Title     : Rise of Nations
Platform  : PC
Author    : fIreSpHere
Email     : firesphere@earthling.net
Created   : 22nd May 2003
Version   : 0.4


Copyright:
All Rights Reserved  Copyright 2003 fIreSpHere. 
This FAQ and everything included within this  file cannot be reproduced in any
way, shape or form (physical, electronical, or otherwise). This FAQ cannot be
used for profitable purposes or promotional purposes. Plagiarism is also
prohibited.


Version History:
0.1 : Beginning of my first FAQ (22nd May 2003)
0.2 : Added rare resources and made some correction (2nd June 2003)
0.3 : Added Bonus Card info (24th June 2003)
0.4 : Added some minor info bout Wonders and random races (28th July 2003)

                          +=+=+=+=+=+=+=+=+=+=+=+=+=+=+
                                 Table of Content
                          +=+=+=+=+=+=+=+=+=+=+=+=+=+=+
                           1.0 Author's Note
                           2.0 Controls
                           3.0 Game Types
                           4.0 Races & their Specialty
                           5.0 Technologies
                           6.0 Wonders
                           7.0 Units
                               7.1 General
                               7.2 Spy
                               7.3 Commando / Special Forces
                           8.0 Rare Resources
                           9.0 Bonus Card
                           10.0 Strategies
                           11.0 Hints and Tips
                           12.0 Credits


******************************************************************************
                              1.0 AUTHOR'S NOTE
******************************************************************************

This is my first FAQ so I hope any readers that has any comments or 
suggestions please let me know. You can email me through the email address 
written on top. I'm kind of stuck here :(

I'm not so free nowadays. Facing university application problem :(



******************************************************************************
                                2.0 CONTROLS
******************************************************************************

Control of this game is just almost the same as any recent Strategy games. 
I will list only a few command(default).

Attack Move:
Clicking on the Attack button or hit A then click anyway on screen or map will
order your units to move to the area you wish and will attack any enemy 
insight. Peasants will only move the the area without attacking any enemy 
insight.
Beware, Don't do attack move while your units are fighting because they
will move a few steps before they resume fighting. This is not what you want.

Selecting Unit(s):
~Single left-click on any unit will select it. Double left click will select
 all of the same units on screen.
~Hold left mouse button then drag. Any units in box will be selected but there
 is some exception. If there are military units and peasants in your selected
 square area, only military units will be selected (scout included).
~Shift button can be use to add units into selected group. This also can be
 use to select two or more groups of units by holding shift while double
 clicking on a unit or hitting the group number you want.
 For example, F1 is a group of Archer while F2 is a group of Light Cavalry.
 After hitting F1, shift button is held down while you hit F2, both Archer
 and Light Cavalry is now selected.

Grouping Units:
17 groups can be made and 1 single unit can appear in all 17 groups. Once you
have selected the unit(s) you want, press CTRL+(any number from 1-9 or F1-F8).

Deselect unit(s) in a group:
You can deselect units that you don't want to include in a group by holding 
CTRL then click on unwanted unit(s) on screen or their potrait on the lower
right.

Zooming in & out:
Using scroll mouse will be the most convinient method that is by scroll up to
zoom out or scroll down to zoom in. If you don't have a scroll mouse or your
scroll won't work, hit Page Up to zoom out or Page Down to zoon in.



******************************************************************************
                                3.0 GAME TYPES
******************************************************************************

Learn How to Play:
A fast effective way to learn almost everything from this option. Once you 
have completed every scenario, all you need is to get use to the commands, 
buildings, units, technologies, research, resources and the map. I strongly
suggest new player that knows nothing about Rise of Nations should go through
this toturial first.

Note: You can't save during tutorial. (credits to Keith Batemann for this)


Solo Game : Quick Battle
Battle against computer(s) in various type of battle and rules.
-If you pick Offensive random you'll end up with either:
  ->Aztec, Bantu, French, Germans, Japanese, Mongols, Roman, Turks
-If you pick Defensive random you'll end up with either:
  ->British, Chinese, Egyptians, Germans, Greeks, Inca, Koreans, Nubians, Spanish
-If you pick Economic random you'll end up with either:
  ->Chinese, Koreans, Maya, Russian

Solo Game : Conquer The World Map
- Conquer the World from 17 other opposing nations.
- If you fail to conquer the world in 22 turns, an option will be prompted for
  you to choose either to end your game or to continue on. If you pick End
  Now, a screen will display either you are marginal defeat or victory.
  If you manage to conquer more than 50% of the world, you'll get a Marginal
  Victory. If less, Marginal Defeat. There'll be some stat of how many overrun
  you made, time spent in battle and a few more.
- There are several types of Bonus Card that will assist in game. Refer to
  section 9.0 for Bonus Card information.


Multiplayer
Identical with Quick Battle. Only differences is that you are able to play
with your friends.



******************************************************************************
                           4.0 RACES & THEIR SPECIALITY
******************************************************************************

AZTECS - The Power of Sacrifice

SPECIAL POWERS
1. Gain 15 bonus resources per Age when their Barracks, Stable, and Docks
   units slay an enemy (max 60).
2. Plunder increased from enemy buildings increase 100%.
3. Receive free Light Infantry units with each new Barracks (1 at the start, 
   2 with Classical Age & Military technologies, 3 with Gunpowder Age & 3 
   Military technologies).

SPECIAL UNITS
~ATLATL - Light Infantry, Ancient Age (I)
  ->Fast, cheap, and short-ranged. Quicker and tougher than Slingers.
~ROYAL ATLATL - Light Infantry, Classical Age (II)
  ->Fast, cheap, and short-ranged. Quicker and tougher than Javelineers.
~XOPILLI ATLATL - Light Infantry, Medieval Age (III)
  ->Fast, cheap, and short-ranged. Quicker and tougher than Elite Javelineers.
~JAGUAR INFANTRY - Modern Infantry, Modern Age (VII)
  ->Faster and with a stronger attack than ordinary Modern Infantry.
~JAGUAR ASSAULT INFANTRY - Modern Infantry, Information Age (VIII)
  ->Faster and with a stronger attack than ordinary Modern Infantry.

