of Prussia. The monumental entrance was 
 always intended to overawe and dwarf anyone going to the palace, making clear
 Prussian greatness before they had even begun their audience with the
 monarch.

 The choice of a Classical style was quite deliberate, as it was intended to
 echo the achievements of Rome and Greece. The decoration of a Quadriga of
 Victory, or four-horse chariot, is also intended to evoke ancient 
 connotations of triumph, specifically the quadriga from the Hippodrome of
 Constantinople. It was definitely a symbol of peace through strength, which
 is almost certainly one of the reasons that it was looted and taken to 
 Paris by Napoleon in 1806 after his victory at Jena-Auerstedt. The 
 quadriga was returned in 1814, when Napoleon went into exile on Elba, and
 given the Iron Cross symbol that it currently carries. Subsequently, the
 Brandenburg Gate managed to survive two World Wars and the Cold War in a
 relatively undamaged state."

 * Requires Army Board
 * +1 Happiness (Lower Classes)
 * +1 Happiness (Nobility)
 * Enhances National Prestige
 * Recruitment Capacity (Units in Training): 4
 * Recruits all Cavalry and Infantry
 * Built by the Prussians as the highest Military Building in Berlin


--==Brothel==--

"A house of pleasure, run by a bawd or pimp, where the business consists
 entirely of slaking the physical pleasures of anyone with the money to pay.

 Other than domestic service or labouring in the fields, there are very few
 ways that a woman can earn an independent living. Selling herself and her
 skills as a sexual partner are an obvious choice to many, and brothels 
 provide a relatively safe place to work - certainly safer than the city
 streets. Male prostitution is not unknown, and some brothels cater for an 
 entirely different cilentele.

 Historically, India had a tradition of raising lovemaking to a fine art. A
 significant portion of the Sanskrit "Kama Sutra" deals explicitly with
 sex, and another considers the acquisition and use of courtesans as lovers.
 This was an additional reason for the fascination of European traders and
 soldiers in India, far from home as they were, with the local women. A
 flourishing community of expatriates who were married to, or living with,
 native Indian women existed in the 18th Century. The somewhat bigoted
 idea of "Victorian" morality and "muscular Christianity" among later 
 cohorts of colonial administrators put paid to this and, ironically, brothels
 enjoyed a resurgent trade."

 * Requires Bawdyhouse
 * +1 Happiness (Nobility)
 * +4 Happiness (Lower Classes)
 * Spawns Assassins. Maximum Number: +1


--==Burial Ground==--

"A sacred site where a tribe can honour its fallen warriors for all time.

 A wide variety of burial customs are observed. Some believe that the air 
 is important to the passing of their loved ones. Thus wooden scaffolds are
 created and the dead placed on top, so their spirit may pass into the wind. 
 Others believe the spirit must be kept with the body after death and thus
 build "spirit houses" to trap the spirit. These little wooden structures
 can take many forms, some even look like miniature houses standing over 
 the body.

 Burial rites are often closely tied to tribal totems: eagle-related tribes,
 for example, always place their dead on scaffolding. A bear totem tribe
 often buries the dead in wooded areas, and so on."

 * +1 Happiness (Lower Classes)
 * +1 Happiness (Nobility)
 * Converts the populace to Animism
 * Spawns Shamans. Maximum Number: +1
 * Recruitment Capacity (Units in Training) : 1
 * Enables research of Call of the Wild
 * Recruits basic infantry


--==Cannon Foundry==--

"Cannon foundries not only make guns, but also ammunition and the associated
 equipment for artillerymen. They are hot, dangerous places to work.

 The casting of early cannons is more of an art than a science, and few of 
 the weapons produced are standarised weapons. This is the result of casting
 limitations, the quality of the iron and bronze available, and the 
 manufacturing process (cannon casting as an adaptation of bell making). Most
 6-pounders would be around the right calibre, but no two were truly 
 identical. It was enough that the cannon did not burst and kill its crew, 
 and hurled a shot in the general direction of the enemy.

 Cannon foundries are also responsible for making the ball shot used by the
 weapons, but not the powder. No one but a raving lunatic would make gunpowder
 anywhere near a foundry, with the risk of stray sparks and consequent
 catatrophe! That said, making guns, like any casting work, is a dangerous
 business: if the sand moulds are even slightly damp then a steam explosion
 could occur. Anyone nearby is likely to be killed or maimed by hot metal
 and pieces of the mould.

 In 1716, an explosion at the English foundry in Moorfields killed and injured
 many people when metal was poured into a damp mould. Among those hurt were 
 Colonel Armstrong, the Surveyor-General of Ordnance. The foundry itself
 was totally destroyed."

 * Enables research of Canister Shot, Improved Grenades
 * Recruits: Basic Artillery


--==Chapter School==--

"The virtue and value of hard, honest toil are lessons worth teaching, along
 with a clear understand of God's universe and Man's place within it.

 The Protestant faith has always encouraged learning and the associated hard
 work of study among its faithful. Indeed, intellectual effort and its rewards
 are seen as being as worthy as physical labour, something that reflects the
 Protestant work ethic. It has also encouraged a degree of curiosity and free
 thinking about Creation, although within sensible limits. Curiosity is one
 thing, non-conformism and radicalism something else entirely, and hardly
 welcome in society at large!

 Historically, the Protestant work ethic maintained that hard work and
 subsequent worldly success were indicatations of personal salvation. This,
 supposedly, encouraged the faithful to all work the harder. It is, however,
 a simplistic analysis to see that this lead directly to the intellectual,
 industrial and financial successes of Protestant nations in the 18th Century.
 The end of the Catholic strictures against usury (money lending) almost 
 certainly helped fuel mercantile and industrial progress."

 * Requires Church School, Protestant Nation
 * +2 Happiness for the Protestant Population (Lower Classes)
 * Converts the populace to Protestantism
 * Spawns religious agents. Maximum number: +1


--==Chief's Lodge==--

"Home to the Chief of a tribe; where all can come for help and advice from
 their leader.

 A Chief's lodge is not only home to the man's whole family, and one family
 could live in the lodge for many years as the position was passed down from 
 father to son. The chief presides over many matters, and is expected to give
 every one his best attention.

 In some tribes a chief's standing was denoted by the length and number of 
 feathers in his "war bonnet". These were earned for acts of bravery on 
 behalf of the tribe. Eagle feathers had a deep symbolism attached to them 
 and if a chief had any he was a great man indeed!"

 * +6% Coin tax bonus to region tax income
 * +50 Coins to region wealth
 * +2 Coins per turn to town wealth in the region
 * Recruitment Capacity (Units in Training) : 1 
 * Enables Research of Improved Farming
 * Recruits basic infantry


--==Church School==--

"The Church has always needed educated men to fill its ranks. It is also 
 important to teach the True Faith to the children of the wealthy.

 In a time where basic education is not a right but a bought-and-paid-for
 priviledge, the education provided by Church Schools was often good, as well
 as being the only option. There is, of course, a Scriptural emphasis in what
 is taught, but the sons of merchants, nobles, and the wealthy can gain a 
 good grounding for life and, possibly, further education. A few gifted pupils
 may be offered charitable scholarships, but these are few and recipients are
 never permitted to forget that they should be showing appropriate gratitude.
 Patronage must always be appreciated!

 Historically, learning has been the preserve of the established Church in
 many countries. A priest was both tutor and confessor in many communities
 and households. It also made sense for the Church to control access to 
 education, for that way heresy and dissent could be stamped out early. For
 non-conformist preachers, offering education to paying cilents was also a
 way of subsidizing their meagre income and spreading the Word of the Lord in
 the process."

 * Requires Town
 * +1 Happiness for the X Population (X is national Religion) (Lower Classes)
 * Converts the populace to X (X is the national Religion)
 * Spawns religious agents. Maximum number: +1


--==Classical University==--

"A university offers young men of good standing the finest of educations and
 the chance to study with the greatest minds of the age.

 Education is vital to those who wish to enter the professions, or make their
 way in government using talent alone. A good, well-trained brain is an
 excellent substitute for birth and social connections. A young gentlemen's 
 studies can be wide ranging, and need not be tied to any particular faculty
 or subject area - an awarded degree or doctorate is proof enough of
 intellectual achievement.

 Historically, in Europe at least, the established church controlled most
 universities, either through paying for them or by laws requiring the tutors
 to take holy orders. Sir Issac Newton was very unusual in that he didn't 
 take orders when he was appointed Lucasian Professor of Mathematics at
 Cambridge (a post currently held by Stephan Hawking), arguing that the post
 required the holder to spend time on science, not the Anglican Church. 
 However, the requirement for teachers to accept Church Doctrine did mean
 that universities had a socially conservative outlook. While scholarships
 were available, students had to have money to attend, reinforcing this
 conservatism. While wild, threatening ideas about the world and the way it
 worked did emerge from universities, the institutions were rarely radical
 or revolutionary breeding grounds."

 * Requires College
 * Enhances National Prestige
 * -5 Happiness. Clamour for Reform
 * Conducts technology research. Points per turn: 17
 * Spawns Gentlemen. Maximum Number: +1
 * Enables Research of Seperation of Powers, Joint Stock Companies, Rights of
   Man, National Debt, Wealth of Nations


--==Clearances==--

"Renting to tenants may not guarantee a high enough income for the landowner.
 It can be more profitable to displace people by an animal cash crop.

 Tenanted farm can only generate so much income from rents. With an increase
 in town size, it an increased demand from industry for agricultural products,
 it is more profitable to have herds of animals, not a gaggle of tenants. Meat
 and wool demand increases rapidly as towns grow. Apart from any other 
 considerations, moving people off land also creates large areas where 
 landowners can indulge a passion for hunting. While this generates little
 income, it does give social status.

 The "Highland Clearances" are probably the most famous example of a forced
 change in land usage on a large scale. Contary to popular belief, Highland
 clan leaders carried out most of the Scottish clearances, driving their
 own kinsmen and clans into exile. The chieftans needed to pay for their
 sophisticated life that they could have in Edinburgh and London by 
 reinventing themselves as Scottish gentry. Sheep income earned more money
 than the crofters did."

 * Requires Tenanted Farms, Four Field Crop Rotations
 * +0.7% to Population Growth
 * Reduces the Chance of Food Shortages
 * +X Coins to Region Wealth (Depends on Yield of Farming Region)
 * Enables research of Selective Breeding, Seed Planting Drill, Advanced
   Irrigation, Steam Pumped Land Drainage


--==Coaching Inn==--

"A coaching inn is a large public house with rooms where weary travellers can
 rest overnight.

 A coach or post-chaise is the only practical and vaguely civilized method of
 getting from A to B overland, other than hiring a horse. Regular runs exist
 between many major towns, run on a commercial basis by private companies, 
 necessitating a series of coaching inns roughly a day's travel apart where 
 passengers can rest overnight. Horses must also be changed at regular  
 intervals if speed is to be maintained. Coach journeys of any length demand
 epic levels of stamina from passengers, hence the need for good inns. The
 condition of most roads is execrable, the suspension on most coaches is 
 somewhat lacking, the schedule is punishing and the risk of robbery by 
 "gentlemen of the road" should not be underestimated.

 The locals, of course, also drink and eat at the coaching inn, and a good one
 will have a high reputation for its cellar and its provender. The usual 
 selection of "entertainment" for gentlemen travellers is available, always
 at the right price!

 The word coach, by the way, comes from the Hungarian "Kocsi szeker" meaning
 "Wagon of Kocs", the place where the first coach was produced."

 * Requires Town
 * +2 Happiness (Lower Classes)
 * +2 Happiness (Middle Classes)
 * Spawn Rakes. Maximum number +1


--==Coffee House==--

"Coffee drinking is a civilised way of passing time, exchanging gossip and
 keeping up with the important news of the day.

 Islamic law is quite strict in forbidding some food and drink for the
 faithful; intoxicating alcoholic drinks fall into this category. This is why
 coffee drinking has become a social activity, oiling the wheels of society
 without any of the risks, dangers and the shame of public intoxication. The
 drink itself is a stimulant, and some conservative imams disapprove of it 
 as a result but this has not prevented its general acceptance across all
 social classes. The coffee house has also become a place of entertainment
 too.

 Historically, Middle Eastern rulers did not always regard coffee drinking
 as being a desirable pasttime for the general population. Its stimulating
 effect was seen as somewhat suspect when the drink became wildly popular,
 although this is precisely what had made coffee popular with Sufis. When the
 drink reached Europe, coffee houses rapidly became popular. Some turned into
 businesses venues where finanical deals were struck: the massive insurance
 business Lloyds of London started life as traders in a coffee house!"

 * Requires Town
 * +2 Happiness (Lower Classes)
 * Spawns Assassins. Maximum Number: +1


--==Coffee Warehouse==--

"Warehousing a cash crop allows control over the supply of goods, and
 therefore greater profits as the vagaries of market prices have less effect.

 By holding onto a crop until the market is "right", plantation owners can
 get the best price for their harvest. They can also calm the violatility of
 the commodity's market by evening out the supply over the course of a year,
 rather than having a harvest glut and then a shortage for the rest of the
 time. A warehouse also allows plantation owners to wait until the seasons and
 winds are favourable for a fast sea journey back to the homeland; shipping
 losses and transit times are both reduced. Finally, Warehousing also allows
 smaller crops to be consolidating for shipping back to the home market, and
 for the crop to be properly graded. The finest parts of the harvest can be
 sold at the highest price, rather than simply being lumped in with any old
 druss."

 * Requires Large Coffee Plantation
 * Enhances National Prestige
 * 40 Sacks of Coffee produced each turn


--==College==--

"A college offers an academic education - a veneer of civilised sophistication
 - to the sons of aristocracy and gentry.

 A college education is expensive, and there are few charity-funded places or
 scholarships for the less socially fortunate. It is a privilieged man who 
 goes to college; money or patronage are needed more than intellect. Although
 there is discussion and teaching of the radical ideas of science and 
 philosophy to the students, the college masters are likely to have a 
 conservative outlook. Most of the students are the same, they are from the 
 top rungs of society's ladder, and they have little interest in seeing the
 natural "status quo" altered.

 Historically, attending college was probably the most boring element in the
 education of "young gentlemen", although the actual work required was not
 that arduous. The "Grand Tour" became fashionable during the 18th Century,
 when the rich would wander Italy (Greece being an Ottoman possession), taking
 in the sites of Antiquity and the great works of the Renaissance. In the
 process they would spend a foutune on Classical-period statuary and relics,
 paintings by the great masters, and anything else that took their fancy. 
 Quite reasonably, the less aesthetically refined, but well funded, would
 seek an exotic "education" in local taverns and bawdyhouses!"

 * Requires School, Empiricism
 * -4 Happiness. Clamour for Reform
 * Conducts technology research. Points per turn: 13
 * Spawns Gentlemen. Maximum Number: +1
 * Enables Research of Utiliarianism, Government by Consent, Divison of Labour


--==College of Divinity==--

"A college of divinity specialises in religious education, inculcating all the
 minutiae of the Protestant faith in its students.

 The graduates of this school are armed with the theological arguments against
 other branches of Christianity, and a sense of mission to spread the truth of
 Protestantism as widely as possible. Intellectual effort is expected over and
 above simple-minded faith.

 Originally, many western European universities based on religious training 
 establishments, where divinity was the main (and sometimes only) field of 
 study. Their graduates were granted doctorates, indicated that they were 
 qualified to teach theology to others. However, the universities were also
 often tied to the established Catholic Church, and Protestantism was a revolt
 precisely against the failings of established religion. Where Protestantism
 replaced Catholicism as the offical state religion, teaching changed to 
 remove "papist" doctrine and error. This did not, however, prevent further,
 lesser schemes such as the rise of non-conformists sects like Methodism.
 These nonconformists also wished to teach their views, and they were often
 denied teaching places at universities."

 * Requires Chapter School, Protestant Nation
 * +4 Happiness for the Protestant population (Lower Classes)
 * Converts the populace to Protestantism
 * Spawns religious agents. Maximum number: +1


--==Commercial Basin==--

"With the addition of exchanges, shipping agents, custom houses, even more
 warehouses and even more docks, a basin becomes an economic powerhouse.

 A commercial basin opens up new opportunities for trade, as agents now put
 together cargoes and charter vessels for merchants who would otherwise
 be unable to trade. Money, rather than sea experience, became the driving
 force for success, and trade does not need to go through the basin to make
 money for the men of property!

 The infamous triangle of trade between Bristol and Liverpool in England, 
 Africa and the Caribbean sugar islands is probably one of the most profitable
 trade routs ever invented. Manufactured goods, guns, cloth and trinkets went
 to Africa, where they were traded to the local warlords. Slaves, carried
 in the most horrendous conditions imaginable, made up the cargo for the 
 middle run, across the Atlantic. In the Caribbean, the survivors were sold,
 and the ship loaded with sugar and rum for the run back to Britain. There
 was some handsome profit in each leg, and the ships were never idle. Even
 better, the merchants of Bristol and Liverpool never needed to see the 
 suffering their commerce caused, always assuming that they cared."

 * Requires Commercian Port
 * Improves Export Capacity (Increases Trade Value)
 * +4 trade routes possible (Sea)
 * +800 Coin to region wealth
 * +7 Coin per turn to town wealth in the region
 * Recruits Basic Battle Vessels, Indiaman


--==Commercial Port==--

"Adding warehouses, additional docks and even the services of excisemen to a 
 port increases the amount of trade that can be done. Now cargoes can be 
 consolidated and shipped onwards. 

 Shipping goods to a home market is only one way of making money from trade.
 There is more to be earned from shipping valuable goods to new markets in
 other countries. The ability to warehouse an incoming cargo and only 
 release it when the price is right also increases profits.

 Most maritime nations - Britain and Holland in particular - had rules that
 enforced a native nationals-only rule for carrying goods into their ports.
 Anything, for example, that arrived in the Port of London should have come
 in a "British bottom". This kind of protectionism in trade also applied to
 colonies and indirectly caused at least one war, the War of Jenkin's Ear
 (1739-48), between Spain and Britain. The Spanish were alleged to have 
 chopped off the ear when Jenkins was caught trading in Spanish territory;
 the British had previously agreed in a treaty not to do this. The war became
 part of the War of Austrian Succession (1740-48) but, incidently, marks the
 first public occasion that "God Save the King" was used as the British 
 national anthem, to celebrate the capture of Pueblo Bello in Panama by
 Admiral Vernon."

 * Requires Trading Port
 * Improves Export Capacity (Increases Trade Value)
 * +3 trade routes possible (Sea)
 * +600 Coin to region wealth
 * +5 Coin per turn to town wealth in the region
 * Recruits: Basic Battle Vessels, Basic Trading Ships


--==Communal Farming==--

"An area of farmland worked by the tribe as a whole, to raise crops or
 livestock.

 Communal farming allows a tribe to expand its farmed lands, as the workforce
 moves beyond simple subsistence. The rough division of labour creates farming
 specialists, experts in husbandry or crops. Their knowledge enriches the
 whole tribe.

 As European influence increased, the tribes recognised the need to hold 
 more territory, if only to deprive the invaders of the best lands."

 * +1.2% to population growth
 * Reduces the chance of food shortages
 * +X Coins to region wealth (Depends on Yield)


--==Conservatorium==--

"A conservatorium is a school for musicians, specialising in highly cultured 
 music required for church and state occasions.

 While the emphasis on music for a cultured and upper class audience, the 
 education provided by the conservatorium is practical and vocational. Those 
 who pay the fees intend to earn a living as musicians, at the very least in
 an orchestra of a wealthy patron, and, at best, as a composer of some renownm
 able to choose between commissions, patrons, and even nations! A 
 conservatorium has to provide what its customers want, and they generally
 produce well-polished musicians who can pass themselves off, when needed, as 
 professionals or members of the minor gentry. 

 Historically, many of these schools began as either royal academies of music
 or choristers' schools for the great cathedrals. All music had to be 
 performed live, and the need for new, innovative and excitating music at
 every state or religious event required an enormous amount of musicians - 
 and talented composers with prestdigious work rates! Great composers, such
 as Mozart and Handel, were celebrities and royal houses outbid each other in
 an effort to obtain their services as a prestigious ornament to a court."

 * +1 Happiness (Lower Classes)
 * +1 Happiness (Middle Classes)


--==Cotton Warehouse==--

"Warehousing a cash crop allows control over the supply of goods, and
 therefore greater profits as the vagaries of market prices have less effect.

 By holding onto a crop until the market is "right", plantation owners can
 get the best price for their harvest. They can also calm the violatility of
 the commodity's market by evening out the supply over the course of a year,
 rather than having a harvest glut and then a shortage for the rest of the
 time. A warehouse also allows plantation owners to wait until the seasons and
 winds are favourable for a fast sea journey back to the homeland; shipping
 losses and transit times are both reduced. Finally, Warehousing also allows
 smaller crops to be consolidating for shipping back to the home market, and
 for the crop to be properly graded. The finest parts of the harvest can be
 sold at the highest price, rather than simply being lumped in with any old
 druss."

 * Requires Large Cotton Plantation
 * Enhances National Prestige
 * 40 Bales of Cotton produced each turn


--==Council of Elders==--

"Keepers of wisdom, the Council of Elders see to it that their people's way of
 life is respected and continued.

 An elder is expected to be able to walk between the two worlds of men and
 spirits. Being able to bring back knowledge from the other world sets such a 
 man apart and gives him wisdom which may belie his years. Many elders have
 spent the seasons of their lives on spirit quests, and have learned much. 

 All decisions, even the smallest must go to the Council of Elders before any
 action can be taken. From the small to the great, everything must be 
 considered: from marriages requiring the approval of the council to the 
 blessing of this year's hunting."

 * +3% coin bonus to region tax income
 * +25 coins to region wealth
 * +1 coin per turn to town wealth in the region
 * Recruitment Capacity (Units in Training) : 1
 * Enables research of Improved Fishing, Hunting Techniques
 * Recruits basic infantry


--==Council of Tribes==--

"This is a permanent meeting place for peoples who share beliefs and 
 traditions. 

 A tribe within a nation remains independent under its own chief, but 
 gains strength by having permanent and close allies. The great council 
 presides over matters that threaten all the tribes.

 As European settlers arrived in even-greater numbers, more and more  
 tribes joined together into confederacies and nations. They were all 
 united by a common fear - the need to claim back their lands, and naked
 opportunism."

 * +12% Coin Bonus to region tax income
 * +100 Coins to region wealth
 * +4 Coins per turn to town wealth in the region
 * Recruitment Capacity (Units in Training) : 1
 * Enables Research of Money Economy
 * Recruits basic infnatry


--==Craft Workshops (Smiths)==--

"Artisans and their crafts workshops are the basis of all manufacturing work
 and trade. They are vital to the growth of a local economy.

 Craft workshops are the basis of a thriving economy. Each craftsman and his
 family work from dawn to dusk to produce a bale of cloth, carpet, cutlery, 
 swords, guns - anything, in fact that needs to be made. The system has 
 hardly changed in centuries.

 Craftsmen are paid piecework rates, making it in their interests to to have
 the whole family labouring away. Each workshop produces a complete item from
 start to finish of the manufacturing process, and there is little 
 organisation in producing the finished goods. The small-scale approach does
 impose limits on overall production.

 Historically, it was possible for craft-based technique to produce large 
 quantities of goods, but only having entire communities working in the same
 craft. The steel town of Sheffield, England, became a centre of cutlery 
 making (and later steel production) on the strength of its craft-based 
 workshops. The coming of mills would sweep away generations of expertise,
 as jobs were de-skilled and mechanised."

 * Requires Town
 * +400 Coins to Town Wealth
 * +5 Coins per turn to Town Wealth in the region


--==Craft Workshops (Weavers)==--

"Artisans and their crafts workshops are the basis of all manufacturing work
 and trade. They are vital to the growth of a local economy.

 Craft workshops are the basis of a thriving economy. Each craftsman and his
 family work from dawn to dusk to produce a bale of cloth, carpet, cutlery, 
 swords, guns - anything, in fact that needs to be made. The system has 
 hardly changed in centuries.

 Craftsmen are paid piecework rates, making it in their interests to to have
 the whole family labouring away. Each workshop produces a complete item from
 start to finish of the manufacturing process, and there is little 
 organisation in producing the finished goods. The small-scale approach does
 impose limits on overall production.

 Historically, it was possible for craft-based technique to produce large 
 quantities of goods, but only having entire communities working in the same
 craft. The steel town of Sheffield, England, became a centre of cutlery 
 making (and later steel production) on the strength of its craft-based 
 workshops. The coming of mills would sweep away generations of expertise,
 as jobs were de-skilled and mechanised."

 * Requires Town
 * +300 Coins to Town Wealth
 * +6 Coins per turn to Town Wealth in the region


--==Deep Gem Shaft==--

"The term for a gem field is an "occurance", and often the site has a very 
 small surface area. Eventually, the easy stones are found, and the miners
 must dig a shaft to find more.

 Given that miners are paid only for the gemstones they find and not for 
 any other work, the shaft sunk into the ground is often extremely crude. 
 Shoring up and pumping out the shaft may seem like sensible activities, but
 both of these things go unpaid and therefore undone. The mine owners do not
 care about casualties; men who die need no wages, merely hold up production
 and stop others earning.

 The shafts often have to go deep indeed, as gemstones are deposited in very
 small areas. This does not matter. All that matters is finding riches. Few
 miners worry that side tunnels are little more than death traps, given the
 chances of discovering the perfect stone!"

 * Requires Open Gem Pit
 * -1 Happiness from industrialisation (lower classes)
 * +X Coins (Depends on the Yield of the Mine)


--==Dockyard==--

"A dockyard can carry out major shipbuilding work, and usually includes a 
 large number of associated artisans and tradesmen from coopers to 
 victuallers.

 Dockyards also have extensive shore facilities, such as ropeworks, forges,
 furnaces and, possibly most important of all, seasoning sheds. Using "green"
 timber for shipbuilding results in vessels that can work (have a little
 flexibility), something that the French shipbuilders regard as a good thing,
 even though it means that their ships leak in heavy seas. Seasoning wood
 for months or years is prudent, and most other navies follow this practice.

 On more than one occasion in the century, Royal Navy raiding parties made a
 point of destroying stocks of timber, in particular, masts - stored in
 enemy shipyards. The loss of timber stocks not only set back shipbuilding by
 many years, but also ensured that battle damage was hard to make good too. 
 Burning timber rather than stealing it must have gone against the natural
 inclinations of many RN officers and seamen, as their prize money for the 
 goods was also going up in smoke!"

 * Requires Shipyard
 * Recruits: Basic Battle Vessels


--==Drill School==--

"A drill school creates the common practices for an army, and turns a 
 collection of disparate forces into a precise and clockwork killing machine.

 In an age when all battlefield manoeuvres must be performed exactly, drill
 is a necessary part of all military training. Constant repetition of actions
 involved in loading and firing a piece are useful in themselves, but of more
 use is the unthinking obedience to superiors that is, literally, drilled into
 every man in the ranks. When a soldier is concentrating on his place in line
 and on not attracting the attention of his sergeant or officer, he will not
 worry about what the enemy might be doing. Drill also has another benefit 
 for an army too; men busy on the parade ground cannot be getting into trouble
 or finding a tavern!

 In Britain, one aspect of 18th Century drill survives to this day in the form
 of a ceremonial parade called "Trooping the Colour", carried out on the 
 monarch's offical birthday on Horse Grounds, in London. Originally, this 
 parade was not a celebration but a practical exercise: the men needed to know
 what "the colours", or flags, of their unit looked like. The fact that the
 monarch gets to review the soldiers is not the point! In battle, the men 
 would need to be able to rally to, and then defend, these colours on 
 command."

 * Requires Barracks
 * Recruitment Capacity (Units in Training): 2
 * Recruits Intermediate Infantry and Cavalry
 * Enables Research of Wedge Formation, Socket Bayonet, Cadenced Marching, 
   Fire by Rank


--==Drydock==--

"A dry dock is a large brick or stone basin with a set of watertight gates. 
 Once a ship has floated in, the lock gates are shut and the dock drained.

 Within the dry dock, the ship is supported on blocks, and extra timbers are
 used to wedge firmly upright as the water is removed. By carefully timing
 the movement of a ship to take advantage of high and low tides, the amount
 of pumping (by hand) is minimised. Movements into and out of the dock are
 tidal, and work must be finished by the next high tide.

 The advantages of being able to work on a warship and then float it away
 are considerable. Dry docks are equally useful for construction and repair,
 and are often at the centre of a large complex of workshops specialising 
 in every aspect of shipbuilding.

 The organisation required for all this activity means that craft-based skills
 of the master shipwright are still valuable, but naval architects 
 producing plans, drawings and schedules are now a vital part of the process.
 Naturally, the master of the docks can treat the entire enterprise as his
 own (as long as he delivers the ships needed) and award contracts as he
 sees fit to friends and cronies! Offical making profits from the government's
 investment was an accepted cost of business and, provided the men were not
 too greedy, an assurance that they were looking after their interests and
 those of the navy!"

 * Requires Dockyard
 * Recruits all the nation's battleships


--==Engineer School==--

"Military engineering is a highly technical field of study, best carried out
 by trained officers and not left to common soldiery with mattocks!

 The school teaches all the specialised skills that an officer of engineers
 will require, such as surveying, the use of explosives, military 
 architecture, construction, the arts of siege warfare, military illustration
 (used to create maps) and much else besides. Some mundane tactical skills
 are taught as well, but engineers are not expected to command armies and
 issue orders to gentlemen. It is their lot to position guns and advise when
 a breach in a fortress' walls is "practicable", and could fall to an assult.

 Sappers and miners, like artillery experts, had long history of being
 permanent retainers in royal armies of the medieval and Renaissance periods,
 siege works needed experts to demolish castle walls. Thanks to the likes of
 the French Marshal Vauban (1633-1707) and his magnificant fortifications,
 the need for military engineers to create, or break into, defences grew,
 not lessened, during the 18th Century. The elaborate and layered defences
 that he and his successors developed required skilled architects and 
 builders. Engineer officers became a corps of highly educated experts, while
 leaving the hard, mucky work of digging to the rank-and-file sappers and
 pioneers of course!"

 * Requires Ordnance Board
 * Enhances national prestige
 * Enables research of Shrapnel Shot, Percussion Shells
 * Recruits all Artillery


--==Fishing Fleet==--

"A deep sea fishing fleet can bring in a larger catch than inshore boats. Most
 of the catch has to be salted or pickled for return to port.

 Salting relies on preserving the caught fish in dry salt in barrels or boxes.
 This is the method favoured by many fishering along the North African coast. 
 Pickling preserves the catch in brine (sea water with even more added salt).
 In both cases, the salt stops any fungus or other rot from settling in, and
 may even improve the taste of the fish, although the fish will need to soak
 in fresh water before it can be cooked.

 All of this perservative work is required because the fleet ranges far out to
 sea for days at a time, looking for big shoals of fish. The cargo can take 
 weeks to each port, and even longer to reach inland markets, and if salting
 was not used the catch would be both disgusting and lethal to anyone eating
 it!"

 * Requires Local Fishery
 * +0.8% to Population Growth
 * +300 Coins to Region Wealth
 * Recruits: Basic Battle Vessels


--==Fishing Fleet (Native)==--

"Canoes manned by experienced hunters can exploit inshore shoals of fish.

 No one can afford to ignore a plentiful food supply, even if gathering it
 means braving the ocean as well. Sea fishery is a risky undertaking, but
 one that can feed many. The spearing skills and equipment used by each man
 are the same as for freshwater fish. Once taken, fish can be smoked or 
 salted to last the long winter months.

 Historically the North American tribes did not really have the sailing
 technology to exploit the vast stocks of sea fish that were to be found
 off the coast. However, given that the potential of this food source was 
 demonstrated by the Europeans, it is likely they would have exploited it
 given the chance."

 * Improves export capacity (increases trade values)
 * +1 trade routes possible (Sea)
 * +0.5% to population growth
 * +80 Coins to region wealth


--==Foundry==--

"A foundry is an advanced site for metal production and weaponry; superior 
 arms improve units that can be recruited by the tribe. 

 The foundry furnace improves the quantity and quality of metal; guns can be
 created and adequate barrels can be made. The Warrior Society units that 
 are furnished with such guns enter battle with confidence in, and knowledge
 of, in their weapons. This greatly enhances their utility on the battlefield.

 Foundries and ironworks were established in America as early as 1619. The
 earliest example discovered so far was the Falling Creek iron works, 
 established by the Spanish. It included the first blast furnice in America,
 and a water wheel that was powered by the nearby James River falls. The
 ironworks met its end in the summer of 1622 when the Powhaten tribe, led by
 Opchanacanough, organised a series of raids on the James River area. 
 Falling Creek was burnt to the ground."

 * Spawns Scouts. Maximum Number: +1
 * Recruitment Capacity (Units in Training) : 3
 * Recruits ALL Native American units


--==Fur Exchange==--

"Furs are a mark of luxury and status, as well as a practical way of keeping
 warm. The demand can strip areas of their native fauna.

 Although the medieval sumptuary laws (that defined who could wear what) are
 largely ignored in Europe, the wearing of fur is often restricted to royalty
 and other high-status individuals: the British House of Lords sets out 
 regulations for the fur trimming on peer's robes, while fur is often reserved
 for warloads in the East. Lesser status furs are available to anyone with the
 money to spend.

 In Europe, even artists benefited from the fur trader's work: sable-hair 
 brushes (actually made from a kind of weasel) are extremely good for 
 watercolours, as they come to a fine point and hold paint well. Watercolour
 landscapes became very fashionable during the 18th Century, both to own and
 to paint. Painting watercolours became an accomplishment for marriageable
 young ladies, a delicate art to show off their sensibilites. In the process,
 watercolours became an important part of tourism, as they allowed the rich to
 record what they had seen on their travels."

 * Requires Fur Market
 * 40 Fur Pelts produced each turn


--==Fur Market==--

"There is almost an insatible demand for fur. Pelts are traded for trinkets
 and manufactured goods, including firearms.

 Trade in furs is highly profitable, and almost any item can be parleyed into
 a good deal for pelts. Shipping fur back to the home market can be more of 
 a problem, as transport in the wilderness relies heavily on finding 
 navigable river routes.

 By 1700, the Hudson Bay Company was well established and expanding its 
 operations into previously French-dominated territories. It had been set up
 in 1670, in London, by a royal charter to trade with the natives of Canada. 
 The company traded English wool blankets to the native tribes in return for
 beaver pelts, and became the de facto colonial British government in 
 Canada. Some of its trading posts become sites of substantial fortifications.
 In this, it matched the East India Company's success in the Eat. It did much
 better than the EIC in surviving to the present day; the again, the EIC had
 a spectular lack of success in pursuading Mughal India to take heavy 
 woollen blankets as trade goods!"

 * Requires Fur Trader
 * 25 Fur Pelts produced each turn


--==Fur Trader==--

"Fur trader are explorers and backwoodsmen, practical men in search of the 
 wealth that the wilderness contains: animal pelts.

 Exploiting natural animal resources is one of the cheapest and most 
 effective ways of making profit from virgin territory. It takes training,
 luck and money to extra mineral wealth, but anyone - if they are tough 
 enough - can hunt, or with the natives for pelts.

 Historically, men looking for animal pelts for the finest furs explored
 swathes of North American and the Siberian wilderness. In America, it was
 beaver pelts that drove the traders further into the hinterland; in
 Siberial it was sable pelts that drove traders deeper into the wilds. Demand
 for furs at home in Europe was almost insatiable, probably helped by a cold
 period in climate and a singular lack of effective central heating!"

