00000000000000000000000000000000000000000000000000z00gf000000 00000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000™000000000000000000000000000000000000 000000000000000000000000000000000000000000ÁÊÉ0000000000000000 000000000000000000000000000000000000000000000000Ð00000000000000 000000000000000000—–000000000000000000000000000000000000000000 00000000000000 0000000000000000000000000000000000000000000000 00000000H00000000000000000000‰00000000000000000000000000000000 *ZOC A unit may not move from one square^ adjacent to an enemy unit to another^ square also adjacent to an enemy unit.^ Exception: Diplomats, Caravans, Naval and^ Air units; entering and exiting a city.^ See pg. 34 in the manual for more details.^ *TRIREME Your trireme has been lost at sea.^ A trireme may be lost if it does not^ end its turn close to land.^ *FUEL Your air unit has run out of fuel.^ Fighter/Nuclear units must return^ to a city or Carrier at the end of^ each turn. Bomber units must return^ at the end of their second turn. *AMPHIB Ground units must be put ashore before^ they can engage in combat.^ *FIGHTER Only FIGHTER units may attack AIR units.^ *OCCUPY Only GROUND units may occupy an enemy city.^ *PILLAGE City squares may not be pillaged.^ Diplomat, Caravan, Fighter, and^ Naval units may not pillage.^ *SETTLERS This function may only be performed^ by Settler units.^ *NOWATER This square has no access to water.^ An irrigated square must be adjacent^ to a RIVER or OCEAN square or a pre-^ viously irrigated non-city square.^ *NOMINE This terrain type cannot be mined.^ *NOIRR This terrain type cannot be irrigated.^ *ADDCITY Settlers may not be added to cities^ with a size of 10 or more.^ *END