Comments:
The best way of playing this nation is to keep on attacking. Never hestitate
to build a new Barracks 1st near your battleground to increase your rate of
reinforcement. If you think you can capture or you are not ready to attack 
you enemy's City, Get some seige units to destroy whatever buildings in sight.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BANTU - The Power of Migration

SPECIAL POWERS
1. Increased 1 city limit(require at least 1 Civic technologies) and cities
   cost reduce 75%.
2. 100% Population Limit, may exceed 25%.
3. Unit upgrades do not require prerequisite Military technologies.
3. Barracks units and Citizens move faster by 25%.

SPECIAL UNITS
~UMPAKATI - Light Infantry, Ancient Age (I)
  ->Fast, cheap, and short-ranged. Slightly stronger than Slingers; faster to
    create.
~YANGOMBI UMPAKATI - Light Infantry, Classical Age (II)
  ->Fast, cheap, and short-ranged. Slightly stronger than Elite Javelineers;
    faster to create.
~IMPI UMPAKATI - Light Infantry, Medieval Age (III)
  ->Fast, cheap, and short-ranged. Quicker and more accurate than Elite
    Javelineers.
~HAWK FIGHTER - Fighter, Modern Age (VII)
  ->More powerful against enemy aircraft and ground troops than normal
    Fighter.
~EAGLE FIGHTER - Fighter, Information Age (VIII)
  ->More powerful against enemy aircraft and ground troops than normal Jet
    Fighter.

Comments:
All of the special powers are very useful and can gain a big advantage if used
properly. A race that has the advantage to expand fast in the beginning of Age
and can defend quite well with a group of slinger backing a few spearman.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BRITISH - The Power of Empire

SPECIAL POWERS
1. Increased Commerce Limit +25%. Receive double income from Taxation.
2. Ships created 33% faster.
3. Foot Archer upgrades are free. Forts and Towers have additional +2 range.
4. Anti-Aircraft units and buildings created 25% cheaper and 33% faster.

SPECIAL UNITS
-LONGBOW - Foot Archer, Classical Age (II)
  ->Medium-ranged foot infantry with little armor; cheaper than Archers, more
    effective against enemy Heavy Infantry.
~KING'S LONGBOW - Foot Archer, Medieval Age (III)
  ->Medium-ranged foot infantry with little armor; cheaper than Crossbowmen,
    more effective against enemy Heavy Infantry.
~KING'S YEOMANRY - Foot Archer, Gunpowder Age (IV)
  ->Long-ranged, cheap foot infantry with little armor; extremely effective
    against enemy Heavy Infantry.
~HIGHLANDERS - Gunpowder Infantry, Enlightenment Age (V)
  ->Particularly effective against all forms of enemy infantry.
~BLACK WATCH - Gunpowder Infantry, Industrial Age (VI)
  ->Particularly effective against all forms of enemy infantry.
~LANCASTER BOMBER - Bomber, Modern Age (VII)
  ->More powerful against enemy cities and buildings than normal Bomber;
    somewhat inaccurate.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CHINESE - The Power of Culture

SPECIAL POWERS
1. Science research at the Library is 25% cheaper.
2. Herbal Lore, Medicine, and Pharmaceutical upgrades are free.
3. Citizens, Caravans, and Merchants created instantly.
4. All Cities start as a Large City.

SPECIAL UNITS
~FIRE LANCE - Gunpowder Infantry, Medieval Age (III)
  ->liest gunpowder unit; moves slowly, but effective against Heavy Infantry.
~HEAVY FIRE LANCE - Gunpowder Infantry, Gunpowder Age (IV)
  ->Early gunpowder weapons with significant range; better range than ordinary
    Gunpowder Infantry.
~MANCHU MUSKETEER - Gunpowder Infantry, Enlightenment Age (V)
  ->Musketeers with excellent range and speed; they are also cheap and quick
    to create.
~MANCHU RIFLEMAN - Gunpowder Infantry, Industrial Age (VI)
  ->Rapid fire, small arms with excellent firepower; fast and cheap to create.
~MANCHU INFANTRY - Modern Infantry, Modern Age (VII)
  ->Rapid fire, small arms with excellent firepower; fast and cheap to create.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EGYPTIANS - The Power of Nile

SPECIAL POWERS
1. Wonders cost 25% less, can be built an Age earlier, and may build 2 per
   city.
2. Start with a Granary, and all Granary Food-gathering upgrades are free.
3. Farms generate additional +2 Wealth, and 7 Farms allowed per City.
4. Increased Food Commerce Limit +10%

SPECIAL UNITS
~CHARIOT - Ranged Cavalry, Classical Age (II)
  ->Fast, ranged cavalry who can fire even while moving; particularly
    effective against all other Ranged Cavalry.
~HEAVY CHARIOT - Ranged Cavalry, Medieval Age (III)
  ->Fast, ranged cavalry who can fire even while moving; particularly
    effective against all other Ranged Cavalry.
~MAMELUKE - Ranged Cavalry, Gunpowder Age (IV)
  ->Excellent gunpowder-armed raiders who can fire while moving.
~ROYAL MAMELUKE - Ranged Cavalry, Enlightenment Age (V)
  ->Excellent gunpowder-armed raiders who can fire while moving.
~LIGHT CAMEL - Light Cavalry, Classical Age (II)
  ->Effective as scouts, and against enemy raiders, siege weapons, and mounted
    troops.
~CAMEL WARRIOR - Light Cavalry, Medieval Age (III)
  ->Effective as scouts, and against enemy raiders, siege weapons, and mounted
    troops.
~ELITE CAMEL WARRIOR - Light Cavalry, Gunpowder Age (IV)
  ->Effective as scouts, and against enemy raiders, siege weapons, and mounted
    troops.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FRENCH - The Power of Leadership

SPECIAL POWERS
1. Start with a Lumber Mill and receive all Timber-gathering upgrades free. 
   Woodcutter's Camps hold more Citizens +2. Increased Timber Commerce Limit 
   +10%.
2. Siege Factory/Factory units are created 25% cheaper and 50% faster and move
   faster.
3. Supply Wagons heal units. Receive a free Supply Wagon with each new Siege 
   Factory/Factory.
4. Receive a General with each new Fort.

