@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows command organization of same name.
^Allows astronauts to build outposts.
^Allows astronauts to build spacebase.
^Allows astronauts to build hyper tubes.
^Allows astronauts and seed modules to improve satellites.
^Increases the effect of psychiatric centers.
^Increases the effect of hypnotic imaging center.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Hypership thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of mass replicators.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two sectors away.
^Ignores enemy Zones of Control.
^Can make hyperspace landings.
^Invisible to most enemy spaceships.
^Can attack spacecraft in flight.
^Must be confined to local space.
^Ignores deflector shields.
^Can carry friendly space units.
^Can make hyperspace drops.
^Treats all sectors as hyperspace.
^Defense +50% versus units with a movement factor of 2.
^Only Technocratic commands can build.
^Destroyed after attacking.
^Defense +100% versus space units.
^Can spot cloaked vessles in adjacent sectors.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Commands


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: Station Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Station Command
@PEDIAIMPROVE1
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

@;Military Station
@PEDIAIMPROVE2
Military Stations produces Veteran space units. Units can
be completely repaired in a single turn.

@;Solar Station
@PEDIAIMPROVE3
Only half of stations energy batteries are depleted when
station increases in size.

@;Psychiatric Center
@PEDIAIMPROVE4
Up to two deserters return to the crew.

@;Recycling Center
@PEDIAIMPROVE5
Increases oxygen and luxury output by 50%%.

@;Bio-Implant Facility
@PEDIAIMPROVE6
Increases research by 50%%.

@;Sub-Command Station
@PEDIAIMPROVE7
Decreases crime by 50%%. Makes station more resistant
to bribery by enemy contact or negotiations. Under Confederation,
one content crew member becomes happy.

@;Deflector Array
@PEDIAIMPROVE8
Units in stations are tripled on defense versus ground attacks.

@;Mass Replicators
@PEDIAIMPROVE9
Allows stations to increase beyond size 8.

@;Energy Production Plant
@PEDIAIMPROVE10
Increases oxygen and luxury output by an
additional 50%% (cumulative w/ Solar Station).

@;Thought Research Facility
@PEDIAIMPROVE11
Makes four deserters return to the crew! (Three after Planet Unity).

@;Training Station
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ Bio-Implant Facility).

@;Reprocessing Plant
@PEDIAIMPROVE13
Eliminates radiation caused by the science
population.

@;Hypnotic Imaging Theater
@PEDIAIMPROVE14
Three deserters return to crew!
(four w/ Thought Induction).

@;Manufacturing Plant
@PEDIAIMPROVE15
Increases resource production in city by 50%%.

@;Hyperspace Power Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%%
(cumulative w/ Manufacturing Plant).

@;Hypershield
@PEDIAIMPROVE17
Protects everything within three spaces of
the station from disruptor weapons.

@;System Transit
@PEDIAIMPROVE18
Decreases the radiation caused by the manufaction of ships.

@;Antimatter Plant
@PEDIAIMPROVE19
Increases production output by 50%%.

@;Terraform Maintenance
@PEDIAIMPROVE20
Increases production output by 50%%.  Terraform
Engineers create biospheres capable of producing
everything from energy to oxygen.

@;Sub-Space Power Plant
@PEDIAIMPROVE21
Increases production output by 50%%. These power 
plants "rip-off" energy from adjacent universes. 
There is a risk of continuum disaster unless 
civilization has discovered Hyperspace Shields.

@;Energy Conversion Plant
@PEDIAIMPROVE22
Increases oxygen & luxuries output by an additional
50%% (cumulative with Solar Station & Mass Replications
for a grand total of 150%%).

@;Medical Laboratory
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Soil Enhancement System
@PEDIAIMPROVE24
Allows squares in the station's radius with
the multi-satellite improvement (improved twice)
to produce 50%% more energy.

@;Sub-Space Transit
@PEDIAIMPROVE25
All squares in the station's radius with tubes
(or hyper tubes) produce 50%% more recycling.

@;Micro Computing System
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with Bio-Implant Facility and Training Station
for a grand total of 150%%).

@;Dual Photon Battery
@PEDIAIMPROVE27
Units in station are doubled on defense against
space units and non-diruptor units.

@;Planetary Shield
@PEDIAIMPROVE28
Units in city are doubled on defense against
attack by enemy spaceships.

@;Biological Control System
@PEDIAIMPROVE29
Increases production output by 50%%. Safer
than all other forms of production increase.

@;Satellite Control Station
@PEDIAIMPROVE30
All space squares in the station's radius
produce one extra unit of energy.

