           Civilization: Call to Power FAQ/STRATEGY GUIDE - PC
                        Version 1.5 - 7/12/01
                     By Alxs - alxs123@aol.com


Table of Contents
-----------------

1. Copyright Information
2. What's New?
3. Introduction

...

4. Background on Call to Power and the Other Games

5. Doing Things
5.1. Option Bar
5.2. Selecting and Doing Things with Units and Cities
 5.2.1. Units
 5.2.2. Cities
5.2. Building a City
5.3. Protecting a City
5.4. Trading
5.5. Speaking with Other Civilizations
5.6. Attacking

6. Strategies
6.1. The London Exchange
6.2. Checkerboard Setup
6.3. Never Communicate

7. F.A.Q.

8. Secrets, Glitches, and Tricks
8.1. Cheat Mode
8.2. Strange Music???

9. Statistics
9.1. Units
9.2. Governments
9.3. City Improvements
9.4. Tile Improvements
9.5. Terrain

...

10. Conclusion


******************************************************************
1. COPYRIGHT INFORMATION
******************************************************************

This document is copyright 2001 Alxs, and may not be placed on another website,
made into a CD, book, etc. without the author's permission. The only way this
guide may be accessed is via a link on GameFAQs (http://www.gamefaqs.com). 
This document is unofficial and is not affiliated with any company.


******************************************************************
2. WHAT'S NEW?
******************************************************************

Version 1.5 - 7/12/01
---------------------

- Re-formatted the FAQ a little.
- Added "Background on Call to Power" section.


Version 1.4 - 7/8/01
--------------------

- Added two more strategies to the Tips & Strategies section.
- Made a Secrets/Glitches section.


Version 1.3 - 7/6/01
--------------------

I completed section 5.3 (Trading) and added Terrain to the Statistics section.


Version 1.2 - 7/4/01
--------------------

Happy Independence Day (for those who celebrate it)!  I have been on a laziness
streak lately in terms of writing FAQs, but today I felt like writing, so I got
some things accomplished.

- City Improvements is complete (section 9.3)!
- Wonders of the World (section 9.4) is replaced by Tile Improvements (A WotW
had too much info. to squeeze into one line) and is finished.
- Completed section 6.2.
- Added a strategy to the Tips & Strategies section, which was submitted to me
by "Dead 81436."

That's about all for now.


Version 1.1 - 6/26/01
---------------------

I just corrected some errors, including adding an introduction, as I forgot it
in the first version.  =P


Version 1.0 - 6/24/01
---------------------

First version of this FAQ.  It's fairly incomplete, more info. to come soon.


******************************************************************
3. INTRODUCTION
******************************************************************

Welcome to my FAQ for Civilization: Call to Power, which is my first one ever! 
I hope it will help you out in parts that you are stuck in in CTP.

I wrote for Call to Power because I got the game for Christmas of this year,
and I enjoyed playing it.  However, it wasn't until now that I realized it was
a good FAQ project because there were barely any FAQs for the game.  Again, I
hope that you like the FAQ and it helps you out a lot.  With that said, let's
begin the FAQ!


***********************************************************************
4. BACKGROUND ON CALL TO POWER AND THE OTHER GAMES
***********************************************************************

Civilization: Call to Power is the third game in the Civilization series.  The
first Civilization came out many years ago, and many people enjoyed it.  Then
came along Civilization II, then Call to Power.  CTP is a lot like Civilization
I, except in a 3-D world and with more units, improvements, and Wonders. 
Although I have not played Civilization II, I would guess that it is also a lot
like Call to Power.

Now there's CTP II, which I have not played, but I have taken a look at the
box.  It looks very much the original CTP except with a few new features. 
Overall, I think that Civilization is a great series and Call to Power is a
pretty nice addition to it.


******************************************************************
5. DOING THINGS
******************************************************************

In this section, I will describe the things you do so you can get a general
idea of how this game works.


----------------------------
5.1. Option Bar
----------------------------

This part is about what the different options do on the bar at the bottom of
the screen.


MAP:
Found all the way to the left side of the option bar.  You can click anywhere n
the map to go there instantly.


POPULATION/YEAR:
Found to just next to the map on the right side of it, self-explanatory.  You
can click on the year to change it to what turn number it is, then click again
to change it back to the year.