SPECIAL UNITS
~CHEVALIER - Heavy Cavalry, Classical Age (II)
  ->Powerful, armored, shock melee units; stronger, tougher, and faster than
    ordinary Heavy Cavalry.
~HEAVY CHEVALIER - Heavy Cavalry, Medieval Age (III)
  ->Powerful, armored, shock melee units; stronger, tougher, and faster than
    ordinary Heavy Cavalry.
~HORSE GRENADIER - Heavy Cavalry, Gunpowder Age (IV)
  ->Powerful, armored, shock melee units; stronger, tougher, and faster than
    ordinary Heavy Cavalry.
~HORSE GUARD GRENADIER - Heavy Cavalry, Enlightenment Age (V)
  ->Powerful, armored, shock melee units; stronger, tougher, and faster than
    ordinary Heavy Cavalry.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
GERMANS - The Power of Industry

SPECIAL POWERS
1. Granary, Lumber Mill, and Smelter upgrades are 50% cheaper and available 
   sooner.
2. Cities gather +5 Food, Timber, and Metal. Building completion bonuses 50%.
3. Submarines and Fireships created 33% faster and 25% cheaper.
4. Aircraft created 33% faster. Receive 2 free Fighters with each new Airbase.

SPECIAL UNITS
~SOLDURI - Heavy Infantry, Ancient Age (I)
  ->Powerful, slow melee units; tougher and faster to build than normal
    Hoplites.
~BARBARIAN - Heavy Infantry, Classical Age (II)
  ->Powerful, slow melee units; tougher and faster to build than normal
    Phalanx.
~VANDAL - Heavy Infantry, Medieval Age (III)
  ->Powerful, slow melee units; tougher and faster to build than normal
    Pikemen.
~LANDSKNECHT - Heavy Infantry, Gunpowder Age (IV)
  ->Powerful, slow melee units; tougher and faster to build than normal Elite
    Pikemen.
~MG42 - Machine Gun, Modern Age (VII)
  ->Moves slowly; devastating against enemy foot troops.
~VOLKSGRENADIER - Modern Infantry, Modern Age (VII)
  ->Fast, powerful, rapid-firing foot troops; slightly tougher and faster than
    normal Infantry.
~TIGER TANK - Tank, Modern Age (VII)
  ->Armored and substantially more powerful than ordinary Tanks.
~LEOPARD TANK - Tank, Information Age (VIII)
  ->Heavily armored and substantially more powerful than ordinary Tanks.

Comments:
A very strong nation that highly benefit from Special Power and Special Units
throughout every age. A nation build solely for war.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
GREEKS - The Power of Philosophy

SPECIAL POWERS
1. Library research is 100% faster and costs 10% less (except Knowledge
   costs).
2. Libraries and Universities are 50% cheaper.
3. Can immediately build Universities and gather Knowledge from the beginning
   of the game.

SPECIAL UNITS
~COMPANION - Heavy Cavalry, Classical Age (II)
  ->Powerful, armored, shock melee units. Faster than normal Heavy Cavalry.
~ROYAL COMPANION - Heavy Cavalry, Medieval Age (III)
  ->Powerful, armored, shock melee units. Faster than normal Heavy Cavalry.
~STRATIOTAI - Heavy Cavalry, Gunpowder Age (IV)
  ->Powerful, armored, shock melee units. Faster than normal Heavy Cavalry.
~ROYAL STRATIOTAI - Heavy Cavalry, Enlightenment Age (V)
  ->Powerful, armored, shock melee units. Faster than normal Heavy Cavalry.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCA - The Power of Gold

SPECIAL POWERS
1. Mines produce Wealth as well as Metal.
2. Increased Wealth Commerce Limit +33%.
3. Receive a 25% refund for each of your units killed.

SPECIAL UNITS
~INTI CLUBMEN - Light Infantry, Classical Age (II)
  ->Fast, cheap melee troops effective against enemy mounted troops.
~INTI MACEMEN - Light Infantry, Medieval Age (III)
  ->Fast, cheap melee troops effective against enemy mounted troops.
~MORTAR - Artillery, Enlightenment Age (V)
  ->Expensive and slow-moving; particularly effective at long range against
    enemy buildings and foot troops.
~SIEGE MORTAR - Artillery, Industrial Age (VI)
  ->Expensive and slow-moving; particularly effective at long range against
    enemy buildings and foot troops.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
JAPANESE - The Power of Honor

SPECIAL POWERS
1. Barracks units created 10% faster and 7% cheaper.
2. Barracks units do 5% extra damage vs. buildings for each Age plus Military
   research.
3. Ships created 10% cheaper and Aircraft carriers created 33% faster.
4. Farms built cheaper 50%. Farms and Fishermen produce additional 25%
   resources.

SPECIAL UNITS
~ASHIGARU - Heavy Infantry, Ancient Age (I)
  ->Powerful, slow melee units; stronger and tougher than normal Hoplites.
~BUSHI - Heavy Infantry, Classical Age (II)
  ->Powerful, slow melee units; stronger and tougher than normal Phalanx.
~ELITE BUSHI - Heavy Infantry, Medieval Age (III)
  ->Powerful, slow melee units; stronger and tougher than normal Pikemen.
~SAMURAI - Heavy Infantry, Gunpowder Age (IV)
  ->Powerful, slow melee units; stronger and tougher than normal Elite Pikemen.
~GUN SAMURAI - Heavy Infantry, Enlightenment Age (V)
  ->Slow, powerful short-ranged gunpowder units; stronger and tougher than
    normal Fusiliers.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
KOREANS - The Power of Tradition

SPECIAL POWERS
1. Begin game with a Temple and all upgrades are free
2. Start game with 1 extra Citizen, receive 3 free Citizens when you build
   next City, and 5 for all future Cities.
3. Citizens repair 50% faster. Citizens can build and repair buildings that
   are under fire without penalty.
4. Militia, Minuteman, and Partisan upgrades are free. Towers are 33% cheaper.

