;
;   CIV-LIFE CIVILOPEDIA TEXT
;   Copyright (c) 1997 by MicroProse Software
;
;   Altering the contents of this file may have caused the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Genetic Advances

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


@PEDIACIVFACTS
^Allows organizational form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build hives.
^Allows settlers to build migration routes.
^Allows settlers to plant grasses.
^Increases the effect of Control Chemicals.
^Increases the effect of Nesting Sites.
^Worth bonus points in Civilization score.
^Increases marine movement rates by one.
^Improves Spaceship thrust by 25%.
^Free mutation for first to discover.
^Decreases the effect of Controlled growth.
^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 spaces away.
^Ignores enemy Zones of Control.
^Can make "amphibious" landings.
^Invisible to most enemy units.
^Can attack air units in flight.
^May be lost away from shore.
^Ignores Colony Walls.
^Can carry friendly air units.
^Can make spore drops.
^Treats all squares as path squares.
^Defense +50% versus units with a movement factor of 2.
^Only Hive Organisms can build.
^Destroyed after attacking.
^Defense +100% versus air units.
^Can spot enemy units camouflaged in adjacent squares.


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


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

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

@;Palace
@PEDIAIMPROVE1
Eliminates parasites and waste in the colony,
and decreases it in all nearby colonies.

@;Barracks
@PEDIAIMPROVE2
Colony produces Veteran ground units. Ground units can
be completely healed in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of colony's food store is depleted when
colony increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two cancerous cells are made normal.

@;Marketplace
@PEDIAIMPROVE5
Increases glucose and antibody output by 50%.

@;Library
@PEDIAIMPROVE6
Increases science output by 50%.

@;Courthouse
@PEDIAIMPROVE7
Decreases parasites by 50%. Makes colony more resistant
to infection by enemy tumors and viruses. Under Endothermy,
one normal cell becomes T-cell.

@;City Walls
@PEDIAIMPROVE8
Units in colony are tripled on defense versus ground attacks.

@;Aqueduct
@PEDIAIMPROVE9
Allows colony to increase beyond size 5.

@;Circulatory system
@PEDIAIMPROVE10
Increases glucose and antibody output by an
additional 50% (cumulative w/ Endoplasmic Reticulum).

@;Cathedral
@PEDIAIMPROVE11
Makes four cancerous cells normal (Three after Mutualism).

@;Brain
@PEDIAIMPROVE12
Increases science output by an additional
50% (cumulative w/ DNA Coding).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by size.

@;Nesting Site
@PEDIAIMPROVE14
Three cancerous cells are made normal.
(four w/ Symbiosis).

@;Lycopod Swamp
@PEDIAIMPROVE15
Increases resource production in colony by 50%.

@;Tool Collection
@PEDIAIMPROVE16
Increases resource production by an additional 50%
(cumulative w/ Lycopod Swamp).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the colony from nuclear attack.

@;Waste Eating Mushrooms
@PEDIAIMPROVE18
Decreases the pollution caused by high production.

@;Draft Animal
@PEDIAIMPROVE19
Increases production output by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases production output by 50%.  Cleaner
than Power Plant, and generally safer than
Nuclear Plant.

@;Upland Forest
@PEDIAIMPROVE21
Increases lycopod swamp output by 50%.  Cleaner
than Draft Animal (same as Rainforest), but
there is a risk of forest fire unless
you have discovered The Seed.

@;Stock Exchange
@PEDIAIMPROVE22
Increases glucose and antibody output by an additional
50% (cumulative with Endoplasmic Reticulum and Circulatory System for a grand
total of 150%).

@;Sewer System
@PEDIAIMPROVE23
Allows colony to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the colony's radius with
the "grasses" improvement (planted twice)
to produce 50% more food.

@;4 Chamber Heart
@PEDIAIMPROVE25
All squares in the colony's radius with paths
(or migration routes) produce 50% more circulation.