- AND + MAGNIFYING GLASSES:
Right under the year/turn number, used for zooming in and out.  Click the + one
to zoom in, the - to zoom out.


PW/GOLD:
Right under the magnifying glasses. PW stands for public works and is the
amount of production currently in your civilization, and gold, obviously, means
the amount of money you have.


MAX/LABOR/PRODUCTION/ETC. BUTTONS:
Found right across from population.  These are only used when cities are
selected.


WORKDAY/WAGES/RATIONS BUTTONS:
Found right under the Civ, Max, Labor, etc. buttons.  Self-explanatory.


HAPPINESS/RIOT/REV:
Right next to Work, Wages, and Rations.  Happiness shows the average amount of
happiness in your entire civilization, riot shows the number of cities that are
likely to riot during the next turn if you do not change your settings before
the end of the present turn, and revolt shows the number of cities that are
likely to revolt during the next turn if you do not change your settings before
the end of the present turn .


ADVANCE YOU'RE WORKING ON GAUGE:
Right under Riot and Rev. Above the gauge you will see the advance your
civilization is currently researching, and the gauge shows how far you have to
go.


PW/SCIENCE:
Right next to HAPPINESS and the advance you're working on.  Press the + button
to increase the amount of public works or science, and the - button to decrease
the amount.


NEXT UNIT, PLACE TILE IMPROVEMENTS, NEXT CITY, AND END TURN BUTTONS:

Next Unit (Man): Jump instantly to a different unit in your civilization
Place Tile Improvements (Hammer): Change what the land looks like
Next City (Building): Jump instantly to a different city in your civilization
End Turn (END): End the selected unit's turn


SCREENS MENU:
Right above the Next Unit button.  Click for different choices.


-----------------------------------------------------
5.2. Selecting and Doing Things With Units and Cities
-----------------------------------------------------

------------
5.2.1. Units
------------

Controlling a unit is pretty simple.  First, you must click on the unit you
want to move.  Either a red or green square will surround them.  If the square
is red, then they are tired and will not move till the next turn (hold N on
your keyboard to skip right to the next turn).  If the square is green, then
they are ready to move.

When your unit is ready, move the mouse in the direction you want them to move.
 You will see a line from them to where you have the mouse and a blinking
yellow square also where you have the mouse.  Along the line should be numbers.
 The highest one you see is the amount of turns it will take for the unit to
move to the yellow square.  When you are ready to move your unit, click.

To attack an enemy's unit or city, just place the blinking yellow square over
the unit/city.

Simple, huh?


-------------
5.2.2. Cities
-------------

To select a city, just click on it.  If a red square surrounds it, then you
have successfully selected it. =P

There are a few different things you can do now that you have selected your
city.  You use the tabs marked MAX, LABOR, PRODUCTION, CITY, and UNITS down at
the bottom of the screen right above WORK HOURS, WAGES, RATIONS, etc to do
these things.  Here I will describe what options you have when you click on
each tab.


MAX:
It looks like that here you can choose to increase the amount production, food,
gold, science, or happiness.


LABOR:
Here you can increase and decrease the amount of entertainers, scientists,
merchants, and laborers in your city.  For every one more of these you put in
your city, there is one less worker.  Once there are zero workers, you can't
add anything.


PRODUCTION:
This is where you can build things in your city.  To build something, click on
Total Upkeep then Build.  At the top, there are three small buttons: one with a
picture of a man, one of a house, and one of the world.  If you click on the
man, you will get a list of units you can build, if you click on the house, you
will get a list of city improvements you can build, and if you click on the
globe, you will get a list of Wonders of the World you can build.

Also, to the right of every the unit, improvement and Wonder there is a number.
 This number is the amount of turns it will take for the thing to be built.  To
the left is A/R/D/M, which stands for Assault, Range, Defense, and Movement. 
These are only used for the units.

When you have selected the thing you want to build, simply click the build
button and wait!


CITY:
This basically gives you some stats on your city.  To the right you can choose
from four different buttons: Trade, Happiness, Pollution, and Crime.  To learn
how the Trade option works, see section 5.3 of this FAQ.  The other three just
give you stats on happiness, pollution, and crime in your city.


UNITS:
This shows what units you have in your city (meaning they're either fortified
or have not been moved out by you yet).  For more info. about fortification,
check out section 5.2 of this FAQ.