@;Asteroid Mines
@PEDIAIMPROVE31
All space squares in the city's radius
produce one shield.

@;Inter-Space Transit
@PEDIAIMPROVE32
Station produces veteran air units.
Any space unit spending its entire turn in the city
is completely repaired.

@;Bionic Station
@PEDIAIMPROVE33
Decreases desertion caused by space units away from station by 1.

@;Shipyard
@PEDIAIMPROVE34
Station produces veteran spaceships.
Any spaceship spending its entire turn in the 
city is completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Oxygen Production
@PEDIAIMPROVE38
Converts production into oxygen.

@;Rama World
@PEDIAIMPROVE39
Counts as a Solar Station in each of your stations.

@;Dinosaur Park
@PEDIAIMPROVE40
One extra happy crew member in every station.

@;E.S.P.
@PEDIAIMPROVE41
Station produces one extra recycling arrow in each square that
already produces one.

@;Stardock
@PEDIAIMPROVE42
Spaceships can move across local more easily because
every deep spaceship has their movement rate increased by one.
Also, all new ships you produce receive veteran status.

@;The Foundation
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Utopia Colony
@PEDIAIMPROVE44
Doubles the effect of all of your psychiatric centers.

@;Matter Conversion Engine
@PEDIAIMPROVE45
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
aliens.

@;Sub-Space Project
@PEDIAIMPROVE46
All new space units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;Hyperscope
@PEDIAIMPROVE47
Every square in the station's radius produces an extra
resource "shield".

@;Artificial Planet
@PEDIAIMPROVE48
You receive a free data terminal with every rival Civilization (so
your intelligence report will always be complete and you will
receive updates when other civilizations discover technologies).

@;Celestial Temple
@PEDIAIMPROVE49
Counts as a Hypnotic Theater in your cities.

@;Deep Space Thought Project
@PEDIAIMPROVE50
Increases science output of city by 50%%.

@;Hyperspace Map
@PEDIAIMPROVE51
Increases the movement rate of all spaceships by two.

@:The Positron Link
@PEDIAIMPROVE52
All unhappy crew members in station are content.

@;Sub-Space Station
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;Energy Statue
@PEDIAIMPROVE54
Returns deserters to crew in the same sector by 2 per station.

@;The Great Archive
@PEDIAIMPROVE55
Doubles science output of city.

@;Cybernetics Company
@PEDIAIMPROVE56
Pays the maintenance for all station improvements which
ordinarily cost 1 gold per turn.  Station improvements
requiring more than 1 gold per turn maintenance are not
affected.

@;First Sub-Space Voyage
@PEDIAIMPROVE57
Two free civilization advances.

@;Guardian of Forever
@PEDIAIMPROVE58
Eliminates the period of unrest between command organizations.
Also allows any form of command to be chosen, even if
the proper advance has not been discovered.

@;The Babylon Project
@PEDIAIMPROVE59
When you first obtain develop the Babylon Project,
Every civilization's attitude toward you is immediately shifted 25 points
in your favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other civilizations are also quicker to forget your
past transgressions.

@;The Decision
@PEDIAIMPROVE61
Provides higher production to every station in every sector.

@;Ringworld
@PEDIAIMPROVE60
Counts as a Bionic Control Station in every one of your station.
(Decreases unhappiness caused by units away from city by 1).

@;The Great Obelisk
@PEDIAIMPROVE62
Allows disruptor weapons to be built.

@;United Federation of Planets
@PEDIAIMPROVE63
^* Free data terminal with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a Confederacy, you can declare war 50%% of the time
^  (peacekeeping missions).

@;Psychic Eye
@PEDIAIMPROVE64
Allows construction of Hyper Spaceship improvements.

@;The Crystal Orb
@PEDIAIMPROVE65
Counts as a research lab in every one of your stations; effectively
doubles your science output.