 * 15 Fur Pelts produced each turn


--==Fur Trader / Native==--

"With the desire for furs every increasing, trading in them is a lucrative
 business.

 Trading in fur can be a long-winded affair until the final customer is 
 reached, as moving furs from the wilderness relies heavily on finding river
 routes to transport them. The use of wooden canoes allows the furs to be sent
 great distances in a much shorter thing than if they had been sent by land.

 Historically, many European outsiders that became "woodsmen" actually took
 up the native way of life, adopting their clothing, lodgings and customs. 
 Some married native women, thus creating bonds to the tribe that came with 
 the benefit of free and easy trade."

 * 15 Fur Pelts produced each turn


--==Fur Trading Post==--

"A building in the wilderness specifically used as a meeting place for the 
 trading of furs and manufactured goods. 

 As European influence increased, the tribes recognised the need to hold 
 more territory, if only to deprive the invaders of the best lands."

 * Requires Fur Trader/Native
 * 25 Fur Pelts produced each turn


--==Games Field==--

"A formal training area for tribal warriors to perfect battle skills and 
 learn necessary discipline.

 Protecting family and land is the first responsibility for a young warrior.
 Learning weapon skills during the hunt gives a man the skills of a fighter;
 learning to fight alongside others makes him a useful warrior, and a 
 credit to his tribe. 

 Historically, warriors used the bow and arrow with astounding skill, 
 thanks to constant hunting. Other daily tools such as the hatchet-like
 tomahawk were useful in war too. Oddly, in some tribes it was the custom
 to bury tomahawks once a war was ended (hence "bury the hatchet"). The 
 tribes, however, never developed an organised approach to warfare to 
 match that of the European invaders."

 * Spawns Scouts. Maximum Number: +1
 * Recruitment Capacity (Units in Training) : 1
 * Enables Esearch of Winter Clothes
 * Recruits basic Native American infantry


--==Global Trading Company==--

"A massive enterprise controlling a nation's trade to one part of the 
 globe, or in certain commodities.

 Trading companies can be enormous, with fleets of armed merchant ships
 carrying all manners of cargo. The successor to the medieval adventurers,
 they generate fantastic wealth from their operations. Usually granted a 
 government monopoly in either a geographical area or in a set of trade
 goods, the companies can also act as a privatised diplomatic service in
 distant corners of the globe. They are known to do deals with local 
 potentates for trade concessions, military access, tax farming and they 
 have taken over native governments by imposion their "advisors."

 Historically, the great East India companies of Britain, France, and the
 Netherlands were armed, quasi-independent mercantile mini-states. The  
 British East India Company was wealthy almost beyond imagining: its trade
 represented about one-sixth of the British national income. Like the 
 French "Compagnie francaise pour le commerce des Indes orientales" and 
 Dutch "Vereeningde Oost-Indische Compagnie", the "John Company" has its
 own fleet and army. In India it fought wars and had its own foreign policy,
 giving the British government little choice but to support its actions.
 In modern times only petrochemical, mining and arms companies have commanded
 considerable power over nations."

 * Requires Commercial Basin
 * Enhances National Prestige
 * Improves export capacity (increases trade value)
 * +5 Trade Routes Possible (Sea)
 * +1000 Coins to Region Wealth
 * +9 Coins per turn to town wealth in the region
 * Build Battle and Trade Vessels


--==Gold Mine==--

"Mining is a dirty, dangerous business. Men hack out all manner of valuable 
 minerals by hand, risking life and limb for the mine owner's profits.

 Lit only by candles (which they must by themselves) or lamps with naked  
 flames, most miners are labouring in conditions that resembles hell on 
 Earth. In some mines firedamp (methane) is a constant risk thanks to the
 candles - an explosion can happen at any time. The risk of a slow death is
 there tool; stone dust and poisonous minerals such as arsenic: ruin a man
 as surely any explosion.

 there were also accidents. Miners are paid only for the valuable minerals
 that they extrace, so there is little incentive to carry out much work
 for safety's sake. Pit props may keep the roof from collapsing, but putting
 them in does not earn any payment - the miners may even be charged for the
 materials! And it is not just men who labour below ground. Women often pull
 carts from the working face to the surface. Children needed less space and
 air than adults, and make ideal support workers, clearing tunnels and 
 bringing food and water to the miners. In smaller seams, children are the
 perfect labourers.

 All of this is secondary, however, to the business of making money, and 
 mining can be a very profitable industry."

 +X to Region Wealth (Depends on the Yield of the Mine)


--==Government Chambers==--

"An imposing meeting place for the "great and good" to offer their advice
 to the local governor, and influence the course of local politics.

 The monarch acts within the law and with the consent of the governed in a 
 constitutional monarchy. This is what distinguishes the system from the 
 crude absolutism of rule by the sovereign's whims and foibles: laws limit
 what the Crown can do, what taxes can be levied, and how people can be 
 treated. In such a system, it is wise for the people to be consulted, and 
 to be seen to be consulted, even if the sovereign's appointed governors 
 actually make the decisions. Often, executive power is handed down to a
 local council of worthies: men wealthy and well connected enough to have a 
 stake in the survival of the state. They can be trusted to act loyally, in 
 the best interests of the monarch, themselves and the people.

 Historically, appointed governors oftten took it upon themselves to select
 local men to advise them about local matters. For example, there was a 
 tradition in English colonies overseas for landowners to offer their services
 and best advice to the London-appointed governors, whether it was welcome or
 not!"

 * Requires Government Council, Constitutional Monarchy
 * +3 to Repression in the Region
 * +6% Coin bonus to region tax income
 * Recruitment Capacity (Units in Training) : 2
 * Recruits: Basic Infantry and Cavalry


--==Government Council==--

"A constitutional monarch's powers are limited by law, as are those of 
 appointed governors. Viable consultation can ease the use of even these
 limited powers.

 While the people do not have to be listened to, it is a wise course of action
 to consult them in local matters. The process may be real or a fig leaf, but 
 one result is that the council takes the blame for poor decisions, not the
 Crown or its governors, beys to thalurs! The propertied classes and local
 dignitaries on the council almost certainly owe their advisory status to 
 their wealth or social position: democracy may play a part, but the 
 franchise is likely to be very limited indeed. The lower social orders are
 unlikely to be given any say in how they are governed. 

 This lack of broad consultation is not as bad as it sounds. The government
 cannot overstep the bounds of its powers. There is a contract (or even an 
 informal understanding) between government and governed as to what the Crown
 may do without the consent of the people (ther people being those with a 
 stake in the country - men of property in other words). Historically, this
 is essentially the model that the British arrived at: the King and his
 ministers ruled, but needed Parliament to raise taxes and pay for 
 everything!"

 * Requires Governor's Residence, Constitutional Monarchy
 * +2 to Repression in the Region
 * +4% Coin bonus to region tax income
 * Recruitment capacity (units in training) : 1
 * Recruits: Infantry and Cavalry Units


--==Governor's Mansion==--

"In an absolute monarchy, the monarch's person is the wellspring of all 
 authority. Lackeys - no matter now mighty - serves at the Monarch's pleasure
 and need take no account of locals!

 Absolute monarchy is an effective and sometimes brutal form of government. 
 The monarch's powers are not limited in any way. What the monarch decrees 
 simply happens. If it does not, heads roll, often literally!
		
 The machinery of provincial government receives the same authority from the 
 Crown. A governor, thalur or bey (depending on the nation in question) has 
 the power to do anything to his subjects, providing he delivers what his
 monarch requires - and this is usually tax income and soldiers. Any other 
 considerations can be put to one side; it is the duty of subjects to obey in
 an absolute state, and those who dare argue back are quite rightly treated
 as faithless rebels.

 Historically, absolutism was the main form of Government in many 18th century
 states. Louis XIV of France was speaking the truth when he repeatedly claimed
 "L'Erat, c'est moi!". Like many absolutists and their apologists, he
 sincerely believed that he was responsible for his actions only to God."

 * Requires Governor's Residence, Constitutional Monarchy
 * +2 to Repression in the Region
 * +4% Coin bonus to region tax income
 * Recruitment capacity (units in training) : 1
 * Recruits, Infantry, Cavalry and Artillery units


--==Governor's Palace==--

"This magificant palace is a pale reflection of a monarch's glory, power and
 wealth, not those of the governor's person.

 In an absolute monarchy, there is a great chain fo authority that stretches
 down from the monarch's person even to the lowliest of his subjects. Everyone
 has a place, sanctioned by time, custom and the approval of the monarch and
 no one is exempt from the awful majesty of the sovereign's power. This is
 especially true of governors away from the royal court. They may rule from 
 marble palaces, but they do so not in their own right but by the authority
 granted from the Crown. If any of them ever forgot that the grandeur and 
 luxury that surrouned them are entirely borrowed, the penalties for personal
 aggrandisement are terrible indeed. Having been raised up, they have an 
 awfully long way to fall. 

 In reality, many governor's residences in absolute monarchies combined luxury
 (for who was to say when the king would visit?) with enough barracks and
 stables to house a small army. Absolutism always relied on the concepts of
 the "rod and the axe" to maintain authority, although by the 18th Century  
 a good stock of gunpowder and a fine collection of artillery did better
 service."

 * Requires Governor's Mansion 
 * +3 to Repression in the region
 * +9% Coin Bonus to region tax income
 * Recruitment Capacity (Units in Training) : 2
 * Recruits basic infantry


--==Governor's Residence==--

"As a province grows, the central government appoints its own governor with
 greater powers, rather than relying on the services of a member of the local,
 minor gentry. 

 No matter what his title - Lord Lieutenant (to the Monarch), Governor, Pasha,
 Thalur - the man appointed to oversee a province is a minor monarch, even in 
 a republic! His main duties are tax raising and defence, and he is the 
 government's man rather than a senior member of the local community. He is
 both protector and enforcer. He can enforce the law as he sees fit, ignore
 it when inconvenient and even grant pardons. He can impress men into military
 service and use them against any who dare to rebel. He has to power of life 
 and death over his subjects - although he may have to use the justice system
 rather than simply having people shot. And, best of all, in an age of 
 "interest" he has the power to fill his own and his friend's purses at the
 state's expense. 

 Historically, office holders in the 18th Century (almost regardless of 
 country or government style) seemed to have trouble keeping the state's money
 out of their own pockets. It was acceptable for a man to appoint himself or 
 a friend as a contractor, tax farmer or monopolist and make a handsome 
 profit."

 * Requires Magistrate, Constitutional Monarchy
 * 1 to Repression in the Region
 * Recruitment Capacity (units in training) : 1
 * Recruits: Infantry and Cavalry Units


--==Grand Opera House==--

"This impressive setting for musical performances allow the audience to 
 delight in novel entertainments, and admire the good taste of the house's
 patron.

 Little expense is spared on a grand opera house, particularly in the "front
 of house" area where the audience are to be found. A grand opera house is 
 a maginificant structure, the equal to any palace in terms of luxurious
 appointments and detailing to overawe the visitors. The staged can be 
 equally elaborate, featuring enormous casts and intricate settings. This is
 conspicious consumption raised to a high art, even before the music starts!

 Many rulers in the 18th Century acted as a patron of the arts, and opera in
 particular. Apart from being fablously and famously expensive (therefore
 demonstrating the patron's wealth), the musical form was also growing in
 popularity and quality. The staging and music of opera advanced tremendously
 during the period, with works from composers of genius such as Mozart, 
 Handel, and Scarlatti. Emperor Joseph II of Austria, the "music king", was
 particularly fortunate that his love of the art coincided with a flowering
 of musical talent in Europe. He used the arts as a subtle tool of 
 nationalism, promoting a Germanic culture within Austria."

 * Requires Opera House
 * +3 Happiness (Lower Classes)
 * +3 Happiness (Middle Classes)


--==Great Arsenal==--

"A great arsenal is a government-owned facility, intended to manage the 
 manufacturing and development of long guns and all the paraphernalia needed.

 The development of new cannons is an expensive and sometimes risky business,
 and one that the state likes to keep under its immediate control. No 
 government likes to contemplate rebellion, but central control of heavy
 artillery and its production is a wise policy. Rebels without cannons are
 an annoyance; with large guns, rebels can become revolutionaries!

 Large guns are necessary for armies (and navies for that matter) to operate
 effectively. The ability of a nation to projects it power in war is, in a
 large part, measured by the size and variety of its artillery train.

 Historically, the arsenals of many states were peacetime stores for
 cannons, shot and powder; domestic peacekeeping by an army rarely required
 artillery. Once cast, a cannon barrel could spend decades in storage before
 mounted on a carriage and used in anger. Gunpowder, too, could spend 
 neglected years in storage, and this caused all kinds of problems when it 
 was finally issued to gunners. Money for the upkeep of stores also caused
 problems, too often ending upin the pockets of the Masters of Ordnance
 and his friends!"

 * Requires Ordnance Factory
 * Enables Research of Carcass Shot
 * Recruits Intermediate Artillery


--==Great Ashram==--

"An ashram offers wisdom and learning to all those who come within its 
 walls.

 This retreat from the cares of the world is a place of peace and 
 tranquility, as well as a place of profound learing and contemplation. 
 Not quite a monastry, or matha, an ashram is bound by an informal code
 of conduct laid down by the religious leader or sage who leads it.

 Traditionally, the ashram are detacted from everyday concerns, and 
 concentrate to the spiritual development of the students. Some act as
 schools for children too. Even though they are places of peace, not 
 everyont who makes a pilgramage to an ashram has peaceful intent. The
 journey, both internal and external, can teach a warrior much about the
 business of warfare and some ashrams do offer a form of martial arts
 training. In the Hindu epic: The Ramayana, warrior princes receieve
 weapons training at an ashram."

 * +4 Happiness for the Hindu Population (lower classes)
 * Converts the populace to Hinduism
 * Spawns religious agents. Maximum number: +1


--==Great Charbagh==--

"These formal gardens are a retreat from the hurly-burly of the everyday 
 world, and a place where important guests can be entertained.

 These are space where rulers, their important functionaries, ambassadors
 and the "great and good" can take their ease, enjoying the peace of shade,
 running water, natural beatuty, and pleasant scents.

 The design of Persian gardens influences the layout of a charbagh, (the
 word itself has Persian origins), and the plants that are grown. The central
 idea is to reflect or recreate Paradise in an earthly setting, albeit with
 the limitations that humans always bring to their works. The garden is 
 divided into four sections, each with its own reflecting pools, formalised 
 streams and fountains, and carefully selected paintings. Water features 
 are important because they represent the four rivers of Paradise. The
 plants carry symbolic meanings too, for those educated enough to "read" the
 garden, such as the cypress trees representing death. Often verses of sacred
 texts are carved into the stonework, or inlaid in wall tiles, as a further
 aid to contemplation.

 The most famous charbagh in existance is probably best known for the tomb 
 it contains: laid out in 1632, the gardens of the Taj Mahal in Agra, are a 
 superb formal setting for any building."

 * Requires School of the Arts
 * +3 Happiness (Nobility)
 * +3 Happiness (Lower Classes)


--==Great Estates==--

"The largest estates can have a huge acerage turned over to the pleasure of 
 their owners. Pleasure in a carefully manicured nature is secondary to the
 need to make money!

 The largest estates are a statement of wealth, complete with dazzling 
 palace-like grand houses in the latest styles and built without thought to
 the expense. Landowners and the great nobility vie with each other to produce
 not just homes, but idealized landscapes around them. Where the terrain is
 not dramatic enough, it is ruthlessly reorganised to suit the owner's tastes.
 In the interests of art and beauty the workers, their homes, and their farms
 are removed from the land.

 Historically, a group of landscape architects in Europe completely remodelled
 many country estates into idyllically perfect vistas for their clients. They
 created the fantasy of a natural landscape, improving on what was there to
 make entirely "artificial" (and this is not a term of disapproval at the 
 time) parkland dotted with romantic ruins and gothic follies. In the process,
 men like Lancelot "Capability" Brown remade hills, flooded valleys, moved
 rivers, destroyed entire villages and displaced people without mercy. Many
 of these amazing houses and gardens still exist today, if only as tourist
 attractions."

 * Requires Clearances
 * +0.9% to Population Growth
 * Reduces the Chance of Food Shortages
 * +X Coins to Region Wealth (Depends on Yield of Farming Region)
 * Enables Research of Threshing Machine


--==Great Museum==--

"This splendid structure is a celebration of national greatness, celebrating
 the progress of a country towards its current perfection.

 Some objects in the collectoin are the spoils on war, gifts from travellers,
 the items collected on the whims of past rulers, and intriguing curios 
 from around the world. This is, in many ways, the national equivalent of a 
 savant's "cabinet of curiosities": a miscellany of interesting things,  
 collected simply because they were interesting. The other half of the 
 collection is a clear demonstration of national prowess in all fields, be
 that a piece of intricate machinery, a work of superlative craftsmanship,
 the largest cannon in the world, and so on. It is understandable if a 
 certain chauvinism creeps into the enterprise, it is an exercise in 
 national trumpet-blowing!

 Historically, private museums and displays had developed from the collections
 in "cabinet of curiosities", and some of these had ended up as government or
 royal property. The world-famous British Museum began this way, when Sir Hans
 Sloane's collection was left to George II so that it could be preserved for
 the nation. Now a wonderful collection of antiquities, the Museum was 
 intended to be a universal collection, and had natural history, geology, and
 science exhibits."

 * Requires Grand Opera House
 * Enhances National Prestige
 * +4 Happiness (Lower Classes)
 * +4 Happiness (Middle Classes)


--==Great Parliament==--

"The seat of parliament in a constitutional monarchy, as the monarch has 
 become a ceremonial figurehead with deliberately limited powers.

 Parliamentary government involves the elected representatives of the people
 forming a government with the monarch's consent - although the ministers who
 emerge from the system may not be entirely to the monarch's taste! While the
 sovereign can at least have an advisory role, and choose chief ministers, 
 those ministers determine national policy. Unless a ministry can command 
 majority support in parliament, its policies, of left or right, radical 
 or conservative, will fail.

 The terms "left" and "right" to define political views in an elected system
 come from just before the violent birth of the French Republic, with the
 absolutist Louis XVI was moving towards a constitutional monarchy. The
 liberal deputies of the "Third Estate" in the "Estates General" (a 
 parliament called by Louis) sat to the left of the assembly president's 
 chair, while the nobility (the "Second Estate") with more conservative views
 sat on his right. The terms "left" and "right" have continued to this day,
 usually in a disapproving fashion. Louis' success with his constitutional
 experiments was limited: the guillotine ended his reign in a sudden and 
 cravat-ruining fashion!"

 * Requires Government Chamber
 * +5 to Repression in the Region
 * +10% Coin Bonus to region tax income
 * Recruitment Capacity (Units in Training): 3
 * Recruits basic militia


--==Gunnery School==--

"A practical education in the arts of gunnery and the uses of firepower can be
 a very useful thing for an officer of artillery.

 Gunners see themselves as a "race apart" from army officers, and with good
 reason. They are skilled specialists who have spent years studying their 
 trade. In the wrong hands, cannons can be as dangerous to their users as to
 the enemy, so gunners are actually expected to know what they are about. 
 Unlike army officers, who have often obtained their rank through the purchase
 of a commission, gunners are promoted on seniority and merit. It is not 
 enough to stand around looking brave; a gunner needs to understand military
 surveying and drawing, mathematics, ballistics, some military engineering, 
 and have a grasp on technical matters. This can create tensions between
 "gentlemen" officers and the gunners practicing a "trade."

 Historically, many corps of artillery and gunnery schools are older than
 national standing armies, as they can date their foundations back to the
 times when a Master of Ordinance or Artillery was part of a royal household.
 The most famous artillery student is, of course, Napoleon Bonaparte; his
 interest was considered surprising given his background as a member of the
 minor nobility."

 * Requires Great Arsenal
 * Enables research of Explosive Rockets
 * Recruits Strong Artillery, Mortars and Howitzers


--==Gunsmiths==--

"A gunsmith is an indispensible asset with the skill to produce and maintain
 firearms.

 The Europeans brought guns to the Americas, but the native tribes have not
 been slow to adopt them. A gun is a status symbol for a warrior, and needs
 care if it is to work properly. The smiths of many tribes have learned to
 repair and even manufacture firearms, following the invaders' patterns.

 For the most part, Native American tribes gained guns through trade or from
 vanquished foes. One of the earliest guns to become available to them was 
 a lightweight, smoothbore, French flintlock musket, thanks to the trading
 and political policies carried out in New France (Canada). The French gave
 "their" natives guns in the hopes of discomforting British Settlers."

 * Spawns Scouts. Maximum Number: +1
 * Recruitment Capacity (Units in Queue) : 3
 * Enables Research of Improved Ironworking, Cannon Casting
 * Recruits: All Native American Infantry


--==High Chief's Lodge==--

"The High Chief has the final say, and his dwelling reflects his status.

 Tribal structure relies on everyone knowing his place and recognising 
 where power is vested. The tribal sub-chiefs need a supreme leader to 
 bring them together, to be a voice for his people. The High Chief fulfils
 this role, acting as father to his tribe with, if he is wise, the guidance
 of the medicine men and older warriors.

 Historically, tribal leaders were the key in determining tribal policies, 
 especially towards the invading Europeans. King Philip's War of 1675-6 seems
 to have been the result of Metacomet (or "King Philip" as the English 
 settlers called him) realising that trading tribal lands for goods was the
 height of folly, despite what previous leaders had done."

 * +9% Coin Bonus to region tax income
 * +75 Coins to region wealth
 * +3 Coins per turn to town wealth in the region
 * Recruitment Capacity (Units in Training) : 1
 * Enables research of Written Language
 * Recruits Basic infantry


--==High Porte==--

"A palace that is almost beyond magnificant, intended to be the envy and 
 amazement of the world.

 All places are intended to overawe and intimidate those who seek an
 audience. The scale of everything is monumental and slightly inhuman, 
 providing the ultimate stage for the public exercise of absolute power. 
 This palace is the external realisation in marble and gold and the 
 fundamental truth that here is a sovereign lord who has no limits: nothing
 is beyond his ambition. The entire resources of the state can be spent to
 create such a palace, if desired, if it costs a thousand lives, no matter.
 Within the walls, the palace is a world within a world, where offical 
 prequisites are jealously guarded and fought over, even as the officals
 scurry to carry out their master's every wish.

 Historically, such as the Winter Palace in St Petersburg, Russia, and the
 High Porte, the private court of the Ottoman Sultans, were almost small
 towns in themselves. Their grandour still inspires admiration and amazement,
 even today. From the Tsar and the Sultan downward, there was a strict
 hierarchy with everyone plotting and counter-plotting to keep or gain 
 status. Even the servents "below stairs" had their own pecking order."

 * Requires Sublime Porte
 * +5 to Repression in the region
 * +15% coin bonus to region tax income
 * Recruitment capacity (units in training) : 3
 * Recruits basic infantry


--==Hofburg==--

"This magnificant palace is a suitably grand and imposing surroundings for the
 business of running an Empire.

 The Hofburg was the imperial residence of the Hapsburgs in Vienna, with 
 sections dating back to the Middle Ages. The idea of this being a single 
 palace is something of a mistake, as it is a complex of buildings that has 
 grown up over the centuries as the needs (not to mention rivalries and 
 dislikes) of the Hapsburg rulers have changed. It housed chapels, a music 
 school, and numerous small residents for the cadet branches of the family.
 Indeed, there is a complete second palace in the Imperial Stables, a result
 of a falling out between the Holy Roman Emperor Ferdinand I and his son,
 the Crown Prince Maximillian. Relations between the two were so bad that the
 Emperor did not want his son under the same roof!

 Over the centuries the Hofburg has been extensively rebuilt and remodelled
 as funds have been available and tastes have changed. It remains, however,
 a serious expression of Imperial power and grandeur. The building is still
 in use today as the offical residence of the Austrian president."

 * +1 Happiness (Nobility)
 * +1 Happiness (Lower Classes)
 * +5 to Repression in the region
 * +15% Coin Bonus to Region Tax Income
 * Recruitment Capacity (Units in Training) : 3
 * Enhances National Prestige 
 * Recruits basic infantry
 * Highest level Government building, built in Vienna by the Austrians


--==Horse Breeder==--

"Horses are incredibly valuable and those who look after them command great
 respect.

 The keeping and training of horses is a noble profession, as wealth can be
 measured in a tribe's horses. The beasts are so revered that a breeder will
 bring his prized horses into his home in bad weather.

 The Spanish conquistadors reintroduced horses into America during the 
 sixteenth century. Their arrival had a profound effect on the Native American
 peoples and their way of life. It became a great achievement to steal the
 best horses from neighbouring tribes."

 * Converts the Populace to Animism
 * Recruitment Capacity (units in training) : 1


--==House of Representatives==--

"This is the centre of the republic: the beating heart of the nation where
 the great and good gather to seat their people to a better future.

 The "great and the good", naturally enough, need suitably imposing 
 surroundings to carry out their burdensome law-making duties. Indeed, the
 magnificance of the building used for represenative assemblies can only 
 bolster the honour and the prestige of the republic! That is also adds
 gravitas to the representives themselves is no more than mere coincidence.

 The number of chambers and their methods of selection differ from 
 republic to republic. Nearly all feature one chamber to pass laws and 
 another to revise them.

 While the people may have a say in who creates the law "the great and the
 good" usually take considerable pains to enfranchise only sections of the
 people. By carefully excluding votersthanks to age, sex, wealth, religion,
 birth, and geological location, the political classes can make public 
 support a largely meaningless term. The less astute and largely unwashed
 masses of the people are important, but that does not mean they should
 interfere in government business!"

 * +4 to repression in the region
 * +12% bonus to region tax income
 * Recruitment capacity (units in training) : 2
 * Recruits basic militia


--==Hunting Grounds==--

"A large area inhabited by a variety of wild animals hunted for the meat and
 pelts.

 Hunting is a way of life, and the methods and techniques used have been 
 handed down for generations. The seaons play a huge role in the way hunting
 parties operate: in autumn when the grasses are dry, fire is used in hunting.
 Once a herd of animals is located a large arc of fire is started while, the
 hunters pick the animals as they run from the flames.

 The re-introduction of the horse into the Americas meant that tribes could
 hunt over a greater range for extended periods of time. On the Great Plains,
 some young braves you pursue buffalo for months on end."

 * Spawns Scouts. Maximum Number: +1
 * Recruitment Capacity (units in training) : 1
 * Enables Research of Ironworking
 * Recruits basic Native American infantry


--==Imperial Naval Engineers' School==--

"Despite the name, the naval college offers training to naval architects,  
 shipbuilders and quarterdeck officers.

 The Naval Engineers' School began as a training school at the Golden Horn
 shipyards, and was put on a formal footing by Cezayirli Gazi Hasan Pasha
 (1713-90), the Grand Vizier of Sultan Mustafa III, and a Franco-Hungarian
 military advisor, Francois Baron de Tott. It was a part of Mustafa's efforts
 to modernise the Turkish military and naval system in the face of 
 considerable resistance from the janissaries and their leadership. The
 teaching given was extremely good, and produced fine officers.

 Hasan Pasha is actually more interesting than the school, as he started 
 life as a slave in eastern Turkey and rose through the ranks of the military.
 He even spent time with the Barbary Pirates of Algiers and, while there, 
 domesticated a lion as a pet! Despite being on the losing side at Battle of
 Chesma in 1770 his ship, the 84-gun Real Mustafa, was one of the few on the
 Turkish side to emerge with any credit. His record certainly helped with it
 came to driving through the (limited) reforms that Mustafa managed to 
 advance. Baron de Tott's other achievement was the establishment of a new 
 cannon foundary."

 * Requires Naval College
 * +1 Happiness (Nobility)
 * +1 Happiness (Lower Classes)
 * -5% to Upkeep Costs for all naval units
 * Enhances National Prestige
 * Built as highest Naval Building by the Turks in Istanbul


--==Imperial Palace==--

"A palace that is almost beyond magnificant, intended to be the envy and 
 amazement of the world.

 All places are intended to overawe and intimidate those who seek an
 audience. The scale of everything is monumental and slightly inhuman, 
 providing the ultimate stage for the public exercise of absolute power. 
 This palace is the external realisation in marble and gold and the 
 fundamental truth that here is a sovereign lord who has no limits: nothing
 is beyond his ambition. The entire resources of the state can be spent to
 create such a palace, if desired, if it costs a thousand lives, no matter.
 Within the walls, the palace is a world within a world, where offical 
 prequisites are jealously guarded and fought over, even as the officals
 scurry to carry out their master's every wish.

 Historically, such as the Winter Palace in St Petersburg, Russia, and the
 High Porte, the private court of the Ottoman Sultans, were almost small
 towns in themselves. Their grandour still inspires admiration and amazement,
 even today. From the Tsar and the Sultan downward, there was a strict
 hierarchy with everyone plotting and counter-plotting to keep or gain 
 status. Even the servents "below stairs" had their own pecking order."

 * Requires Royal Palace
 * +5 to Repression in the region
 * +15% coin bonus to region tax income
 * Recruitment capacity (units in training) : 3
 * Recruits basic infantry


--==Improved Settlement Fortifications==--

"At settlements grow there is a need for more elaborate defence in depth. The
 fortifications are designed to intimidate any attacking force, and then kill
 them.

 Extensive fortifications cost huge sums of money and much effort. There is 
 little point in constructing them unless they are well maintained and needed
 for the future survival and prosperity of the town. A defensive wall is good 
 for a sense of security, but does not feed a hungry family after a poor local
 harvest! As a practical matter, then, these fortifications are erected along
 borders and around towns of real strategic significance. 

 The defences are laid out according to the latest military fashions, and as
 well as built as any purely military fortification. This can cause local 
 problems, as prime building land is either used for the fort themselves, or
 must be kept clear to provide excellent fields of fire. During long periods
 of peace, the city fathers must resist the temptation to cover the killing
 zones with houses and commercial properties!

 Historically, fortresses created by Marshal Vauban of France dominated their
 towns for centuries. The fortresses of Strasbourg, in Alsace, are typical
 of his work, and were a clear geographical boundary until the end of the
 19th Century.

 * Requires Settlement Fortifications
 * +1 Happiness (Lower Classes)
 * +1 Happiness (Middle Classes)
 * Surrounds city approaches with a ring of star forts, protecting it from 
   assault
 * Enhances national prestige


--==Independence Hall==--

"Every new nation needs a birthplace.

 Independence Hall in Philadelphia was actually built by the Pennsylvania
 colonial legislature as their State House, and so for the first two decades
 after its completion it was home to part of the British administration in
 America. It is a practical, red brick building in a grand colonial style
 and has an architectural honesty and pleasing, human proportion to it that
 is sometimes lacking in grander neo-Classical structures.

 From 1775, the building was the home to the Second Continential Congress,
 the representatives of the Thirteen Colonies who approved the Declaration
 of Independence. The romantic view is that the "Liberty Bell" was wrung to
 bring citizens to hear the reading of the Declaration in July 1776. 
 Unfortunately, for romantics, historicans now believe that the steeple of
 Independence Hall was in too bad a stateto allow the ringing of bells from
 the Hall. That hasn't stopped the romantics from believing the story for
 a minute! Independence Hall was abandoned by Congress when the British 
 occupied Philadelphia from 1777-78. The government eventually moved to a 
 specially created federal district (later to become Washington DC) when a
 mutiny by the Continential Army drove them out of Philadelphia in 1783. 
 But for the actions of the mutineers, Philadelphia would probably still be
 the capital of the United States."

 * Built in Philadelphia by the US as the maximum Government building
 * Requires Presidential Palace
 * +1 Happiness (lower classes)
 * +1 Happiness (middle classes)
 * +5 repression in the region
 * +15% coin bonus to region tax income
 * Recruitment capacity (units in training) : 3
 * Enhances national prestige
 * Recruits basic infantry and cavalry


--==Ironmaster's Works==--

"Hot, mortally dangerous, clamorous and flithy, the forges and works of the
 ironmasters are, for some, a presentment of Hell on Earth.

 Blacksmiths can only produce small quantities of good quality iron, and
 small items, thanks to their reliance on muscle power for all work. The
 ironmasters have the financial backing and imagination to scale up the
 production of iron, and use water power to force air into the furnaces and
 power machines to work the metal. Where there is a plentiful supply of 
 coal, water and ore, the ironmasters can make a profit.

 The Industrial Revolution and the modern world we now live in owe their
 existance to one small valley in Shropshire, England. Coalbrookdale had
 good supplies of water and coal and this encouraged Abraham Darby to
 establish his coke-burning foundry there to make iron (there had been
 foundries in Coalbrookdale before, producing cannon shot among other things).
 Charcoal-powered furnaces were becoming uneconomic, as the demand for wood
 outstripped supply, hence the switch to coal and coke. Darby's methods were
 revolutionary and the family business went from strength to strength. The
 production of high-quality iron generated demand for more; the Iron Bridge
 at Ironbridge, for example, demonstrated that iron was a superb construction
 material, thanks to the efforts of Abraham's grandson, also called Abraham."

 * Requires Iron Workshops
 * +X to town wealth (Depends on Yield)
 * +11 Coins per turn to town wealth in the region
 * Enables research of Machine Tools, Puddling Furnaces, Steam Engine


--==Iron Mine==--

"Mining is a dirty, dangerous business. Men hack out all manner of valuable 
 minerals by hand, risking life and limb for the mine owner's profits.

 Lit only by candles (which they must by themselves) or lamps with naked  
 flames, most miners are labouring in conditions that resembles hell on 
 Earth. In some mines firedamp (methane) is a constant risk thanks to the
 candles - an explosion can happen at any time. The risk of a slow death is
 there tool; stone dust and poisonous minerals such as arsenic: ruin a man
 as surely any explosion.

 there were also accidents. Miners are paid only for the valuable minerals
 that they extrace, so there is little incentive to carry out much work
 for safety's sake. Pit props may keep the roof from collapsing, but putting
 them in does not earn any payment - the miners may even be charged for the
 materials! And it is not just men who labour below ground. Women often pull
 carts from the working face to the surface. Children needed less space and
 air than adults, and make ideal support workers, clearing tunnels and 
 bringing food and water to the miners. In smaller seams, children are the
 perfect labourers.

 All of this is secondary, however, to the business of making money, and 
 mining can be a very profitable industry."

 +X to Region Wealth (Depends on the Yield of the Mine)


--==Iron Workshops==--

"Blacksmiths are the heart of many communities. Their skills make tools for
 the farm, the home and the workshop alike.

 Smiths make everything that the world of work uses, from ploughshares, 
 horseshoes and sickles to knives, nails, and wagon tires. They even make
 the machinery to make more machines, as they make tools for themselves and
 other crafts not to mention the working parts of many workshops. The people
 with the surname "Smith" (or its equivalent) shows the historical importance
 of ironworking!

 The job is, however, dirty and dangerous. Fire is an ever-present danger, 
 and working with red hot metal has risk all of its own. It breeds tough,
 hardy, independent men with an unsentimental eye for profit.

 Making iron requires a great deal of charcoal as fuel. This means that the
 secondary industry of charcoal burning uses large tracts of woodland to make
 charcoal, and is one of the main limitations on iron production. It is almost
 impossible to produce enough charcoal, year after year, to keep the furnaces
 burning because managed woodlands don't grow fast enough."