--------------------
5.3. Building a City
--------------------

Click on a settler to select it.  A square should surround it.  If the square
is red, then it is tired, so hold N to skip to the next turn and it will be
green.  When the square is green, hit B on your keyboard and you will be able
to name your city.  Once you have named it, click OK, and volia!  You have a
city!

Good Places to Build:
If possible, build at least some of your cities along a coast so you can send
boats out from your city.  Also, another good area to build in is a place with
lots of trees; I have found that it makes your city grow in population very
fast and takes makes it take very few turns to build something in your city. 
One time, when I was new to the game, I built in such a bad place that it took
200+ turns just to build a Caravan in my city, so be careful when you choose a
spot.


----------------------
5.4. Protecting a City
----------------------

There are a few things that you can use to protect your city.

First, you should build a Phalanx.  To do this, click on your city to select
it, then find the Production tab down at the bottom of the screen.  Click on
it, then click on Total Upkeep and then click Build.  There should be three
small buttons at the top, one with a man, one with a house, and one with a
world.  Make sure the man is selected, then scroll down the list of units until
you come to Phalanx.  If you do not see Phalanx on the list, then you have not
discovered Bronze Working, and you need to discover it first.  Once Phalanx is
selected, click Build.

Now, just wait some turns for the Phalanx to be built.  (To skip turns, hold
N).  When you hear "Building Complete," it means your Phalanx has been built,
so select your city if it isn't selected already.  When you click on it to
select it, if you see a red square around the city, the city is selected, and
not the Phalanx.  To make the Phalanx selected, just click on the city a second
time and a green square should surrounded.  Now, the Phalanx is selected.  Look
down at the bottom of the screen where you have all the options, and you should
see some different options in the middle.  In the very center should be a lock,
and to both sides of it should be some squares.  On the right side of the lock,
find the square with the brick wall on it and click on it.  You have told the
game to fortify the Phalanx, but it will not actually be fortified until the
next turn.  *YOU SHOULD HAVE AT LEAST 3 PHALANX FORTIFIED IN YOUR CITY AT ALL
TIMES.*

Another thing that helps is City Walls, which is a city improvement.

NOTE:
Of course, both of the above things will become obsolete after a while. 
Phalanx should work fine for tens of thousands of game years, but once you get
into the modern years, just defend your city with more advanced units with good
defense points (for information on defense points, check section 4.2.2 of this
FAQ).


------------
5.5. Trading
------------

When you trade, you send goods from one of your cities to another.  To do this,
you must first build a Caravan in the city you want to send goods from.  If you
do not see Caravan in the list of units you can build, your civilization has
not discovered trade and needs to.  Once you have your Caravan built, select
the city you want to send goods from.  Find the CITY tab on the top of the bar
at the bottom of the screen and click on it. After you have done so, look under
the tab and click on the TRADE button to the right.  You should see a little
picture of a Caravan and some options next to the button.

To the left is a scroll down menu of the goods you have available to send and
the amount of them.  Select one by clicking on it, then find the SEND button
down at the bottom and click on it.  In this new screen, there is a list of
cities to send your goods from to the left.  Choose a city by clicking on it. 
To the right, there is a list of cities to send your goods to.  Once again,
choose one by clicking on it.  Then, click on OK.  That's it!  A trade route
should be ready!

Goods:
Alligator
Beaver
Grapes
Caribou
Coffee
Crab
Diamonds
Elephant
Giant Squid


--------------------------------------
5.6. Speaking with Other Civilizations
--------------------------------------

COMING SOON!

--------------
5.7. Attacking
--------------

There's not much to say here... you want to attack an enemy's unit or city with
the unit that you can currently build that has the highest assault points.  In
the very early years of the game, a unit with the assault points of 1-3 should
do, but as the years pass, use units with higher attack points than this. 
Also, make sure your unit has high energy when you attack.  You can see your
unit's energy by looking at the small bar at the top of the little blue shape
hovering above your unit.


******************************************************************
6. TIPS & STRATEGIES
******************************************************************

------------------------
6.1. The London Exchange
------------------------

NOTE:
This strategy was submitted to me by Dead 81436 (Dead81436@aol.com).  Thanks a
lot for this helpful strategy!

---

Keep the London Exchange for a longer period of time by not ever researching
robotics, so money can be saved for other things.  The majority of the things
that require robotics are not very essential and/or can be replaced with
something else.