SPECIAL UNITS
~HWARANG - Foot Archers, Ancient Age (I)
  ->Medium-ranged foot infantry with little armor; stronger, tougher than
    normal Bowmen.
~ELITE HWARANG - Foot Archers, Classical Age (II)
  ->Medium-ranged foot infantry with little armor; stronger, tougher than
    normal Archers.
~KORYO HWARANG - Foot Archers, Medieval Age (III)
  ->Medium-ranged foot infantry with little armor; stronger, tougher than
    normal Crossbowmen.
~CHOSON HWARANG - Foot Archers, Gunpowder Age (IV)
  ->Medium-ranged foot infantry with little armor; stronger, tougher than all
    normal bow-armed units.
~FLAMING ARROW - Artillery, Ancient Age (I)
  ->Expensive and slow; more effective against enemy buildings than Catapult.
~HEAVY FLAMING ARROW - Artillery, Medieval Age (III)
  ->Expensive and slow; more effective against enemy buildings than Trebuchet.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
MAYA - The Power of Architecture

SPECIAL POWERS
1. Cities, Towers, Forts, etc. fire extra arrows/bullets - including Cities
   without garrisons.
2. Buildings constructed 50% faster and are 50% stronger.
3. Buildings (except Wonders) cost less 33% Timber to construct.

SPECIAL UNITS
~BALAMOB SLINGERS - Light Infantry, Ancient Age (I)
  ->Fast, cheap, and short-ranged. Extremely effective against enemy light
    infantry.
~ROYAL BALAMOB - Light Infantry, Classical Age (II)
  ->Fast, cheap, and short-ranged. Extremely effective against enemy light
    infantry.
~EAGLE BALAMOB - Light Infantry, Medieval Age (III)
  ->Fast, cheap, and short-ranged. Extremely effective against enemy light
    infantry.
~RECOILLESS GUN - Heavy Infantry, Modern Age (VII)
  ->Particularly effective against all types of vehicles.
~DRAGON AT - Heavy Infantry, Information Age (VIII)
  ->Particularly effective against all types of vehicles.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
MONGOLS - The Power of Horde

SPECIAL POWERS
1. Receive free Ranged Cavalry with each new Stable/Auto Plant (1 at start,
   3 with two Military Research).
2. Mounted units created 10% cheaper and 20% faster.
3. Receive +1 Food for each 1% world landmass controlled (times half the
   number of nations).
4. Attrition damage to your units reduced by 50%. Receive Forage, Supply and
   Logistics technologies free at the Smelter.

SPECIAL UNITS
~NOMAD - Ranged Cavalry, Classical Age (II)
  ->Fast, ranged cavalry who can fire even while moving; they are particularly
    effective against enemy Light Infantry.
~STEPPE NOMAD - Ranged Cavalry, Medieval Age (III)
  ->Fast, ranged cavalry who can fire even while moving; they are particularly
    effective against enemy Light Infantry.
~HORDE - Ranged Cavalry, Gunpowder Age (IV)
  ->Fast, gunpowder-armed cavalry who can fire even while moving; effective
    against enemy Light Infantry and Musket Infantry.
~GOLDEN HORDE - Ranged Cavalry, Enlightenment Age (V)
  ->Fast, gunpowder-armed cavalry who can fire even while moving; effective
    against enemy Musket Infantry.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NUBIANS - The Power of Trade

SPECIAL POWERS
1. Merchants collect +50% base resources. See all rare resources in your 
   territory.
2. Start with a Market and trade resources with +20/-20a price bonus.
3. +1 Caravan Limit.
4. Merchants, Caravans, and Markets are 50% cheaper and 50% more hit points.

SPECIAL UNITS
~KUSHITE - Foot Archer, Classical Age (II)
  ->Medium-ranged foot infantry with little armor; highly effective against
    all enemy archers.
~ROYAL KUSHITE - Foot Archer, Medieval Age (III)
  ->Medium-ranged foot infantry with little armor; highly effective against
    all enemy archers.
~APEDEMAK KUSHITE - Foot Archer, Gunpowder Age (IV)
  ->Medium-ranged foot infantry with little armor; highly effective against
    all enemy archers.
~CAMEL ARCHERS - Ranged Cavalry, Classical Age (II)
  ->Excellent raiders who can fire while moving; particularly effective
    against enemy Light Infantry.
~HEAVY CAMEL ARCHERS - Ranged Cavalry, Medieval Age (III)
  ->Excellent raiders who can fire while moving; particularly effective
    against enemy Light Infantry.
~CAMEL RAIDERS - Ranged Cavalry, Gunpowder Age (IV)
  ->Excellent gunpowder-armed raiders who can fire while moving.
~CAMEL CORPS - Ranged Cavalry, Enlightenment Age (V)
  ->Excellent gunpowder-armed raiders who can fire while moving.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ROMANS - The Power of Caesar

SPECIAL POWERS
1. Forts and Towers 25% cheaper. Forts exert +3 National Borders. 
2. Receive free Heavy Infantry units with each new Barracks (1 at the start,
   2 with Gunpowder Age & 3 Military research, 3 with Industrial Age & 5 
   Military Research).
3. Cities gather an extra +10 Wealth

SPECIAL UNITS
~LEGION - Heavy Infantry, Classical Age (II)
  ->Powerful, slow, melee units. Extremely effective against enemy Heavy
    Infantry.
~CAESAR'S LEGIONS - Heavy Infantry, Medieval Age (III)
  ->Powerful, slow, melee units. Extremely effective against enemy Heavy
    Infantry.
~PRAETORIAN GUARDS - Heavy Infantry, Gunpowder Age (IV)
  ->Powerful, slow, melee units. Extremely effective against enemy Heavy
    Infantry.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
RUSSIANS - The Power of Motherland

SPECIAL POWERS
1. Increased Attrition Damage to enemy units in your territory by 100%.
   Attrition upgrades are free.
2. National Borders +1 extra per Civic. Oil gathering +20%.
3. Cavalry units do +20 damage to enemy Supply and Artillery units.
4. Spies are 50% cheaper and stay hidden after using special abilities.