 * Requires Craft Workshop (Smiths)
 * +X to region wealth (Depends on the wealth of the town)
 * +8 Coins per turn to town wealth in the region
 * Enables research of Basic Steam Pump, Coke Blast Furnace, Measuring Tools


--==Iron Workshops / Natives==--

"Workshops create tools and trade goods for the tribe.

 A workshop is a vital resource for the community, whatever it produces. 
 These small-scale industries have a large role to play in the tribe's 
 prosperity and survival.

 Beads, for example, were an important craft produce in Native American
 society. They were used in ceremonial jewellery and clothing as a form 
 of currency where barter was not used. Despite the large number of people
 involved in craftwork, the tribes never used anything more powerful than
 human muscle in their industries."

 * -2 Happiness from Industrialisation (Lower Classes)
 * -2 Happiness from Indistrialisation (Nobility)
 * -15% Recruitment Cost for all land units
 * +X to region wealth (Depends on the wealth of the town)
 * Recruitment Capacity (Units in Training) : 1


--==Jesuit College==--

"The Catholic Church has educated the social elite for many centuries, and
 the Society of Jesus provides a vigorous training for young minds.

 Originally formed as the Church's "shock troops" of the Counter-Reformation,
 the Jesuits have long used education as a weapon in their struggles against
 Protestant heresy. Their colleges gives Catholic students an excellent 
 grounding in many disciplines, as well as making sure that their faith is
 certain and sure. A few pupils receive scholarships or charity, but the 
 majority of them are the children of the social elite in Catholic nations.
 Jesuit Colleges have an essentially conservative bent, and exist to confirm
 the existing political and social order (and the Church's over-arching
 authority) in the minds of the students, not make them question the world.

 The Society of Jesus had a long tradition of intellectual excellence, a 
 legacy of its duty to debate with Protestant reformers of the Church. Many
 of the Vatican's best scientists and thinkers have been found among its
 ranks. The Jesuits also have a long tradition of educating the laity, and
 still provide a secular and religious education that is the equal of any
 other in the world."

 * Requires Church School, Catholic Nation
 * +2 Happiness for the Catholic Population (Lower Classes)
 * Converts the Populace to Catholicism
 * Spawns religious agents. Maximum Number: +1


--==Konglig Museum==--

"This impressive collection of art would be an ornament to any nation.

 The Royal Musuem was founded in 1792 by King Gustav III, and gave a home
 to his exquisite artwork collection. It now forms the core of the Swedish
 National Museum.

 Gustav was an absolutist, as might be expected of a nephew of Frederick the
 Great of Prussia. He objected to parliamentary reforms, sought to distract
 everyone's attention with an unsuccessful war against Russia and ignored
 public opinion. Although he was a playright and a patron of music, the arts
 and sciences, and spent liberally on all of them, he did so without gaining
 much popularity against the people or nobles. His museum was the result of
 his free spending ways: where art was concerned, he was rather liberal with
 his money.

 In the end, Gustav was assassinated by a conspiracy of noblemen at the
 Royal Opera House, an event that itself turned into an opera by Giuseppe
 Verdi, Un ballo in maschera (The Masked Ball). Verdi had to change many of
 the details due to government censorship, as the assassination of a monarch
 was felt to be a bit too controversal in Italy of the 1850s."

 * Requires Grand Opera House
 * +5 Happiness (Lower Classes)
 * +5 Happiness (Nobility)
 * Enhances National Prestige
 * Highest ranked Cultural building in Stockhelm built by the Swedes


--==Koninklijke Kweekschool voor de Zeevaart==--

"This naval school produces fine naval officers for Dutch sea service.

 The Dutch Navy owes its existance to the arming of Dutch trading ships in
 the 16th Century and earlier, often indirect contravention of orders from
 their Spanish overlords. The independently-minded Dutch were not minded
 to take much notice of such instructions. A centralised navy, dedicated 
 solely to warfare, could trace its origins back to 1488, and had managed
 to dominate the seas for much of that time.

 A formal training system for officers, however, had to wait until 1785
 when this land-based training establishment was opened. Before that, officers
 had learned their trade at sea, in a very practical way. the whole business
 was formalised under the short-lived Republic of Batavia (1795-1806),
 although by this time maritime supremacy had passed to the Royal British
 Navy. Nevertheless, the Kweekschool voor de Zeevaart was one of the most
 prestigious naval schools, and produced fine officers."

 * +1 Happiness (Nobility)
 * +1 Happiness (Middle Classes)
 * -5% Upkeep Costs for all Naval Units
 * Enhances National Prestige


--==Kunstkamera==--

"This huge collection of natural curiosities and rarities is intended to 
 educate and inform.

 The museum was the idea of Peter the Great, and was built facing his 
 magnificant Winter Palace in the purpose-built "window on the west" of St.
 Petersburg. The collection has a morbid, even prurient air to it, as it 
 features a huge number of "natural curiosities" in the form of human and
 animal foetuses and still-births, all carefully preserved so that their 
 details can be studied. The point, however, wasn't simply to collect odd 
 items for the sake of collecting oddities. Peter the Great wished to debunk
 the superstitions and fears of Russia which, even though he was the tsar,
 he regarded as backwards and ignorant. 

 He had little interest in collecting man-made objects, unlike the hunters 
 and collectors of antiquities at other great museums of the time. Major 
 collection of minerals, rocksand scientific instruments were added to the
 Kunstkamera (a word derived from the Dutch). The museum survived as a single
 collection for around a century, then its collections were despatched to a 
 variety of Imperial museums."

 * +5 Happiness (Lower Classes)
 * +5 Happiness (Nobility)
 * Enhances National Prestige
 * Requires Great Museum
 * Built as highest ranked cultural building in Moscow by the Russians


--==Large Ashram==--

"An ashram offers wisdom and learning to all those who come within its 
 walls.

 This retreat from the cares of the world is a place of peace and 
 tranquility, as well as a place of profound learing and contemplation. 
 Not quite a monastry, or matha, an ashram is bound by an informal code
 of conduct laid down by the religious leader or sage who leads it.

 Traditionally, the ashram are detacted from everyday concerns, and 
 concentrate to the spiritual development of the students. Some act as
 schools for children too. Even though they are places of peace, not 
 everyont who makes a pilgramage to an ashram has peaceful intent. The
 journey, both internal and external, can teach a warrior much about the
 business of warfare and some ashrams do offer a form of martial arts
 training. In the Hindu epic: The Ramayana, warrior princes receieve
 weapons training at an ashram."

 * +2 Happiness for the Hindu Population (lower classes)
 * Converts the populace to Hinduism
 * Spawns religious agents. Maximum number: +1


--==Large Coffee Plantation==--

"Plantations are a very successful method of growing cash crops to meet demand
 in the home market. For the owner, a large plantation is a prestigious 
 investment.

 The profits, however, can be substantial, and this wealth is often reinvested
 in recreating an upper-crust lifestyle for the plantation's owning family.
 This is true even in republics; egalitarianism only extends so far, and 
 rarely includes the field hands doing the back-breaking labour! Owners behave
 with staggering levels of brutality towards their workers, regardless of 
 whether or not they are formally slaves. Partly, of course, it is fear that
 leads them to behave this way: the workers outnumber the overseers many times
 over.

 A large plantation is also an island of home luxuries in an alien land. 
 Owners have money to import anything and everything from home, and some take
 the opportunity to behave like kings in their own tiny empires. They are the
 propertied classes, the ones with influence, and few people at home really
 care about their methods."

 * Requires Small Coffee Plantation
 * 25 Sacks of Coffee produced each turn


--==Large Cotton Plantation==--

"Plantations are a very successful method of growing cash crops to meet demand
 in the home market. For the owner, a large plantation is a prestigious 
 investment.

 The profits, however, can be substantial, and this wealth is often reinvested
 in recreating an upper-crust lifestyle for the plantation's owning family.
 This is true even in republics; egalitarianism only extends so far, and 
 rarely includes the field hands doing the back-breaking labour! Owners behave
 with staggering levels of brutality towards their workers, regardless of 
 whether or not they are formally slaves. Partly, of course, it is fear that
 leads them to behave this way: the workers outnumber the overseers many times
 over.

 A large plantation is also an island of home luxuries in an alien land. 
 Owners have money to import anything and everything from home, and some take
 the opportunity to behave like kings in their own tiny empires. They are the
 propertied classes, the ones with influence, and few people at home really
 care about their methods."

 * Requires Small Cotton Plantation
 * 25 Bales of Cotton produced each turn


--==Large Madrassa==--

"A madrassa is an Islamic place of learning, where Muslims can study not only
 their faith, but also the law, jurisprudence, science and history.

 These schools are often attached to mosques, but they do not offer religious
 instruction alone. Those who wish to do so many study the Qur'an, and become
 honoured as a "hafiz" when they have memorised the whole text. Others may
 choose a wider syllabus and learn additional subjects such as history, logic,
 shari'ah law, the Hadith - the recorded sayings and deeds of the Prophet, 
 peace be upon him - and correct intrepretation of the Qur'an. Those who 
 finish their studies will gain status as scholars and imams, and become
 leaders in the wider commmunity expected to intrepret the law and religion
 for their fellow Muslims.

 Historically, some madrassas offered their pupils an even wider choice of
 subjects, including Arabic literature, literature, English, French, Dutch and
 other useful trade languages as well as science, mathematics and world 
 history. The scholars produced were intelliectually rounded individuals, 
 often better prepared for later studies than the counterparts in Europe. 
 There were even madrassas that specialised as medical schools."

 * +2 Happiness for the Muslim Population (Lower Classes)
 * Converts the populace to Islam
 * Spawns religious agents. Maximum number: +1


--==Large Spice Plantation==--

"Plantations are a very successful method of growing cash crops to meet demand
 in the home market. For the owner, a large plantation is a prestigious 
 investment.

 The profits, however, can be substantial, and this wealth is often reinvested
 in recreating an upper-crust lifestyle for the plantation's owning family.
 This is true even in republics; egalitarianism only extends so far, and 
 rarely includes the field hands doing the back-breaking labour! Owners behave
 with staggering levels of brutality towards their workers, regardless of 
 whether or not they are formally slaves. Partly, of course, it is fear that
 leads them to behave this way: the workers outnumber the overseers many times
 over.

 A large plantation is also an island of home luxuries in an alien land. 
 Owners have money to import anything and everything from home, and some take
 the opportunity to behave like kings in their own tiny empires. They are the
 propertied classes, the ones with influence, and few people at home really
 care about their methods."

 * Requires Small Spice Plantation
 * 25 Pounds of Spice produced each turn


--==Large Sugar Plantation==--

"Plantations are a very successful method of growing cash crops to meet demand
 in the home market. For the owner, a large plantation is a prestigious 
 investment.

 The profits, however, can be substantial, and this wealth is often reinvested
 in recreating an upper-crust lifestyle for the plantation's owning family.
 This is true even in republics; egalitarianism only extends so far, and 
 rarely includes the field hands doing the back-breaking labour! Owners behave
 with staggering levels of brutality towards their workers, regardless of 
 whether or not they are formally slaves. Partly, of course, it is fear that
 leads them to behave this way: the workers outnumber the overseers many times
 over.

 A large plantation is also an island of home luxuries in an alien land. 
 Owners have money to import anything and everything from home, and some take
 the opportunity to behave like kings in their own tiny empires. They are the
 propertied classes, the ones with influence, and few people at home really
 care about their methods."

 * Requires Small Sugar Plantation
 * 25 Loaves of Sugar produced each turn


--==Large Tea Plantation==--

"Plantations are a very successful method of growing cash crops to meet demand
 in the home market. For the owner, a large plantation is a prestigious 
 investment.

 The profits, however, can be substantial, and this wealth is often reinvested
 in recreating an upper-crust lifestyle for the plantation's owning family.
 This is true even in republics; egalitarianism only extends so far, and 
 rarely includes the field hands doing the back-breaking labour! Owners behave
 with staggering levels of brutality towards their workers, regardless of 
 whether or not they are formally slaves. Partly, of course, it is fear that
 leads them to behave this way: the workers outnumber the overseers many times
 over.

 A large plantation is also an island of home luxuries in an alien land. 
 Owners have money to import anything and everything from home, and some take
 the opportunity to behave like kings in their own tiny empires. They are the
 propertied classes, the ones with influence, and few people at home really
 care about their methods."

 * Requires Small Tea Plantation
 * 25 Chests of Tea produced each turn


--==Large Tobacco Plantation==--

"Plantations are a very successful method of growing cash crops to meet demand
 in the home market. For the owner, a large plantation is a prestigious 
 investment.

 The profits, however, can be substantial, and this wealth is often reinvested
 in recreating an upper-crust lifestyle for the plantation's owning family.
 This is true even in republics; egalitarianism only extends so far, and 
 rarely includes the field hands doing the back-breaking labour! Owners behave
 with staggering levels of brutality towards their workers, regardless of 
 whether or not they are formally slaves. Partly, of course, it is fear that
 leads them to behave this way: the workers outnumber the overseers many times
 over.

 A large plantation is also an island of home luxuries in an alien land. 
 Owners have money to import anything and everything from home, and some take
 the opportunity to behave like kings in their own tiny empires. They are the
 propertied classes, the ones with influence, and few people at home really
 care about their methods."

 * Requires Small Tobacco Plantation
 * 25 Barrels of Tobacco produced each turn


--==Lazienki Park==--

"These magnificant gardens are a splendid setting for any royal palace.
 
 The Park and its gardens were acquired by Stanislaw II August Poniatowski,
 the last King and Grand Duke of the Polish-Lithanuian Commonwealth, after
 his election. Although already impressive, he set about remodelling them, and
 made the gardens his life's work, building his "Palace on the Water" in a
 suitable magnificant setting by the Lake. This watery connection was how the
 park got its name of Lazienki or "Royal Baths" Park after the bathing 
 pavilion that was constructed in the gardens.

 The garden was also a magnificant setting for Stanislaw's regular dinner 
 parties with leading artists, writers and politicans. While Stanislaw was 
 something of an autocrat, he was also a believer in education and the ideas
 of the Enlightenment, using the dinners to engage with leading thinkers.

 The park and palaces were lucky to survive the Warsaw Rising in 1944. They
 were mined for destruction, but the German occupiers never completed their
 demolition works, although Lazienki Palace was burned."

 * +5 Happiness (Nobility)
 * +5 Happiness (Lower Classes)
 * Enhances National Prestige
 * Requires Great Museum
 * Built by the Polish as highest Cultural Building in Warsaw


--==Local Fishery==--

"No one can afford to ignore a plentiful, cheap source of food. Inshore 
 fishing can bring in good catches. 

 A local fishery, however, only takes fish from waters nearby, and most 
 fishermen use small boats, thus limiting the overall size of the catch.
 There is always a surplus that can be sent inland to supplement local food
 supplies. While catches can be seasonal as fish come and go according to the
 tides and currents, it is rare for the catch to fail completely. Fishing is 
 a dangerous activity; each year the sea claims it's share of fishing fleets
 and the lives of many men.

 Historically, fish was an important food staple all over the world. There 
 were religious prescriptions that encourages the eating of fish such as
 the Catholic requirement not to each flesh on a Friday. Islamic jurisprudence
 sees fish with scales as halal (permissible), while some authorities hold 
 that shelled sea creatures are haraam (forbidden). Given the bottom-dwelling
 nature of mussels, clans, and so on and the risk of inherent food poisoning
 if they are improperly stored or cooked, this is a sensible precaution."

 * 2 Turns to Build
 * +0.6% to Population Growth
 * +X Coins to Region Wealth (Depends on the Town's Wealth)
 * Recruits: Sloop


--==Local Fishery (Native)==--

"Fishing is an activity undertaken by all members of the tribe, using a 
 variety of tools and techniques.

 Like many aspects of the Native American way of life, fishing is dependent
 upon the seasons. Ice fishing in winter is a cold, lonely and slow business
 compared to using nets and lures in spring. The arrival of fish off the coast
 and in rivers is also tied to the passing seasons.

 Fish often played a key part in mythology, none more than the salmon. One
 tale tells of a salmon becoming involved in a contest for a chief's daughter.
 The contest saw the salmon break a set of elk antlers into pieces to win the
 hand of the young maiden."

 * Improves export capacity (increases trade values)
 * +1 trade routes possible (sea)
 * +0.3% to Population Growth
 * +X Coins to region wealth (Depends on Yield)


--==Logging Camp==--

"Virgin forests are a vital strategic as well as economic resource. A logging 
 camp allows the tall timber to be cut and used locally or shipped to the home
 country.

 Apart from its obvious uses in construction and as fuel, timber is vital for
 shipbuilding. All vessels of the period are entirely wooden, and need 
 hundreds of tons of good quality lumber, of many kinds, each. Frames and  
 structural members, for example, are made of oak. Buildings also use a large 
 amount of wood both in the structure and during the building process as 
 scaffolding.

 Historically, the forests of the eastern seaboard of America was extremely
 useful strategic resources, as they became an excellent source of the trees
 needed for masts and yards for the British Royal Navy. By their nature, masts
 need tall trees! Other types of timber became important cash crops, such as
 mahogany found in the Far East, prized for its strength and beauty."

 * +X Coins to Region Wealth (Depends on Yield of the Forest)


--==Lumber Mill==--

"A water-powered lumber mill produces logs and sawn timber from prime forests.
 Its semi-finished product can then be sold on local markets or shipped to the
 home market. 

 It is more efficient to ship half-finished planks and logs than tree trunks,
 this increasing profits from logging. Even though most of the equipment used
 is brought in from home, a lumber mill on a good site can easily repay the
 investment. The hard work needed to dig a mill pond and race, as well as 
 carefully position a waterwheel is also handsomely repaid when a powered saw
 starts work. 

 Historically, it was possible for a logging operation to denude a forest of 
 all its profitable trees, in the process causing terrible environmental 
 damage. Without the trees, the soil is soon gone, washed away in the first
 strong rains. It then becomes impossible for any kind of forest to 
 re-establish itself. This worried hardly anyone in the 18th Century (there
 were exceptions - some men did go out of their way to plant trees so that
 navies would never be without supplies), as the world had been given to 
 men to subdue, and there were always more trees in the next valley."

 * Requires Logging Camp
 * +X Coins to Region Wealth (Depends on Yield of the Forest)


--==Magistrate==--

"The magistrate is, for common people, the government made flesh. There may be
 a president or governor on the coinage, but it is the magistrate's 
 pronouncements that really matter!

 Law and order are the basis of good, bad and indifferent government. 
 Appointed as a judge for his local standing, the magistrate of a region often
 acts as an administrator, tax collecter, thief-taker, leader in charitably 
 good works, military recruitment and father figure to his community. A 
 magistrate usually represents both the state and the landed classes. It is 
 his task, as often as not, to protect the rights of property than of people,
 even when a republican regime is in power - liberty and equally are all very
 well, but the deserving rich need to be sure their wealth is safe!

 Magistrates also often have the power to raise troops as formed units, and to
 send convicted men into the military as a punishment. The magistrate, 
 therefore, becomes the first line of defence against the mob in times of 
 disorder."

 * +1 Repression in the Region, Constitutional Monarchy
 * Recruitment Capacity (Units in Training) : 1
 * Recruits: Infantry Units


--==Maharaja's Palace==--

"A palace that is almost beyond magnificant, intended to be the envy and 
 amazement of the world.

 All places are intended to overawe and intimidate those who seek an
 audience. The scale of everything is monumental and slightly inhuman, 
 providing the ultimate stage for the public exercise of absolute power. 
 This palace is the external realisation in marble and gold and the 
 fundamental truth that here is a sovereign lord who has no limits: nothing
 is beyond his ambition. The entire resources of the state can be spent to
 create such a palace, if desired, if it costs a thousand lives, no matter.
 Within the walls, the palace is a world within a world, where offical 
 prequisites are jealously guarded and fought over, even as the officals
 scurry to carry out their master's every wish.

 Historically, such as the Winter Palace in St Petersburg, Russia, and the
 High Porte, the private court of the Ottoman Sultans, were almost small
 towns in themselves. Their grandour still inspires admiration and amazement,
 even today. From the Tsar and the Sultan downward, there was a strict
 hierarchy with everyone plotting and counter-plotting to keep or gain 
 status. Even the servents "below stairs" had their own pecking order."

 * Requires Raja's Palace
 * +5 to Repression in the region
 * +15% coin bonus to region tax income
 * Recruitment capacity (units in training) : 3
 * Recruits basic infantry


--==Major Fishery==--

"A major fishery is a complex network of workshops and small industries, all
 providing the equipment needed for large scale fishing.

 Life for a fisherman is hard, with months at sea in harsh conditions chasing
 the shoals. Ashore, there are many people working to exploit the catch. Apart
 from the craftsmen directly involved in ship and boat building, chandlers, 
 net weavers, and the like, there are also smokehouse operators, coopers, salt
 merchants, shippers - and in some parts of the world, the inevitable press 
 gangs looking for experienced sailors. 

 Historically, hunting the largest "fish" of all - whales - was extremely 
 profitable and, depending on the species, highly dangerous. Whalers used 
 hand-thrown harpoons, often from large rowing boats launched from a mother
 ship. A wounded whale could easily destroy its hunters' flimsy craft. Again
 depending on the type, whales were taken for their meat, whalebone (baleen,
 the "comb" used to filter out plankton when feeding) and their blubber, which
 was rendered down into whale oil (actually a kind of runny wax) used in 
 lighting, cosmetics and industry."

 * Requires Fishing Fleet
 * +1.2% to Population Growth
 * +400 Coin to Region Wealth
 * Recruits: Basic Battle Vessels


--==Meeting Hall==--

"A place for the community to, socialise and have their say on tribal matters.

 A wise chief listens to his people, and use their collective wisdom and 
 instincts. The meeting hall gives a venue where their concerns can be heard
 and tribal business carried forward. The hall is also the social centre of
 the tribe too, where happy occasions such as marriages and births can be
 celebrated.

 Meeting halls were decorated with beautiful depictions of tribal history,
 the spirits and important animals. Some tribes also practiced sand painting,
 although this was used as a healing ritual. The sand images varied 
 according to the sickness to be cured, and the beauty of the work affected
 the success of the healing."

 * +4 Happiness (Lower Classes)
 * +4 Happiness (Nobility)
 * Conducts technology research. Points per turn: 20


--==Military Academy==--

"A military academy is a training establishment for young officers, those who
 must rely on talent, rather than connections or wealth, for perferment.

 In most countries, military command is limited to those in the ruling 
 classes. There is a quite sensible belief that only those with a stake in  
 the survival of society will defend it properly. However, they are 
 counter-arguments to the effects that military matters are complicated, and
 "gentlemen amateurs", no matter how well connected, are not good enough,
 Military academies, therefore, teach the theory and practice of the military
 sciences. The graduates, however, are sometimes regarded as common tradesmen
 because of their knowledge.

 The French were the pre-eminent military power of Western Europe, and lead 
 the way in military training with the creation of a "Ecole Militaire" in 
 1751 to educating promising cadets from poorer backgrounds. It was later
 re-organised and re-named as the "Ecole des Cadets-gentilshommes" or "School
 of Young Gentlemen" which subverted the original intent, although Napoleon
 Bonaparte was a graduate of the new school. By contrast, the United 
 Kingdom's military schools mostly provided an education for the orphans of
 serving officers, with no more than the hope that the pupils would go into
 the army. The Ottoman military system included the Janissaries, a class of
 warrior-administrators, selected and indoctrinated as children, who 
 effectively ran the Ottoman Empire."

 * Requires Drill School
 * Recruitment Capacity (Units in Training): 2
 * Enables Research of New Model Bayonet Drill, Diamond Formation, Reorganised
   Procurement, Fire and Advance
 * Recruits Intermediate Infantry and Cavalry


--==Military Governor's Barracks==--

"Barracks provide more than simple housing blocks for regular military forces.
 The buildings also serve to remind the local people who is in charge.

 They are a statement in brick and stone that the military are present to 
 defend the state and keep order. Usually constructed around a drill square,
 they are a carefully segregated military would deliberately kept from the
 civilians beyond. The walls present a blank, defensible, and intimidating
 face to the outside world. It can be important to keep troops away from the
 assorted temptations of flesh and the bottle. Civilians also harbour 
 unsuitable, unmilitary ideas of disobedience and disloyalty - there must be
 limits to what an army can permit its men to think!

 Historically, in Europe the fashion for building barracks blocks seemed to
 mirror the fascination with the Classical World of Greece and Rome. Among its
 other achievements, the Roman army had stantardised designs for military
 buildings; armies in the 18th Century began to be similarly standardised.
 Governments employed good architects too: Nicholas Hawksmoor, for example,
 built the garrison barracks at Berwick-upon-Tweed for the British government.
 He was almost the equal of Sir Christopher Wren in talent if not in lasting
 fame, and produced many fine churches to replace those lost in the Great Fire
 of London."

 * Requires Military Governor's Encampment
 * +1 to Repression in Region
 * +2% Coin Bonus to Region Tax Income
 * Recruitment Capacity (Units in Training) : 2
 * Recruits: Basic and Intermediate Infantry, Cavalry, Artillery


--==Military Governor's Encampment==--

"Moving an army into an encampment well away from civilians is a useful
 thing to do. Soldiers no longer have easy access to the "demon drink" for
 start!

 Seperating troops from civilians also allows better training and 
 indoctrination. Regiments have the space to practice drills and instil
 discipline in their men. Civilians also have funny ideas, and it is often
 best if common soldiers do not learn of their freethinking and sometime
 disloyal ways.

 An encampment, however, does not always look very military. Apart from the
 fact that soldiers could carry on their civilian trades to supplement their
 army wages, an army encampment would also be thronged with women and 
 children. Soldier's wives were expected to look after their men; wash, cook,
 clean, sew uniforms, act as nurses, and even help bury the dead! A cunning
 officer who once managed "the baggage" well could effectively double the 
 number of hands there were for fetching and carrying. Among the children, 
 young boys could find employment for drummers and musicians from as young
 as ten years of age. Historically, it was not unknown for officers to enrol
 their own children (even babies!) as musicians, so that they gained seniority
 from the date they joined the army!"

 * Requires Governor's Residence
 * +1 to Repression in the region
 * +2% Coin bonus to region tax income
 * Recruitment Capacity (Units in Training) : 1
 * Recruits: Basic Infantry, Cavalry and Artillery


--==Modern University==--

"This is a centre of learning and original thought, where the sciences and 
 arts of Mankind are extended.

 The investigation of the universe, and disputation over the results, are not
 done out of any sense of altruism, of course. National pride in intellectual
 achievement is an important motve in the work undertaken. Personal pride and
 ambition are also stern taskmasters. But what is significant is that the 
 ideas, theories and fact generated at the university are not kept within 
 the academic elite. This flowering of learning informs and inspires artists, 
 poets and musicians, and well-read laymen too. The practical benefits of the
 advances made here percolate out into the wider national society, improving
 life for the ordinary people in ways both small and dramatic.

 In the 18th Century, great universities and the great minds they attracted
 were sources of nationalistic pride. Sir Issac Newton was lauded across 
 Europe for his work at Cambridge in England. The University of Gottingen 
 aided the development of "German-ness" by publishing research and standard
 texts in German as well as Latin (the traditional language of learning).
 Gottingen was also unusual in, rather daringly, letting lecturers teach any
 book with reference to the State of Church!"

 * Requires Classical University
 * -7 Happiness. Clamour for Reform
 * Conducts technological research. Points per turn: 24
 * Spawns Gentlemen. Maximum Number: +1
 * Enhances National Prestige
 * Enables research of Citizenship, Secular Humanism, Free Trade Doctrine, 
   Abolition of Slavery, Classical Economics


--==National Academy==--

"An academy is a "gentlemen's club", of sorts, for the greatest minds of a 
 nation to gather for discourse, lectures, debates and some very nice dinners.

 Academies concern themselves with all aspects of national, cultural and 
 scientific life. From the most abstract of mathematical conundrums to the
 collection of natural wonders and the study of languages and lexicography,
 nothing is outside the interests of academicians. The members are, by and
 large, selected by their peers, although individual governments do use their
 influence to secure places for worthy men - and these learned societies are
 not above granting membership to royalty in the hope of securing patronage!

 Large projects were matters of national prestige. The Academic francaisem
 was charged with the collation of an offical French dictionary. The epic
 voyage of Captain Cook, RN, in 1768-71 was partly influences by the desire
 of the British Royal Society to observe the transit of Venus across the
 Sun from Tahiti. Other nations sent observers to, among other places, Canada
 and Siberia - Cook got the nicest destination! By observing the event from
 different sides of the Earth, parallax made it possible to calculate the 
 size of the solar system and establish the astronomical unit.

 * Requires National Observatory
 * +2 Happiness (Lower Classes)
 * +2 Happiness (Middle Classes)
 * +8% to Technology Research Rate
 * Spawns Gentlemen. Maximum Number +1
 * Enhances National Prestige


--==National Observatory==--

"An observatory is a centre of many scientific studies, not just astronomy. 
 All the phyiscal sciences are advanced here.

 The study of the heavens leads to advances in mathematics, and improvements
 in scientific instrument making, horology, and perhaps most importantly of
 them all, navigation and surveying. Accurate star charts and lunar tables 
 (showing the phases of the moon) enable sailors to accurately determine
 their position at sea, and a navy that can navigate accurately is one that
 can carry out its duties effectively. An observatory is also a centre for
 national prestige, as discoveries made and published reflect well on the
 institute and the nation that funds its work.

 Historically, observatories were vital in the development of navigation
 and accurate clocks. This is why the zero-degree longitude line passes 
 through the Royal Observatory in Greenwich, London (until 1884 most states
 used their own nationalistic reference points.) Indeed, the nationalism
 of astronomy often leads to the ignorance of the observations and 
 deductions of non-European astronomers.

 Astronomers could also be outrageous flatterers. After he discovered what
 he thought was a new planet, Sir William Herschel chose the name "Georgium
 Sidus", or George's Star, in a transparant bit of sucking up to his patron,
 King George III. Other astronomers also flirted with the name "Herschel" 
 then settled on "Uranus" for the new planet."

 * Requires Opera House
 * +4% to Technology Research Rate
 * Spawns Gentlemen. Maximum Number +1
 * Enhances National Prestige
 * +2 Happiness (Lower Classes)
 * +2 Happiness (Middle Classes)


--==Nautch Dancing School==--

"Dancing has a long history in India, both as entertainment and act of 
 worship. Nautch dancing is for entertaining people, not honouring the gods!

 The dancers draw on Hindu temple traditions, but their dances are secular. 
 All styles of dance can fall into the category of Nautch, but the dancers
 are always well-presented and graceful girls. Indeed, a career as a Nautch
 girl can be a way for a girl to work her way out of poverty or a low
 social caste. Good performers can find work in the courts of rulers from 
 nawabs to zamindars, and their presence adds considerable lustre to any
 formal event. Muslim rulers also employ Nautch dancers to entertain their
 guests.

 Historically, Nautch dancing rose to prominence under the Mughal emperors
 but they continued to be popular, even when the British East India Company
 took over much of the administration of the Indian sub-continent."

 * +1 Happiness (Lower Classes)
 * +1 Happiness (Nobility)


--==Naval Board==--

"Ships at sea were a visible sign of naval power but without organisation, 
 they are worthless. A naval administration keeps the fleets at sea running
 smoothly.

 More than simply organising supplies, fleet movements, promotions and pay,
 a naval administration also draws up plans for the future: it oversees
 construction of new dockyards and naval facilities, husbands scarce 
 resources (some sea-going officers would say a little too carefully), and
 collects navigation charts and improved ship designs from all over the 
 world. The navy secretariat studies anything worthwhile to make the sea 
 service more effective or (better yet) cheaper!

 As navies increased in size during the 18th Century, the support 
 organisations ashore become correspondingly large. The Royal Navy was the
 largest "business" in the world, employing tens of thousands of workers 
 to produce everything needed for the fleet from ropes to nails, yards to
 swivel guns. The functionaries needed to oversee this enterprise had to 
 be clever, clear thinking and reasonably honest; a man would give a 
 lucrative contract to friends, if he could, but not if it risked the good
 of the Service. Other nations never really matched the efficiency of the
 British Royal Navy system, and their fleets at sea suffered as a result."

 * Requires Admiralty, Naval Shore Facilties
 * Enhances National Prestige
 * Enables Naval Architecture Advances, Improved Grape Shot, Longitude 
   Watch, Reformed Naval Administration, Carronades, Lime Juice and 
   Sauerkraut, Copper Bottoms


--==Naval College==--

"This school provides a theoretical and academic education in all matters
 of seamanship to young men desirous of a career in the naval service.

 The college exists to provide the practical mathematics needed for safe
 navigation, a theoretical understanding of the mysteries of ship building
 (a complex subject, given the rigging of most ships), gunnery, swordsmanship,
 the manners of gentlemen, some Classics, perhaps a foreign language, and the
 laws and usages of war. The final product is a junior officer who is 
 presentable, but not necessarily useful aboard a ship! A stupid or ill-
 prepared man could sink his ship and kill his crew as surely as any enemy,
 and to master their chosen profession newly-minted officers must go to sea.

 In the 18th Century, virtually every navy recognised the need for 
 professional naval officers. While men had nothing more to offer than good
 breeding could do a fine job in command of armies, ship's captains really
 needed to know their jobs, otherwise their careers really would end on the
 rocks! The better navies of the time operated as a "moderated meritocracy" -
 influence and connections still counted, but ability, training and character
 counted for more."

 * Requires Naval Board
 * Enhances National Prestige
 * Enables Rifled Cannons, Improved Coppering, Sheet Lead Cartridges, Top
   Gallants, Preserved Food


--==Naval Hospital==--

"A naval hospital gives high quality care to the sick and wounded. A sailor
 who finds himself looked after here can count himself lucky!

 The navy pays for doctors and surgeons to cure his infirmities: he has a
 bed in a clean ward, and best of all, he cannot spend his pay on drink and
 loose living. From the navy's point of view, their men are returned to duty
 quickly and cannot desert or be "crimped" (pressed into service) by 
 unscrupulous carers.

 Historically, illness abaord ship could be a serious problem: "ship fever"
 (typhus) could destroy a crew more surely than a battle. It was traditional
 to put the sick ashore and leave them in the dubious care of lodging house
 and tavern owners. Death was the most likely outcome for the patient. The
 British Royal Navy constructed hospitals ashore to look after their sick
 and wounded: skilled seamen, it has to be said, were not easy to find, and
 taking good care of them made excellent sense. Better health care for sailors
 also came in small matters, such as the Royal Navy's "portable soup", a kind
 of dried beef stock that made a hot meal with the addition of hot water
 and a few vegetables. Good food aboard ship was as important as good 
 doctoring ashore."

 * Requires Drydock
 * Enhances national prestige
 * Recruits nearly all battle worthy ships


--==Nur-u Osmaniye Mosque==--

"This magnificant Baroque and Rococo mosque is one of the finest religious 
 buildings ever constructed.

 It is designed in a style that was extremely popular in the Ottoman Empire
 of the 1700s, and was ordered by the Sultan Mahmud I in 1748. Unfortunately
 for him, it was only completed in the reign of Sultan Osman III in 1755, and
 is probably the most significant achievement of that particular sultan. The
 name of the mosque, "Light of Osman" commemorates his efforts in financing
 this superb, light, airy buliding with its many windows.