@;Memory cells
@PEDIAIMPROVE26
Increases mutation output by an additional 50%
(cumulative with DNA and The Brain for a
grand total of 150%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in colony are doubled on defense against
air units and non-nuclear missile units.

@;Barrier Reef
@PEDIAIMPROVE28
Units in colony are doubled on defense against
Marine units.

@;C4 Photosynthesis
@PEDIAIMPROVE29
Increases production output by 50%. More efficient
than all other forms of production.

@;Algae
@PEDIAIMPROVE30
All ocean squares in the colony's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the colony's radius
produce one extra production unit.

@;Airport
@PEDIAIMPROVE32
Colony produces veteran air units.
Any air unit spending its entire turn in the colony
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Decreases sickness caused by units away from colony by 1.

@;Port Facility
@PEDIAIMPROVE34
Colony produces veteran naval units.
Any ship spending its entire turn in the colony is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into glucose.

@;Pyramids
@PEDIAIMPROVE39
Counts as a Vacuole in every one of your colonies.

@;Hanging Gardens
@PEDIAIMPROVE40
One extra T-cell in every colony.

@;Colossus
@PEDIAIMPROVE41
Colony produces one extra circulation arrow in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE42
Coastal units can move across oceans w/o danger, and all other
types of marine units have their movement rate increased by one.
Also, all new marine units you produce receive veteran status.

@;Great Library
@PEDIAIMPROVE43
Organism receives any genetic advance
already discovered by two other organisms.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your control chemicals.

@;Great Wall
@PEDIAIMPROVE45
Enemy organisms must offer cease-fire/peace
in negotiations.  Combat strength doubled against
creationists.

@;Tail Stingers
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;ATP Storehouse
@PEDIAIMPROVE47
Every square in the colony's radius produces an extra
resource "shield".

@;Phermones
@PEDIAIMPROVE48
You receive a free embassy with every rival life form (so
your intelligence report will always be complete and you will
receive updates when other life forms discover technologies).

@;Steroid Hormones
@PEDIAIMPROVE49
Counts as Controlled Growth in each of your colonies.

@;Genetic Diversity
@PEDIAIMPROVE50
Increases mutation output of colony by 50%.

@;Streamlining
@PEDIAIMPROVE51
Movement rate of all ships is increased by two.

@:Living Fossil
@PEDIAIMPROVE52
There are no cancer cells in this colony.

@;Lamarkian Evolution
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
gene you have discovered, it is immediately replaced
by an equivalent modern unit.

@;Lymph System
@PEDIAIMPROVE54
Decreases cancer cells on same continent by 2 per colony.

@;Spinal Cord
@PEDIAIMPROVE55
Doubles science output of colony.

@;High Metabolic Rate.
@PEDIAIMPROVE56
Pays the maintenance for all colony improvements which
ordinarily cost 1 glucose per turn.  Colony improvements
requiring more than 1 glucose per turn maintenance are not
affected.

@;Burgess Shale
@PEDIAIMPROVE57
Two free genetic advances.

@;Impriting
@PEDIAIMPROVE58
Eliminates the period of disorder between changing organization.
Also allows any form of organization to be chosen, even if
the proper advance has not been discovered.

@;Propaganda
@PEDIAIMPROVE59
When you first master Propaganda,
Every organism'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 organisms are also quicker to forget your
past transgressions.

@;Sequoia Trees
@PEDIAIMPROVE61
Acts as a rainforest in every colony on every continent.

@;Polar Adaption
@PEDIAIMPROVE60
Counts as a winter coat in every one of your colonies.
(Decreases sickness caused by units away from colony by 1).

@;Manhattan Project
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

@;Alpha Beast
@PEDIAIMPROVE63
^* Free embassy with every other form of life
^* Enemy life cannot refuse your peace treaties.
^* As an endotherm, you can declare war 50% of the time
^  (asserting dominance).

@;Apollo Program
@PEDIAIMPROVE64
Allows construction of spaceship improvements.