SPECIAL UNITS
~RUSSINY LANCER - Light Cavalry, Medieval Age (III)
  ->Extremely fast and lightly armed melee troops; useful for catching enemy
    raiders; cheaper and faster to build than normal Light Cavalry.
~COSSACK - Light Cavalry, Gunpowder Age (IV)
  ->Extremely fast and lightly armed melee troops; useful for catching enemy
    raiders; cheaper and faster to build than normal Light Cavalry.
~DON COSSACK - Light Cavalry, Enlightenment Age (V)
  ->Extremely fast and lightly armed melee troops; useful for catching enemy
    raiders; cheaper and faster to build than normal Light Cavalry.
~RED GUARD - Modern Infantry, Modern Age (VII)
  ->Fast, powerful, rapid-firing foot troops; slightly cheaper than normal
    Infantry.
~SHOCK INFANTRY - Modern Infantry, Information Age (VIII)
  ->Fast, powerful, rapid-firing foot troops; cheaper and stronger than normal
    Assault Infantry.
~KATYUSHA ROCKET - Artillery, Modern Age (VII)
  ->Powerful, long-range rocket; its wide explosive effect makes it very
    effective against enemy ground troops.
~T80 TANK - Tank, Information Age (VIII)
  ->Heavily armored, extremely powerful; hard to destroy except with heavy
    weapons. Cheaper than normal Main Battle Tank.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SPANISH - The Power of Discovery

SPECIAL POWERS
1. Game begins with map revealed and an extra Scout (In a Revealed Map game
   you gain a bonus Scout).
2. Scouts receive +3 Line-of-Sight, free upgrades, and are able to use 
   abilities faster.
3. Until the Industrial Age, receive a free Heavy Ship with each new Dock.
4. Gain extra 30 Resources from Ruins, and +35 per Science Level.

SPECIAL UNITS
~SCUTARI - Heavy Infantry, Classical Age (II)
  ->Powerful, slow, melee units; extremely effective against mounted troops.
~ROYAL SCUTARI - Heavy Infantry, Medieval Age (III)
  ->Powerful, slow, melee units; extremely effective against mounted troops.
~TERCIO - Heavy Infantry, Gunpowder Age (IV)
  ->Slow, powerful, short-ranged gunpowder units; extremely effective against
    mounted troops.
~ROYAL TERCIO - Heavy Infantry, Enlightenment Age (V)
  ->Slow, powerful, short-ranged gunpowder units; extremely effective against
    mounted troops.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TURKS - The Power of Siege

SPECIAL POWERS
1. All Siege, artillery, and bombardment units have +3 Range & +3 
   Line-of-Sight.
2. Receive 2 free Siege units with each new Siege Factory/Factory.
3. Citizens are 33% cheaper. Conquered cities assimilated 200% faster
4. Siege units upgrades are free. Military technologies researched at the
   Library are 33% cheaper.

SPECIAL UNITS
~JANISSARY - Gunpowder Infantry, Gunpowder Age (IV)
  ->Stronger, faster, and more accurate than ordinary Gunpowder Infantry.
~ROYAL JANISSARY - Gunpowder Infantry, Enlightenment Age (V)
  ->Stronger, faster, and more accurate than ordinary Gunpowder Infantry.
~BASILICA BOMBARD - Artillery, Gunpowder Age (IV)
  ->Expensive and slow-moving; extremely effective at long range against enemy
    buildings and foot troops.
~BASILICA CANNON - Artillery, Enlightenment Age (V)
  ->Expensive and slow-moving; particularly effective at long range against
    enemy buildings and foot troops.



******************************************************************************
                               5.0 TECHNOLOGIES
******************************************************************************

There are four types of technologies in order to progress further to obtain 
stronger military, further line-of-sight, more cities, increase population 
limit,increase commerce limit and everything else. This is the key of 
everything. If you can manage to keep your research flowing while you are 
expanding smoothly, victory will likely be yours.

I. Ancient Age

II. Classical Age
(R) The Art of War: Barracks, Stable, and Tower may be constructed.
(B) City State: Allegiance and Taxation upgrades.
(G) Barter: Dock and Market may be constructed.
(Y) Written Word: Temple may be constructed. Units can cross seas.

III. Medieval Age
(R) Mercenaries: Siege Factory and Fort may be constructed.
(B) Empire: Religion upgrade.
(G) Coinage: May buy/sell resources at Market. May colonize other continents.
(Y) Mathematics: Granary and Lumber Mill may be constructed. Herbal Lore and 
                 Construction upgrades.

IV. Gunpowder Age
(R) Standing Army: Tactics and Fortification upgrades.
(B) Feudalism: Oath of Fealty and Vassalage upgrades.
(G) Trade: Your Caravans may trade with peaceful nations' Cities.
(Y) Chemistry: Smelter may be constructed. Medicine, Agriculture,
               Architecture, Carpentry, Forage, and Literacy upgrades.

V. Enlightenment Age
(R) Conscription: Operations and Bombardment upgrades.
(B) Divine Right: Monotheism upgrade.
(G) Mercantilism: Only general commerce benefits received.
(Y) Laws of Nature: Crop Rotation, Logging Industry, Printing Press, and Metal
                    Alloys upgrades.

VI. Industrial Age
(R) Levee en Masse: Only general military benefits received.
(B) Constitution: Patriotism and Social Contract upgrades.
(G) Finance: Only general commerce benefits received.
(Y) Electricity: Pharmaceuticals, Engineering, Scientific Method, Supply, and
                 Cold Casting upgrades.

