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                Imperialism
                 II's civilian units 
                These
                 are the guys you use to explore and develop your territories. The 
                descriptions that follow are from the Official
                 Strategy Guide. 
                 
  The
                 Explorer is arguably the most important civilian unit in the 
                opening stages of the game. The Explorer's priorities include 
                locating sources of iron ore closest to the capital; finding copper 
                and tin; prospecting for riches in the New World; and finding Tribal 
                capitals. You also need an Explorer to conquer landlocked New World provinces. You're
                 given a free Explorer to start with. Acquiring the second is a wise 
                move but may be difficult at one of the higher difficulty levels. 
                Ideally, you should have one Explorer uncovering the New World as the 
                other continues to look for minerals on your home ground. Don't 
                neglect the hills and mountains of Minor Nations; sometimes a mousy 
                little Minor turns out to be a valuable trading partner following a discovery.
 At
                 some point in time, there may be no more work for your Explorers. 
                Don't dismiss them all, though -- set the to work on any New World 
                territories newly won from other Great Powers. Chances are you'll 
                find plenty of hidden treasures, often including riches that the 
                computer missed.
 
 
  The
                 Engineer is responsible for building roads, forts and ports. In 
                the opening stages of the game, one Engineer is more than sufficient. 
                As soon as you've acquired a few New World Provinces, you need two. 
                If you have a big colonial empire, three is the minimum -- set one to 
                continue improving your homeland, one to fortify your newly acquired 
                provinces, and one to build roads in the New World. Don't keep your 
                Engineers busy just for the sake of it, though; they're using 
                valuable materials. Do
                 not dismiss any Engineers -- they're particularly badly needed in 
                wartime. Whether you lose a fort or destroy an enemy's, you'd be wise 
                to instantly rebuild the fortifications. Having three or more 
                Engineers means you can attack several provinces in a single turn, 
                and have them all fortified and connected a few turns later.
 Multiple
                 Engineers are also urgently needed whenever a Minor Nation joins 
                your empire. They must immediately set about building a road network 
                to bring in more food. The Engineers takes one turn to build a 
                section road through plains, forest or river. Swamps and hills take 
                two turns; mountains, three. Forts and ports always take two turns.
 
 
  The
                 Builder is the unit responsible for all land tile upgrades. It's 
                the Builder who opens up the natural wealth of your empire, enabling 
                you to exploit it. Of course, you should have more than one. On
                 the Normal or Easier levels, you should get a second Builder right 
                away. On Hard and Nigh On Impossible, priorities are a little 
                different; you build a Spy first, but a second Builder follows 
                immediately afterwards (if you an afford it).
 Each
                 section of the road built by your Engineer connects the tile it's on 
                and all surrounding tiles. That means that there is much more work 
                for a Builder than for an Engineer. In fact, after connecting roads 
                to selected spots, your Engineer can probably take a break while two 
                Builders labor away on the freshly connected tiles.
 In
                 spite of all this, don't go overboard with new Builders. Your 
                economy won't ever be able to support more than three Engineers and 
                four Builders; they'll be using enormous amounts of lumber and cast 
                iron. In any case, three Engineers and four Builders are more than 
                enough to quickly develop your empire.
 The
                 only time when you might consider adding even more Builders is when 
                a Minor Nation joins your empire. You'll be racing to develop food-producing
                 tiles in the shortest possible time, as you'll inherit the Minor 
                Nations armed forces and thus be responsible for their upkeep.
 
 
  The
                 Railroad Builder is one the two civilian units that aren't 
                available right from the start of the game (on higher difficulty 
                settings, the Merchant is the other). You can recruit Railroad 
                Builders once you've researched Early Steam Engine. In
                 contrast to the Engineer and the ordinary, soft-hatted Builder, the 
                Railroad Builder does only one thing: he builds railways with great 
                abandon until you tell him to stop or there's no way to build any 
                more. Because each section of rail is expensive, it's a good idea to 
                check on his progress every turn.
 If
                 you're playing at Normal level or higher, the very fact that you got 
                to see a Railroad Builder in action means that you've having a good 
                game. It doesn't tend to happen before the early 18th century. It's a 
                very turbulent time, with plenty of new developments taking place, so 
                make sure you give your proposed new railway the attention it 
                deserves. Remember that a railway can only be built on top of an 
                existing road.
 
 
  Treat
                 the Merchant with reverence: this unit makes you money. It 
                also greatly, though indirectly, help you in the execution of your 
                diplomatic policies. The
                 Merchant demands a sizable investment to make things worthwhile. 
                Take this into account! It's unproductive to spend $1,000 on an 
                embassy and then $500 on a Merchant, then find out you have only 
                enough cash left for a single land purchase.
 If
                 you use the Merchant wisely, you can expect to recoup your 
                investment in land within twenty turns, possibly quicker if relations 
                between you and the original owner of the purchased land are fairly 
                cordial. Try to complete all purchases within one territory before 
                moving the Merchant to another Tribe or Minor Nation. It's a good 
                idea to purchase several different types of resource producing land. 
                If, turn after turn, you buy three commodities from someone, that's 
                three trades, and a threefold improvement in your diplomatic 
                relationship. If you buy three units of a single commodity, it only 
                counts as a single trade, and it will take three times as long to 
                assimilate this particular trading partner into your empire.
 Once
                 all the Minor Nations are gone and you've bought all the interesting 
                plots of land in your colonies, there is no further use for the 
                Merchant. However, civilian units don't require upkeep, so don't 
                disband a unit until you're absolutely sure there's nothing more for 
                him to do.
 
 
  The
                 Spy is likely to become your favorite civilian unit, especially 
                once you notice that he releases carrier pigeons from time to time. The
                 Spy is a very powerful unit; using him well will let you win wars, 
                cut research costs, and prevent other Great Powers from stealing your 
                scientific secrets.
 While
                 engaging in scientific espionage, remember that exposure of your Spy 
                will affect your diplomatic relations in a negative way. On the 
                higher difficulty levels, this may be all it takes to put you at war 
                with someone who already doesn't like you too much.
 The
                 three factors that affect the chances of your Spy getting caught 
                when engaging in espionage on enemy territory are as follows:
 
 
                1) The 
                presence of an enemy garrison: the larger the garrison in the 
                province your Spy is in, the greater the chance he'll be caught.2) The 
                Presence of an enemy Spy: Obviously, strong enemy counter-intelligence
                 increases the danger.
 3) The status 
                of your diplomatic relations: if you're at war with someone, they'll 
                be looking out for your Spies.
 
 
                Of course, all 
                the above applies to your chances of catching an enemy Spy, too. When 
                you do, there's a chance the enemy Spy will change sides, and you'll 
                gain a Spy for free.If
                 you're ahead of others in research, don't neglect to put a Spy in 
                your own backyard, assigning him to counter-intelligence duty. You 
                need just one -- your Spy works on an empire-wide basis, and 
                assigning more than one to counter-intelligence has no effect. The 
                computer players are masters of espionage, and you'll be capturing 
                quite a few of their spies as the game goes on! You should have at 
                least one Spy active at all times. If you're at war, get more. 
                They're invaluable when planning attacks on enemy provinces.
 
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