 By most standards (even those of an 18th Century absolute monarch) Osman was
 a little odd. He was notably intolerant towards non-Muslims and generally
 regarded as a bit insignificant before he took the throne. He had lived much
 of his life within the palace as a prisoner. He loathed music, and banished
 every musician from his court. He also found the company of women extremely
 distasteful, having been imprisoned within the harem section of the palace.
 When he became Sultan he took to wearing iron shoes so that his approach 
 would always be audible. Any women in the vicinity were expected to hear him
 coming, and then find somewhere to hide while he passed by. He was 
 succeeded by Mustafa II, a better fellow and ruler by far."

 * Requires Great Museum
 * +5 Happiness (Lower Classes)
 * +5 Happiness (Nobility)
 * Enhances National Prestige
 * Built by the Turks has the highest Cultural building in Istanbul


--==Ornamental Tulip Gardens==--

"Formal gardens are a place of quiet comtemplation, where the cares and 
 burdens of the state can be set aside for a while.

 The tulip is a native flower of, among other places, Anatolia, and the 
 flower has long been prized by the Ottomans. Planted in formal gardens, the
 design of which owes much to the Persian "paradise garden", they are a 
 spectular display of shapes and colour. The layout of the gardens is intended
 to reflect the layout of paradise, and perfect blooms are a part of that.

 Despite the insane finanical spectulation of "tulip mania" in Holland during
 the 17th Century, the tulip was not a native plant; it had arrived from the
 Ottoman Empire. The Dutch, however, were quite innovative when they indulged
 in the lunacy of tulip spectulation, trading individual bulbs at ridiculously
 inflated prices. They even operated a "tulip futures" market on specimens
 that hadn't even been planted or grown! Dishonest was rife and eventually the
 spectulation had to stop; the tulip market collapsed, like all financial 
 bubbles, leaving many penniless. The tulip, fortunately, remains a popular
 garden plant to this day, although thankfully without the financial jiggery-
 pokery! Gardeners with too much money did pay high prices for tulip bulbs
 in the 18th Century although these were for planting, not financial
 speculation."

 * Requires School of Poetry
 * +3 Happiness (Lower Classes)
 * +3 Happiness (Nobility)


--==Open Gem Pit==--

"Wherever gems are found, men will work in the most foul of conditions in the
 hope of striking it rich.

 This is simply an open pit - the word quarry is hardly appropriate, as that
 would imply some sort of organisation - where workers scrabble in the mud
 to find gemstones. As miners are only paid for what they find, it is possible
 for men to work for days or week shifting mud and rock without seeing a 
 single penny. The prospect of find that one, valuable strike is enough to
 keep them going, even when the risk of the pit collapsing is great.

 Others work the spoil heaps, searching for valuable stones that have been
 thrown aside in the rush to delve into the earth. What with the diggings,
 the shantytown that surrounds the working, and the spoil heaps, an open pit
 is an eyesore. It is also some of the most valuable real estate in the
 world.

 * +X to Region Wealth (Depends on Yield of Gem Field)


--==Opera House==--

"An opera house was a sumptuous feature for the performance of highly 
 stylized musical plays. Society figures attend to be seen rather than for
 amusement.
 
 No expense is spared in making an opera house a grand venue. An opera house
 rivals many great palaces with the luxury of its fixtures and fittings, as
 these public areas for the audience are more important than the 
 entertainment. Theatrical contrivances and mechanical tricks may make the
 staging as grand as the music, but for the elite it was the gossip, plotting
 and backbiting that is the real pleasure of a night at the opera.

 In the 18th Century opera was done in the Italian "serious" style, a musical
 form that influenced many non-Italian composers such as Mozart. The plots
 were intentionally simple, based on Classical themes, usually tragic and 
 often had a highly conservative bent - as befitted the tastes of the patrons
 paying for the music. Many are still performed today. One fashion that has
 (mercifully) ended is the use of castrati singers: young men gelded so 
 that their voices did not break and remained in the soprano range."

 * Requires Conservatorium
 * +2 Happiness (Lower Classes)
 * +2 Happiness (Middle Classes)


--==Ordnance Board==--

"This council of state is charged with looking after all matters relating to
 the production and use of artillery.

 The committee is in charge of the design, development, casting and storage
 of artillery pieces for all the armed forces. The members are also in charge
 of powder production for the army and navy too, all too often with the 
 bureaucratic muddle and rivalry that this can cause. The Ordnance is an
 important national asset because artillery is very expensive and yet a 
 measure of national power.

 Historically, great guns and siege weapons always required specialists to
 operate them, men quite seperate from common soldiery. In charge was a 
 Master of Ordnance, a man of some importance in medieval royal households.
 His duties of looking after the king's artillery train eventually required
 a large staff of gunners, founders, powder makers, mathematicians, surveyors,
 and even wagon drivers. In time, all of these men came under the control of
 the Board or Council of Ordnance, depending on the state involved, and
 they extended their responsibilities to take in the management of fortresses
 and, in some cases, the manufacture of all weapons for the army and navy."

 * Requires Gunnery School
 * Enables Research of Quicklime Shells
 * Recruits nearly all artillery


--==Ordnance Factory==--

"An Ordnance factory is a large-scale enterprise dedicated to the design and
 manufacture of guns and their associated equipment for the army and navy.

 The large-scale manufacturing of cannons is a monopoly often retained by the
 state, even in a republic: there is no need for anyone other than a 
 government to own large cannons! The creation of large guns is also a  
 difficult and expensive business, and the state is the only authority that
 can afford to do it. The number of guns available is therefore a measure of
 national prestige, and the ability to produce guns (rather than buy them from
 foreigners) is equally prestigious. An Ordnance factory adds lustre and
 firepower to armies. 

 Historically, most Ordnance factories began as royal establishments, giving
 the crown in each nation a source of cannons. These were needed for reducing
 the castles of recalcitrant barons! Even though politics moved on, the
 state control of cannon production remained. The royal household, or near- 
 ministrial status of the Master Gunner or Master of the Ordnance is proof
 that artillery was an important part of national or royal prestige. Size
 really did matter! The Ottoman Turks had a strong tradition of artillery
 production, in particular heavy siege guns."

 * Requires Cannon Foundry, Canister Shot
 * Enables Research of Explosive Shells
 * Recruits More Artillery


--==Palacio Real de Madrid==--

"The Royal Palace is a suitable setting for any monarch with pretensions to 
 rule much of the world.

 Originally a Moorish fortress when Madrid was ruled by the Islamic emir of
 Cordoba, and then a castle under the stewardship of the Christian kings of
 Castile, the site was not regularly used as a royal residence. The Antiguo
 Alcazar or Old Castle dated back to the 16th Century, but this burned down
 on Christmas Eve, 1734.

 King Phillip V, the first of the Bourbon rulers of Spain, ordered a new 
 palace to be constructed. Perhaps he had it in mind to create a rival to
 Versailles, the palace of his grandfather, Louis XIV of France. In the 
 event, he died before the construction work was complete and never lived
 in the New Palace, as it was only in 1764 that Carlos III occupied the 
 building. As a setting for a monarchy, however, the palace had been well
 worth waiting for! It is vast: with 2800 rooms it is far bigger than any 
 other European palace.

 It is still the offical residance of the Spanish monarchy, although it is
 only used for state occasions."

 * +1 Happiness (Nobility)
 * +1 Happiness (Lower Classes)
 * +5 to Repression in the Region
 * +15% Coin to Region Tax Income
 * Recruitment Capacity (Units in Training) : 3
 * Enhances National Prestige
 * Recruits basic infantry
 * Built by the Spanish as the highest Government building in Madrid


--==Palais Bourbon==--

"Governments need a suitably magnificant setting to conduct their business.

 Lawmakers should meet in awe-inspiring and magnificant buildings, because
 then there is a chance that they will take the business of making new law
 seriously. If something cannot be built for the purpose, then taking the
 extremely expensive home of a "dashed aristo" will do quite nicely!

 Historically, the Palais Bourbon was built as a home for Louise-Francoise,
 duchesse de Bourbon, one Louis XIV's legitmised bastards by one of his 
 favourite mistresses, Francoise-Athenais de Montespan. The building, 
 although rather magnificant and scarcely a hovel, was not technically a 
 palace, because Louise-Francoise herself did not have royal rank. After the
 French Revolution, it was nationalised and used as a meeting place of the
 Council of Five Hundred. It is still a parliament building, now acting as
 home to the deputies of the French National Assembly, the lower legislative
 house of the French Republic. Louise-Francoise probably wouldn't recognise
 her old home, as it has been extensively remodelled.

 * Requires Imperial Palace
 * +1 Happiness (Lower Classes)
 * +1 Happiness (Nobility)
 * +5 to repression in the region
 * +15% coin bonus to region tax income
 * Recruitment Capacity (Units in Training) : 3
 * Enhances national prestige
 * Recruits basic infantry
 * Maximum Level of Government Building in Paris


--==Palatial Estate==--

"A royal palace set in its own magnificant gardens and parkland, complete with
 annals, artfully arranged woodlands, and a tame population of beautified
 peasants and animals.

 This is a pure statement of the nation's wealth and power. No expense is 
 spared in order to give the monarch a suitable setting. Apart from the
 landscape itself, which is carefully ordered to banish wild nature and the
 lower orders, the palace itself is a magnificant structure, unrestrained 
 by any budgetary constraints. This is a setting for balls, masques,
 intrigues, and plots, all under the watchful eye of the monarch and his
 inner circle.

 Versailles was probably the most magnificant example of this kind of 
 palace. From the palace itself to the mock farm (complete with sheep washed
 in eau de cologne) for the Queen to play at being a shepherdess, no 
 expense was spared. It was a very public projection of the wealth and the
 prestige of the Bourbons and of France itself. The place was designed  
 to overawe and confound lesser men with its sumptuous, sybaritic comforts."

 * Requires Great Estates
 * +1 Happiness (Nobility)
 * Enhances National Prestige
 * +0.9% to population growth
 * Reduces the chance of food shortages
 * +X Coins to Region Wealth (Depends on Yield of Farm)


--==Parliament Chamber==--

"This is the beating heart of the nation, where the representatives of the
 people meet to form a government for their sovereign.

 An assembly of the great and good passes law in the monarch's name for the
 good order of the state, and not all these laws will be necessarily wanted
 by the monarch. A good deal of hard-headed bargaining between the sovereign,
 his ministers and the parliamentary assembly ensures that while no one is
 entirely happy, no one is ever entirely excluded from the exercise and
 benefits of power. The assembled represenatives allow the monarch to collect
 taxes, and in return, the state protects the liberties of subjects. The 
 monarch is as bound by laws as his subjects.

 Despite the involvement of the people in government, there need be no broad
 franchise. Property requirements, social class and religious affiliation 
 often limit the entitlement to a vote. However, that the monarchy bothers
 to consult its subjects even to a limited extent is a remarkable thing: the
 sovereign has ceded power to the people and stuck by this contract, 
 recognising that mostly-willing subjects are better than unwilling slaves
 cowed into obedience."

 * Needs to be the Capital, Constitutional Monarchy
 * +4 to Repression in the region
 * +8% Coin Bonus to region tax income
 * Recruitment Capacity (Units in Training) : 2
 * Recruits Militia


--==Pasha's Palace==--

"This magificant palace is a pale reflection of a monarch's glory, power and
 wealth, not those of the governor's person.

 In an absolute monarchy, there is a great chain fo authority that stretches
 down from the monarch's person even to the lowliest of his subjects. Everyone
 has a place, sanctioned by time, custom and the approval of the monarch and
 no one is exempt from the awful majesty of the sovereign's power. This is
 especially true of governors away from the royal court. They may rule from 
 marble palaces, but they do so not in their own right but by the authority
 granted from the Crown. If any of them ever forgot that the grandeur and 
 luxury that surrouned them are entirely borrowed, the penalties for personal
 aggrandisement are terrible indeed. Having been raised up, they have an 
 awfully long way to fall. 

 In reality, many governor's residences in absolute monarchies combined luxury
 (for who was to say when the king would visit?) with enough barracks and
 stables to house a small army. Absolutism always relied on the concepts of
 the "rod and the axe" to maintain authority, although by the 18th Century  
 a good stock of gunpowder and a fine collection of artillery did better
 service."

 * Requires Bey's Mansion 
 * +3 to Repression in the region
 * +9% Coin Bonus to region tax income
 * Recruitment Capacity (Units in Training) : 2
 * Recruits basic infantry


--==Peasant Farms==--

"The basis of all agriculture is the humble peasant, labouring in the field
 to bring in his master's crop, or to keep his master's animals alive.

 Day-to-day life for a peasant farmer has barely changed in a thousand years.
 It is a short, hard life of abject poverty and backbreaking labour. He can
 expect nothing better than to work and die in the same village, tilling 
 the same fields, his life bounded by the same horizon. Peasant farms are not
 terribly efficient: the landowners have little interest beyond their rents
 and tithes. The problem for them is that peasant economies are, by their very
 nature, cash poor and most income is in kind, and there is a limit to where
 you can spend a goat!

 Historically, life for a peasant was pretty much the same all over the world:
 work from dawn to dusk. In Russia, the peasants were serfs tied to the land
 and the property of the landowner as much as any cow or goat. In India, 
 peasants were a caste locked into their social position by hallowed custom. 
 The system eventually broke down in Western Europe thanks to 
 industrializatio needing a constant supply of workers and changes in land
 usage."

 * 1 Turn to Build
 * +0.3% to Population Growth
 * Reduces the chance of food shortages
 * +X Coins to Region Wealth (Depends on Yield of Farming Region)
 * Enables research of Common Land Enclosures, Improved Animal Husbandry


--==Pioneer Cabins==--

"Pioneer cabins are built on land sold to European settlers. The sale provides
 a cash lump sum, but the Europeans cause unrest by their presence.

 Log cabins provide shelter and safety for pioneers as they migrate to
 the unexplored west. The pioneers live simple lives on civilization's 
 frontier, and these dwellings prove more than adequate for survival. However,
 the sale of land that intrinsically cannot be owned causes unrest amongst
 the tribal locals, and the gradual encroachment upon their way of life by
 strange European interlopers is worse. The sales provide funds for the 
 further development of tribal society, but there are many who resent this
 loss of the old ways.

 The perilous journey of the pioneer was undertaken by those seeking a new
 life. Upon arrival a suitable site for a cabin was chosen, and the land 
 around would be cleared of vegetation. The cabins were relatively easy to
 build and used notches to slot the stacked log walls together. They could 
 be insulated against the weather by stuffing any gaps with sticks, rocks
 and a coating of mud."

 * -1 Happiness from Industrialisation (Lower Classes)
 * +525 Coins to region wealth
 * +5 Coins per turn to town wealth in the region
 * Converts the populace to Protestantism


--==Pioneer Farms==--

"Farms built on land bought from the natives provide food for the pioneers
 and money for developing tribal societies, but may be seen as a threat.

 For pioneers, day-to-day life can be a dangerous struggle. Cut off from
 outside supplies, not to mention luxuries from established towns, starvation
 is a constant threat. Farms enable pioneers to control food production and
 become independent, though many among the tribes are wary of the gradual
 encroachment of outsides.

 Pioneers introduced new farming techniques to the native tribes, advancing
 existing farming traditions by increasing yields. The planting of the 
 "three sisters" was an important aspect of this tradition, and a major
 food source for tribes. Squash, maize, and climbing beans were all planted
 in what is now called a "complimentary planting" system. The maize provided
 a frame for the beans to climb and the squash, by spreading across the 
 ground, prevented weeds from competing with the food crops."

 * -2 Happiness from Industrialisation (Lower Classes)
 * +700 Coins to region wealth
 * +10 Coins per turn to town wealth in the region
 * Converts the populace to Protestantism


--==Pleasure Gardens==--

"An ornamental garden, laid out in a formal style with pleasant walks to show 
 off horticultural workers and the fashionable elements of society equally.

 Public gardens are for the enjoyment of the leisured classes, and this 
 usually means the moneyed classes. The chance to wonder through a carefully
 tended landscape, enjoy a rural idyll and, possibly, a fashionable "pique-
 nique" while being seen by one's peers is definitely a pleasure of the rich.

 Historically, pleasure gardens often catered to a wide cilentele, not all of
 whom came to enjoy the flowers. Visitors who stayed after dark could enjoy
 entertainments of a very non-horticultural; though similarly earthy, nature. 
 The character of the gardens changed as night fell: they became the haunt of
 prostitutes, gambliers, mollies and the foully debauched. Vauxhill Gardens in
 London, for example, were notorious as playgrounds of vice and disgusting 
 iniquity, were a meal, a whore (of any kind) and a drunken evening of sin 
 were available to anyone with sufficient funds, if they could avoid a 
 mugging. The elaborate theatricals and fireworks staged at Vauxhill were 
 merely a bonus for watching revelers!"

 * Requires Theatre
 * Enhances National Prestige
 * +5 Happiness (Lower Classes)
 * +5 Happiness (Middle Classes)
 * Spawns Rakes. Maximum number: +1


--==Practice Fields==--

"An open space for warriors to practice horsemanship, break in and train 
 horses, and practice basic Cavalry tactics.

 Horses raised and trained in a tribe are used to constant human contact - 
 the lack of fences means that someone must always stays with the herd. 
 Horses are respected and never saddled: in turn riders develop their skills
 and fight better while not in the saddle!

 Historically, native warriors are accustomed to hunting with bows from
 horseback, and they adapted quickly to firing guns while mounted. Although
 slower to reload, guns had status value for the warriors that carried them
 into battle and on the hunt."

 * Requires Warrior Lodge
 * Converts the populace to Animism
 * Recruitment Capacity (units in training) : 1
 * Recruits All Native American units


--==Presidential Palace==--

"The palace of a republic's president, the people's most exalted servant, is
 the expression of a nation's dignity in stone.

 The president is expected to live in some style, yet retain his accessibility
 as the elected leader. Like many royal palaces, a president's home is home
 to a working bureaucracy, keeping the affairs of the nation in order.

 Republics often hark back to the Classical themes of their culture: European
 republics hark back to Roman architecture for its grandeur, monumential scale
 and implied permaence. Other republics have a similar tendancy to 
 appropriate the dignity of the past for their political buildings.

 Historically, and despite many egalitarian protests, most presidential 
 residences are palatial in luxury if not in size. Most presidents are from 
 the moneyed classes, after all, and are used to their creatre comforts. Of 
 course, a republic does not imply any kind of equality, merely that "the
 people" have the greatest say in government; the ruling classes still 
 exists and still expect their perquisites. Purpose-built presidential 
 palaces are usually grander, as an exercise in overawing visiting foreign
 dignitaries with the power and prestige of the nation itself and the office
 of president (if not always the prestige of the current holder of the 
 office.)

 * Require House of Representatives
 * +5 to Repression in the region
 * +15% coin bonus to region tax income
 * Recruitment capacity (units in training) : 3
 * Recruits basic infantry and cavalry


--==Raja's Academy==--

"An academy is a "gentlemen's club", of sorts, for the greatest minds of a 
 nation to gather for discourse, lectures, debates and some very nice dinners.

 Academies concern themselves with all aspects of national, cultural and 
 scientific life. From the most abstract of mathematical conundrums to the
 collection of natural wonders and the study of languages and lexicography,
 nothing is outside the interests of academicians. The members are, by and
 large, selected by their peers, although individual governments do use their
 influence to secure places for worthy men - and these learned societies are
 not above granting membership to royalty in the hope of securing patronage!

 Large projects were matters of national prestige. The Academic francaisem
 was charged with the collation of an offical French dictionary. The epic
 voyage of Captain Cook, RN, in 1768-71 was partly influences by the desire
 of the British Royal Society to observe the transit of Venus across the
 Sun from Tahiti. Other nations sent observers to, among other places, Canada
 and Siberia - Cook got the nicest destination! By observing the event from
 different sides of the Earth, parallax made it possible to calculate the 
 size of the solar system and establish the astronomical unit.

 * Requires Raja's Observatory
 * +2 Happiness (Lower Classes)
 * +2 Happiness (Middle Classes)
 * +3% to Technology Research Rate
 * Spawns Gentlemen. Maximum Number +1
 * Enhances National Prestige


--==Raja's Observatory==--

"An observatory is a centre for many scientific studies, not just astronomy. 
 All the physical sciences are advanced here.

 The study of the heavens lead to advances in mathematics, and improvements
 in scientific instrument making, biology and, perhaps most importantly of
 all, navigation and surveying. Accurate star charts and lunar tables (showing
 the phases of the moon) enable sailors to determine their positions at sea,
 and a navy that can navigate accurately is one that can carry out its 
 duties effectively. An observatory is also a centre for national prestige, as
 discoveries made and published reflect well on the institute and the nation
 that funds its work.

 Historically, observatories were vital in the development of navigation
 and accurate clocks. This is why the zero-degree longitude line passes 
 through the Royal Observatory in Greenwich, London (until 1884 most states
 used their own nationalistic reference points.) Indeed, the nationalism
 of astronomy often leads to the ignorance of the observations and 
 deductions of non-European astronomers.

 Astronomers could also be outrageous flatterers. After he discovered what
 he thought was a new planet, Sir William Herschel chose the name "Georgium
 Sidus", or George's Star, in a transparant bit of sucking up to his patron,
 King George III. Other astronomers also flirted with the name "Herschel" 
 then settled on "Uranus" for the new planet."

 * Requires School of the Arts
 * +2% to Technology Research Rate
 * Spawns Scholars. Maximum Number +1
 * Enhances National Prestige
 * +2 Happiness (Lower Classes)
 * +2 Happiness (Middle Classes) 


--==Raja's Palace==--

"The residence of a sovereign should inspire awe and dread in equal measure,
 overwhelming lesser men by its magnificence.

 This magnificant structure is the beating heart of an empire, its nerve
 centre and the glory of the nation given physical form. Every carved 
 detail, every piece of luxorious inlay, every painted ceiling, every tile on
 the floor, has been paid for by the blood and swear of the nation's people, 
 and all to glorify the person of the monarch. The rule and his state are
 one, for under an absolute system of government, all power resides in the 
 person of the monarch. The court exists only to provide obedient servants, 
 as an absolutist system can permit no rivals to the throne. The servants of
 the state must be kept firmly n their place, and made to remember that they 
 wield borrowed (at best) power. The source of power needs a suitably 
 magnificant setting, a public stage where upstarts can be broken and brought
 to heel, subtly or otherwise.

 All royal palaces, no matter what culture produces them, represent a  
 substantial investment of national wealth. From Versailles in France to the
 places of the Sultan in Istanbul, money was no object when it came to royal
 luxury. Taxes, after all, belong to the monarch in person, not the state."

 * Requires Subadar's Palace
 * +4 to repression in the region
 * +12% coin bonus to region tax income
 * Recruitment capacity (units in training) : 2
 * Recruits basic infantry


--==Real Academia de Bellas Artes de San Fernando==--

"The fines arts are an ornament to any civilized nation.

 The Academy received royal approval in 1774, but it was not until the reign
 of Carlos III that it found a proper home in a former Baroque palace. This is
 somewhat surprising given that Carlos was a benevolent despot and rather 
 fond of hunting. He was, however, also much given to public works and, more
 significantly for the advancement of the arts, has had a serious falling out
 with the anti-Enlightenment Jesuits. He suppressed the order in Spainand
 rendered the Spanish Inquisition largely ineffective.

 The Academy included many artists of note, but surely its most distinguished
 master was Francisco Goya (1746-1828). Goya was supremely talented, and 
 became the painter of choice in the Spanish court. His work marks a 
 transition between the work of the "Old Masters" and the modern world to
 come: his painting "La maja desnuda" has been described as the first non- 
 symbolic nude painting in the Western world. Sadly, he was toutured by 
 deafness and illness in later life, and his painting took on a grimmer,
 darker feel.

 The Academy is now home to a fine collection of paintings from the 15th
 Century onwards."

 * Requires Royal Academy
 * Highest ranked Cultural Building in Madrid, built by the Spanish
 * +3 Happiness (Lower Classes)
 * +3 Happiness (Nobility)
 * +3% to Technology Research Rate
 * Spawns Gentlemen. Maximum Number: +1 
  * Enhances National Prestige


--==Rice Farm==--

"By introducing organisation beyond the simple hand-to-mouth methods of 
 peasantry, rice yields are improved. 

 Rice does require extensive earthworks in terms of ditches, dykes, and 
 watercourses. Without a substantial and controllable supply of fresh water,
 crop yields will suffer. By moving away from a peasant-level growing 
 pattern, where each farmer is responsible for only his fields and nothing 
 else, a rice farm takes maximum advantage of the available land and water
 supply.

 Although rice is an important crop, it is not a complete diet in itself. 
 The causes and cures of dietery "diseases" (actually, deficiencies) where
 dimly understood by 18th century medical men, if indeed they were seen as
 being problems caused by a poor diet at all. Doctors knew fresh food helped
 people with scurvy, by why this worked was a complete mystery. Other dietery
 mysteries, such as beriberi, were equally impenetrable. In that case, white
 rice, often seen as a higher-status dish than brown, un-husked rice, can be
 the cause of beriberi. Rice husk often contains a relative large amount of
 thiamine (vitamin B1), the lack of which causes beriberi, a crippling 
 condition. The causes and cures of beriberi, which was endemic in some parts
 of Asia, remained unknown until the early 20th Century."

 * Requires Rice Paddies
 * +0.6% to Population Growth
 * Reduces the chance of food shortages
 * +X Coins to Region Wealth (Depends on the Yield of the Rice Field)


--==Rice Farming Estates==--

"Large plantations allow for capital investment in rice production and 
 planning beyond the next harvest. Yields can rise as a result.

 The key, of course, to all large estates is the profit to be made by the
 owners and a general increase in trade beyond immediate markets. Plantations
 are hacked out of the surrounding forests and land made productive if there 
 is a home market to be satified. Foodstuffs always find a ready market, and
 rice is an easy commodity to ship without too much spoilage.

 Historically, rice growing eventually became an important part of the 
 economy in colonial Georgia and Carolina and, in turn, had a direct impact
 on the already-thriving slave trade. Slaves from rice-growing areas of
 Africa attracted a premium price because they were more useful to plantation
 owners, and this naturally influenced where slaves traders procured their
 unfortunate wares. Knowledgeable Africans were victimised by the trade and
 shipped to America precisely because of their skills; a strong back was 
 always useful, but a skilled labourer was much more useful - and profitable."

 * Requires Rice Farm
 * +0.9% to Population Growth
 * Reduces the chance of food shortages
 * +X Coins to Region Wealth (Depends on the Yield of the Rice Field)


--==Rice Paddies==--

"Rice is a staple foodstuff for many people, and produces the best crops when
 grown in a system of flooded fields.

 Paddy fields require breakbacking labour by farmers to plant, maintain and
 harvest the rice crops. Flooded fields do not readily lend themselves to any
 kind of labour-saving devices; and all domesticated draft animals (other than
 the water buffalo) suffer when used to cultivate rice paddies. A large amount
 of manual labour is also required to maintain the elaborate system of 
 waterways and dykes needed to keep fields flooded to the right depth. Too 
 much water will ruin a rice crop just as surely as too little. All of this
 needs manual labour, a class of peasants to work the land constantly. 

 Historically, rice is one of the oldest cultivated crops; no one is quite 
 sure when and where it was first domesticated. Humans have domesticated wild
 rice streams more than once in seperate parts of the world, including dry 
 field varients that grow like other cereals. Rice remains one of the vital
 food crops of the world."

 * +0.3% to Population Growth
 * Reduces the chance of food shortages
 * +X Coins to Region Wealth (Depends on the Yield of the Rice Field)


--==Royal Palace==--

"The residence of a sovereign should inspire awe and dread in equal measure,
 overwhelming lesser men by its magnificence.

 This magnificant structure is the beating heart of an empire, its nerve
 centre and the glory of the nation given physical form. Every carved 
 detail, every piece of luxorious inlay, every painted ceiling, every tile on
 the floor, has been paid for by the blood and swear of the nation's people, 
 and all to glorify the person of the monarch. The rule and his state are
 one, for under an absolute system of government, all power resides in the 
 person of the monarch. The court exists only to provide obedient servants, 
 as an absolutist system can permit no rivals to the throne. The servants of
 the state must be kept firmly n their place, and made to remember that they 
 wield borrowed (at best) power. The source of power needs a suitably 
 magnificant setting, a public stage where upstarts can be broken and brought
 to heel, subtly or otherwise.

 All royal palaces, no matter what culture produces them, represent a  
 substantial investment of national wealth. From Versailles in France to the
 places of the Sultan in Istanbul, money was no object when it came to royal
 luxury. Taxes, after all, belong to the monarch in person, not the state."

 * +4 to repression in the region
 * +12% coin bonus to region tax income
 * Recruitment capacity (units in training) : 2
 * Recruits basic infantry


--==Turkish Bath==--

"The influence of Ottoman culture and power extends to how people enjoy
 themselves. A Turkish bath is not just a place to get clean, socialise and
 catch up on gossip.

 Intimate pleasures are also available - at a price. The bathhouse staff, or
 "tellak", help customers wash themselves, much as the slaves did in Roman
 and Byzantine baths centuries before. Incidentally, Bzyantine designs 
 influenced the layout and processes of the Turkish bath. However, tellak 
 are young men (never women) recruited from among the non-Muslim subject
 peoples of the Ottoman Empire, selected for their good looks and pliant 
 ways. A visit to a Turkish bath can therefore be a purely hygenic exercise,
 an opportunity for gossip, or a chance to indulge a taste of depravity.

 Historically, Turkish baths did become popular across Europe although not
 necessarily always as disguised bawdyhouses. By the Victorian period, they
 were a popular - and unimpeachable - adjunct to many gentlemen's clubs and
 the better sort of hotel."

 * Requires Coffee House
 * +3 Happiness (Lower Classes)
 * Spawns Assassins. Maximum Number: +1


--==School==--

"A school offers education to the children of those willing to pay the fees.
 In some schools, subsidies from religious or charitable groups may be 
 available.

 Education is not a right or even considered much of privilege in many 
 societies. The skills of reading (a little), hunting, and beating 
 recalcitrant servants are the only worthwhile accomplishments of "proper
 gentlemen". A smattering of religious education puts a veneer of civilisation
 on top.

 The emerging middle and mercantile classes value education a good deal more
 highly, and pay for it to be drummed into their children! A few schools, 
 mostly the work of charities and religious bodies, exist to teach the 
 children of the deserving poor, or give orphans some kind of start to life.

 The British system of state education and "public schools" (which are
 actually non-state private schools) owe its confusing terminology to this
 period. Public schools were open to the public - the public who could pay - 
 while private schools took pupils as they saw fit. British mass "state
 education" would have to wait for another century. State education existed
 in some countries, but always ran the risk of creating an imbalance between
 learning and obedient loyalty if it was extended much beyond those with a 
 real stake in society."

 * Requires Town
 * -3 Happiness. Clamour for Reform
 * Spawns Gentlemen. Maximum Number: +1
 * Conducts technology research. Points per turn: 9
 * Enables research of Empiricism, Physiocracy, Social Contract


--==School of Calligraphers==--

"Calligraphy is the art of writing and, by extension, the art of producing
 books. It is a worthy accomplishment to product beautiful script. 

 The art of calligraphy and the skill of writing beautifully are important
 because they preserve and communicate the revelations of the Qur'an.

 The work of calligraphers is prized and collected for its inherent beauty,
 as well as its meaning. The mastery of the many styles and forms is a 
 lifetime's work, but one that can bring rich rewards. A student cannot
 sign work until he had received an "icazet" or diploma, granted for
 producing an examination piece in the presence of several teachers. Standards
 are exceptionally high, but a recognised calligrapher could expect to have
 his work treasured by his cilents.

 Calligraphy also forms the basis of some Islamic decoration (along with 
 geometric arabesque art) and has a figurative style were interweaved words
 create images. These "calligrams" are both intricate and incredibly 
 beautiful artworks. Calligraphy also has influences on other artistic 
 endeavours, such as the creations of elaborate carpets and textiles."

 * +1 Happiness (Lower Classes)
 * +1 Happiness (Nobility)


--==School of Poetry==--

"Poetry is a form of literature held in high regard throughout the Turkish,
 Persian and Arab-speaking world by all the educated classes of society.

 The styles and hidden allegorical meanings of poems take much time to 
 master, and there is a rich set of traditions to draw on from all three
 languages.

 Ottoman "divan" poetry use Persian forms and many borrowed words (as 
 Turkish does not suit Persian rhyming schemes). Arab poetry can be a great
 many styles, some of which need careful handling if they are not to offend
 religious sensibilities. Poetry can distract from proper Islamic studies,
 as well as praise God. A school of poetry teaches all of these nuances, and
 provide a grounding for those who wihsh to become court poets, a rewarding
 position for those who have talent.

 Finding a patron to, of course, a matter for individual students, and a 
 good grasp of calligraphic styles can help too. Being literate and having
 a beautiful style of penmanship is truly something to be treasured."

 * Requires School of Calligraphers
 * +2 Happiness (Lower Classes)
 * +2 Happiness (Nobility)


--==School of the Arts==--

"There are rich traditions in the Hindu, Buddhist and Islamic arts that are
 valued by the educated and wealthy. 

 India is the birthplace of many cultures and arts, and the ruling classes
 have enough money to attend - and pay for - the best of everything. This
 creates a demand for skilled artisans of many kinds, and a demand for 
 training in the arts from rich dilettantes who wish to dabble for themselves
 and, after all, an educated patron can spend his money wisely. There are
 schools specialising in every art, from erotic temple statuary to 
 maniscript illumination - and everything in between.

 Historically, some of the finest buildings and artistic achievements in 
 India were created during the period of Mughal rule, in a style that can
 be called Islamo-Indian. The Islamic Mughal ruling class appreciated the
 skills of their Hindu subjects, and made full use of them in creating a rich
 and beautiful environment. At places like Lahore Fort, later rulers continued
 the tradition of architectural and artistic excellence."

 * Requires Nautch Dancing School
 * +2 Happiness (Lower Classes)
 * +2 Happiness (Nobility)


--==Seminary==--

"This Catholic establishment educates those hoping to join the priesthood, 
 making sure that their instruction is firmed routed in Church dogma.

 The syllabus concentrates on giving students the theological, spiritual
 and philosophical tools needed to carry out their duties, as well as a 
 solid "Classical" education to produce men who will be well-respected 
 members of society. Where science and the natural world are touch upon, it
 is always with an emphasis on how they reveal God's grand plan of creation.
 A seminary is not intended to produce an enquiring mind, only a very 
 disciplined one.

 Historically, the seminary system owes its existance to the forces of the
 Counter-Reformation, a movement that aimed to defeat the heretical, 
 Protestant views of Martin Luther and his ilk. The Council of Trent 
 recognised education as a weapon in its struggles against schism. The Church
 required an educated and intelligent group of priests, who could argue 
 successfully in its defence. While the 18th Cenutry is seen as the "age of
 Enlightenment", the Reformation and the Counter-Reformation had yet to play
 themselves out completely and the Church's place in the hearts of men, 
 affairs of state and God's universe was still open to argument. In parts of
 Europe, the Catholic Church was still a tremendous force for social, 
 political and scientific conservatism."

 * Requires Jesuit College, Catholic Nation
 * +4 Happiness for the Catholic population (Lower Classes)
 * Converts the populace to Catholicism
 * Spawns religious agents. Maximum Number: +1


--==Seraglio==--

"An enclosed section of a palace, where the concubines are secluded, ready for
 pleasure of their master and away from the lustful gazes of other men.