-----------------------
6.2. Checkerboard Setup
-----------------------

This is a very strange strategy, but it can be quite useful.  Arrange your
cities in a checkerboard form like this:


 __________________
|     |     |     |
|City |Blank|City |
|_____|_____|_____|
|     |     |     |
|Blank|City |Blank|
|_____|_____|_____|
|     |     |     |
|City |Blank|City |
|_____|_____|_____|


When you have your cities like this, you can give your cities lots of
protection in a short amount of time by building a good defense unit in a few
different cities, then send them over to another city in just one turn!  Now,
this doesn't mean that you should make one big checkerboard out of all your
cities; make small checkerboards in different places.  Also, if you want more
cities in one checkerboard, you can make a 4x4 checkerboard, or if you really
wanted to, a 5x5 checkerboard, although something bigger than that would
definitely be too large.


----------------------
6.3. Never Communicate
----------------------

Just what the title says: try to never speak with another civilization.  If you
never talk to an enemy, they usually will not attack you; they will just move
around, so if you have a good unit with high energy, you can attack them
without having the enemy already trying to attack you (although after you
attack them, they may attack you).


******************************************************************
7. F.A.Q.
******************************************************************

Q: What tribe should I play with?
A: I personally usually choose the Greeks (because I heard from someone else
that they were good =P), but I don't really see why they're so special.

Q: My city is rioting!  What should I do?
A: Build the Temple.  If you've already done built that, try the Coliseum.


******************************************************************
8. SECRETS, GLITCHES, AND TRICKS
******************************************************************

---------------
8.1. Cheat Mode
---------------

WARNING: If you use Cheat Mode, scores will not be saved for your game.

Okay, click on the SCREENS tab at the bottom of the screen, then click on
options.  At the bottom of the new screen that comes up, there should be a
button that says CHEAT MODE.  Click on it, and say that it is okay that no
scores will be saved.  Then you'll see a little disclaimer; click on "I Agree
To Terms."  Now you can use the Cheat Mode!  You can change the year, add more
advances instantly, add as much as a million gold at a time, and more!  Very
cool!


---------------------
8.2. Strange Music???
---------------------

This is something very weird that happened on my computer, but I don't know if
it will happen on everyone's computer.  Anyway, when I'm on my computer and not
playing Call to Power, but I have the CTP CD in, it starts playing this very
strange drum music.  I have no idea what it is, just something I thought I'd
share with you.


******************************************************************
9. STATISTICS
******************************************************************

NOTE:
All of these statistics have been taken from the reference chart that comes
with Call to Power.  I have had to shorten some of the statistics because of
the limit of characters per line, so if you want some more information than
what's already listed here, just check your reference chart.


----------
9.1. Units
----------


Name            |Cost      |Assault|Range|Defense|Movement|Vision
----------------------------------------------------------------