VII. Modern Age
(R) Nation-in-Arms: Strategy and Strategic Reserve upgrades.
(B) Great Power: Existentialism and Income Tax upgrades.
(G) Assembly Line: Only general commerce benefits received.
(Y) Electronics: Refinery may be constructed. Food Industry, Papermill, Steel,
                 and Institutional Research upgrades. Entire map becomes
                 explored.

VIII. Information Age
(R) Selective Service: Only general military benefits received.
(B) International Law: Nationalism upgrade.
(G) Globalization: Only general commerce benefits received.
(Y) Computerization: Logistics and Supercomputer upgrades. All buildings and 
                     units in your territory revealed.

Future Technologies
(R) Missile Shield: Enemy missiles cannot target you. Armageddon Clock turned
                    back by 2.
(B) World Government: All victory timers and assimilations are instantaneous.
(G) Global Prosperity: Resource gathering bonus. Commerce and Population Limit
                       to maximum.
(Y) Artificial Intelligence: Units produced instantly.


This is the general benefits of all four researches. Research shown as 
in game from top to bottom. :-
(R) Military - Increases Population Limit and allows new military units or 
               upgrades
(B) Civic	 - Increases maximum number of Cities and expands National Borders
(Y) Commerce - Increases Commerce Limit and Caravan Limit
(Y) Science	 - Decreases cost & time of other research, and increases 
               some units' Line-of-Sight

(R) = Red
(B) = Blue
(G) = Green
(Y) = Yellow



*******************************************************************************
                                  6.0 WONDERS
*******************************************************************************
In Conquer The World Map, you'll need to have 4 level of your civic technology
in order to gain benefits from any of the wonders you have built.


Pyramids
Available after researching Classical Age
Wonder point = 1
~Increase Commerce limit for Food & Wealth +50
~Increase City limit by +1
~Increase Food gather rate by 20%


Colossus
Available after researching Classical Age
Wonder point = 1
~Increase Wealth income rate by 30%
~Raise Population limit +50
~Commerce limit for Wealth & Timber +50


Terra Cotta Army
Available after researching Medieval Age
Wonder point = 2
~Free foot units every 30seconds (+1/2 second(s) for every infantry unit you
control)


Colosseum
Available after researching Medieval Age
Wonder point = 2
~Increse National Border by +3
~Attrition damage on enemy increase 50%
~Forts & Towers are 20% cheaper


Temple of Tikal
Available after researching Gunpowder Age
Wonder point = 2
~Timber gather rate +50%
~Raise Commerce Cap of Timber +100
~Increase Temple effects (on National Border, hit points, attack range) by 50%


Porcelain Tower
Available after researching Gunpowder Age
Wonder Point = 2
~Ships create 50% faster
~Increase income of Rare Resource & Market 200%
~Bonus of all Rare Resources in territory even there is no Merchant there


Angkor Vat
Available after researching Enlightenment Age
Wonder Point = 3
~Increase Metal gather rate 50%
~Raise Commerce limit for metal by 100
~Cost of Barracks, Stable & Dock units decrease 25%


Versailles
Available after researching Enlightenment Age
Wonder Point = 3
~All non knowledge research cost 50%
~All Supply Wagon heal units (French's Supply Wagon double heal rate)
~Siege, Artillery & Supply Wagon move 25% faster


Statue of Liberty
Available after researching Industrial Age
Wonder point = 4
~All ground unit & airbase free upgrade
~Reduce Attrition damage taken -100%
~Reduce Bombers & air defence building cost by 33%


Kremlin
Available after researching Industrial Age
Wonder point = 4
~Increase Commerce limit for Food, Timber & Metal +200
~Increase attrition damage on enemy 100%
~Spies instant build plus an extra spy that cost no population and rebuilt for
 no cost if die.


Taj Mahal
Available after researching Modern Age
Wonder point = 6
~Increase building hit point 100%
~Wealth income increase 100%
~Increase Commerce limit for Wealth +300


Eiffel Tower
Available after researching Modern Age
Wonder point = 6
~Increase Oil production by 100%
~Increase Commerce limit for Oil +200
~Increase National Border +6


Supercollider
Available after researching Infomarion Age
Wonder point = 8
~The cost to buy goods at Market are always <125 & sell >50
~All technologies research instantneously


Space Program
Available after researching Infomarion Age
Wonder point = 8
~You can see all units, building, & terrain on map
~Aircraft & missiles build 100% faster & 50% cheaper
~You are immune to Nuclear Embargo


******************************************************************************
                                  7.0 UNITS
******************************************************************************

~~~~~~~~~~~
7.1 General
~~~~~~~~~~~
Units in a general's radius area will gain +2 armor.

~Forced March
 ->Allow your units near the General to move tfaster than usual for a short
   period of time.

~Entrench
 ->Entrenches Barracks units near the General.
 ->Entrenched units are protected from much of the damage they recieve from
   enemies in front of them (flanking damage is unaffected) and from splash
   damage regardless of direction.

~Create Decoys
 ->Create phantoms decoy units who look and behave just like real units to
   your enemies, but cause no damage when they attack. Use them to fool and
   distract your enemies.

~Ambush
 ->Allow a General and all your units nearby to become temporarily invisible
   to enemy forces.


~~~~~~~~
7.2 Spy
~~~~~~~~
Spies are invisible to enemy but can be detected by Scouts, Scout Vessels, 
Subs, Helicopters, and Lookout Radar/SAM Sites. Spies become visible to enemy
once an ability is used but Russian spies will remain invisible.

~Counterintelligence
 ->Destroy enemy spies.
 ->Remove informers your enemy has placed among your buildings and units.

~Informer
 ->When an enemy unit or building becomes your informer:
   - You can see what is inside (eg. what is being build in barracks)
   - You can see everything that the unit or building can see.

~Bribe
 ->Once you bribe an enemy unit it become yours
 ->Spies must stand adjacent to enemy siege and artillery units to bribe them.
 ->Spies cannot bribe non-combat units (eg. Citizens, Scholars, Merchants, 
   Caracvans).