 The word came to English through Italian, where the Turkish "serai" (palace)
 was confused with the Latin "sera" (door-bar). A "serai" was any grand
 palace built around a courtyard, not just a harem. Despite this confusion,
 there were seperate quarters for concubines (Circassian girls were highly
 prized for their reputedly amazing good looks), and access was tightly
 controlled.

 The whole idea of a seraglio was something of an obsession in Western Europe,
 and the subject matter of many works of art in "Turkish" Oriential style,
 which was quite popular during the 18th Century. Obviously, it combined the
 exotic and the naughtily erotic in tasteful pictures for the rich! The
 concept provided the inspiration for Mozart's opera, "Die Entfuhrun aus dem
 Serail" (Abduction from the Seraglio), where the hero attempts to rescue his
 love from the clutches of an Ottoman Pasha. First performed in Austria in
 1782 under the (indirect) patronage of the Austrian Emperor, Joseph II, there
 had to be a suspicion that anti-Turkish sentiment informed the piece. 
 Nevertheless, the opera was a success and personally very profitable for 
 Mozart."

 * Requires Turkish Bath
 * +1 Happiness (Nobility)
 * +4 Happiness (Lower Classes)
 * Spawns Assassins. Maximum Number: +1


--==Settlement Fortifications==--

"Defences constructed around a town will hold off many attacks, but cannot be
 expected to hold off heavy attacks forever. 

 Settlements defences are seldom allowed to be truly impregnable defences. 
 Practical matters such as cost, or the need to house a growing population, 
 often stop city fathers from investing fully in their own defences. Instead,
 their defences are good enough to deter a casual attack, and good enough to
 hold up an enemy's advance. Interlocking fields of fire can sweep attackers
 off the glacis as the defenders reap a terrible toll. It takes a disciplined
 approach to reduce a settlement's fortification to a point where a breach is
 "practicable" and the town can be taken. 

 Historically, the town garrison was often offered the "honours of war" and  
 allowed to march away with their weapons, but only if they gave up without a
 fight. The townsfolk were likely to be spared of any indignity. Once, 
 however, the attackers had launched an assault, then the town, its 
 inhibitants and the garrison were fair game for any amount of pillaging and
 looting. The assault was a dangerous business, and a lawless orgy afterwards
 was often the soldiers' reward."

 * Surrounds city approaches with a ring of artillery forts, protecting it 
   from assault


--==Shamanic Gateway==--

"A gateway to the spirit world, controlled by a shaman or medicine man.

 The spirit world has a lot of sway over the events that unfold on a day
 to day basis. They can bring tidings of joy, but the can alsobring news of
 impending doom. Those that have the ability to commune with the spirits 
 hold a position of great power within society.

 Shamans use a wide variety of methods to reach the spirit world. One of 
 these is to use drumming to hull them into a deep trance. Another is to 
 use potions and herbs to ease their passage into the spirit world, allowing
 them to commune freely with the spirits and learn hidden truths."

 * +5 Happiness (Lower Classes) 
 * +5 Happiness (Nobility)
 * Converts the populace to Animism
 * Spawns Shamans. Maximum Number: +1
 * Recruitment Capacity (Units in Training) : 1
 * Recruits basic infantry


--==Shaniwar Wada==--

"This magnificant fortified palace is a visible expression of Maratha 
 greatness.

 The palace name reflects the auspicious day Shaniwar (Saturday), 10 January
 1730 when the foundation stones were placed by the prime minister, Baji Rao,
 of the Maratha Empire. This wada (or residential complex) was never intended
 for the king, but to be an offical residence for prime ministers and his
 administration of the Maratha Empire. No expense was spared in its 
 construction: every door in the building was hand-carved from the finest 
 teak: every floor was the finest marble available. The palace took two years
 to complete; and later prime ministers made it grander still, adding 
 bastions, and magnificant gardens.

 When designed, the Shaniwar Wada was as much a fortress as palace. An army
 attempting to breach its gate faced formidable defences.

 This building still exists, although it is much reduced from its former
 grandeur. A fire in 1828 destroyed much of the original leaving only the
 granite stones undamaged."

 * Requires Maharaja's Palace
 * +1 Happiness (Lower Classes)
 * +1 Happiness (Nobility)
 * +5 to Repression in the region
 * +15% Coin Bonus to Region Tax Income
 * Recruitment Capacity (Units in Training) : 3
 * Enhances National Prestige
 * Recruits Basic Infantry
 * Built as highest Government buliding by the Marathas in Satara


--==Shipyard==--

"A shipwright needs somewhere to build ships, even if this is only a slipway
 and a timber yard - but any piece of firm foreshore will do for smaller
 vessels!

 The services of a smithy within the yard are also very useful, as most ships
 use a surprising amount of bespoke ironwork in their construction, not to
 mention hundreds of nails. A shipward cab produce smaller vessels and carry
 out repairs and maintenance too. Careening is a regular chore for wooden 
 vessels: hulls become fouled with weeds and barnicales that cause drag and 
 slow the vessel. A shipway has all the gear necessary to empty a ship, then 
 haul it onto a beach or slipway so that it can be scraped clean and washed
 by the tides.

 Historically, shipwards needed a good source of timber close by, or were on
 the estuaries of navigable rivers (so that wood could be shipped from 
 further inland to the yard). Buckler's Hard on the Beaulieu River in the New
 Forest in southern England is a typical shipyard in where it was constructed.
 However, it is larger than many, and had an exclusive staff of artisans and
 could handle two ships at once. The shipwrights of Buckler's Hard built HMS
 Agamemnonm, Admiral Horatio Nelson's favourite ship, in 1781; many of the
 crew were equally attached to their captain, and followed him to later 
 commands."

 * Recruits: Basic Battle Vessels


--==Silver Mine==--

"Mining is a dirty, dangerous business. Men hack out all manner of valuable 
 minerals by hand, risking life and limb for the mine owner's profits.

 Lit only by candles (which they must by themselves) or lamps with naked  
 flames, most miners are labouring in conditions that resembles hell on 
 Earth. In some mines firedamp (methane) is a constant risk thanks to the
 candles - an explosion can happen at any time. The risk of a slow death is
 there tool; stone dust and poisonous minerals such as arsenic: ruin a man
 as surely any explosion.

 there were also accidents. Miners are paid only for the valuable minerals
 that they extrace, so there is little incentive to carry out much work
 for safety's sake. Pit props may keep the roof from collapsing, but putting
 them in does not earn any payment - the miners may even be charged for the
 materials! And it is not just men who labour below ground. Women often pull
 carts from the working face to the surface. Children needed less space and
 air than adults, and make ideal support workers, clearing tunnels and 
 bringing food and water to the miners. In smaller seams, children are the
 perfect labourers.

 All of this is secondary, however, to the business of making money, and 
 mining can be a very profitable industry."

 +X to Region Wealth (Depends on the Yield of the Mine)


--==Small Ashram==--

"An ashram offers wisdom and learning to all those who come within its 
 walls.

 This retreat from the cares of the world is a place of peace and 
 tranquility, as well as a place of profound learing and contemplation. 
 Not quite a monastry, or matha, an ashram is bound by an informal code
 of conduct laid down by the religious leader or sage who leads it.

 Traditionally, the ashram are detacted from everyday concerns, and 
 concentrate to the spiritual development of the students. Some act as
 schools for children too. Even though they are places of peace, not 
 everyont who makes a pilgramage to an ashram has peaceful intent. The
 journey, both internal and external, can teach a warrior much about the
 business of warfare and some ashrams do offer a form of martial arts
 training. In the Hindu epic: The Ramayana, warrior princes receieve
 weapons training at an ashram."

 * +1 Happiness for the Hindu Population (lower classes)
 * Converts the populace to Hinduism
 * Spawns religious agents. Maximum number: +1


--==Small X Plantation / Native==--

"An area of land given over to the growing of a crop for trade.

 Plantations can turn a large profit for their owners, providing the seasons
 are kind. The divisions of lands into small sections under a series of 
 private owners means that profits can be made for personal gain. These
 profits can them be used to buy a plantation owner power and prestige 
 within their society. As land-holding becomes concentrated in the hands of
 a few people, the chance for profit and for investment in those lands also
 grow. Income is not diluted into feeding many farmers and their families. 

 With large plantations it also becomes practical to hold slaves on a larger
 scale. The slave trade was not something that was carried out only by 
 Europeans. Many Native American tribes were also in the habit of keeping 
 slaves - both bought from traders and captured in warfare - to work their
 lands."

 * 15 Units of X produced each turn


--==Small Coffee Plantation==--

"A plantation is an estate carved from the virgin forests of a new territory
 for growing one cash crop for export to the home market. 

 There are tremendous profits to be made in growing crops to satisfy the 
 demand for luxury goods in Europe and elsewhere. There are also tremendous
 risks: crops may fail, slaves may revolt and, once a cargo is gathered, the
 ship carrying it home may sink!

 Plantations are labour-intensive, especially during harvest time. They may
 not be necessarily profitable without indentured or slave labour. Slaves
 are self-explanatory, but indentured labour was the result of the European 
 taste for transporting convicted felons to their colonies. Once a criminal
 record, several years of forced or cheap labour was imposed on him or her,
 and this indenture could be traded to a plantation owner. It was possible
 to buy out an indenture and become free, an option that was rarely available
 to slaves.

 Originally, the English word "plantation" was used to refer to any colony
 "planted" in a new location, even the Scottish settlers in Ulster were a 
 plantation. There was no implication of farming one cash crop." 

 * 2 Turns to Build
 * 15 Sacks of Coffee produced each turn


--==Small Cotton Plantation==--

"A plantation is an estate carved from the virgin forests of a new territory
 for growing one cash crop for export to the home market. 

 There are tremendous profits to be made in growing crops to satisfy the 
 demand for luxury goods in Europe and elsewhere. There are also tremendous
 risks: crops may fail, slaves may revolt and, once a cargo is gathered, the
 ship carrying it home may sink!

 Plantations are labour-intensive, especially during harvest time. They may
 not be necessarily profitable without indentured or slave labour. Slaves
 are self-explanatory, but indentured labour was the result of the European 
 taste for transporting convicted felons to their colonies. Once a criminal
 record, several years of forced or cheap labour was imposed on him or her,
 and this indenture could be traded to a plantation owner. It was possible
 to buy out an indenture and become free, an option that was rarely available
 to slaves.

 Originally, the English word "plantation" was used to refer to any colony
 "planted" in a new location, even the Scottish settlers in Ulster were a 
 plantation. There was no implication of farming one cash crop."

 * 2 Turns to Build
 * 15 Bales of Cotton produced each turn


--==Small Madrassa==--

"A madrassa is an Islamic place of learning, where Muslims can study not only
 their faith, but also the law, jurisprudence, science and history.

 These schools are often attached to mosques, but they do not offer religious
 instruction alone. Those who wish to do so many study the Qur'an, and become
 honoured as a "hafiz" when they have memorised the whole text. Others may
 choose a wider syllabus and learn additional subjects such as history, logic,
 shari'ah law, the Hadith - the recorded sayings and deeds of the Prophet, 
 peace be upon him - and correct intrepretation of the Qur'an. Those who 
 finish their studies will gain status as scholars and imams, and become
 leaders in the wider commmunity expected to intrepret the law and religion
 for their fellow Muslims.

 Historically, some madrassas offered their pupils an even wider choice of
 subjects, including Arabic literature, literature, English, French, Dutch and
 other useful trade languages as well as science, mathematics and world 
 history. The scholars produced were intelliectually rounded individuals, 
 often better prepared for later studies than the counterparts in Europe. 
 There were even madrassas that specialised as medical schools."

 * +1 Happiness for the Muslim Population (Lower Classes)
 * Converts the populace to Islam
 * Spawns religious agents. Maximum number: +1


--==Small Spice Plantation==--

"A plantation is an estate carved from the virgin forests of a new territory
 for growing one cash crop for export to the home market. 

 There are tremendous profits to be made in growing crops to satisfy the 
 demand for luxury goods in Europe and elsewhere. There are also tremendous
 risks: crops may fail, slaves may revolt and, once a cargo is gathered, the
 ship carrying it home may sink!

 Plantations are labour-intensive, especially during harvest time. They may
 not be necessarily profitable without indentured or slave labour. Slaves
 are self-explanatory, but indentured labour was the result of the European 
 taste for transporting convicted felons to their colonies. Once a criminal
 record, several years of forced or cheap labour was imposed on him or her,
 and this indenture could be traded to a plantation owner. It was possible
 to buy out an indenture and become free, an option that was rarely available
 to slaves.

 Originally, the English word "plantation" was used to refer to any colony
 "planted" in a new location, even the Scottish settlers in Ulster were a 
 plantation. There was no implication of farming one cash crop." 

 * 2 Turns to Build
 * 15 Pounds of Spice produced each turn


--==Small Sugar Plantation==--

"A plantation is an estate carved from the virgin forests of a new territory
 for growing one cash crop for export to the home market. 

 There are tremendous profits to be made in growing crops to satisfy the 
 demand for luxury goods in Europe and elsewhere. There are also tremendous
 risks: crops may fail, slaves may revolt and, once a cargo is gathered, the
 ship carrying it home may sink!

 Plantations are labour-intensive, especially during harvest time. They may
 not be necessarily profitable without indentured or slave labour. Slaves
 are self-explanatory, but indentured labour was the result of the European 
 taste for transporting convicted felons to their colonies. Once a criminal
 record, several years of forced or cheap labour was imposed on him or her,
 and this indenture could be traded to a plantation owner. It was possible
 to buy out an indenture and become free, an option that was rarely available
 to slaves.

 Originally, the English word "plantation" was used to refer to any colony
 "planted" in a new location, even the Scottish settlers in Ulster were a 
 plantation. There was no implication of farming one cash crop." 

 * 2 Turns to Build
 * 15 Loaves of Sugar produced each turn


--==Small Tea Plantation==--

"A plantation is an estate carved from the virgin forests of a new territory
 for growing one cash crop for export to the home market. 

 There are tremendous profits to be made in growing crops to satisfy the 
 demand for luxury goods in Europe and elsewhere. There are also tremendous
 risks: crops may fail, slaves may revolt and, once a cargo is gathered, the
 ship carrying it home may sink!

 Plantations are labour-intensive, especially during harvest time. They may
 not be necessarily profitable without indentured or slave labour. Slaves
 are self-explanatory, but indentured labour was the result of the European 
 taste for transporting convicted felons to their colonies. Once a criminal
 record, several years of forced or cheap labour was imposed on him or her,
 and this indenture could be traded to a plantation owner. It was possible
 to buy out an indenture and become free, an option that was rarely available
 to slaves.

 Originally, the English word "plantation" was used to refer to any colony
 "planted" in a new location, even the Scottish settlers in Ulster were a 
 plantation. There was no implication of farming one cash crop." 

 * 2 Turns to Build
 * 15 Chests of Tea produced each turn


--==Small Tobacco Plantation==--

"A plantation is an estate carved from the virgin forests of a new territory
 for growing one cash crop for export to the home market. 

 There are tremendous profits to be made in growing crops to satisfy the 
 demand for luxury goods in Europe and elsewhere. There are also tremendous
 risks: crops may fail, slaves may revolt and, once a cargo is gathered, the
 ship carrying it home may sink!

 Plantations are labour-intensive, especially during harvest time. They may
 not be necessarily profitable without indentured or slave labour. Slaves
 are self-explanatory, but indentured labour was the result of the European 
 taste for transporting convicted felons to their colonies. Once a criminal
 record, several years of forced or cheap labour was imposed on him or her,
 and this indenture could be traded to a plantation owner. It was possible
 to buy out an indenture and become free, an option that was rarely available
 to slaves.

 Originally, the English word "plantation" was used to refer to any colony
 "planted" in a new location, even the Scottish settlers in Ulster were a 
 plantation. There was no implication of farming one cash crop." 

 * 2 Turns to Build
 * 15 Barrels of Tobacco produced each turn


--==Somerset House==--

"This is a national government building, purpose-built to house many of the
 important departments of state in a suitably awe-inspiring style.

 Built on the Strand, Somerset House was in a neo-classical style, and was
 not unusual in having its own water gates and docks in the basement. 
 Eightteenth Century roads were fairly appalling, so the River Thames was the
 main highway through London and well frequented by Government officals.The
 Thames was also the main sewer for London, which may have made it difficult
 for casual onlookers to distinguish between politicans and lumps of dung.
 
 When Somerset House was designed, it was intended to be a home for most of 
 the Government, at least according to the Act of Parliament in 1775 that
 enabled the work. Among other departments, space was to be available for
 the Salt Office, the Stamp Office, the Tax Office, the Navy Office (later 
 the Admiralty), the Navy Victualling Office, the Public Lottery Office,
 the Hawkers and Pedlar Office, the Hackney Coach Office, the Surveyor 
 General of the Crowns Land Offce, the Auditors of the Imprest Office, the
 Pipe Office, the Offices of the Duchies of Lancaster and of Cornwall, the
 Office of the Ordinance, the Bargemaster's House, and the King's Barge 
 Houses. Over the next decades, additional building work allowed the Royal
 Academy, the Royal Society and the Society of Antiquities to find rooms, 
 not to mention the University of London as some government tenants either
 moved out or were closed down."

 * Maximum Level of Government Building in London
 * +1 Happiness (Middle Classes)
 * +1 Happiness (Nobility)
 * +5 to Repression in the region
 * +10% Coin Bonus to region tax income
 * Recruitment Capacity (Units in Training): 3
 * Enhances National Prestige
 * Recruits Militia


--==Spice Warehouse==--

"Warehousing a cash crop allows control over the supply of goods, and
 therefore greater profits as the vagaries of market prices have less effect.

 By holding onto a crop until the market is "right", plantation owners can
 get the best price for their harvest. They can also calm the violatility of
 the commodity's market by evening out the supply over the course of a year,
 rather than having a harvest glut and then a shortage for the rest of the
 time. A warehouse also allows plantation owners to wait until the seasons and
 winds are favourable for a fast sea journey back to the homeland; shipping
 losses and transit times are both reduced. Finally, Warehousing also allows
 smaller crops to be consolidating for shipping back to the home market, and
 for the crop to be properly graded. The finest parts of the harvest can be
 sold at the highest price, rather than simply being lumped in with any old
 druss."

 * Requires Large Spice Plantation
 * Enhances National Prestige
 * 40 Pounds of Spice produced each turn


--==Spiritual Circle==--

"An area of great spiritual power respected and honoured by all.

 A spirit centre is a centre of sacred power that has been blessed by a  
 spiritual leader or Shaman. Entry to these circles is only from the east, 
 and once inside the sacred dancers move round the circle in the same  
 direction as the path of the sun through the sky.

 Spirituality was, and still is, a deeply important aspect of Native
 American life. Many believed that there were three levels of spirit order,
 the first being spirits on earth. Every being was made to have the power
 of the spirits within them. These were in turn controlled by the final 
 level of spirits; those that oversee the whole universe."

 * +4 Happiness (Lower Classes) 
 * +4 Happiness (Nobility)
 * Converts the populace to Animism
 * Spawns Shamans. Maximum Number: +1
 * Recruitment Capacity (Units in Training) : 1
 * Enables research of Spirit Medicine
 * Recruits basic infantry


--==Star Fort==--

"A star fort is an enormous system of bastions and defensive positions with
 interlocking fields of fire: an intimidating obstacle to any attacker!

 In the Medieval period, castles had relied on high walls to make them 
 impregnable and to give them a sense of overwhelming grandeur - part of their
 purpose was simply to intimidate lesser men. With the advent of gunpowder
 artillery, a different defensive scheme was required. Fortifications sank 
 into the ground, protected by enormously thick walls, deep counterscarps
 and a sloping bank or glacis that would, hopefully, cause cannon shots to
 ricochet over the defences rather than penetrate.

 Passive defence, however, is not enough. The layout of projecting bastions
 in a star fort creates interlocking fields of flanking fire to destroy 
 attackers as they approach over the sloping glacis. In theory, no 
 attacker should reach the wall without coming under sustained and murderous
 attack from the defenders. The star shape evolved so that no part of the 
 defences would be "blind" to fire from somewhere within the fort. The
 whole structure is, in fact, one massive killing zone for artillery weapons
 and defensive musketry.

 Historically, the most notable creator of star forts was the French military
 engineering genius, Marshall Varban (1633-1707); his name is virtually
 synonymous with the design. His defences at Verdun were still in use during
 the battle there in 1916 during the First World War."

 * Requires Artillery Fort


--==State Capitol==--

"This magnificant building is the embodiment of the Republic and of the 
 people's continuing involvement in their own laws and governance.

 The state capitol of a republican province is the seat of government, and
 place where the to the good government of their region. At regional level
 government is usually divided into an upper and lower chamber, although both
 are elected. The regional governor himself may still be an appointee of the
 central government, a useful way of balancing local and national interests.
 All that said, little expense is spared on the capitol building itself, as
 this is a considerable source of pride and unity.

 Despite the seemingly democratic nature of the system, there is no guarantee
 that anything approaching all the adult population will actually have a vote.
 Historically, the extension of the franchise to the popular majority is a 
 late development in many democracies and republics. The US state of New 
 Jersey, for example, allowed women the vote after the Revolution in 1775,
 only to take the right away in 1807!"

 * Requires State House
 * +3 to Repression in the Region
 * +6% Coin bonus to region tax income
 * Recruitment Capacity (Units in Training) : 2
 * Recruits: Basic Provincial Militia


--==State House==--

"A republic stands for government of its people, for the people and (to some
 extent) by the people, and it is here that the people's representatives meet
 to discuss local issues.

 Republics maintain representative government structures at a local level,  
 with each province eventually having its own assembly as it becomes rich or
 populous enough to justify it. Locally elected worthes enact local laws,
 appoint of form the judiciary, raise militias, and exercise all the other
 functions of government, sometimes with a degree of common sense.

 Represenative government is the basis of a republic, although the 
 qualifications needed to be a voter are often restrictive. Represenation
 of "the people" is not necessarily democratic: most republics prevent the
 unwashed masses from voting by having property, age, sex, class or religious
 restrictions. Of these, property and social classes qualifications are by
 far the most common - the logic being that only men of substance have a 
 properly vested interest in their nation's survival, and the wisdom to
 exercise their franchise correctly. Historically, even the Founding Fathers
 of America were very careful in establishing that only men with property
 could vote - universal suffrage was an alien and frightening idea!

 * Requires Governor's Residence
 * +2 to Repression in the region
 * +4% Coin bonus to region tax income
 * Recruitment Capacity (Units in Queue) : 1
 * Recruits: Basic Infantry and Cavalry


--==State Madrassa==--

"A madrassa is an Islamic place of learning, where Muslims can study not only
 their faith, but also the law, jurisprudence, science and history.

 These schools are often attached to mosques, but they do not offer religious
 instruction alone. Those who wish to do so many study the Qur'an, and become
 honoured as a "hafiz" when they have memorised the whole text. Others may
 choose a wide syllabus and learn additional subjects such as history, logic,
 shari'ah law, the Hadith - the recorded sayings and deeds of the Prophet,
 peace be upon him - and correct intrepretation of the Qur'an. Those who
 finish their studies will gain status as scholars and imams, and become 
 leaders in the wider commu?nity expected to intrepret the law and religion
 for their fellow Muslims.

 Historically, some Madrassas offered their pupils an even wider choice of
 subjects, including Arabic literature, English, French, Dutch as other 
 useful trade languages as well as science, mathematics and world history.
 The scholars produced were intellectually round individuals, often better
 prepared for later studies than the counterparts in Europe. They were 
 even madrassas that specialised as medical schools."

 * +4 Happiness for the Muslim Population (lower classes)
 * Converts the populace to Islam
 * Spawns religious agents. Maximum Number: +1


--==Steam Drydock==--

"A steam drydock is a magnificant achievement of an industrializing nation:
 a manufactory of ships without equal!

 The kind of beam engines used to pump water around a canal system (and drain
 mines) can drain a drydock efficiently. Using steam to power these engines
 is an obvious keep, but once steam engines are in a dockyard this goes 
 far beyond pumping seawater around.

 This can be used to drive sawmills, lathes, even block-making machines and
 as the lifting power for dockside cranes. The efficiency gains - admittedly
 with some new risk of fire, as the main shipbuilding material is wood - are
 impressive!

 The scale of the military-naval industry could be large in maritime 
 nations, even discounting civilian yards. The British Royal Navy dockyards
 were the largest industrial organisation in the world during the 18th
 Century, and could make every part of a warship from a mast to a nail;
 guns were the exception, and they came from the Board of Ordnance. The 
 ropewalk at Chatham, Kent, produced anchor ropes and was the longest brick
 building in Europe when constructed. It is still producing high quality
 ropes for ships today. The dockyards were so important that damaging them
 by fire or explosion carried the death penalty - something not actually
 repealed until 1971 (two years after the UK death penalty was finally
 abolished for murder)."

 * Requires Drydock
 * Enhances National Prestige
 * Recruits all Battleships


--==Steam Engine Factory==--

"This huge workshop creates the steam engine that provide motive power for 
 other factories and their machinery; it is a birthplace of a new industrial
 age.

 Steam-powered machines offer a way of creating unlimited goods of many kinds
 in an efficient manner. This enormous ironworks designs, develops and 
 creates new static steam engines of many kinds, from the beam engines used
 to pump water out of mines, to the stationary engines used to haul plateway
 wagons, and the complicated expansion engines that provide power to other
 machines. Each new technical advance can be applied to work of the shop
 itself, and other manufactories soon benefit from any improvements, if they
 pay for the engineers' work.

 The "shock of the new" in the 18th Century was immense and nowhere more so 
 than in the factories and mills that steam engines made possible. Workers'
 lives were transformed overnight, and they had to master many strange new
 concepts: steam engines could be dangerous things. It's worth remembering
 that many workers were killed by poorly installed or maintained engines, 
 boiled alive thanks to steam explosions or mangled by a lack of safety 
 features. Safety valves to release excess pressure were fitted not only to
 save lives, but also the expense of rebuilding if a boiler did explode!"

 * Requires Ironmaster's Works
 * Enhances National Prestige
 * +X Coins to region wealth (Depends on the wealth of the town)
 * +14 coins per turn to town wealth in the region
 * Enables research of Interchangable Parts


--==Steam-Powered Cloth Mill==--

"A mill powered by steam engines can produce cheap goods of good, reliable
 quality on large machines.

 Profits from the mill can be enormous, as the machines run day and night,
 for as long as the steam engines have coal and water, and there are raw
 materials to process. Usually there is a central engine, and power for
 various machine is transferred by a series of axles and belt drives. Powered
 machinery is dangerous, and injuries among workers are common. This is 
 particularly true among child workers, who are small enough to crawl beneath
 the looms and fix problems as they occur. It is all to easy to get caught
 in the whirling machinery and lose a limb, or worse.

 Historically, workers saw steam power as a threat to the livelihoods. "Plug
 riots" where workers destroyed boiler plugs to render steam engines useless
 were common in Britain. The Luddite movement was so threatening that
 machine breaking was made a capital crime, and men were executed for it.
 The French term "sabotage" originally referred to workers throwing their 
 wooden sabots (shoes) into machinery to cause stoppages. The running of 
 mills night and day did create jobs, but it also introduced the tyranny of
 obeying the clock through shift works."

 * Requires Water-Powered Cloth Mill
 * Enhances national prestige
 * +X Coins to Region Wealth (Depends on the wealth of town)
 * +18 Coins per turn to town wealth in the region
 * Enables research of Mass Production


--==Steam-Powered Sugar Mill==--

"A sugar mill allows the refinement of raw sugar cane into processed sugar,
 a delicacy easily transported to the almost insatiable home market.

 A sugar mill takes sugar cane and crushes it to extract the juice: when
 powered by steam, the crushing gears can extract much more juice from the
 plants. The juice is boiled down until it crystallizes as sugar of various
 grades. As might be imagined, the process is hot (especially in tropical
 climates) and dangerous to the workers: injuries from being dragged into
 the machinery are not uncommon.

 Milling improvements allowed more sugar cane to be processed, and make the
 whole process more efficient as well. Historically, even though European
 demand seemed to have no limits the price of sugar actually fell over time
 as manufacturing improved. A healthy trade in machine parts for mills also
 grew up between Europe and the sugar-growing regions."

 * Requires Sugar Warehouse
 * 60 loaves of sugar produced each turn
 * Enhances national prestige


--==Steam-Pumped Gold Mine==--

"As soon as a mine delves below the water table, water is a problem and  
 flooding a constant danger.

 Pumping or lifting the water allowes the miners to reach richer, deeper
 mineral seams. A steam beam engine, linked to a pump, can lift enough water
 to make it economically sensible to dig deep shafts.

 Historically, Thomas Newcomen was the first develop a practical "atmospheric"
 engine for draining deep mines sometime around 1710. His design had problems
 and was very inefficient, but it worked well enough to be widely adopted 
 where coal was cheap. It was an atmospheric engine because the steam cooled,
 thus sucking the piston down the cylinder. The need to repeatedly warm and
 cool the machine made it wasteful.

 Jame Watt's beam engine design was altogether more efficient. He had a 
 seperate steam condenser, and kept the cylinder at a constant temperature.
 He as also lucky in his choice of working partner, Mathew Boulton, who proved
 an astute business manager and lobbyist; he even pursuaded the British
 Parliament to extend their patent, guaranteeing them further profit!

 * -1 Happiness from Industrialisation (Lower Classes)
 * +X Coins to Region Worth (Depends on the Yield of the Mine)


--==Steam-Pumped Iron Mine==--

"As soon as a mine delves below the water table, water is a problem and  
 flooding a constant danger.

 Pumping or lifting the water allowes the miners to reach richer, deeper
 mineral seams. A steam beam engine, linked to a pump, can lift enough water
 to make it economically sensible to dig deep shafts.

 Historically, Thomas Newcomen was the first develop a practical "atmospheric"
 engine for draining deep mines sometime around 1710. His design had problems
 and was very inefficient, but it worked well enough to be widely adopted 
 where coal was cheap. It was an atmospheric engine because the steam cooled,
 thus sucking the piston down the cylinder. The need to repeatedly warm and
 cool the machine made it wasteful.

 Jame Watt's beam engine design was altogether more efficient. He had a 
 seperate steam condenser, and kept the cylinder at a constant temperature.
 He as also lucky in his choice of working partner, Mathew Boulton, who proved
 an astute business manager and lobbyist; he even pursuaded the British
 Parliament to extend their patent, guaranteeing them further profit!

 * -1 Happiness from Industrialisation (Lower Classes)
 * +X Coins to Region Worth (Depends on the Yield of the Mine)


--==Steam-Pumped Silver Mine==--

"As soon as a mine delves below the water table, water is a problem and  
 flooding a constant danger.

 Pumping or lifting the water allowes the miners to reach richer, deeper
 mineral seams. A steam beam engine, linked to a pump, can lift enough water
 to make it economically sensible to dig deep shafts.

 Historically, Thomas Newcomen was the first develop a practical "atmospheric"
 engine for draining deep mines sometime around 1710. His design had problems
 and was very inefficient, but it worked well enough to be widely adopted 
 where coal was cheap. It was an atmospheric engine because the steam cooled,
 thus sucking the piston down the cylinder. The need to repeatedly warm and
 cool the machine made it wasteful.

 Jame Watt's beam engine design was altogether more efficient. He had a 
 seperate steam condenser, and kept the cylinder at a constant temperature.
 He as also lucky in his choice of working partner, Mathew Boulton, who proved
 an astute business manager and lobbyist; he even pursuaded the British
 Parliament to extend their patent, guaranteeing them further profit!

 * -1 Happiness from Industrialisation (Lower Classes)
 * +X Coins to Region Worth (Depends on the Yield of the Mine)


--==Stockholms Slotts==--

"The Royal Palace in Stockholm is a suitably grand setting for a monarchy with
 pretensions to rule the Baltic and northern Europe.

 Built on the site of an older fortress called the Three Crowns, the current
 Palace is actually its second incarnation as the first building was 
 destroyed in fire in 1697. The current version was designed by Count 
 Nicodemus Tessin (the Younger), an able Baroque architect and city planner,
 and took the best part of 50 years to complete in brick and sandstone. 
 Much of the surrounding city was also re-laid as moats and the like were
 filled in.

 The Palace is still in use today as the offical residence of the Swedish
 monarchy, and houses significant museum collections, including the 
 Livrustkammaren, or Royal Armoury within its 609 rooms. This is the oldest
 museum in Sweden, established by the great Gustavus Adolphus in 1628 when
 he decided to keep and display his equipment from his Polish campaigns. The
 various departments of the royal court and household are also still based in
 the palace, as are the Hogvakten, the Royal Guard of the Svea Livgarde
 (Lifeguards), who have been a part of Palace life since the 1750s."

 * +1 Happiness (Nobility)
 * +1 Happiness (Lower Classes)
 * +5 to Repression in the Region
 * +15% Coin to Region Tax Income
 * Recruitment Capacity (Units in Training) : 3
 * Enhances National Prestige
 * Recruits basic infantry
 * Built by the Swedes as highest Government building in Stockholm


--==Subadar's Palace==--

"This magificant palace is a pale reflection of a monarch's glory, power and
 wealth, not those of the governor's person.

 In an absolute monarchy, there is a great chain fo authority that stretches
 down from the monarch's person even to the lowliest of his subjects. Everyone
 has a place, sanctioned by time, custom and the approval of the monarch and
 no one is exempt from the awful majesty of the sovereign's power. This is
 especially true of governors away from the royal court. They may rule from 
 marble palaces, but they do so not in their own right but by the authority
 granted from the Crown. If any of them ever forgot that the grandeur and 
 luxury that surrouned them are entirely borrowed, the penalties for personal
 aggrandisement are terrible indeed. Having been raised up, they have an 
 awfully long way to fall. 

 In reality, many governor's residences in absolute monarchies combined luxury
 (for who was to say when the king would visit?) with enough barracks and
 stables to house a small army. Absolutism always relied on the concepts of
 the "rod and the axe" to maintain authority, although by the 18th Century  
 a good stock of gunpowder and a fine collection of artillery did better
 service."

 * Requires Thakur's Mansion 
 * +3 to Repression in the region
 * +9% Coin Bonus to region tax income
 * Recruitment Capacity (Units in Training) : 2
 * Recruits basic infantry


--==Sublime Porte==--

"The residence of a sovereign should inspire awe and dread in equal measure,
 overwhelming lesser men by its magnificence.

 This magnificant structure is the beating heart of an empire, its nerve
 centre and the glory of the nation given physical form. Every carved 
 detail, every piece of luxorious inlay, every painted ceiling, every tile on
 the floor, has been paid for by the blood and swear of the nation's people, 
 and all to glorify the person of the monarch. The rule and his state are
 one, for under an absolute system of government, all power resides in the 
 person of the monarch. The court exists only to provide obedient servants, 
 as an absolutist system can permit no rivals to the throne. The servants of
 the state must be kept firmly n their place, and made to remember that they 
 wield borrowed (at best) power. The source of power needs a suitably 
 magnificant setting, a public stage where upstarts can be broken and brought
 to heel, subtly or otherwise.

 All royal palaces, no matter what culture produces them, represent a  
 substantial investment of national wealth. From Versailles in France to the
 places of the Sultan in Istanbul, money was no object when it came to royal
 luxury. Taxes, after all, belong to the monarch in person, not the state."