Abolitionist     225        0       0     1       3        1
Aircraft Carrier 3000       8       8     8       4        2
Archer           270        1       2     1       1        1
Artillery        1200       4       20    4       1        1
Battleship       2000       20      20    15      5        2
Bomber           2250       10      20    4       10       1
Cannon           540        2       6     2       1        1
Caravan          750        0       0     1       N/A      N/A
Cargo Pod        N/A        0       0     2       10       2
Cavalry          720        5       0     3       4        1
Cleric           270        0       0     1       2        1
Corporate Branch 2000       0       0     1       5        2
Crawler          3750       0       0     8       3        1
Cyber Ninja      2000       0       0     3       4        3
Destroyer        1000       10      10    10      6        3
Diplomat         135        0       0     1       2        2
Eco Ranger       3750       0       0     1       5        1
Ecoterrorist     3750       5       0     5       3        2
Fascist          1000       16      0     8       2        1
Fighter          1125       10      10    10      10       2
Fire Trireme     720        2       1     1       2        1
Fusion Tank      5250       20      20    15      8        2
Infector         3750       0       0     1       3        1
Interceptor      1500       15      12    12      15       3
Knight           540        3       0     2       4        1
Lawyer           450        0       0     1       3        1
Legion           200        2       0     2       1        1
Leviathan        9000       40      40    40      1        3
Longship         720        2       0     2       3        1
Machine Gunner   800        8       0     8       2        1
Marine           1000       12      0     8       3        2
Mobile SAM       2000       4       12    4       6        3
Mounted Archer   270        1       1     1       3        1
Musketeer        560        4       4     4       1        1
Nuke             4000    Special    0     1       20       1
Paratrooper      2500       10      0     10      3        2
Phalanx          135        1       0     2       1        1
Phantom          6750       40      0     10      3        1
Pikeman          270        3       0     3       1        1
Plasma Destroyer 4500       30      15    15      8        2
Plasmatica       4500       15      0     15      6        2
Samurai          335        3       0     1       2        1
Sea Engineer     4500       0       0     1       5        1
Settler          540        0       0     1       1        1
Ship of the Line 855        4       4     4       4        1
Slaver           270        0       0     1       2        1
Space Bomber     7500       6       50    6       2        2
Space Engineer   7500       0       0     3       5        1
Space Fighter    2250       16      16    16      15       3
Space Plane      2250       0       0     3       15       1
Spy              1500       0       0     1       4        3
Spy Plane        2815       0       0     2       10       5
Star Cruiser     7500       30      30    10      5        2
Stealth Bomber   3375       16      22    8       10       2
Stealth Sub      6000       30      30    10      5        2
Storm Marine     4500       24      0     20      3        2
Submarine        1500       20      20    8       5        2
Subnerual Ad     2250       0       0     1       5        2
Swarm            5250       20      0     20      3        1
Tank             2000       16      16    10      6        2
Televangelist    1000       0       0     1       5        2
Trireme          540        1       0     1       2        1
Troop Ship       1200       0       0     2       5        2
War Walker       3000       12      24    12      5        3
Warrior          135        1       0     1       1        2
Wormhole Probe   9375       0       0     3       5        1



----------------
9.2. Governments
----------------


Name       |Growth   |Production|Science  |Gold     |Military
------------------------------------------------------------------

Anarchy     Awful     Awful      Awful     Awful     Awful
Communism   Average   Excellent  Awful     Bad       Good
C. Republic Average   Good       Good      Excellent Average
Democracy   Average   Average    Good      Average   Bad
Ecotopia    Good      Bad        Good      Good      Good
Fascism     Average   Good       Average   Bad       Excellent
Monarchy    Bad       Average    Bad       Bad       Good
Republic    Bad       Good       Average   Average   Bad
Technocracy Good      Excellent  Good      Average   Average
Tyranny     Awful     Average    Awful     Bad       Average
V. Democracy Excellent Bad       Excellent Good      Bad


----------------------
9.3. City Improvements
----------------------


Name       |Cost |Effect                              |Maint. Cost
------------------------------------------------------------------

Academy     540   +50% sci., +1/2 sci. per citizen     4

Airport     2500  +50% gold, +100% pollution           20

Aqua Filter 8000  -5 overcrowding                      5

Aqueduct    405   +20% food, -2 overcrowding           3

Arcologies  5000  -4 overcrowding                      15

Bank        1125  +50% gold, allows merchants          10

Beef Vat    3000  Prevents starvation                  3

Bio Memory Chip 2800 +50% sci., +1 sci. per citizen    5

Body Exchange 10000 +3 happiness                       50

Capitol     405   Capitol                              0

Cathedral   2745  +3 happiness (+1 under Communism,    10
                  +5 under Theocracy)

City Clock  1620  +1 gold per citizen                  5

City Wall   405   +4 defense, prevents slavery,        3
                  prevents conversions 50% of the time

Coliseum    1035  +2 happiness                         8

Computer Center 2400 +50% sci., +1/2 sci. per citizen  24

Courthouse  270   -50% crime                           2

Drug Store  3000  +3 happiness, +25% production        10

Eco Transit 3500  -200% pollution                      15

Factory     2025  +50% prod., allows laborers, +100%   20
                  pollution

Forcefield  6000  +12 defense                          30

Fusion Plant10000 +50% production, -100% pollution     30

Granary     540   50% less food required to grow       1

Hospital    2250  -3 overcrowding                      10

House of Freezing 5000 +50% gold, +5 happiness under
                       Theocracy

Incubation Center 2500 +25% production                 25

Marketplace 675   +50% gold, allows merchants          5

Micro Defense 3500 Prevents infect city and nano attacks 15

Mill        1125  +50% production                      10

Mind Controller 10000 No unhappiness, prevents slavery, 50
                      prevents conversion 50% of the time