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
7.3 Commando / Special Forces
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bring a few to detect enemy spies.

~Counterintelligence
 ->Destroy enemy spies.
 ->Remove informers your enemy has placed among your buildings and units.

~Sniper
 ->Kills an enemy unit or destroys an enmy vehicle
 ->Cannot be used to assasinate civilian units (eg. Citizens, Scholars,
   Merchants, Caravans). Generals and Supply Wagon are considerable fair game,
   however.

~Sabotage
 ->Severely damages an enemy building.



******************************************************************************
                              8.0 Rare Resources
******************************************************************************
Rare resources benefit can be earn by sending a merchant over to the resources
on land but for sea you'll need a fisherman's boat. Sea's rare resources
doens't look rare to me because there are plenty of them on map with vast sea
area.

~~~~~~~~~~~~~~~~~~~
Land Rare Resources
~~~~~~~~~~~~~~~~~~~

*Aluminium: +20 Metal, +20 Oil
Aircraft costs reduced by 15% / speed increased by 25%

Amber: +10 Wood, +10 Gold
Market sell prices +10 and buy prices -10

Bison: +20 Food
Granary research costs reduced by 33%

Citrus: +10 Food, +10 Wood
Ships at sea heal automatically

Coal: +15 Knowledge, +15 Metal
Reduces all Timber costs by 25%

Copper: +30 Metal
Factory and Dock units receive +20% hit points

Cotton: +20 Wood
Barrackks, Stables, and Dock production times reduced by 25%

Diamonds: +20 Gold
Raises Commerce limit by 10%

Dye: +10 Food, +10 Knowledge
Cost of Civic research reduced by 25%

Furs: +10 Food, +10 Metal
Cost of Military reduce by 25%

Gems: +10 Gold, +10 Knowledge
National Borders +2

Horses: +15 Food, +15 Metal
Cost of Stable units reduced by 15%

Marble: +10 Food, +10 Metal
Cost to build Wonders reduced by 10%

Obsidian: +10 Knowledge, +10 Metal
Archers, Towers, Forts, and Cities qain +1 attack

Parypus: +10 Wood, +10 Knowledge
Cost of Science research reduced by 25%

Peacocks: +15 Gold, +15 Metal
+10% population limit

Relics: +20 Knowledge
Reduces research and upgrade times by 33%

*Rubber: +20 Wood, +20 Oil
Cost of Auto Plant units reduced by 15%

Salt: +10 Wood, +10 Metal
Cost of Commerce research reduced by 25%

Silk: +10 Wood, +10 Gold
Cost of Commerce research reduced by 25%

Silver: +10 Gold, +10 Metal
Age advancement cost reduced by 15%

Spice: +10 Food, +10 Knowledge
Caravan income increased by 20%

Sugar: +10 Food, +10 Wood
Reduces all Food costs by 10%

Sulphur: +15 Gold, +15 Metal
Cost of Siege/Artillery units reduced by 20%

*Titanium: +20 Food, +20 Oil
Attrition in enemy territory reduced by 50%

Tobacco: +10 Gold, +10 Knowledge
Citizens construct buildings and wonders 10% faster

*Uranium: +20 Knowledge, +20 Oil
Nuclear missiles 10% faster and 5% cheaper

Wine: +10 Food, +10 Knowledge
Cost of units upgrades reduced by 20%

Wool: +10 Wood, +10 Knowledge
Citizens produce 33% faster and 15% cheaper

Note: Someone mailed me bout this but I can't access into my email now. I'll
      get this done by next update.

~~~~~~~~~~~~~~~~~~
Sea Rare Resources
~~~~~~~~~~~~~~~~~~

Fish: +10 Food, +10 Gold

Whales: +10 Food, +10 Metal
Increases sailing ship speed by 20%



******************************************************************************
                               9.0 BONUS CARD
******************************************************************************
Bonus card only can be use in Conquer the World Map. Cards are divided in two
categories, ie. some can only use during battle and some can only be use on 
world map.

Blue Cards - Cards for battle only
Red Cards - Cards can only be use on World Map

Eureka Card (Blue Cards)
Start one battle with extra technology
- Start battle with extra 1 already researched technology for all technology

Civic/Commerce/Military/Science Eureka Card (Blue Cards)
Start one battle with extra technology
- Start battle with extra 2 already researched technology depending on which
  card

Food/Knowledge/Metal/Timber/Wealth Economic Boom Card (Blue Cards)
Receive a 5% boost in production for this resource in one battle
- 5% is quite a lot for long battle but this card is not so useful to me

Cultural Dominance (Blue Cards)
Enemy nations are deprived of their nation powers for one battle

Skill Bonus (Blue Cards)
Start one battle with bonus +219/+187??? of each resource. The amount depends
on the number of your troops that survive a Field Battle or Tactic Scenario
- I'll do some research bout this card

Sabotage (Red Cards)
Reduce the territory strength of an enemy territory by two levels
- Drop a city til level 4 then use Treachery is my favourite method. Use it to
  lower high number City before attack. One of my favourite card.

Partisans (Blue Cards)
Invading enemy troops take 50% more attrition damage during one battle
- Good against toughest Babarian at Gates style battle. Useful in normal battle
  especially against toughest AI early rush.

Mercenaries (Blue Cards)
Begin one battle with extra troops
- Use this card against 1 army defending a low number city for an early rush.

Logistics (Blue Cards)
Units heal 100% faster and are immune to atrittion damage during one battle
- A great card but I believe I need to garrison my armies in buildings
  whenever I'm not using French or didn't build Versailles.

Treachery (Red Cards)
Gain any non-capital territory without a fight. Target territory must be 
adjacent to your nation and have a strenth of four or lower
- This card combined with Sabotage card open up a straight path to my way to
  my enemies' capital.

Wonder of the World (Red Cards)
Build a Wonder from this Age or an earlier Age in any occupied territory
- Let you build a Wonder of any available for current and past Ages.