@;The Monolith
@PEDIAIMPROVE66
One extra happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Command Organization
The form of command you choose for your civilization will
affect the way resources are distributed in your stations, the
rate at which your crew can produce and sustain new units
and station improvements, and the extent to which your crew
have a say in the way you command them.
^
Some forms of command, such as Mission Control, Planet Unity, and
later Militarism and Technocracy, allow you to expand rapidly,
to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Macro Government and the Confederacy, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your oxygen and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your High Command may try to
interfere in your conduct of cultural affairs.
^
To change your civilization's command, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Provisional
Provisional represents not so much a command type as the
lack of any stable command. Provision occurs when your
civilization's command falls under mutiny, or when you 
decide to have a Mutiny. After a few turns of Provision, 
you can reconstitute your command organization.
^
Anarchy is similar to Mission Control, except that the corruption
rate is VERY HIGH (see entry for Mission Control).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Command: Mission Control
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Building crew eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Mission Control has a HIGH rate of crime because black markets
tend to increase for valued energy and oxygen, thus even 
producing waste.  The level of crime in a particular station 
is based on its distance from your command station.
^
^SPECIAL
Under Mission Control, none of the science/oxygen/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (ENERGY, SHIELDS, RECYCLING) 
PRODUCES ONE LESS.
^
^HINTS
Because of Mission Control's high rate of crime, it is almost
always an inferior form of command.  Try to switch to a
Planet Unity as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Command: Planet Unity
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Building crew eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy crew member into a content
crew member.
^
^CORRUPTION AND WASTE
Planet Unity has a MODERATE rate of crime and waste.  The
level of crime in a particular station is based on its
distance from your station command.
^
^SPECIAL
Under a Planetary Unity, none of the science/oxygen/luxury rates may
be set higher than 70%%.
^
^HINTS
Planet Unity is an excellent form of command for a young
culture.


@PEDIAGOVT3
@width=600
@title=Civilization Command: Militarism
^UNIT SUPPORT
Each unit beyond the tenth costs one shield per turn.
Building crew use TWO energy batteries per turn.
^
^HAPPINESS
Up to three military units in each station will institute
"martial law", converting *TWO* unhappy crew members into
content crew members (so a total of SIX unhappy crew members can
be suppressed).
^
^CORRUPTION AND WASTE
Under Militarism, direct control of the economy eliminates
organized crime.  Your stations, therefore, experience no
crime.
^
^SPECIAL
All SPY SATELLITE units are COVERT units produced under Militaristic
governments and are given VETERAN status.  Under Militarism, none of the
science/oxygen/luxury rates may be set higher than 80%%.
^
^HINTS
Militarism is best for large, far-flung empires which need
to maintain a huge military.  Use your powerful Spy Satellites
and steal technology from the Technocratic pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Command: Technocracy
^UNIT SUPPORT
Each unit beyond the first costs one shield per turn
(exclusive of Fuel Depots which are free of maintenance) 
Astronauts eat TWO food per turn.
ONLY Technocrats may produce
FUEL DEPOTS units.
^
^HAPPINESS
Research rules the command objectives and regularly sponsored Science 
rallies to ensure NO CREW MEMBER IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Technicians and Science Fanatics ensures Technocracy has NO 
crime. Technocracy also has the special advantage that all
SCIENCE is CUT only 10%% and that is only due to the lack 
management from intellectuals wrapped up in research!
^
^SPECIAL
Improvements which convert deserters back to the crew
(Psychiatric Centers, etc.) are absorbed into the social research 
programs that produce "GRANTS" of credits equal to the 
number of citizens they would convert.  They also require no 
maintenance.  The diplomatic penalties for scandleous 
activities by Probes and Spy Satellites are reduced.  Under 
Technocracy, science/oxygen/luxury rates may not be set higher 
than 90%%.
^
^HINTS
Technocracy eliminates all happiness problems and provides
excellent oxygen production.  Science output is perfect and 
Military affairs do well with no interference from the 
High Command. Everyone supports your research!


@PEDIAGOVT5
@width=600
@title=Civilization Command: Macro Government
^UNIT SUPPORT
Each unit costs one shield per turn.  Astronauts use TWO
energy batteries per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
station (or a outpost within 3 spaces of a friendly station)
causes one crewman in its home station to become unhappy.
^
^CORRUPTION AND WASTE
The Macro Government has a LOW rate of crime and waste.  The
level of crime in a particular city is based on its distance 
from your station command.
^
^SPECIAL
Under a Macro Government, each square which ordinarily produces at
least one unit of recycling produces an extra unit.
None of the science/oxygen/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to a Macro Governement can give an astounding boost to your
science and oxygen production, although you'll probably have to
divert some of your recycling to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Babylon Project can help with this problem
tremendously.

@PEDIAGOVT6
@width=600
@title=Civilization Command: Confederation
^UNIT SUPPORT
Each unit costs one shield per turn.  Astronauts eat TWO
energy units per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly station)
causes TWO crew members in its home station to become unhappy.
^
^CORRUPTION AND WASTE
Confederates experience NO crime or waste.
^
^SPECIAL
Under a Confederation, each square which ordinarily produces at
least one unit of recycling produces an extra unit.
The units and stations of a Confederacy are immune to BRIBERY
of all forms.
The science/oxygen/luxury rates may be set to any level
desired.
^
^HINTS
Confederates can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
command tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

@;This line must remain at the end of this file!




