Movie Palace 1500 Lowers war discontent 50%           10

Nanite Factory 4000 Gold = production for rush buy    30

Nuclear Plant 5500 +50% production, -50% pollution    45

Oil Refinery  3500 +50% production, +200% pollution   20

Publishing House 540 +25% sci., +1/2 sci. per citizen 6

Rail Launcher 6000 Launches units into space          15

Recycling Plant 3000 -200% city pollution, lowers
                     worldwide pollution

Robotic Plant 4500  +50% production, +100% pollution  45

SDI           5000  Prevents nuke attack on city      10

Security Monitor 4000 +20% production, -50% crime,
                      -100% pollution

Television    3000  +5 gold per citizen               50

Temple        270   +2 happiness                      2

Theater       495   Doubles affect of entertainers,
                    +1 happiness

University    1350  +50% science


----------------------
9.4. Tile Improvements
----------------------

Type                  |Cost    |Bonus
------------------------------------------------------------------

Farms                  200      +5 food
Advanced Farms         500      +15 food
Hydroponic Farms       1400     +25 food
Nets                   200-400  +5/10/20 food
Fisheries              500-900  +15/10/20 food
Automated Fisheries    1400-2000 +25/50/60 food
Food Pods              600      +20 food
Food Modules           1400     +40 food
Food Tanks             2200     +60 food
Mines                  300-400  +5/10/15 production, +5 gold
Advanced Mines         800-1000 +10/20/30 production, +5/10 gold
Mega Mines             1600-2200 +15/30/45 production, +5/15 gold
Undersea Mines         400-600  +30/40/50 production, +5 gold
Advanced Undersea Mines 1000-1400 +60/80/100 prod., +10 gold
Mega Undersea Mines    2200-2800 +90/120/150 prod., +15 gold
Assembly Bays          600      +30 production, +5 gold
Advanced Assembly Bays 1400     +60 production, +10 gold
Mega Assembly Bays     2200     +90 production, +15 gold
Roads                  60-400   Movement cost 1/3
Railroads              120-800  Movement cost 1/3
Maglevs                240-1600 Movement cost 1/10
Undersea Tunnels       1200-2400 Mov. cost 1/10, allow land units              
                       to move in water tiles

Listening Post         1000     Vision 8
Radar Station          1000     Vision 1, radar 25
Sonar Buoy             150      Vision 1, spot submarines
Air Base               1000     Vision 1, Radar 3, refuels air      units,
paradrop

Fortification          1000     Vision 2, +150 defense


------------
9.5. Terrain
------------

Type              |Food|Production|Gold|Movement|Defense Bonus (%)
------------------------------------------------------------------
Beach              10   5          5    1        ---
Continental Shelf  10   10         5    1        ---
Dead Tile          0    0          0    1        ---
Deep Water         5    15         5    1        ---
Desert             0    5          0    2        ---
Desert Hill        0    10         5    2        50
Forest             5    20         0    2        50
Glacier            0    0          0    3        ---
Grassland          10   5          0    1        ---
Hill               5    10         5    2        50
Jungle             5    20         0    3        50
Mountain           0    20         5    4        100
Plains             5    10         0    1        ---
Polar Hill         0    10         5    2        50
Rift               5    25         5    1        ---
River              +5   +5         +5   1/2      ---
Shallow Water      10   10         5    1        ---
Space              0    0          0    1/20     ---
Swamp              0    5          0    3        50
Trench             10   10         5    1        ---
Tundra             5    0          0    2        ---
Volcano            5    45         10   1        ---



******************************************************************
10. CONCLUSION
******************************************************************

Credits
-------

Jeff "CJayC" Veasey: For posting this FAQ on his site, www.gamefaqs.com

Dead 81436 (Dead81436@aol.com): Giving me "The London Exchange" strategy found
in Chapter 7.

Contact Me
----------

If you have some comments about this FAQ or want to add to it, email me at
alxs123@aol.com.  If you have criticism, please try to keep it as constructive
as possible.  Please have something like "Civilization: Call to Power FAQ" in
the topic title.  Also, make sure you have thoroughly read this FAQ before
emailing me asking for help on the game to make sure that your question is not
already answered here.


Well, that's about it for this FAQ.  I've had fun making it, and I hope it
helped you out.  Thanks for reading!


-Alxs

EOF