Propaganda (Blue Cards)
Gain the use of the enemy nation power for one battle
- Nothing's better than fighting fire with fire.

Trade Embargo (Blue Cards)
Enemy nations gain no benefit from their strategic resource in one battle
- This card cripple a large nation but it's useless against a nation without
  any resources.

Merchant Guild (Blue Cards)
Goods at the market are 20% cheaper to buy and earn 20% more when sold during
one battle
- Not sure how good is it but 20% is a lot. I don't really use the market
  except in certain occasion.

Great Thinker (Blue Cards)
All research in the next battle is 20% faster and 20% cheaper
- Faster and cheaper research equals to easier battle


******************************************************************************
                                10.0 STRATEGIES
******************************************************************************

My strat goes according to my style so it won't be easy to follow each step.
I've beat the toughest AI with this strat but not always successful.

+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+
STRATEGIES FOR CONQUER THE WORLD MAP:
~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~

Some people might think that 21 turns are not enough to conquer the whole 
world but I'm positive that it's possible because I've conquered the world map
18 turns that is the 1st turn of Information Age. Tough difficulty not
toughest, will try :)

1. Expand to as many unoccupy land as possible but plan and choose where you
   should occupy 1st in order to get the most Supply Center, Rare Resources
   and even cards!!!
2. Use your battle cards wisely, never use on battle that is against only 1
   enemy without reinforcement especially on City size 1-4. Not worth it.
3. Try to make overrun attack whenever possible.
4. Conquer as many nation as possible before reaching Industrial Age. It's
   harder to take over a high numbered City while you need to gather so many
   types of resources.
5. Always target enemy's Capital. This is the key to success.



+~+~+~+~+~+~+~+~+~+~+
STRATEGIES FOR BATTLE:
~+~+~+~+~+~+~+~+~+~+~

Early game rush
Using Japanese/German against 1 Toughest AI 
1.  Move 2 peasants from Woodcutter's Camp to build 2 Farms. Train 3 peasants
    and research Military technology. Scout explore.
2.  First 2 peasants from City to Timber, last build a Barracks near City.
3.  Once Barracks done, peasants will automatically move to Woodcutter's Camp.
    Train 4 Ashigaru Spearmen then 1 Slinger.
4.  Start attacking with 4 Ashigaru Spearmen and 1 slinger.
5.  Research Science then Civic. Train 3 peasants.
6.  1 peasant build a new City, the other 2 peasants build a Tower.
7.  Once new City done build Woodcutter's Camp. Research Attrition damage once
    Tower is done. Research Classical Age.
8.  Build Mine once Classical Age research done. And keep on pumping a 
    considerable amount of peasants to occupy Woodcutter's Camp and Mine.
    Upgrade Ashigaru Spearmen to Bashi. Build a University.
9.  Build farm, market and research Commerce. Build another university.
10. Train some Bashi, few Slingers, and 1-2 archer. Move 1 peasant to repair
    assimilating City.
11. Build Stable, Granary, Ore Refinery and another Tower near new City.
12. Build more farms and keep on training spearman, slinger and horsie +
    upgrade whenever possible.
13. Build Siege Factory whenever possible incase enemy successfully build a
    tower.

Note:
You must know how to manage your army properly and don't give enemy a chance
to build a tower. If they have army coming out of their Barracks, move all
army to kill them 1st. Garrisoned City is not a threat due to their low 
damage. If the first group of army died before they are able to capture a
City, don't move only 1 or few units as reinforcement or to continue their
attacks, make a large group before attacking. After several experiment, I've
concluded that you can only beat 1 toughest AI with this strat in Arena map
size. The key of this strat is capture the Capital 1st then slaughter those
peasants especially those building Barracks or Towers. 
#I've master this strat and I'm able to beat toughest AI in 7mins time that
is before I'm able to research Attrition Damage.


******************************************************************************
                              11.0 HINTS & TIPS
******************************************************************************

There are many points that I've learn from experience and experimenting:-

1. City's attack rate and damage will always be the same no matter how many
   peasants or foot units is garrisoned in it.

2. Slingers and Archer are both ranged unit but 2 Slingers is needed in a
   Tower or Fort to do 1 Archer's work.

3. Don't pile up resources for no reason. Use all of it to train army,
   research, or build buildings if possible.

4. Building an Ore Smelter in an area of City that has no Mine is useless.
   It's the same with Granary and Lumber Mill but Oil Refinery's affect all of
   your oil resources.

5. Build new City near resources so you can later build resource enhancement
   building to benefit you resource gather rate. Resource building must be in
   the economic radius circle in order to gain this benefit.

6. Oil Refinery's effect do stack so build a few to maximize your Oil income.
   For example, 1 Oil Refinery increase 33% Oil production rate while 2 will
   increase 66% and so on.

7. Try to upgrade your military units according to age in order to get the
   maximum potential. Try to overcome enemy's with better military. For
   example, Medieval units can kill Classical units easier.

8. Do not forget Air Defences once you enemy reach Industrial Age. One Air
   Defence is not enough so build as many as possible. Air defences are cheap
   and can be constructed fast.

9. Siege Units are extremely useful. They can layer buildings extremle fast
   from a far distance. It's not effective to use against enemy units but
   there is some exception. eg. Rocket Artillery can destroy tank easily and
   can take quite a large chunk of damage.

10. Your siege units splash damage will affect your on units.

11. Use pause button (P) in solo game whenever you need it or when you want to
    search for a strategic location to build City or buildings.

12. Spies and Generals are extremely useful. They can turn the tide of a
    battle to your favor if used properly. At least 2 generals and 4 spies
    are advisable as support units in battle.

13. Mass Bomber and Air Fighter is one of the easiest way to win a battle or
    to destroy a massive amount of buildings and weakening ground units.


to be continue....





******************************************************************************
                                12.0 CREDITS
******************************************************************************

Thanks to:

-CJayC for hosting such a great site

-You for reading this

-Those who will send me comments and suggestion