 * +4 to repression in the region
 * +12% coin bonus to region tax income
 * Recruitment capacity (units in training) : 2
 * Recruits basic infantry


--==Subsistence Farms==--

"An area set aside for the care and cultivation of livestock and crops.

 Livestock and crops were a valuable commodity, allowing the population to 
 grow without relying on what food can be found by hunting and gathering. They
 provide a constant food source, more than the meat brought in by hunting 
 parties.

 Although the processes involved in keeping farms went against the grain of
 Native Americans' religion, they did keep crops. They tended to favour corn,
 beans, and squash, crops they referred to as "the three sisters."

 * +0.1% to population growth
 * Reduces the chance of food shortages
 * +X Coins to Region Wealth (Depends on the Yield of the Farm)


--==Sugar Warehouse==--

"Warehousing a cash crop allows control over the supply of goods, and
 therefore greater profits as the vagaries of market prices have less effect.

 By holding onto a crop until the market is "right", plantation owners can
 get the best price for their harvest. They can also calm the violatility of
 the commodity's market by evening out the supply over the course of a year,
 rather than having a harvest glut and then a shortage for the rest of the
 time. A warehouse also allows plantation owners to wait until the seasons and
 winds are favourable for a fast sea journey back to the homeland; shipping
 losses and transit times are both reduced. Finally, Warehousing also allows
 smaller crops to be consolidating for shipping back to the home market, and
 for the crop to be properly graded. The finest parts of the harvest can be
 sold at the highest price, rather than simply being lumped in with any old
 druss."

 * Requires Large Sugar Plantation
 * Enhances National Prestige
 * 40 Loaves of Sugar produced each turn


--==Sultan's Academy==--

"An academy is a "gentlemen's club", of sorts, for the greatest minds of a 
 nation to gather for discourse, lectures, debates and some very nice dinners.

 Academies concern themselves with all aspects of national, cultural and 
 scientific life. From the most abstract of mathematical conundrums to the
 collection of natural wonders and the study of languages and lexicography,
 nothing is outside the interests of academicians. The members are, by and
 large, selected by their peers, although individual governments do use their
 influence to secure places for worthy men - and these learned societies are
 not above granting membership to royalty in the hope of securing patronage!

 Large projects were matters of national prestige. The Academic francaisem
 was charged with the collation of an offical French dictionary. The epic
 voyage of Captain Cook, RN, in 1768-71 was partly influences by the desire
 of the British Royal Society to observe the transit of Venus across the
 Sun from Tahiti. Other nations sent observers to, among other places, Canada
 and Siberia - Cook got the nicest destination! By observing the event from
 different sides of the Earth, parallax made it possible to calculate the 
 size of the solar system and establish the astronomical unit.

 * Requires Sultan's Observatory
 * +2 Happiness (Lower Classes)
 * +2 Happiness (Middle Classes)
 * +3% to Technology Research Rate
 * Spawns Gentlemen. Maximum Number +1
 * Enhances National Prestige


--==Sultan's Observatory==--

"An observatory is a centre for many scientific studies, not just astronomy. 
 All the physical sciences are advanced here.

 The study of the heavens lead to advances in mathematics, and improvements
 in scientific instrument making, biology and, perhaps most importantly of
 all, navigation and surveying. Accurate star charts and lunar tables (showing
 the phases of the moon) enable sailors to determine their positions at sea,
 and a navy that can navigate accurately is one that can carry out its 
 duties effectively. An observatory is also a centre for national prestige, as
 discoveries made and published reflect well on the institute and the nation
 that funds its work.

 Historically, observatories were vital in the development of navigation
 and accurate clocks. This is why the zero-degree longitude line passes 
 through the Royal Observatory in Greenwich, London (until 1884 most states
 used their own nationalistic reference points.) Indeed, the nationalism
 of astronomy often leads to the ignorance of the observations and 
 deductions of non-European astronomers.

 Astronomers could also be outrageous flatterers. After he discovered what
 he thought was a new planet, Sir William Herschel chose the name "Georgium
 Sidus", or George's Star, in a transparant bit of sucking up to his patron,
 King George III. Other astronomers also flirted with the name "Herschel" 
 then settled on "Uranus" for the new planet."

 * Requires School of Poetry
 * +2% to Technology Research Rate
 * Spawns Scholars. Maximum Number +1
 * Enhances National Prestige
 * +2 Happiness (Lower Classes)
 * +2 Happiness (Middle Classes)


--==Sweat Lodge==--

"An area of great power and energy; used for a variety of rituals, including
 the rain dance and ghost dance.

 One of the most powerful holy grounds is the medicine wheel. These areas are
 a representation of the path an individual must walk in their life time. By
 standing on each of the spokes a man can understand what it is to walk 
 another's path and fully appreciate all aspects of life and nature.

 Historically, the most famous medicine wheel is found at Big Horn in 
 Wyoming; it was the first to be created and was built on a ridge of Medicine
 mountain. People visited the site seeking harmony with the powerful spirits
 that inhabited it, searching for a greater understanding of the mysteries 
 of mother earth."

 * +3 Happiness (Lower Classes)
 * +3 Happiness (Nobility)
 * Converts the populace to Animism
 * Spawns Shamans. Maximum Number: +1
 * Recruitment Capacity (Units in Training) : 1
 * Enables research of Riding the Winds
 * Recruits basic infantry


--==Tavern==--

"A tavern is a drinking establishment where all manner of drink, food and
 entertainment are available - always providing that the money is forthcoming!

 Drink is one of the solace's of a long working day. There are, of course,
 religious and social taboos about getting drunk, but these rarely bother
 tavern owners or their customers! A tavern provides a place to drink cheaply,
 pick up the local news, gossip, gamble (cockfighting is a popular pastime)
 and generally have a few hours respite from the day's labour. It is often the
 "other" centre of community, where the real business of running a town goes
 on, well away from offical interferrence.

 A tavern is distinguished from an inn because it does not offer overnight
 accommodation, although rooms for private functions - and discreet 
 entertainment of an intimate or personal nature - may well be part of the
 service."

 * Requires Town
 * +2 Happiness (Lower Classes)
 * Spawns Assassins. Maximum Number: +1


--==Tea Warehouse==--

"Warehousing a cash crop allows control over the supply of goods, and
 therefore greater profits as the vagaries of market prices have less effect.

 By holding onto a crop until the market is "right", plantation owners can
 get the best price for their harvest. They can also calm the violatility of
 the commodity's market by evening out the supply over the course of a year,
 rather than having a harvest glut and then a shortage for the rest of the
 time. A warehouse also allows plantation owners to wait until the seasons and
 winds are favourable for a fast sea journey back to the homeland; shipping
 losses and transit times are both reduced. Finally, Warehousing also allows
 smaller crops to be consolidating for shipping back to the home market, and
 for the crop to be properly graded. The finest parts of the harvest can be
 sold at the highest price, rather than simply being lumped in with any old
 druss."

 * Requires Large Tea Plantation
 * Enhances National Prestige
 * 40 Chests of Tea produced each turn


--==Tenanted Farms==--

"Tenent farmers are a large social step up from the humble peasant. They
 may toil as hard, but they do so for their own profit not that of a distant
 master. 

 Tenanted farms primarily produce cash crops. The landlord expects his rent
 to be paid, so subsistence farming is a waste of time, as it will not 
 guarantee any income. Successful tenants, who develop their land, can become
 quietly wealthy men and may be able to buy their farms.

 For a landlord the main benefit of tenanted farms is that income from them is
 in cash, not kind. Absentee landlords can live the high life in a city; they
 rarely need trouble themselves with the mud and muck of the countryside - as 
 long as they have trustworthy agents and tenants! A leisured class of 
 "gentlemen farmers" and rentiers therefore arises, all thanks to the efforts
 of tenant farmers.

 Historically, tenanted farms made good profit but, like all farming, were 
 subject to the vagaries of weather. Tenancies could be, and were, passed down
 the generations of families, something that allows tenants to see a point in
 developing "their" land with their cash surplus."

 * Requires Peasant Farms, Common Land Enclosures
 * +0.5% to Population Growth
 * Reduces the Chance of Food Shortages
 * +X Coins to Region Wealth (Depends on Yield of Farming Region)
 * Enables research of Four Field Crop Rotation


--==Teyler Museum==--

"The Museum is the private collection, antiquities and books that intrigued
 the founder.

 Pieter Teyler van der Hulst (1702-1778) left his fortune to the furthering of
 science and culture, as befitted a part-Scottish following of the Scottish
 Enlightenment. He also left money for some almshouses for the poor folks of
 Haarlem. Before his death he had established various learned societies in
 the town and, like many gentlemen of the period, had a "cabinet of 
 curiosities": a large collection of objects of interest or antiquarian 
 value. His fortune, made from the cloth trade, was certainly large enough to
 let him indulge in his passions for science and collecing.

 The museum was a reflection of his interests, and was added to over the years
 so that it now had a fine collection of fossils, scientific instruments (and
 making them something of a Dutch speciality), coins, paintings, prints and
 drawings. Pieter Teyler left a charitable and worthy legacy of a "Christian
 Gentleman" in the museum and the almshouses."

 * +5 Happiness (Nobility)
 * +5 Happiness (Lower Classes)
 * Enhances National Prestige
 * Requires Great Museum
 * Built only by the Dutch in Amsterdam as highest Cultural Building


--==Thakur's Court==--

"As a province grows, the central government appoints its own governor with
 greater powers, rather than relying on the services of a member of the local,
 minor gentry. 

 No matter what his title - Lord Lieutenant (to the Monarch), Governor, Pasha,
 Thalur - the man appointed to oversee a province is a minor monarch, even in 
 a republic! His main duties are tax raising and defence, and he is the 
 government's man rather than a senior member of the local community. He is
 both protector and enforcer. He can enforce the law as he sees fit, ignore
 it when inconvenient and even grant pardons. He can impress men into military
 service and use them against any who dare to rebel. He has to power of life 
 and death over his subjects - although he may have to use the justice system
 rather than simply having people shot. And, best of all, in an age of 
 "interest" he has the power to fill his own and his friend's purses at the
 state's expense. 

 Historically, office holders in the 18th Century (almost regardless of 
 country or government style) seemed to have trouble keeping the state's money
 out of their own pockets. It was acceptable for a man to appoint himself or 
 a friend as a contractor, tax farmer or monopolist and make a handsome 
 profit."

 * Requires Zamindars Court
 * 1 to Repression in the Region
 * 2% Coin Bonus to region tax income
 * Recruitment Capacity (units in training) : 1
 * Recruits: Infantry and Cavalry Units


--==Theatre==--

"Sensation and spectacle for the people can keep them occupied and 
 entertained, not to mention distracted from politics.

 A night at the theatre is a bawdy, rambunctions, rowdy, exciting, and novel
 experience. The theatre holds up a mirror to society, and sometimes society
 does not like what it sees. The audience shows little respect, heckling is an
 art, and performers play to their claques rather than follow the text. Yet
 each great performance, each actor-manager, each new work, is eagerly  
 followed by the chattering classes.

 Historically, theatres could mean a great deal of trouble for the 
 authorities. Riots were not uncommon if unpopular or provocative plays were
 staged, and David Garrick, the leading light of the London stage, was forced
 to kneel in apology before a fickle audience he had offended. They were in 
 the process in completely wrecking his theatre and his liveihood! Because of
 this public excitability, and the potential for subversive propaganda, in the
 interests of "public morality" all governments closely monitored theatre
 performances. Indeed, Great Britain only scrapped censorship in theatres
 in 1968 when the Lord Chancellor's Office no longer required London theatres
 to have approval for every production."

 * Requires Bawdyhouse
 * +1 Happiness (Nobility)
 * +4 Happiness (Middle Classes)
 * Spawns Rakes. Maximum Number: +1


--==The British Museum==--

"The British Museum is a collection of curiosities, antiquities and books that
 is the envy of the civilized world.

 Many 18th Century gentlemen collecters exhibited a "cabinet of curiosities"
 to friends and rivals. Competition for the most noteworthy and prestigious
 items soon meant that "cabinets" were often whole rooms or suites set aside
 for this expensive hobby. Studying the curiosities themselves also became a 
 respectible field of scholarly endeavour by antiquarians, a strange collection
 themselves of dusty, rum coves with limited social skills.

 The British Museum began as one of these collections, but George II donated
 the Old Royal Library, thus guaranteeing that every book ever published in
 Britain would end up on its library shelves. Further equally generous gifts,
 such as Garrick's library of plays, and shrewd purchases made sure that the
 collection of antiquities grew at a prodigious rate. Sir William Hamiliton
 (the husband of Emma Hamiliton, the mistress of Admiral Horatio Nelson) 
 profited quite handsomely when he sold his collection of Roman and Greek
 items to the Museum. He had collected them, as a hobby, for next to nothing
 while the ambassador of Naples, Italy. It probably took his mind off being
 cuckolded.

 The Museum also became home to spoils of exploration and conquests: objects
 collected during Captain Cook's expedition to the South Seas were exhibited
 at the museum for a time. The Rosetta stone also ended up in the Museum,
 having been captured from the French after Napoleon's abortive attempt to
 conquer Egypt."

 * Highest level of Museum in London
 * Requires Great Museum
 * +5 Happiness (Middle Classes)
 * +5 Happiness (Nobility)
 * Enhances National Prestige


--==The Smithsonian Institution==--

"The Smithsonian is an establishment dedicated to learning and knowledge,
 with a world-renowned collection of objects and manuscripts.

 The Smithsonian is not like other major museums, established to show off
 the collections of wealthy patrons or as an exercise in national glory. 
 Instead, it is the legacy of a man who was neither American nor visited
 the country. James Smithson (1765-1829) stipulated that his fortune was
 to be used for the "increase & diffusion of Knowledge among men" if his
 nephew died without leaving an heir. With over pre-inflationary $500,000
 in the fund, it took Congress nearly a decade to decide how to spend the
 money and the Smithsonian "Castle" in Washington was only completed in 
 1855.

 Since then, the Smithsonian has become one of the world's leading 
 repositories for historical objects and archives, funded by the US
 government and private donations. It now has 20 different branches, 
 specialising in everything from ethnic art and objects to aerospace 
 exhibits, and helping to manage the Smithsonian is one of the (very few)
 offical duties of the Vice President of the United States."

 * Highest level of Museum in Philadelphia, Built by the US
 * Requires Great Museum
 * +5 Happiness (lower classes)
 * +5 Happiness (middle classes)
 * Enhances National Prestige


--==Tobacco Warehouse==--

"Warehousing a cash crop allows control over the supply of goods, and
 therefore greater profits as the vagaries of market prices have less effect.

 By holding onto a crop until the market is "right", plantation owners can
 get the best price for their harvest. They can also calm the violatility of
 the commodity's market by evening out the supply over the course of a year,
 rather than having a harvest glut and then a shortage for the rest of the
 time. A warehouse also allows plantation owners to wait until the seasons and
 winds are favourable for a fast sea journey back to the homeland; shipping
 losses and transit times are both reduced. Finally, Warehousing also allows
 smaller crops to be consolidating for shipping back to the home market, and
 for the crop to be properly graded. The finest parts of the harvest can be
 sold at the highest price, rather than simply being lumped in with any old
 druss."

 * Requires Large Tobacco Plantation
 * Enhances National Prestige
 * 40 Barrels of Tobacco produced each turn


--==Trading Port==--
 
"Shipping goods of any kind by land is difficult and expensive. Any item that
 has to travel more than a few miles goes by ship wherever possible.

 Most good are simply terrible, and bulk cargoes (such as coal) must go by
 ship anyway: it is the only way of moving goods cheaply and relatively 
 quickly. It also makes the whole world a marketplace, even if the customers
 are not sure what to make of the goods being sent (British merchants 
 insisted on exporting heavy woollen cloth to India for years, even though
 there was no obvious market for it.)

 Coastal trade can be also very profitable. For example, a "cheese fleet" 
 did nothing but shuttle back and forth between London and the northwest of
 England, bring Cheshire cheeses to the London market. By a happy accident
 of geology, Cheshire had rock salt mines that provided a preservative for 
 the local cheese to make the sea journey to London. Although salty, this
 was undoubtedly healthier than most foods on a gentleman's table in the 
 18th Century!"

 * Improves Export Capacity (Increases Trade Values)
 * +2 Trade Routes Possible (Sea)
 * +X Coins to Region Wealth (Depends on the Town's Wealth)
 * +3 Coins Per Turn to Town Wealth in the region
 * Recruits: Basic Battle Vessels, Basic Trading Ships


--==Tribal Drill Grounds==--

"A forming training area for tribal warriors to perfect battle skills and 
 learn necessary discipline.

 Protecting family and land is the first responsibility of a young warrior.
 Learning weapon skills during the hunt gives the man the skills of a fighter;
 learning to fight alongside others makes him a useful warrior, and a credit
 to his tribe. 

 Historically, warriors used the bow and arrow with astounding skill, thanks
 to constant hunting. Other daily tools such as the hatchet-like tomahawk were
 useful in war too. Oddly, in some tribes it was the custom to bury tomahawks
 once a war was ended (hence "bury the hatchet"). The tribes however, never
 developed an organised approach to warfare to match that of the European
 invaders."

 * Settlement of Conquered Native American Tribe
 * Converts the populace to Animism
 * Recruit Capacity (Units in Training) : 1


--==Village Longhouse==--

"A large wooden framed structure used as a communal area for the whole tribe.

 Long houses are similar to wigwams, in that they use a wooden pole frame
 covered with elm bark. There are holes at intervals along the roof to allow
 smoke from the fires burning inside the building to escape. During the 
 winter months the two main entrances are covered with animal pelts to keep 
 out the cold winds.

 Long houses are big enough for an entire extended family or clan and have
 raised platform areas for sleeping mats, leaving large areas of the lower
 floor for socializing."

 * +2 Happiness (Lower Classes)
 * +2 Happiness (Nobility)
 * Conducts technology research. Points per turn: 10


--==Vineyards==--

 A vineyard is a farm dedicated to the growing of grapes and the production
 of wine, but on a relatively small scale.

 Wine is one of the pleasures of life for all classes of societies and, along
 with ale, is the standard drink of many Europeans thanks to poor quality 
 water supplies in towns and cities. No one actually cares about the public
 health implications of wells and open sewers in close proximity to each
 other!

 The patterns of growth and consumption of wine in the 18th Century often had
 some odds roots. The British tale for "claret" (Bordeaux wines) dates back to
 the Middle Ages when the English monarchy controlled the region. Much of the
 earliest "New World" wine was supposedly the result of plantings by the
 Catholic Church to ensure that they had a supply of wine for Mass. Grape 
 varieties can have similar odd origins: Shiraz, for example, started as Syrah
 grapes, originating in Persia and were brought back to France around the time
 of the Crusades. There were many more local grapes varieties today, because
 pests from America wiped out older types in the 19th Century.

 * +0.2% to population Growth
 * Reduces the chance of Food Shortages
 * +X Coins to Region Wealth (Depends on the Yield of the Land)


--==Warrior Lodge==--

"A lodge set aside for warriors and the elders of the tribe to discuss matters
 of importance before deciding policy.

 As European influence increased, the tribes recognised the need to hold more
 territory, if only to deprive the invaders of the best lands."

 * Spawns scouts Maximum Number: +1
 * Recruitment Capacity (units in Training) : 2
 * Enables Research of Gun Dealing, Sharp Shooting
 * Recruits most Native American Units


--==Warrior Society==--

"A warrior society allows the recruitment of military units and adds to the
 experience of bow-armed units.

 There is no greater measure of a man than how he handles himself in warfare;
 it is an honourable pursuit for a Native American. When needed, peasants 
 and farmers can take up arms to fight for survival, but real warriors are
 needed if there is to be any proper defence against invaders. A warrior
 society instils a sense of courage and honour in the tribe's fighters, as 
 well as laying the groundwork for training in the arts of ambushing.

 Warrior societies played an important role in tribal life. They provided
 warriors with a social structure and gave them prestige within the tribe.
 Each society had its own distinctive rituals and encourage bravery through
 rivalry with other societies nd the promise of higher society rank. Although
 these positions provided great respect and privileges they also came with
 huge personal sacrifices for an individual. A "bear-belt wearer" in the Big
 Dog Society of the Crow, for example, was expected to walk straight up to
 the enemy during battle and never, ever retreat no matter what happened."

 * Spawns scouts. Maximum Number: +1
 * Recruitment Capacity (Units in Training) : 2
 * Enables Research of Ambush Tactics, Powder Making
 * Recruits most Native American units


--==Water-Powered Cloth Mill==--

"A water-powered cloth mill allows the operation of large weaving machines, 
 beyond what human muscles can power and, consequently, larger profits.

 The waterwheel is one of the oldest sources of motive power in the world. 
 Watermills have been grinding flour since Classical times, and used to power
 tools for nearly as long. Ultimately, waterpower relies on gravity. Damming
 streams to make millponds to provide a head of water is futile unless the 
 water is there in the first place; the expense is pointless if the mill
 itself is not a lot lower than the water supply. Steep-sided valleys and
 plentiful rain therefore determine where watermills are likely to be 
 economically viable propositions.

 Once the waterwheel is turning, it drives a series of axles. Individual 
 machines take power by a pulley-and-leather-belt system. This limits the
 overall size of the mill, because a wheel can only drive a limited number
 of machines thanks to friction and the fundamental inefficiencies of a 
 gearless drive. Thanks to few or no safety features - and leather strapping
 moving at high speed - a mill is a dangerous place to work. Any unlucky
 worker trapped by the machinery will be crippled or killed in seconds, and
 probably have their wages stopped for causing the mill owner to lose 
 profits during the cleaning of blood and body parts."

 * Requires Weaver's Cottage
 * +X to Town Wealth (Depends on Wealth of the Town)
 * +14 Coins per turn to town wealth in the region
 * Enables research of Punch Card Looms, Power Loom


--==Weaver's Cottage==--

"The move from very traditional craft to a more formal "cottage industry" 
 allows trade and manufacturing to expand significantly.

 A "cottage industry" is literally that: one where whole families live and  
 work in their cottages at the same craft. Once the whole community is 
 engaged in the same trade, output can be relatively substantial, but
 limited by the skills of the workers. There is some division of labour 
 involved: family women tend to be the yarn producers, while men operate the
 manual looms. From dusk to dawn, the machines have to work in order for 
 families to survive; they are paid piecework rates, so must work quickly.

 Historically, weaving was a substantial industry but entirely cottage-based
 before the rise of water and steam-powered mills in Yorkshire, England. Cloth
 and "piece" halls in market towns allowed the consolidation of bulk shipments
 from many small suppliers. The system, however, was incapable of producing 
 goods of a consistant quality (as each weaver worked to his own standards), 
 and could not be scaled to match demand. Artisans took years to master their
 trades, not the weeks it took to install a new machine in a powered mill."

 * Requires Craft Workshop (Weavers)
 * +X to region wealth (X depends on wealth of the town)
 * +10 Coins per turn to town wealth in the region
 * Enables research of Spinning Jenny, Spinning Mule, Flying Shuttle


--==Weaver's Lodge / Native==--

"Trade goods are valuable to a tribe, barter allows access to many items
 that cannot be made by the people themselves. As trade becomes increasingly
 valuable many are seeking an additional source of income through business
 run from home.

 Wool is a by-product of farming sheep for food, and weavers can make it 
 into useful cloth for trade and clothes. To begin with, weaving is a 
 "home industry", but eventually there is enough work to make specialisation
 worthwhile.

 There are other forms of weaving, of course. Basketwork is an important craft
 for many tribes, if only to create storage for grain and food to last the
 harsh American winters."

 * +X to region wealth (X depends on wealth of the town)
 * +10 Coins per turn to town wealth in the region
 * Enables research of Spinning Jenny, Spinning Mule, Flying Shuttle


--==Wineries==--

"A winery takes the product of seveal vineyards and produces wine on a large
 scale, shipping much of it in casks to distant markets.

 Glass is expensive, and it is better to ship casks to market and then have 
 the consignment bottled by wine merchants to suit local tastes. The casks can
 then be broken down for easy shipment back for refilling. The maturing 
 process in the casks is a happy accident that improves the flavour of the 
 wine!

 The 18th Century was a period when food adulteration was common - whitening
 flour with chalk, for example - and wine was no exception. Watering was the
 least offensive and probably safest practice, as the alcohol would kill 
 infectious parasites and germs in the water. Also common was the practice of
 sweetening wine by adding various chemicals, including lead. Lead was known
 to be poisonous, but without legislation to protect customers, there was
 nothing that could be done to stop vintners adding whatever they wanted to
 wine."

 * Requires Vineyards
 * +0.4% to population Growth
 * Reduces the chance of Food Shortages
 * +X Coins to Region Wealth (Depends on the Yield of the Land)


--==Wine Estates==--

"A wine estate represents a substantial investment in wines, land and time.
 wine is lovingly produced, carefully aged, and sold on at a premium.

 The entire process is still subject to the vagaries of weather, soil and
 time. It is quite possible for an estate to produce a truly great wine
 one year and a foul one the next because, while standards were improving,
 there are still a great many variables that are only dimly understood.

 In some parts of the world, a great wine estate is a prestigious possession,
 over and above it's economic value.

 And the value could be great indeed: the 18th Century was a time of 
 prodigious boozing in Europe, Georgian Englishmen, for example, apparently
 had bottomless gullets even by contemptorary standards, as the available 
 water was not always fit to drink. Contary to the popular belief of the
 time, excessive drinking was not the cause of gout (an agonising inflammation
 of the joints) only a contributory factor. Gout is triggered by a high-
 protein diet (as favoured by the wealthier classes of the period), and the
 liberal use of toxic lead compounds to sweeten the wine probably did little
 to help matters!"

 * Requires Wineries
 * -1 Happiness from Industrialisation (Lower Classes)
 * Enhances National Prestige
 * +0.6% to population Growth
 * Reduces the chance of Food Shortages
 * +X Coins to Region Wealth (Depends on the Yield of the Land)


--==Winter Palace==--

"Peter the Great's splendid building was intended to rival any royal palace
 anywhere in Europe or beyond.

 It did so magnificantly. The location in St. Petersburg was part of Peter's
 policy of opening up to western ideas, where they were suitable for Russia,
 and his adoption of western architecture, culture and technology. The Tsar
 wanted his Palace to be the centrepiece of a "Third Rome" on the River
 Neva, and a new Imperial seat of government for all the Russias. It was 
 deliberately built to be a palace rather than a fortress like the Kremlin in
 Moscow, although the wide prospects and avenues of St. Petersburg certainly
 made it entirely defensible by musket-armed troops.

 The Palace remained the offical home of the Tsars for the next two centuries.
 It continued to play an important part in Imperial affairs until the end of
 Tsarist Russia and beyond. The 1905 "Bloody Sunday" massacre of unarmed
 protestors publically demonstrated that the Tsar, for all the propaganda 
 about being the "Little Father" of his people, had scant regard for the needs
 of ordinary folk. The storming of the Winter Palace in 1917 is an ironic 
 moment in Russia history, the defining moment in the establishment of the
 Soviet state."

 * Requires Imperial Palace
 * +1 Happiness (Nobility)
 * +1 Happiness (Lower Classes)
 * +5 to Repression in the region
 * +15% Coin bonus to region tax income
 * Enhances National Prestige
 * Recruitment Capacity (Units in Training) : 3
 * Recruits Intermediate Infantry and Cavalry
 * Built by the Russians in Moscow as highest Government building


--==Wooden Fort==--

"A wooden fort is a substantial defensive work, built from logs and supporting
 earthworks. 

 As a defensive work, it is well able to withstand enemy attacks when 
 properly defended by stalwart men, a garrison should expect to hold out 
 against attacks for some little time. The walls are high enough to give a 
 good firing position to any defenders, and any aggressor had better bring a
 ladder or particularly acrobatic attackers to siege! The walls are only the
 most visible part of the defence: the surrounding trees and undergrowth are
 cut back to provide a clear firing - and therefore killing - ground for the
 defenders. This cleared ground often extends well beyond musket range, to
 deny attackers the chance to approach unseen.

 Unlike a stockade, a fort is a relatively permanent structure and, as such,
 it serves to mark ownership of territory as much as to command the 
 surrounding area. Forts are positioned with an eye to using existing terrain,
 commanding any strategic approaches (such as passes and river crossings) and
 intimidating the natives."

 * Built by armies


--==Yusekokul==--

"This establishment provides higher education to any who desire instruction
 in religious matters and for those seeking positions of authority.

 The syllabus concentrates on traditional Islamic areas of study, and
 emphases the philosophical underpinnings of faith, the theological and
 spiritual orthodoxies, and the legal implications of following the teachings
 of the Prophet (peace be upon him). The result is a highly educated man,
 who can act as a scholar in the wider community, but has the intellectual 
 and practical abilities to hold many government positions. The graduates
 of a yusekokul can be relied upon to carry out their duties with diligence.

 Historically, the Ottoman Empire relied almost entirely upon its Muslim
 population for administrators at every level. Minority religions were 
 granted legal protections and treated leniently, but it was almost unheard
 of for a professed Christian or Jew to reach a position of high authority.
 Although education was valued, the janissaries did have something of a 
 military stranglehold on the administration of the Empire. Inherently, 
 resistant to change, the janissary administrators were a deadening force in
 the intellectual, political and scientiifc life of the Empire."

 * Requires Large Madrassa
 * +4 Happiness to the Muslim Population (Lower Classes)
 * Converts the populace to Islam
 * Spawns religious agents. Maximum Nubmer: +1


--==Zamindar's Court==--

"The zamindar is an overseer of taxes. His word is more than law for the
 peasants; it can be life and death if he chooses to take all of their  
 surplus crop and more.

 The land-holding system of the zamindar (the word comes from the Persian
 for "landholder") outwardly has much in common with feudal systems common
 in Europe and Japan. Land tenure is given to office holders and nobles. 
 However, as an overseer of taxes a zaminder only holds his lands as long
 as he pays the stipulated revenue to the central government. He is, in 
 effect, a tax farmer: his income and profit are dependent solely on his
 ability to tax his lands. He also carries out judical and military duties
 for his tenured lands.

 Historically, the zamindari system suvived both the end of Mughal rule and
 the British Raj. Tax farming allowed the European trading companies to take
 over as zamindars themselves (and make a profit), even before the Mughal
 collapse, as they could pay governments for the right to collect taxes."

 * +1 to repression in the region
 * Recruitment Capacity (Units in Training) : 1
 * Recruits Basic Infantry

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[A.02] Infantry Units

Units are basically units that you need to use on the battlefield to fight
for you. There are many units, and not all of them belong to one faction, many
will be available to all factions, some will be exclusives. 

Units are seperated by characteristics. 

Men basically means the maximum number of people in the regiment. Guns means
the amount of cannons that are on the artillery or battle vessel.

Range means the maximum distance the unit can shoot the enemy. The bigger the
value, the further the maximum shooting distance of the unit is. If it is 0,
then the unit is a melee unit.

Accuracy is another trait. The higher the value, the chances of the unit 
hitting the enemy is greater. That means a value of 35% means that there is
only a 35% chance that a musket ball will hit the enemy. Of course, the higher
the better, again, 0 means melee. 

Reloading skill is one where the higher the value, the faster the unit will
reload their muskets and hire, the higher, the better, and the lower the 
chance of a misfire. 0 again means melee.

Ammunition means the amount of ammo your troops have. The higher, the more
ammo your troops will carry with them, because you need to remember that ammo
is a limited resource for all gunpowder units. 0 again means melee.

Firepower is specifically for siege units, the stronger, the more damage
it will do. 

Melee Attack is the amount of damage that you units will do in close quarters
so it either means the unit is melee or the unit attached bayonets to their
weapons. 

Charge Bonus is where you have your units, in melee mode, rush headfirst into
the enemy front lines. This will amplify the damage that your units will do 
and reduce the amount of damage taken.

Defence is basically the defence of the unit. It sort of works that it 
increases the amount of hits they can take before they die. The more, of 
course, the better. This is replaced by Hull Strengh on ships.

Speed is for naval vessels, and basically means the speed of the unit, as 
you can guess, useful on the map and in battle. 

Manoeuvrability is the turning speed of the boat, useful in battle because
turning means the rate you can swing around and give another broadside. 

Finally, there is morale. This is the morale of the unit, which means the
amount of damage they will take before they retreat out of the battle. The
more means the more willing they are to fight to the death, and lower means
they will run when things just don't go their way in the slightest. 

I will not post the upkeep and recruitment costs, mainly because they are
highly variable due to ministers, research, etc. 

I shall also post their abilities, given that they are quite useful. I'll 
also post the Grand Campaign characteristics. The ones in the Road to 
Independence evolve, whilst the Grand Campaign stats are rather, well, 
static. They might different from Empire to Empire, so keep that in mind.
This will be split up into four sections depending on what type of unit
they are.


--==1st Delaware==--

"Musket-armed troops who use massed volleys to break an enemy, relying on
 discipline to withstand any counter-fire.

 These soldiers carry muzzle-loading, smoothbore muskets firing lead balls
 as wide as a man's thumb. These are inaccurate weapons, effective only to 
 around 200 paces when fired in volleys. The ability to fire with machine-
 like regularity with comrades falling all around is what wins battles,
 that and an ability to fight in a variety of tactical formations. Any 
 enemy foolhardy enough to charge their cavalry at this unit while they are
 in square will find them a tough target.

 The 1st Delaware Regiment came into being in 1776 under the supervision of
 Colonel John Haslet; they went on to fight in the Battle of Long Island in 
 August of that year. Along with the 1st Maryland Regiment they were able
 to repel the British, allowing Washington and his troops to make a safe
 retreat. The Delaware was then forced to make a daring retreat through
 marshland while escorting 23 prisoners of war. Their action during this
 battle prompted Washington to appoint them his rear guard when he 
 strategically withdrew his army from Brooklyn to Manhattan."

Regiment Size   = 120
Range           = 70
Accuracy        = 45
Reloading Skill = 25
Ammunition      = 15
Melee Attack    = 6
Charge Bonus    = 9
Defence         = 13
Morale          = 9

 * Can hide in woodland
 * Resistant to morale shocks

Only available to the US in the province of Pennsylvania

**Requests Elite Units of America Downloadable Content**


--==1st Maryland==--

"Elite infantrymen responsible for holding the line, these versatile troops
 are equally at home with muskets or bayonets.

 By their very nature, line infantry are vulnerable to bombardment from
 artillery and sniping from skirmishers, it takes a special kind of courage
 to stand and carefully fire volleys at the enemy then dispatch them with 
 a bayonet charge. Extensive drill, training and battle have helped mould
 these men into soldiers, capable of dealing with the enemy on equal
 terms.

 Historically, the 1st Maryland regiment was raised to protect the province
 of Maryland and came under the command of Colonel William Smallwood. In 
 July 1776 the troops were assigned to the main Continential Army and in 
 the months that followed they joined Sterling's Brigade. They took part
 in the Battle of Guildford Courthouse, but it was at the Battle of Long
 Island that they earned their formidable reputation. They single-handedly
 covered the American retreat, holding off superior numbers of British
 regulars."

Regiment Size   = 120
Range           = 70
Accuracy        = 55
Reloading Skill = 50
Ammunition      = 15
Melee Attack    = 7
Charge Bonus    = 11
Defence         = 17
Morale          = 9

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to morale shocks
 * Inspires nearby units

Only available to the US in the province of Maryland

**Requests Elite Units of America Downloadable Content**


--==2nd New York==--

"These musket-armed troops use massed volleys to break an enemy, relying on
 discipline to withstand any counter-fire.

 Marching or line regiments make up the majority of units in European-
 pattern armies. They are so-called because they form the line of battle,
 not because they deploy in lines. They can also form square, a particularly
 effective tactic against cavalry charges, although this leaves the unit
 incredibly vulnerable to artillery fire and skirmishers. This weakness
 aside, the versatility of a line regiment makes them a valuable addition 
 to any force.

 The 2nd New York regiment was raised in 1775 and placed under the command
 of Colonel Philip van Cortlandt. The can Cortlandt family history was
 already impressive; Philip's great grandfather was the first American-born
 mayor of New York and the family name was used for various place names
 across America. Colonel van Cortlandt was promoted to brigadier general 
 following acts of valour at the Siege of Yorktown. He lived out his 
 remaining years as a politican, eventually dying at the age of 81."

Regiment Size   = 120
Range           = 70
Accuracy        = 45
Reloading Skill = 25
Ammunition      = 15
Melee Attack    = 6
Charge Bonus    = 9
Defence         = 15
Morale          = 9

 * Can hide in woodland
 * Resistant to morale shocks

Only available to the US in the province of New York

**Requests Elite Units of America Downloadable Content**


--==33rd Foot==--

"These troops are responsible for holding the line, equally skilled using
 their bayonets or firing massed volleys.

 The 33rd Foot are known as "The Pattern" for their stoic professionalism 
 in battle; they are able to calmly pick targets and fire on them even while
 skirmishers' shots whiz by their ears, artillery shells explode around 
 them and cavalry charges bear down upon them. To guard against such 
 devastating enemy charges they can move from line to square formation.

 The 33rd Foot was originally raised in 1702 as the Earl of Huntington's
 Regiment of Foot. It was not until 1751, when all regiments were numbered
 rather than taking their general's name, that it became the 33rd Foot. They
 left England for America in May of 1776 and were part of the force that
 besieged Charlestown. They joined Howe's New York Campaign and took part
 in a number of key battles including Brandywine. Despite losses the 33rd
 Foot were able to break the American line, pursuing them for a full 2 miles.
 The regiment eventually became "The Duke of Wellington's", the only unit 
 in the British Army to honour a non-Royal."

Regiment Size   = 120
Range           = 70
Accuracy        = 40
Reloading Skill = 25
Ammunition      = 15
Melee Attack    = 10
Charge Bonus    = 12
Defence         = 14
Morale          = 9

 * Can hide in woodland
 * Resistant to morale shocks

Only available to the British in the province of England

**Requests Elite Units of America Downloadable Content**


--==Afghan Hillmen==--

"These fierce and independent men spend their lives fighting, making them
 superb irregular troops for a general they respect.

 Mountains breed men who are unforgiving to their enemies, suspicious of
 strangers and wary around their friends. Life is hard in the mountains, and
 it is easier to take something than build, grow or make it. Banditry, feuds,
 revenge, and murder are a way of life for many, and the survivors of this 
 harsh school of life must be tough and uncompromising in their hating. All 
 this means that they are superb in war: deadly shots and dirty fighters. 
 Any governor who tries to impose order rapidly finds that hill folk may fight
 each other, but they will always unite against the outsider.

 Historically, many outside powers have tried to tame the wilder elements in
 Kurdish and Afghan society but with mixed results. Alexander the Great gave
 up, even after marrying a Bactrian woman, Roxana. In 1842, for example, a
 15,000-strong British column decided to withdraw from Afghanstan back to
 India. Only one man actually made it back to "civilization" alive."

Regiment Size   = 60
Range           = 90
Accuracy        = 45
Reloading Skill = 20
Ammunition      = 20
Melee Attack    = 4
Charge Bonus    = 2
Defence         = 6
Morale          = 3

 * Can skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Good stamina
 * Resistant to heat fatigue

Recruited in the Afghanstan region by the Ottomans and Marathas


--==African Native Infantry==--

"These muskets-armed troops are use massed volleys to break an enemy, relying
 on discipline to withstand any counter fire.

 "Marching regiments" or "line battlions" make up the majority of units in 
 European-style armies. They are so called because they form the line of 
 battle, not because they always deploys in line. Indeed, over time the 
 capabilities of line infantry should improve as new tactics, drill and
 weaponry are developed.

 These soldiers carry muzzle-loading, smoothbore muskets firing lead balls 
 as wide as a man's thumb. These are inaccurate weapons, effective only over
 200 paces or so and when fired in massed volleys. The ability to fire and
 reload with machine-like regularity with shot and bullet flying and comrades
 falling all around is what wins battles.

 Historically, in many armies colonels receive a fee to raise regiments, which
 remained their personal property and commands. They jealously guarded their
 right to appoint friends, relatives and hangers-on as regimental officers. 
 This contractor system, however, allowed unscrupulous officers to make 
 handsome profits by pocketing the pay of non-existant soldiers. The better
 colonels did take a pride in their regiments, spending their own fortunes
 on good uniforms and weapons. The capabilities of a "standard" line infantry
 unit therefore varied between nations and over time. It wasn't until the 
 1760s that anything approaching uniformity of drill, equipment, and 
 regulations became the norm.

 Line infantry regiments remained unchanged throughout the period, and their
 organisational patterns still forms the basis of modern military units."

Regiment Size   = 120
Range           = 70
Accuracy        = 35
Reloading Skill = 25
Ammunition      = 10
Melee Attack    = 4
Charge Bonus    = 4
Defence         = 9
Morale          = 7

 * Can hide in woodland
 * Resistant to heat fatigue

This unit is trained in an European power's African colonies


--==Armed Peasantry==--

"Arming the people is something that leaders find detestable and frightening,
 necessary perhaps, but certainly unwelcome.

 These people are the common people with whatever dangerous weapons they can
 obtain by fair means or foul. If a leader has reached the point of asking his
 people to act as this kind of militia, things are indeed desperate! If the 
 governed have reached this point on their own, then matters are truly 
 desperate for their leaders!"

Regiment Size   = 60
Range           = 70
Accuracy        = 25
Reloading Skill = 10
Ammunition      = 3
Melee Attack    = 4
Charge Bonus    = 4
Defence         = 6
Morale          = 4

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to heat fatigue

Recruited by the Marathas


--==Armed Tribesmen==--

"Arming the people is something that leaders find detestable and frightening,
 necessary perhaps, but certainly unwelcome.

 These people are the common people with whatever dangerous weapons they can
 obtain by fair means or foul. If a leader has reached the point of asking his
 people to act as this kind of militia, things are indeed desperate! If the 
 governed have reached this point on their own, then matters are truly 
 desperate for their leaders!"

Regiment Size   = 120
Range           = 0
Accuracy        = 0
Reloading Skill = 0
Ammunition      = 0
Melee Attack    = 6
Charge Bonus    = 5
Defence         = 1
Morale          = 3

 * Can hide in woodland
 * Can hide in light scrub

Used only when defending cities by Native American tribes.

**Requires The Warpaths Downloadable Content**


--==Atakapa Elite Warriors==--

"These men are stealthy warriors armed with axes, ideal for ambushes and
 skirmish warfare.

 Atakapa Warriors have a fearsome reputation and an ability to read a 
 landscape immediately. This allows them to move swiftly and silently 
 without the possibility of detection. The combination of field craft 
 and an element of surprise makes these warriors ideal for ambush and
 sudden skirmishes. The Atakapa's weapons of choice are tomahawks, small
 axes that lend themselves perfectly to quiet attacks, either when thrown
 or in hand-to-hand combat.

 The Atakapa originated from present day Louisana and had a repuation
 among their neighbours for cannibalism. Literally translated, the name
 Atakapa means "man-eaters", and was given to them by the Chocktaws. The
 Atakapas actually referred to themselves as the Ishaks or "people". There
 is, of course, always the chance that the name Atakapa might have been a
 misunderstanding between the Chocktaws and the French explorers who
 first recorded the name. Cannibalism was extremely rare amongst Native
 American tribes, and the few recorded descriptions concern the ritualised
 eating of vanquished foes."

Regiment Size   = 90
Range           = 40
Accuracy        = 40
Reloading Skill = 35
Ammunition      = 4
Melee Attack    = 12
Charge Bonus    = 10
Defence         = 6
Morale          = 10

 * Can skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Remains hidden whilst walking
 * Paths seldom trod
 * Good stamina
 * Resistant to heat fatigue

Trained only by the Cherokee Nations

**Requires The Warpaths Downloadable Content**


--==Azzars==--

"These irregular troops are often poorly equipped and ill-disciplined, but 
 they can be a very effect, mobile "mob".

 Such men have little to do with standard military protocols and practice,
 or even organisation, often taking up arms in extraordinary circumstances.
 This lack of discipline means that they can sometimes be extremely brutal,
 even brutish, in their behaviour. This can work in their favour, so in that
 it gives enemies pause for thought. More typically, their lack of discipline
 counts against them, and face with a well-ordered force they can be at a 
 disadvantage. In such a case, their mobility can be boon, allowing them
 to harass an enemy and withdraw as soon as the fight goes against them."

Regiment Size   = 60
Range           = 90
Accuracy        = 35
Reloading Skill = 10
Ammunition      = 20
Melee Attack    = 7
Charge Bonus    = 8
Defence         = 2
Morale          = 3

 * Can skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Can hide in buildings
 * Remains hidden whilst walking
 * Good stamina
 * Resistant to heat fatigue

Trained by the Ottomans as a mob unit


--==Bargir Infantry==--

"Heavily influenced by European military training, Bargirs are a match to
 most line infantry regiments.

 With their equipment paid for by the state and their organisation based
 on tried and tested European principles, Bargir infantry are more reliable
 tha most Indian foot soldiers. Armed with good muskets and often trained
 or lead by mercinery European officers, Bargirs provide their general with a
 range of tactical options on the battlefield. 

 Traditionally, armies on the Indian subcontinent were geared towards mounted
 troops who enjoyed a high status compared to infantry. Footsoldiers, mainly
 drawn from the lowest echelons of society, were typically a disorganised 
 rabble, useful to a commander only because they added numbers to an army. 
 They were expendable, poorly-equipped and easily-dismayed in battle, often
 making them a liability rather than an asset.

 The social mobility which characterised Maratha society allowed a more 
 modern view of the role of infantry to come to prevalence. Through 
 observation of European methods, the equipment and training of Maratha
 infantry began to improve, allowing the successful use of advanced 
 manoeuvres and firing drills."

Regiment Size   = 120
Range           = 70
Accuracy        = 40
Reloading Skill = 25
Ammunition      = 15
Melee Attack    = 6
Charge Bonus    = 9
Defence         = 15
Morale          = 7

 * Can hide in woodland
 * Resistant to morale shocks
 * Resistant to heat fatigue

Trained only by the Marathas


--==Bashi-Bazouks==--

"These irregular troops are often poorly equipped and ill-disciplined, but 
 they can be a very effect, mobile "mob".

 Such men have little to do with standard military protocols and practice,
 or even organisation, often taking up arms in extraordinary circumstances.
 This lack of discipline means that they can sometimes be extremely brutal,
 even brutish, in their behaviour. This can work in their favour, so in that
 it gives enemies pause for thought. More typically, their lack of discipline
 counts against them, and face with a well-ordered force they can be at a 
 disadvantage. In such a case, their mobility can be boon, allowing them
 to harass an enemy and withdraw as soon as the fight goes against them."

Regiment Size   = 60
Range           = 0
Accuracy        = 0
Reloading Skill = 0
Ammunition      = 0
Melee Attack    = 9
Charge Bonus    = 8
Defence         = 3
Morale          = 5

 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Can hide in buildings
 * Remains hidden whilst walking
 * Good stamina
 * Resistant to heat fatigue

Trained only by the Ottomans as a mob unit


--==Beylik Janissary Grenadiers==--

"The janissaries are professional soldiers, hardened by arduous training and
 given the best equipment in the army.

 As a force, they are the cream of the Ottoman army, but, in comparsion to
 some other nations, they fight in a slightly old fashioned way. This is 
 small comfort to those who stand against them, as the janissaries are  
 personally brave to the point of foolhardiness. They are also given to 
 festooning themselves with weapons and hurling themselves into any fray!


 Historically, the corps of janissaries (the term means "new soldiers") 
 dates back to the 14th Century. They were intended to replace the unreliable
 ghazi tribe warriors with a force indoctrinated to be completely loyal to
 the Sultan. This was achieved by taking boys as young as five for training
 and conversaion to Islam if required. The janissaries had their own corps
 of engineers, supply troops and were even paid regularly, whether they wer
 at war or not! Over time, however, they came to be used as bureaucrats and
 administrators, and this gave them too much power over the Ottoman Empire.
 Eventually, the janissaries' entrenched position in government became
 arrogance and an entrenched position against chance, and so helped the
 Ottomans to stagnate and decline."

Regiment Size   = 60
Range           = 70
Accuracy        = 45
Reloading Skill = 35
Ammunition      = 15
Melee Attack    = 11
Charge Bonus    = 12
Defence         = 11
Morale          = 8

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to morale shocks
 * Resistant to heat fatigue

Trained only by the Ottomans


--==Beylik Janissary Musketeers==--

"The janissaries are professional soldiers, hardened by arduous training and
 given the best equipment in the army.

 As a force, they are the cream of the Ottoman army, but, in comparsion to
 some other nations, they fight in a slightly old fashioned way. This is 
 small comfort to those who stand against them, as the janissaries are  
 personally brave to the point of foolhardiness. They are also given to 
 festooning themselves with weapons and hurling themselves into any fray!


 Historically, the corps of janissaries (the term means "new soldiers") 
 dates back to the 14th Century. They were intended to replace the unreliable
 ghazi tribe warriors with a force indoctrinated to be completely loyal to
 the Sultan. This was achieved by taking boys as young as five for training
 and conversaion to Islam if required. The janissaries had their own corps
 of engineers, supply troops and were even paid regularly, whether they wer
 at war or not! Over time, however, they came to be used as bureaucrats and
 administrators, and this gave them too much power over the Ottoman Empire.
 Eventually, the janissaries' entrenched position in government became
 arrogance and an entrenched position against chance, and so helped the
 Ottomans to stagnate and decline."

Regiment Size   = 120
Range           = 70
Accuracy        = 45
Reloading Skill = 40
Ammunition      = 15
Melee Attack    = 9
Charge Bonus    = 10
Defence         = 11
Morale          = 8

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to morale shocks
 * Inspires nearby units
 * Resistant to heat fatigue

Trained only by the Ottomans


--==Blackfoot Blood Warriors==--

"Armed with axes and a distinct lack of fear, the Blackfoot Blood Warriors
 are fearsome foes indeed.

 Blackfoot Blood Warriors charge headlong into enemy lines bellowing 
 fearsome war cries to terrify their enemies. They are experts at 
 hand-to-hand fighting, and little use for anything else. Even the clothes
 they wear are designed to frighten and intimidate: Blood Warriors wear
 traditional war shirts emblazoned with symbolic representations depicting
 their victories in battle. These give the wearer the protection of the
 Spirits. They also provide an illustrated guide to all the reasons why
 an enemy should know fear!

 Warrior societies played a key role in the day to day life of young Native
 Americans. The Blackfoot Blood Warrior society, or "aiinikiks" (meaning 
 "all comrades"), was a "graded" society. When a group of boys reached 
 fighting age they would present the most junior members of the society 
 with gifts in order to "purchase" positions. Once a deal had been struck
 between two fighters they would smoke a pipe to seal the deal. The 
 warrior that had sold his position would then present gifts to a man in 
 the grade above him, and move up in status."

Regiment Size   = 120
Range           = 0
Accuracy        = 0
Reloading Skill = 0
Ammunition      = 0
Melee Attack    = 9
Charge Bonus    = 8
Defence         = 11
Morale          = 9

 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Paths seldom trod
 * Good stamina
 * Resistant to heat fatigue

Trained only by the Plains Nations

**Requires The Warpath Downloadable Content**


--==Blue Guards==--

"The Blue Guards are the elite bodyguard unit that serves the rulers of the
 Netherlands.

 All royal guards think of themselves as the elite of their national armies.
 Sometimes, they are court regiments where a martial appearance is valued 
 more than real soldiering. The Blue Guards, however, have a tradition of 
 fighting, and can shame any line regiment with their discipline and skill.
 This does not make them popular as they are, of course, with gentlemen and
 superior to any mere common infantry.

 Historically, the Blue Guards began as the personal bodyguard to Protestant
 William of Orange (later William III of England and Scotland). They followed
 him as he drove out the Catholic King James II after the "Glorious 
 Revolution" of 1688. They were at the forefront of the attack during the 
 Battle of the Boyne in Ireland in 1690, wading across the river to fall upon
 James' line. With William's claim to the throne secure after James' defeat,
 the Blue Guards remained his personal bodyguards until his death in 1702.
 William could not bring himself to really trust Englishmen. After his death
 the Blue Guards returned to the Netherlands, and resumed their duties there,
 playing a key role in the War of Spanish Succession."

Regiment Size   = 120
Range           = 70
Accuracy        = 55
Reloading Skill = 60
Ammunition      = 15
Melee Attack    = 11
Charge Bonus    = 15
Defence         = 20
Morale          = 12

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to morale shocks
 * Inspires nearby units

Hired by the Dutch in Amsterdam

**Requires Elite Units of the West Downloadable Content**


--==Bowmen==--

"A bow-armed force capable of long-range, almost-silent, attacks.

 The bow is a tool as well as a weapon, used for providing food and defending
 the tribe. In the time it takes a musketeer to fire and reload, a skilled
 bowman can loose several arrows making them formidable enemies. Tribesmen
 hone their skills daily, hunting to provide food for their families and 
 furs to trade with Europeans.

 The materials used to make a bow vary from tribe to tribe. Some are made
 from wood, others from the horn of elks or mountain sheep. Bowstrings are  
 sinew or rawhide but, in an example of using whatever is to hand, the 
 Dakotas are reputed to use the necks of snapping turtles!"

Regiment Size   = 60
Range           = 70
Accuracy        = 25
Reloading Skill = 10
Ammunition      = 20
Melee Attack    = 4
Charge Bonus    = 3
Defence         = 1
Morale          = 4

 * Can skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Can hide in buildings
 * Remains hidden whilst walking
 * Paths seldom trod
 * Resistant to heat fatigue
 * Resistant to cold fatigue

Trained by all Native Tribes.

**Requires The Warpaths Downloadable Content**


--==Bulkeley's Regiment==--

"Expatriate infantry are exiles in another nation's service: men with nothing
 left to lose but their lives. 

 Europe is awash with exiles, the dispossessed have that taken up arms thanks
 to war, religious persecution and politics. Some fight to free their 
 homelands and some because home is gone. A few fight for the romance of it 
 all, and for glory and riches. All serve because it is a better choice than
 starving. Whatever their motives, expatriates are a useful source of men. If
 someone can carry a musket, there is a place in the ranks. There is always
 the suspicions that individuals who have turned their coats once may do so
 again, even though this is unfair to many. As a result, it is unusual for
 expatriates to serve under their own officers.

 Despite the fact that many in the ranks are intelligent enough to act as
 skirmishers, expatriate infantry carry smoothbore, muzzle-loading muskets
 and usually fight as line infantry. It is easier to maintain discipline in 
 such units. 

 Historically, expatriate infantry varied in quality. The Irish Catholic "Wild
 Geese" in French service fought well, especially against the English. The
 French Royal "Chasseurs Britaiques" in the British army, did not relish 
 battle and often deserted at the first opportunity."

Regiment Size   = 120
Range           = 70
Accuracy        = 50
Reloading Skill = 50
Ammunition      = 15
Melee Attack    = 11
Charge Bonus    = 11
Defence         = 19
Morale          = 11

 * Can hide in woodland

Used only by France.

**Requires Special Forces Edition**


--==Cazadores==--

"Riflemen are skirmishers and snipers without peer, picking off leaders to sow
 confusion in enemy ranks.

 Organised and equipped as light infantry with rifles, not smoothbore muskets,
 riflemen have every right to see themselves as an elite. Chosen for 
 initiative and intelligence, they fight without close supervision from
 their officers. Their uniforms set them apart in an age when soldiers dress
 like peacocks: they deliberately blend into the landscape so that they can
 stalk their prey.

 Historically, the most famous riflemen, the British Greenjackets, carried
 infantry rifles designed by Ezekiel Baker. This muzzle-loading flintlock
 used a small ball from a tightly rifled barrel to give superb accuracy. 
 There are accounts of riflemen holding targets for each other at hundreds 
 of paces! It was a slow business to load the piece properly, as high-
 quality powder was carefully measured out and the bullet wrapped in a  
 leather patch then tapped down the barrel to engage with the grooves. All
 of this could take a minute or more to do properly, but the resulting shot
 was deadly over astonishing ranges. Baker even carefully supplied a "sword
 bayonet" so that the overall length of his rifle plus bayonet matched that
 of a line infantryman's bayonet-tipped musket."

Regiment Size   = 60
Range           = 125
Accuracy        = 70
Reloading Skill = 35
Ammunition      = 20
Melee Attack    = 7
Charge Bonus    = 12
Defence         = 6
Morale          = 7

 * Can skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Can hide in buildings
 * Good stamina
 * Resistant to heat fatigue

Trained by the Spanish only. 


--==Cemaat Janissaries==--

"The janissaries are professional soldiers, hardened by arduous training and
 given the best equipment in the army.

 As a force, they are the cream of the Ottoman army, but, in comparsion to
 some other nations, they fight in a slightly old fashioned way. This is 
 small comfort to those who stand against them, as the janissaries are  
 personally brave to the point of foolhardiness. They are also given to 
 festooning themselves with weapons and hurling themselves into any fray!

 Historically, the corps of janissaries (the term means "new soldiers") 
 dates back to the 14th Century. They were intended to replace the unreliable
 ghazi tribe warriors with a force indoctrinated to be completely loyal to
 the Sultan. This was achieved by taking boys as young as five for training
 and conversaion to Islam if required. The janissaries had their own corps
 of engineers, supply troops and were even paid regularly, whether they wer
 at war or not! Over time, however, they came to be used as bureaucrats and
 administrators, and this gave them too much power over the Ottoman Empire.
 Eventually, the janissaries' entrenched position in government became
 arrogance and an entrenched position against chance, and so helped the
 Ottomans to stagnate and decline."

Regiment Size   = 120
Range           = 0
Accuracy        = 0
Reloading Skill = 0
Ammunition      = 0
Melee Attack    = 13
Charge Bonus    = 9
Defence         = 10
Morale          = 7

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to heat fatigue

Trained only by the Ottomans


--==Cemaat Janissary Grenadiers==--

"The janissaries are professional soldiers, hardened by arduous training and
 given the best equipment in the army.

 As a force, they are the cream of the Ottoman army, but, in comparsion to
 some other nations, they fight in a slightly old fashioned way. This is 
 small comfort to those who stand against them, as the janissaries are  
 personally brave to the point of foolhardiness. They are also given to 
 festooning themselves with weapons and hurling themselves into any fray!

 Historically, the corps of janissaries (the term means "new soldiers") 
 dates back to the 14th Century. They were intended to replace the unreliable
 ghazi tribe warriors with a force indoctrinated to be completely loyal to
 the Sultan. This was achieved by taking boys as young as five for training
 and conversaion to Islam if required. The janissaries had their own corps
 of engineers, supply troops and were even paid regularly, whether they wer
 at war or not! Over time, however, they came to be used as bureaucrats and
 administrators, and this gave them too much power over the Ottoman Empire.
 Eventually, the janissaries' entrenched position in government became
 arrogance and an entrenched position against chance, and so helped the
 Ottomans to stagnate and decline."

Regiment Size   = 60
Range           = 70
Accuracy        = 42
Reloading Skill = 32
Ammunition      = 15
Melee Attack    = 11
Charge Bonus    = 11
Defence         = 10
Morale          = 8

 * Can throw grenades
 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to morale shocks
 * Resistant to heat fatigue

Trained only by the Ottomans


--==Chasseurs a Pied==--

"Light infantry are skirmishers who harass the enemy while screening the main
 body of an army.

 Initiative, aggression and pace of action mark these men out and they
 consider themselves a cut above other infantry, regardless of the title that
 they use. Light infantry, jaegers or chasseurs do not mindlessly follow 
 orders, but pick and choose their own ground and targets, using such cover
 as they can find. They carry standard smoothbore, muzzle-loading muskets,
 but they do not rely on massed volley fire; they deliberately aim (as well
 as they can, given that muskets lack sights), at individuals within the 
 enemy ranks. This selective fire can disrupt enemy formations or drive off
 enemy skirmishers. Over time, development in tactics and weapons will make
 them very effective as snipers as well as covering forces.

 In 1700, many European nations did not recruit light infantry regiments,
 Each line infantry regiment had a light company, but the massed volley was
 the proper way to employ firepower. As irregular light troops proved their 
 worth and tribal natives refused to co-operate by fighting formal, set piece
 battles, it was realised that collecting together light companies in ad hoc
 regiments was no longer enough. Direct recruitment of light infantry 
 regiments began in earnest, and by the end of the 18th Century every army
 fielded fast, light regiments."

Regiment Size   = 60
Range           = 90
Accuracy        = 55
Reloading Skill = 30
Ammunition      = 20
Melee Attack    = 5
Charge Bonus    = 4
Defence         = 6
Morale          = 6

 * Can Skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Can hide in buildings
 * Good stamina

Available only to France


--==Chasseurs Britanniques==--

"Expatriate infantry are exiles in another nation's service: men with nothing
 left to lose but their lives. 

 Europe is awash with exiles, the dispossessed have that taken up arms thanks
 to war, religious persecution and politics. Some fight to free their 
 homelands and some because home is gone. A few fight for the romance of it 
 all, and for glory and riches. All serve because it is a better choice than
 starving. Whatever their motives, expatriates are a useful source of men. If
 someone can carry a musket, there is a place in the ranks. There is always
 the suspicions that individuals who have turned their coats once may do so
 again, even though this is unfair to many. As a result, it is unusual for
 expatriates to serve under their own officers.

 Despite the fact that many in the ranks are intelligent enough to act as
 skirmishers, expatriate infantry carry smoothbore, muzzle-loading muskets
 and usually fight as line infantry. It is easier to maintain discipline in 
 such units. 

 Historically, expatriate infantry varied in quality. The Irish Catholic "Wild
 Geese" in French service fought well, especially against the English. The
 French Royal "Chasseurs Britaiques" in the British army, did not relish 
 battle and often deserted at the first opportunity."

Regiment Size   = 60
Range           = 80
Accuracy        = 60
Reloading Skill = 30
Ammunition      = 15
Melee Attack    = 5
Charge Bonus    = 4
Defence         = 6
Morale          = 5

 * Can Skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Can hide in buildings
 * Good stamina


Available only to Britain


--==Coldstream Guards==--

"The reputation of these elite soldiers and the example they set provides
 encouragement to comrades nearby.

 These men are a cut above the average line infantry regiment and they are 
 often the lynchpin of a commander's battle strategy. The presence of such
 men in the line of battle is enough to lift the hearts of all those around
 them, strengthening their determination to resist any enemy. A general can
 be confident that these men will hold, and he can base the rest of his 
 strategy around that fact.

 The factors which lead a regiment to acquire an exalted position within its
 country's military are hard to define: training and skill play their part,
 but in the main it is phyiscal and mental endurance that keeps good men
 fighting even when the tide of battle is against them. A lucky few carry
 such strength within themselves, but others derive it from the proud 
 martial traditions of their regiment. In Europe, the famous "vieux" and
 "petits-vieux" regiments of France have centuries of such history to call
 upon, whilst the various deeds of the British Coldstream Guards and Black
 Watch regiments reinforce the natural grit of the men in the ranks."

Regiment Size   = 120
Range           = 70
Accuracy        = 55
Reloading Skill = 40
Ammunition      = 10
Melee Attack    = 9
Charge Bonus    = 6
Defence         = 15
Morale          = 12

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to morale shocks
 * Inspires nearby units

Hired by the British in Edinburgh.


--==Colonial Light Infantry==-

"Light infantry are skirmishers who harass the enemy while screening the main
 body of an army.

 Initiative, aggression and pace of action mark these men out and they
 consider themselves a cut above other infantry, regardless of the title that
 they use. Light infantry, jaegers or chasseurs do not mindlessly follow 
 orders, but pick and choose their own ground and targets, using such cover
 as they can find. They carry standard smoothbore, muzzle-loading muskets,
 but they do not rely on massed volley fire; they deliberately aim (as well
 as they can, given that muskets lack sights), at individuals within the 
 enemy ranks. This selective fire can disrupt enemy formations or drive off
 enemy skirmishers. Over time, development in tactics and weapons will make
 them very effective as snipers as well as covering forces.

 In 1700, many European nations did not recruit light infantry regiments,
 Each line infantry regiment had a light company, but the massed volley was
 the proper way to employ firepower. As irregular light troops proved their 
 worth and tribal natives refused to co-operate by fighting formal, set piece
 battles, it was realised that collecting together light companies in ad hoc
 regiments was no longer enough. Direct recruitment of light infantry 
 regiments began in earnest, and by the end of the 18th Century every army
 fielded fast, light regiments."

Regiment Size   = 60
Range           = 80
Accuracy        = 55
Reloading Skill = 30
Ammunition      = 15
Melee Attack    = 5
Charge Bonus    = 3
Defence         = 6
Morale          = 7

 * Can Skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Can hide in buildings
 * Good stamina
 * Resistant to heat fatigue

This unit is trained in a nation's colonies. 


--==Colonial Line Infantry==--

"These muskets-armed troops are use massed volleys to break an enemy, relying
 on discipline to withstand any counter fire.

 "Marching regiments" or "line battlions" make up the majority of units in 
 European-style armies. They are so called because they form the line of 
 battle, not because they always deploys in line. Indeed, over time the 
 capabilities of line infantry should improve as new tactics, drill and
 weaponry are developed.

 These soldiers carry muzzle-loading, smoothbore muskets firing lead balls 
 as wide as a man's thumb. These are inaccurate weapons, effective only over
 200 paces or so and when fired in massed volleys. The ability to fire and
 reload with machine-like regularity with shot and bullet flying and comrades
 falling all around is what wins battles.

 Historically, in many armies colonels receive a fee to raise regiments, which
 remained their personal property and commands. They jealously guarded their
 right to appoint friends, relatives and hangers-on as regimental officers. 
 This contractor system, however, allowed unscrupulous officers to make 
 handsome profits by pocketing the pay of non-existant soldiers. The better
 colonels did take a pride in their regiments, spending their own fortunes
 on good uniforms and weapons. The capabilities of a "standard" line infantry
 unit therefore varied between nations and over time. It wasn't until the 
 1760s that anything approaching uniformity of drill, equipment, and 
 regulations became the norm.

 Line infantry regiments remained unchanged throughout the period, and their
 organisational patterns still forms the basis of modern military units."

Regiment Size   = 120
Range           = 70
Accuracy        = 45
Reloading Skill = 25
Ammunition      = 10
Melee Attack    = 8
Charge Bonus    = 5
Defence         = 13
Morale          = 9

 * Can hide in woodland

This unit is trained in a Nation's colonies. 


--==Colonial Militia==--

"These musket-armed troops are recruited to defend their own locality, not 
 carry the war to an enemy's land.

 Militia or provincial troops are commonly held to be inferior to regular
 soldiers and, although they are trained to use the same tactics as marching
 regiments of the line, there is some truth in this assertion. Militia are
 expected to act as reassuring presence, and sometimes as a police force in
 suppressing local disturbances.

 Historically, it was not unusual for militia to be locals recruited as part-
 time soldiers while retaining their day jobs and trades. In Britain, for 
 example, service in the militia was seen as a good idea; you not only looked
 very patriotic for volunteering, but you could not be sent overseas! For 
 ambitious would-be officers, there was a hidden financial benefit for joining
 the militia. A commander who could persuade his men to transfer to the army
 with him would not have to pay the cost of his regular commission."

Regiment Size   = 120
Range           = 70
Accuracy        = 40
Reloading Skill = 20
Ammunition      = 10
Melee Attack    = 6
Charge Bonus    = 4
Defence         = 11
Morale          = 5

 * Can hide in woodland
 * Can hide in light scrub

Recruitable only in your nation's colonies


--==Company Infantry==--

"Raised in India, these European mercenaries do not fight "for King and 
 Country" but for the great East India trading companies.

 Company infantry are professional soldiers drawn exclusively from Europeans,
 both officers and other ranks. They are members of private armies for the 
 traders, but one that is available to further national needs when required.
 They fight using European doctrine and equipment as line infatrymen, carrying
 smoothbore, muzzle-loading muskets. These soldiers were also enforcers, tax
 gatherers, and a potent threat against the local princes in India, even away
 from the battlefield. Native regiments under European officers exist too, but
 their reliability is doubtful.

 Historically, the great East India trading companies were often closer to 
 being nations in their own right than business ventures. India was so wealthy
 that the companies needed armies, not just guards, to protect and expand 
 their interests and prestige. The British East India Company (the "John
 Company"), the Dutch "Vereenigde Oostindische Compagnie" (VOC) and the French
 "La Compagnie francaise des Indes orientales" all had their own armed forces:
 1 in 5 VOC employees were soldiers!"

Regiment Size   = 120
Range           = 70
Accuracy        = 40
Reloading Skill = 25
Ammunition      = 15
Melee Attack    = 6
Charge Bonus    = 9
Defence         = 13
Morale          = 7

 * Can hide in woodland
 * Resistant to heat fatigue

These troops were recruited in India most nations


--==Company of Select Marksmen / Fraser's Rangers==--

"These elite marksmen are trained in wilderness warfare and taught to survive
 in harsh conditions.

 Rangers are used for scouting and raiding missions far beyond the skills of
 ordinary men. Their ranks are mostly drawn from frontiersmen already hardened
 to living in the wilderness and capable of hiding in a variety of terrain
 types. Excellent marksmen, they excel at ranged combat but suffer in 
 prolonged melee attacks. They are trained to conceal themselves and fight in
 loose formation, but if caught in the open by line infantry or cavalry the
 are likely to sustain heavy casualties.

 Historically, Fraser's Rangers was a British brigade in Canada and composed
 of General Fraser's 24th Regiment of Foot, with light infantry and grenadier
 units from Sir Guy Carleton's Montreal force. These men took part in a number
 of key battles during the American Revolution, must notably the Battle of
 Bennington where they sustained heavy losses. They also fought at Saratoga,
 where they came up against Major General Morgan and his 500 elite riflemen. 
 Morgan's men were attacked by the British advanced company, but Fraser and
 his rangers drove them back, allowing the advanced company to retreat."

Regiment Size   = 60
Range           = 70
Accuracy        = 60
Reloading Skill = 25
Ammunition      = 20
Melee Attack    = 7
Charge Bonus    = 9
Defence         = 5
Morale          = 8

 * Can skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Paths seldom trod
 * Good stamina
 * Resistant to heat fatigue

Only available to the British in the province of Upper Canada

**Requests Elite Units of America Downloadable Content**


--==Conscripts==--

"These men are legally compelled to serve in the army, on pain of imprisonment
 or death. As a result, they may not be the most enthusaistic of soldiers!

 Conscripts are usually given basic training of a kind; a measure of drill
 instruction and enough knowledge of their weapons so that they are less
 danger to themselves than the enemy. However, it is often impossible to 
 instil military skills and virtues in men who do not want to be in the 
 army, and for this reason their grasp of even elementary tactics may be 
 scant. This can cost lives in battle, as the use of conscripts is to march
 them towards the enemy en masse, and hope that the enemy cannot kill them
 all.

 Conscription is an easy method of recruiting troops, by simply compelling 
 the adult male population to join the army for a set period or until an
 emergency ends. Usually there are enough special exemptions so that the
 moneyed classes do not have to join the ranks. Conscription is now without
 its costs; as men are swept into the ranks, the supply of labourers and
 even skilled workers can vanish almost overnight."

Regiment Size   = 120
Range           = 70
Accuracy        = 35
Reloading Skill = 15
Ammunition      = 3
Melee Attack    = 6
Charge Bonus    = 9
Defence         = 11
Morale          = 6

 * Can hide in woodland
 * Can hide in light scrub

Hired by some European powers as massed troops.


--=='Corso Terrestre' Guerillas==--

"These men are not soldiers, but civilians driven to take up arms against
 their nation's enemies.

 Guerillas are not a recognised military organisation at all, but bands of 
 fighters and neighbours who have adapted banditary to be a way of making 
 war. They fight hard, because if they are not captured they can expect little
 mercy from an enemy: at best, a trial before inevitable execution. War and
 vendetta are often the same things for guerillas: wrongs done and the 
 resulting hatred are what drive them to fight. They are best when employed
 in ambush, or to skirmish and harass. They cannot be expected to fight in
 carefully dressed lines likes soldiers, because they are not soldiers.

 Historically, the Spanish people had an enormous capacity for carrying on
 wars against foreign occupiers long after their rulers had capitulated or
 made their peace with an enemy. Guerillas arose as an act of rebellion. The
 name itself is Spanish, and means "little war": the constant skirmishing
 and sniping that wears out an occupying army. When his men were bogged down
 there, Napoleon described Spain as an "ulcer", thanks in part to the constant
 partisan warfare carried on by the guerillas."

Regiment Size   = 60
Range           = 90
Accuracy        = 35
Reloading Skill = 15
Ammunition      = 20
Melee Attack    = 9
Charge Bonus    = 9
Defence         = 4
Morale          = 5

 * Can skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Can hide in buildings
 * Remains hidden whilst walking
 * Paths seldom trod
 * Resistant to heat fatigue

Trained only by the Spanish in Madrid

**Requires Special Forces Edition**


--==Cossack Infantry==--

"Cossacks are a free warrior people, fine horsemen and terrible foes, from the
 steppes of Russia and Asia.

 They are organised into large hosts, each under the leadership of an ataman,
 or chief. Within each host, small Cossack bands fight as seperate units. 
 Traditionally, Cossacks are cavalrymen without peer, as might be expected
 of a steppe people, but they are equally adept at fighting on foot. They 
 are personally brave, even headstrong, in the presense of enemies, something
 that can make them too eager to get into the fight.

 Historically, Russians and other Eastern Europeans have had an ambiguous
 relationship with the Cossacks. There is admiration for their fighting 
 qualities, yet a certain wariness of their wild nature. This has not stopped
 them from being used as irregular troops by many nations. Even as late as the
 Second World War entire Cossack divisions were used by the Soviet Army, and 
 then by the Germans who invaded Russia. Those Cossacks who served with the
 Germans (there were Cossack Waffen-SS divisions) were either killed in
 combat or captured and sent to die in labour camps."

Regiment Size   = 120
Range           = 70
Accuracy        = 30
Reloading Skill = 20
Ammunition      = 15
Melee Attack    = 7
Charge Bonus    = 8
Defence         = 6
Morale          = 5

 * Can hide in woodland
 * Resistant to cold fatigue

Trained only by the Russians


--==Coureurs de Bois==--

"These elite light infantrymen are trained in wilderness warfare and 
 taught to survive in harsh conditions.

 Rangers are used for scouting and raiding missions far beyond the skills
 of ordinary men. The ranks are mostly drawn from frontiersmen already
 hardened to living in the wilderness, as their experience making them ideal
 for further training. The wild nature of their environment is reflected in
 the unconventional tactics they are taught, and they are given some leeway
 where formal army dicipline is concerned.

 Historically, rangers were employed by the British army and were used in the
 hostile environments of North America during the French and Indian War. They
 would carry out long distance winter raids using crude snowshoes to travel.
 The most famous and revered of all rangers were the "Rogers' Rangers", named
 for the commanding officer, Robert Rogers. The traditions of Rogers' Rangers
 are carried on today by the US Army Rangers, although the modern unit owes
 its existence to the Second World War experience to US troops fighting  
 alongside British commandos and a reformed force in the Korean War."

Regiment Size   = 60
Range           = 80
Accuracy        = 60
Reloading Skill = 25
Ammunition      = 15
Melee Attack    = 8
Charge Bonus    = 4
Defence         = 3
Morale          = 8

 * Can skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Paths seldom trod
 * Good stamina
 * Resistant to heat fatigue

Available only to the French


--==Dahomey Amazons==--

"These merciless female warriors, armed with rifles, are rightly feared by men
 for their aggressing in battle. 

 Originally formed as a band of elephant hunters, they were developed into a 
 royal bodyguard recruited from among the King's wives, a group of women that
 sometimes numbered in the hundreds. Willing volunteers expand this force, 
 while other recruits are put forward by disgruntled husbands and fathers who
 visit the King with tales of spousal misbehaviour! The Amazons are denied 
 the right to marriage once in the regiment, and religion is used to give them
 a sense of being sacred.

 They are extremely well trained, and inculcated with a very aggressive 
 attitude. They are ferocious fighters with a reputation for decapitating 
 those who were unfortunate to become their captives. Woe betide the foe that
 underestimates them!"

Regiment Size   = 120
Range           = 90
Accuracy        = 40
Reloading Skill = 10
Ammunition      = 5
Melee Attack    = 7
Charge Bonus    = 8
Defence         = 3
Morale          = 6

 * Can skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Can hide in buildings
 * Remains hidden whilst walking
 * Good stamina
 * Resistant to heat fatigue

Available only in Custom Battles, Early. 

**Requires Special Forces + Bonus Units Downloadable Content**


--==Desert Warriors==--

"Harsh and unforgiving warriors are born in harsh and unforgiving lands. These
 men are as deadly as their deserts.

 Living in a desert makes a man tough and ruthles, or dead. The weak do not
 survive, and this fierce cull produces proud and dangerous warriors. Their
 battle skills have been honed by years of raiding and goat thievery, or 
 against the more settled people of oasis villages. Defeat is unthinkable,
 because defeat is death.

 Traditionally, the Bedouin were among the most dangerous of desert tribes,
 fighting among themselves when outsiders weren't available. Constantly on
 the move to find new pastures for their livestock, they learned to live with
 the minimum of possessions and little external support in the harshest of 
 lands. Loyalty to the tribe and family was all that helped a man survive."

Regiment Size   = 120
Range           = 70
Accuracy        = 25
Reloading Skill = 10
Ammunition      = 5
Melee Attack    = 4
Charge Bonus    = 4
Defence         = 7
Morale          = 4

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to heat fatigue

Recruited in the Desert Regions in Asia by the Ottomans and Marathas


--==East India Company Infantry==--

"Raised in India, these European mercenaries do not fight "for King and 
 Country" but for the great East India trading companies.

 Company infantry are professional soldiers drawn exclusively from Europeans,
 both officers and other ranks. They are members of private armies for the 
 traders, but one that is available to further national needs when required.
 They fight using European doctrine and equipment as line infatrymen, carrying
 smoothbore, muzzle-loading muskets. These soldiers were also enforcers, tax
 gatherers, and a potent threat against the local princes in India, even away
 from the battlefield. Native regiments under European officers exist too, but
 their reliability is doubtful.

 Historically, the great East India trading companies were often closer to 
 being nations in their own right than business ventures. India was so wealthy
 that the companies needed armies, not just guards, to protect and expand 
 their interests and prestige. The British East India Company (the "John
 Company"), the Dutch "Vereenigde Oostindische Compagnie" (VOC) and the French
 "La Compagnie francaise des Indes orientales" all had their own armed forces:
 1 in 5 VOC employees were soldiers!"

Regiment Size   = 120
Range           = 70
Accuracy        = 45
Reloading Skill = 25
Ammunition      = 10
Melee Attack    = 8
Charge Bonus    = 5
Defence         = 13
Morale          = 9

 * Can hide in woodland
 * Resistant to heat fatigue

These troops were recruited in India by Britain


--==Ferguson Riflemen==--

"Ferguson Riflemen are scouts and snipers, who harass the enemy by targeting
 officers and leaders.

 Major Patrick Ferguson's remarkable and patented flintlock is a breech-
 loading weapon, with a cunning screw mechanism that opens the breech for
 loading and still seals the chamber tightly for firing. In the hands of a
 well-trained man, firing the piece is rapid; the labourous business of muzzle
 loading is no more! The rifling makes it accurate and deadly!

 Historically, Ferguson intended his gun to go into the hands of an elite 
 force, under officers of enterprise and daring, who would move rapidly, use
 cover, and could deliver accurate and withering fire. In practice, the weapon
 was not a success, because it was difficult to manufacture in quantity and
 somewhat fragile in the rough conditions of a battlefield: the screw
 mechanism would jam if not treated with respect. After Ferguson was wounded
 in action, his critics lost no time in equipping the unit with Brown Bess
 muskets, and then eventually disbanding Ferguson's prized riflemen."

Regiment Size   = 60
Range           = 125
Accuracy        = 65
Reloading Skill = 30
Ammunition      = 15
Melee Attack    = 5
Charge Bonus    = 4
Defence         = 8
Morale          = 9

 * Can skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Can hide in buildings
 * Good stamina

These troops are only available to the British.


--==Firelock Armed Citizenry==--

"Arming the people is something that leaders find detestable and frightening,
 necessary perhaps, but certainly unwelcome.

 These people are the common people with whatever dangerous weapons they can
 obtain by fair means or foul. If a leader has reached the point of asking his
 people to act as this kind of militia, things are indeed desperate! If the 
 governed have reached this point on their own, then matters are truly 
 desperate for their leaders!"

Regiment Size   = 60
Range           = 70
Accuracy        = 25
Reloading Skill = 10
Ammunition      = 2
Melee Attack    = 4
Charge Bonus    = 4
Defence         = 5
Morale          = 3

 * Can hide in woodland
 * Can hide in light scrub

Used only as a unit to defend your cities when attacked. 


--==Frei-korps==--

"These light infantry are used to harass the enemy and screen the main body of
 the army.

 On the battlefield, they are skirmishers used to counter enemy light infantry
 troops that cause problems to a highly regimented Prussian regulars. Those 
 recruited into the Frei-korps include foreign mercenaries, ex-prisoners and
 deserters from other armies. Their less-than-reputable nature makes the 
 Frei-korps perfect for raids and independent operations where the ability to 
 live off the land (by stealing) is more important than parade ground drill.
 They travel light and their uniforms are deliberately plain to avoid drawing
 unwelcome atteention. 

 Historically, Frederick the Great (1740-86) had little respect for the 
 Frei-korps. He was a believer in discipline and drill in soldiers, and the
 independence of the light troops held little appeal. The men were basically
 sneaky and professional rascals and this was simple un-gentlemanly and
 dishonourable to the 18th Century mind. Frederick's army was surpremely
 disciplined, but even he had to accept that sometimes a certain "flexibility"
 was required, hence the Frei-korps.

 Despite the name, the Freikorps formed in Germany after the Great War had 
 little in common with these 18th Century troops, as they were "free" brigades
 of anti-communist ex-soldiers, returning from the front with no prospects
 and little loyaltey to the Weimar Republic."

Regiment Size   = 90
Range           = 90
Accuracy        = 50
Reloading Skill = 35
Ammunition      = 20
Melee Attack    = 6
Charge Bonus    = 5
Defence         = 11
Morale          = 7

 * Can skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Can hide in buildings
 * Good stamina

Trained only by the Prussians

**Requires Elite Units of the West Downloadable Content**


--==French East India Company Infantry==--

"Raised in India, these European mercenaries do not fight "for King and 
 Country" but for the great East India trading companies.

 Company infantry are professional soldiers drawn exclusively from Europeans,
 both officers and other ranks. They are members of private armies for the 
 traders, but one that is available to further national needs when required.
 They fight using European doctrine and equipment as line infatrymen, carrying
 smoothbore, muzzle-loading muskets. These soldiers were also enforcers, tax
 gatherers, and a potent threat against the local princes in India, even away
 from the battlefield. Native regiments under European officers exist too, but
 their reliability is doubtful.

 Historically, the great East India trading companies were often closer to 
 being nations in their own right than business ventures. India was so wealthy
 that the companies needed armies, not just guards, to protect and expand 
 their interests and prestige. The British East India Company (the "John
 Company"), the Dutch "Vereenigde Oostindische Compagnie" (VOC) and the French
 "La Compagnie francaise des Indes orientales" all had their own armed forces:
 1 in 5 VOC employees were soldiers!"

Regiment Size   = 120
Range           = 70
Accuracy        = 40
Reloading Skill = 25
Ammunition      = 15
Melee Attack    = 6
Charge Bonus    = 9
Defence         = 13
Morale          = 7

 * Can hide in woodland
 * Resistant to heat fatigue

These troops were recruited in India by the French.


--==Frontiersmen==--

"These elite light infantrymen are trained in wilderness warfare and 
 taught to survive in harsh conditions.

 Rangers are used for scouting and raiding missions far beyond the skills
 of ordinary men. The ranks are mostly drawn from frontiersmen already
 hardened to living in the wilderness, as their experience making them ideal
 for further training. The wild nature of their environment is reflected in
 the unconventional tactics they are taught, and they are given some leeway
 where formal army dicipline is concerned.

 Historically, rangers were employed by the British army and were used in the
 hostile environments of North America during the French and Indian War. They
 would carry out long distance winter raids using crude snowshoes to travel.
 The most famous and revered of all rangers were the "Rogers' Rangers", named
 for the commanding officer, Robert Rogers. The traditions of Rogers' Rangers
 are carried on today by the US Army Rangers, although the modern unit owes
 its existence to the Second World War experience to US troops fighting  
 alongside British commandos and a reformed force in the Korean War."

Regiment Size   = 60
Range           = 90
Accuracy        = 50
Reloading Skill = 30
Ammunition      = 20
Melee Attack    = 8
Charge Bonus    = 10
Defence         = 7
Morale          = 5

 * Can skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Paths seldom trod
 * Good stamina
 * Resistant to heat fatigue

Trained by the Spanish in the Americas, similar to Ranger units.


--==Ghoorkas==--

"Recruited by colonial powers, these indigenous Indian infantry are renowned
 for their loyalty and resilience.

 These indigenous troops formed hugely effective regiments when used by the
 European East India companies. They were acclimatised to India with a 
 resilience and endurance that put Europeans to shame. In combat, they 
 typically displayed unwavering bravery and a tenacious determination.

 Often recruited from barren or mountainous regions, these men are tough and
 hard working. Loyal without question, their familiarity with local culture
 allowed Europeans to fight insurgencies and unrest with understanding as well
 as brute force.

 The sepoys of the British East India Company were typical in that they had 
 native and European officers. "Natives" never commanded Company battalions,
 but their opinions were always sought by the better sort of European officer.
 The Ghoorkas were a special case, because Nepal was never colonised, but a 
 treaty was made between the company and the native King."

Regiment Size   = 150
Range           = 0
Accuracy        = 0
Reloading Skill = 0
Ammunition      = 0
Melee Attack    = 11
Charge Bonus    = 10
Defence         = 8
Morale          = 7

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to heat fatigue

Trained by a European power in Kashmir with Native Indian Government Building

**Requires Special Forces Edition**


--==Gorodskiye Streltsy==--

"These light soldiers are the traditional guardians of Russian towns, part 
 militia, part police and part fire brigade!

 The viborniye ("electives" who have chosen to serve in the ranks) and 
 gorodskiye (municipal) streltsy are both hereditary militia. Originally
 raised from the ranks of tradesmen by Ivan the Terrible, they are an old- 
 fashioned and traditionally-minded group. Over the centuries, membership of 
 the streltsy has been passed down from father to son, and a lack of new 
 volunteers - new blood - has ossified the old ways of battle. The streltsy
 are reliable, however, in defence of their homeland.

 Historically, the streltsy posed a significant challenge to the young Peter
 the Great (ruled 1682-1725). Angered by changes in the army which removed 
 their traditional privileges (of having an extremely easy life), the streltsy
 attempted to overthrow Peter. In 1698 they marched on Moscow, intent on 
 replacing him with his sister, Sophia Alekseyevna. Previous attempts to 
 change the system had usually provoked riots by the streltsy - the very
 people supposed to suppress such trouble - or worse. This time, Peter's new-
 model "Western" -fashion forces crushed them. This was not the end to the
 streltsy, however, as Russia's precarious position during the Great Northern
 War (1700-21) meant that Peter had to recall them to the colours."

Regiment Size   = 120
Range           = 0
Accuracy        = 0
Reloading Skill = 0
Ammunition      = 0
Melee Attack    = 11
Charge Bonus    = 12
Defence         = 8
Morale          = 3

 * Can hide in woodland
 * Paths seldom trod
 * Garrison policing bonus
 * Resistant to cold fatigue

Trained only by the Russians


--==Green Jackets==--

"Riflemen are skirmishers and snipers without peer, picking off leaders to sow
 confusion in enemy ranks.

 Organised and equipped as light infantry with rifles, not smoothbore muskets,
 riflemen have every right to see themselves as an elite. Chosen for 
 initiative and intelligence, they fight without close supervision from
 their officers. Their uniforms set them apart in an age when soldiers dress
 like peacocks: they deliberately blend into the landscape so that they can
 stalk their prey.

 Historically, the most famous riflemen, the British Greenjackets, carried
 infantry rifles designed by Ezekiel Baker. This muzzle-loading flintlock
 used a small ball from a tightly rifled barrel to give superb accuracy. 
 There are accounts of riflemen holding targets for each other at hundreds 
 of paces! It was a slow business to load the piece properly, as high-
 quality powder was carefully measured out and the bullet wrapped in a  
 leather patch then tapped down the barrel to engage with the grooves. All
 of this could take a minute or more to do properly, but the resulting shot
 was deadly over astonishing ranges. Baker even carefully supplied a "sword
 bayonet" so that the overall length of his rifle plus bayonet matched that
 of a line infantryman's bayonet-tipped musket."

Regiment Size   = 60
Range           = 125
Accuracy        = 65
Reloading Skill = 30
Ammunition      = 15
Melee Attack    = 5
Charge Bonus    = 4
Defence         = 12
Morale          = 9

 * Can skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Can hide in buildings
 * Good stamina

These are a British only unit.


--==Grenadiers==--

"Grenadiers are large, strong men, armed with muskets and carrying bags of
 bombs to hurl at the enemy's ranks.

 Explosive grenades are one of the oldest types of gunpowder weapon, and 
 one of the most dangerous to use. Grenades are a simple cast iron ball, with
 a fuse sticking out of the top. Fuses are notoriously unreliable, and 
 grenadiers can die as their own bombs explode prematurely. Yet no matter
 how terrifying grenades are for the throwers, they are infinitely worse
 for the targets! Grenadiers see themselves as elite, and occupy the place
 of honour at the right of the line on parade. they have good reason: only
 large, brave men become grenadiers, because it takes a big chap to throw
 one properly. Even their uniform makes them look bigger thanks to the 
 pointed grenadier's cap, a tricorne gets in the way of a good throw.

 Historically, grenadiers regiments and battlions began as ad hoc assault
 forces. All line infantry had grenadier companies, collecting these sub-units
 gave commanders a useful group of heavily armed, aggressive and skilful 
 soldiers. Grenadier companies remained in line infantry regiments after 
 the creation of grenadier regiments, but they abandoned grenades. Instead,
 each grenadier company became a "heavy mob" of the biggest and strongest 
 soldiers in a regiment."

Regiment Size   = 60
Range           = 70
Accuracy        = 50
Reloading Skill = 35
Ammunition      = 10
Melee Attack    = 10
Charge Bonus    = 7
Defence         = 17
Morale          = 12

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to morale shocks

Trained by all nations.


--==Grenzers==--

"Grenzers are aggressive skirmishers, armed with an unusual double-barrelled
 musket. 

 These light infantry are used to harass and disrupt the enemy as battle
 commences. Like other skirmishing forces the grenzers consider themselves 
 a cut above most infantrymen. They are expected to show individual 
 aggression, initiative and soldiering skills, not just obey and fight in
 formation. 

 Unusually, they carry heavy double-barrelled (over-and-under) muskets,
 allowing the shots before reloading. This innovative weapon doubles the
 firepower of a grenzer unit, compared to any other skirmishing force. Added
 to this, grenzers are taught to select their targets carefully, making them
 quite deadly opponents.

 Historically, the Austrians had a tradition of creating high-quality light
 forces such as hussars and skirmishers. The grenzers were a part of this
 tradition, recruited from among the Coast and Transylvania population of 
 the Austrian Empire's domain as frontier guards against the Turks. As
 frontiersmen, they had a certain air of lawlessness and even banditry, but
 they proved extremely able light troops and were used against Austria's
 other enemies. Over time, however, they became a hybrid type between line 
 infantry and skirmishers, often deployed in battle in the line, but with
 the ability to skirmish when necessary. As identifiable infantry units, the
 Grenzers remained in Austrian service until the end of the First World War
 in 1918."

Regiment Size   = 60
Range           = 90
Accuracy        = 55
Reloading Skill = 40
Ammunition      = 20
Melee Attack    = 7
Charge Bonus    = 8
Defence         = 7
Morale          = 7

 * Can skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Can hide in buildings
 * Good stamina

Trained only by the Austrians.


--==Guard Grenadiers==--

"Guard Grenadiers are chosen from among the bravest and largest men in the 
 Polish army.

 Renowned for their stoic resolve, Guard Grenadiers can be relied on not to
 break under the strain of battle. Apart from anything else, throwing 
 grenades is a dangerous business, but potentially devastating to the enemy.
 Strength is also needed in hand-to-hand combat, and Guard Grenadiers are a
 useful force of shock troops to be hurled against a wavering enemy. Their
 skills and physical presence makes them intimidating, even before steel is
 drawn.

 The 18th Century was a period when there were attempts to codify and define
 every aspect of military life to the smallest detail. Everything, from
 the smallest button on a uniform, to the way a man marched, was subject to
 discussion, regulation, and draconion punishment for deviation. The Polish
 Guard Grenadiers were subject to rigorous drill in every aspect of their
 training. Their throwing drill for grenade had stances to be adopted when,
 priming, igniting and throwing a grenade. Woe betide any Grenadier who did
 not follow the laid down procedure! Equally, woe betide any man who failed
 to dress to the appropriate standard, or behave as expected of a Guardsman!"

Regiment Size   = 60
Range           = 70
Accuracy        = 50
Reloading Skill = 50
Ammunition      = 15
Melee Attack    = 11
Charge Bonus    = 15
Defence         = 18
Morale          = 11

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to morale shocks
 * Inspires nearby units

Trained only by the Polish.

**Requires Elite Units of the West Downloadable Content**


--==Guardia de Infanteria==--

"The elite foot guards are charged with protecting the persons of the monarch
 and the royal family.

 These troops are equipped in much the same way as line infantrymen, and carry
 smoothbore muskets as their primary weapons. There, however, the similarities
 end. Their uniforms are altogether more splendid, marking them out as a 
 superior force, in arrogance if nothing else. This attitude can serve them 
 well in battle, as the guard can hardly be seen to be cutting and running, no
 matter how hot the enemy fire. They are also expected to do a good jobas 
 garrison troops, keeping the royal family safe no matter what the locals 
 might think or be tempted to do by some foolish revolutionary fervour.

 Historically, the French Masion du Roi (literally "House of the King") were
 the epitome of household troops. They provided a ceremonial guard at every
 state occasion, and Louis XIV picked them from candidates sent in by each
 regiment; inappropriate candidates brought punishment on the officers who 
 had sent them! The Prussian "Potsdam Giants" were a quirky household guard,
 the product of Frederick I's obsession with very, very tall men and military
 pump. Oddly, he wasn't a very warlike chap at all."

Regiment Size   = 120
Range           = 70
Accuracy        = 50
Reloading Skill = 55
Ammunition      = 15
Melee Attack    = 9
Charge Bonus    = 13
Defence         = 18
Morale          = 11

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to morale shocks
 * Inspires nearby units

Trained only by the Spanish


--==Guards==--

"The elite foot guards are charged with protecting the persons of the monarch
 and the royal family.

 These troops are equipped in much the same way as line infantrymen, and carry
 smoothbore muskets as their primary weapons. There, however, the similarities
 end. Their uniforms are altogether more splendid, marking them out as a 
 superior force, in arrogance if nothing else. This attitude can serve them 
 well in battle, as the guard can hardly be seen to be cutting and running, no
 matter how hot the enemy fire. They are also expected to do a good jobas 
 garrison troops, keeping the royal family safe no matter what the locals 
 might think or be tempted to do by some foolish revolutionary fervour.

 Historically, the French Masion du Roi (literally "House of the King") were
 the epitome of household troops. They provided a ceremonial guard at every
 state occasion, and Louis XIV picked them from candidates sent in by each
 regiment; inappropriate candidates brought punishment on the officers who 
 had sent them! The Prussian "Potsdam Giants" were a quirky household guard,
 the product of Frederick I's obsession with very, very tall men and military
 pump. Oddly, he wasn't a very warlike chap at all."

Regiment Size   = 120
Range           = 70
Accuracy        = 50
Reloading Skill = 40
Ammunition      = 10
Melee Attack    = 11
Charge Bonus    = 6
Defence         = 17
Morale          = 14

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to morale shocks
 * Inspires nearby units

Trained by most nations.


--==Guerillas==--

"These men are not soldiers, but civilians driven to take up arms against
 their nation's enemies.

 Guerillas are not a recognised military organisation at all, but bands of 
 fighters and neighbours who have adapted banditary to be a way of making 
 war. They fight hard, because if they are not captured they can expect little
 mercy from an enemy: at best, a trial before inevitable execution. War and
 vendetta are often the same things for guerillas: wrongs done and the 
 resulting hatred are what drive them to fight. They are best when employed
 in ambush, or to skirmish and harass. They cannot be expected to fight in
 carefully dressed lines likes soldiers, because they are not soldiers.

 Historically, the Spanish people had an enormous capacity for carrying on
 wars against foreign occupiers long after their rulers had capitulated or
 made their peace with an enemy. Guerillas arose as an act of rebellion. The
 name itself is Spanish, and means "little war": the constant skirmishing
 and sniping that wears out an occupying army. When his men were bogged down
 there, Napoleon described Spain as an "ulcer", thanks in part to the constant
 partisan warfare carried on by the guerillas."

Regiment Size   = 60
Range           = 90
Accuracy        = 45
Reloading Skill = 10
Ammunition      = 20
Melee Attack    = 7
Charge Bonus    = 8
Defence         = 2
Morale          = 3

 * Can skirmish
 * Can hide in woodland
 * Can hide in light scrub
 * Can hide in long grass
 * Can hide in buildings
 * Remains hidden whilst walking
 * Paths seldom trod
 * Resistant to heat fatigue

Trained only by the Spanish in Madrid


--==Hand Mortar Company==--

"The hand mortar can be used to place a grenade on a target beyond normal
 throwing range.

 Despite its name, the hand mortar is more of a grenade launcher, wiht a 
 wide barrel, typically of bronze, mounted on a musket stock so that it can be
 fired from the shoulder. This method of delivery offers increased range, but
 the weapons are temperamental and prone to misfires or bursting. This, 
 coupled with the variable quality of the grenades fired, means that in the
 wrong hands a hand mortar can often be as much of a danger to the man firing
 it as to the enemy. Despite this, the grenade is a useful battlefield 
 weapon when used against an empire deployed in cover, or for clearing choke
 points.

 Historically the armies of the Ottoman Empire and Russia employed the hand
 mortar. In the Russian military, hand mortar detechments typically operated
 in support of the artillery, possible because the unpredictability of the
 weapon made it unpopular among the line regiments! The Ottomans always 
 treated grenades as a form of "thrown artillery"."

Regiment Size   = 60
Range           = 70
Accuracy        = 50
Reloading Skill = 40
Ammunition      = 6
Melee Attack    = 11
Charge Bonus    = 11
Defence         = 15
Morale          = 9

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to morale shocks


--==Hessian Grenadiers==--

"Hessian Grenadiers are large, strong men, armed with muskets, grenades, and 
 a fearsome reputation.

 Grenadiers set themselves as elite, and usually occupy the place of honour
 at the right of the line. They have every reason to be proud: only large,
 brave men become grenadiers. The size and strength makes them impressive and
 gives them an edge in melee combat. They are vulnerable when attacked by
 heavy cavalry and skirmish troops. This aside, grenadiers are dedicated
 soldiers who will follow orders to the letter. 

 Historically, Hessian soldiers were renowned for their skills and discipline.
 This is due, in part, to the harsh penalties imposed upon them for any
 indisciplined. Corporal punishment was a regular occurance, minor offenses
 often being punished with clubs and cudgels! Another popular punishment was
 "the gauntlet": a ritualistic beating that involved a soldier's comrades
 gather in two lines to beat the accused as he ran or walked past them. For
 more serious offenses Hessian soldiers would be swiftly hanged. This 
 treatment did not make them tolerant of rebellious behaviour in others,
 including civilians."

Regiment Size   = 60
Range           = 70
Accuracy        = 45
Reloading Skill = 35
Ammunition      = 15
Melee Attack    = 10
Charge Bonus    = 14
Defence         = 14
Morale          = 8

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to morale shocks

Only available to the British in a North American province

**Requests Elite Units of America Downloadable Content**


--==Hessian Line Infantry==--

"These muskets-armed troops are use massed volleys to break an enemy, relying
 on discipline to withstand any counter fire.

 "Marching regiments" or "line battlions" make up the majority of units in 
 European-style armies. They are so called because they form the line of 
 battle, not because they always deploys in line. Indeed, over time the 
 capabilities of line infantry should improve as new tactics, drill and
 weaponry are developed.

 These soldiers carry muzzle-loading, smoothbore muskets firing lead balls 
 as wide as a man's thumb. These are inaccurate weapons, effective only over
 200 paces or so and when fired in massed volleys. The ability to fire and
 reload with machine-like regularity with shot and bullet flying and comrades
 falling all around is what wins battles.

 Historically, in many armies colonels receive a fee to raise regiments, which
 remained their personal property and commands. They jealously guarded their
 right to appoint friends, relatives and hangers-on as regimental officers. 
 This contractor system, however, allowed unscrupulous officers to make 
 handsome profits by pocketing the pay of non-existant soldiers. The better
 colonels did take a pride in their regiments, spending their own fortunes
 on good uniforms and weapons. The capabilities of a "standard" line infantry
 unit therefore varied between nations and over time. It wasn't until the 
 1760s that anything approaching uniformity of drill, equipment, and 
 regulations became the norm.

 Line infantry regiments remained unchanged throughout the period, and their
 organisational patterns still forms the basis of modern military units."

Regiment Size   = 120
Range           = 70
Accuracy        = 45
Reloading Skill = 25
Ammunition      = 10
Melee Attack    = 6
Charge Bonus    = 4
Defence         = 12
Morale          = 7

 * Can hide in woodland

Found in North America, hired as mercanaries by the British.


--==Hindu Musketeers==--

"These musketeers are a useful addition to any force, even if they lack the 
 fire discipline of regular soldiers.

 For all its smoke and noise, handling the smoothbore, muzzle-loading musket
 can be taught to all but the most stupid of men. Once the basic skills of
 loading have been mastered, it is simply a matter of point the loud end at
 the enemy and pulling the trigger. It is in God's hand as to what happens
 next!

 Even the most inexperienced or cack-handled of peasants can be useful with
 a musket in his hands. The noise of a volley is often enough to frighten, and
 any casualties in the enemy ranks are a bonus.

 Historically, such units of irregular musket men would arrive at a  
 battlefield with all kinds of weapons, from ancient matchlocks handed down 
 from father to son, to modern government-issue weapons looted from the enemy
 dead. This lack of standardisation did not matter much, as it was the
 ability to fire at all that made the unit a useful force."

Regiment Size   = 120
Range           = 70
Accuracy        = 25
Reloading Skill = 20
Ammunition      = 15
Melee Attack    = 9
Charge Bonus    = 8
Defence         = 6
Morale          = 5

 * Can hide in woodland
 * Resistant to heat fatigue



--==Hindu Warriors==--

"A sword is an honourable weapon for any warrior. The man who carries one 
 must demonstrate this courage if he is to cut down his foe. 

 Although a sword, no matter what its design, may appear outdated next to
 a musket, it has one great advantage, it never needs loading. A truly
 skilled swordman will never want for employment, and he is an intimidating
 sight to many regular musket-armed soldiers.

 Units of swordsmen are also easier to hand tactically on a battlefield. A
 general does not have to make fine judgements about when to hold or give  
 fire: he need only send his men forward to do their killing work at the
 right time. Once committed, they will keep fighting until death or victory
 comes."

Regiment Size   = 120
Range           = 0
Accuracy        = 0
Reloading Skill = 0
Ammunition      = 0
Melee Attack    = 15
Charge Bonus    = 9
Defence         = 17
Morale          = 7

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to heat fatigue

Trained by the Marathas


--==Holland Guards==--

"The Holland Guards are infantry, charged with protecting the national leader 
 and his immediate family.

 These troops are equipped as line infantry, and carry smoothbore muskets. 
 Their uniforms are splendid, and mark them out as a superior unit, in 
 arrogance if nothing else. They are trained to deliver devastating volley
 fire, and never to waver in the face of a foe. this attitude serves them 
 well in battle, as the Guard can hardly be seen to cut and run, no matter
 how hot the fight.

 Historically, the guards sometimes became the only unit a leader could rely
 on when politics got out of hand, most of the time. It was not unknown for
 the Guard to be kingmakers, even in a republic, and only give their 
 protection to their preferred choice of leader. With the turbulent history
 of the Dutch, the Holland Guard were provided with numerous opportunities
 to change the national leader. As the 18th Century drew to a close, the 
 fire of the French Revolution was spreading throughout Europe: free thinkers
 swa the merits of the Revolution and many set their minds on something 
 similar in their own countries."

Regiment Size   = 120
Range           = 70
Accuracy        = 55
Reloading Skill = 60
Ammunition      = 15
Melee Attack    = 7
Charge Bonus    = 11
Defence         = 18
Morale          = 11

 * Can hide in woodland
 * Can hide in light scrub
 * Resistant to morale shocks
 * Inspires nearby units

Hired only by the Dutch in Amsterdam. 


--==Hungarian Grenadiers==--

"Hungarian Grenadiers are strong men with the ability to hurl a grenade with
 precision into enemy lines. 

 Recruited from the largest and strongest men available, grenadiers must
 be capable of throwing a grenade far enough so that the subsequent explosion
 does not kill them! Even so, fuses are notoriously unreliable, and men 
 sometimes die from premature explosions. Yet no matter how worrying 
 grenades are for the gren