@;Learning
@PEDIAIMPROVE65
Counts as a memory cell in every one of your colonies; effectively
doubles your science output.

@;Milk-fed Antibodies
@PEDIAIMPROVE66
One extra T-cell in each colony.

@PEDIAGOVT
@width=600
@title=Civ-Life: Organization
The form of organization you choose for your strain of life will
affect the way resources are distributed in your colonies, the
rate at which your cells can produce and sustain new units
and colony improvements, and the extent to which your cells
can circulate nutrients.
^
Some forms of organization, such as Prokaryote, Eukaryote, and
later Mutualism and Hive Organism, allow you to expand
rapidly, to produce and sustain large numbers of aggresive
units, and to control your affairs completely.
^
Heat Producer and Endothermy, on the other hand, give your
cells the freedom to produce vast amounts of circulation and growth, which
increases your sugar and mutations rapidly. On the other
hand, your cells may grow unhappy when you send 
units out into the cold; also, your metabolism balk
at committing to war.
^
To change your for of life's organization, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of disorganized life.

@PEDIAGOVT0
@width=600
@title=Organizational State: None
This is the
lack of any organization. Anarchy occurs when your
organization fails, or when you decide to
have a Revolution. After a few turns of no organization, you will
be able to reconstitute your organism.
^
This is similar to Prokaryote, except that the parasite
rate is VERY HIGH (see entry for Prokaryote).  However, no
mutations or glucose is produced, but your colonies don't 
consume your sugar store either.

@PEDIAGOVT1
@width=600
@title=Organizational State: Prokaryote
^UNIT SUPPORT
Each unit above the colony size costs one shield per turn.
Daughter cells eat one food per turn.
^
^HEATH
Up to three units in each colony will institute
"martial law", each converting a cancer cell into a normal
one.
^
^PARASITES AND WASTE
A Prokaryote has a HIGH rate of parasitism and waste.  The
number of parasites in a particular colony is based on its
distance from your capital.
^
^SPECIAL
In a Prokaryote, none of the mutation/glucose/antibody rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, CIRCULATION) PRODUCES
ONE LESS.
^
^HINTS
Because of a Prokaryote's high rate of parasitism, it is almost
always an inferior form of government.  Try to switch to a
Eukaryote as soon as possible.


@PEDIAGOVT2
@width=600
@title=Organizational State: Eukaryote
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Daughter Cells eat one food per turn.
^
^HEALTH
Up to three units in each colony will institute
"martial law", converting an cancer cell into a normal
cell.
^
^PARASITES AND WASTE
Eukaryote has a MODERATE rate of parasitism and waste.  The
number of parasites in a particular colony is based on its
distance from your capital.
^
^SPECIAL
Under a Eukaryote, none of the mutation/glucose/antibody rates may
be set higher than 70%.
^
^HINTS
Eukaryote is an excellent form of organisation for a young
form of life.


@PEDIAGOVT3
@width=600
@title=Organizational State: Mutualism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Daughter Cells eat two food per turn.
^
^HEALTH
Up to three units in each colony will institute
"martial law", converting *TWO* cancer cells into
normal cells (so a total of SIX cancer cells can
be suppressed).
^
^PARASITES AND WASTE
Under Mutualism, commensal relationships eliminate 
parasitism.  Your colonies, therefore, experience no
parasites.
^
^SPECIAL
All Tumor units produced in mutual organisation are
given VETERAN status.  Under Mutualism, none of the
mutation/glucose/antibody rates may be set higher than 80%.
^
^HINTS
Mutualism is best for large, far-flung ecosystems which need
to maintain a large military.  Use your powerful spies to
steal technology from the warm-blooded pigs.

@PEDIAGOVT4
@width=600
@title=Organizational State: Hive Organism
^UNIT SUPPORT
Can support up to TEN units for free; additional 
units cost one shield each.  Daughter Cells eat two
food per turn.  ONLY Hive Organisms may produce
wasp units.
^
^HAPPINESS
Under Hive Organism, NO CELL IS EVER CANCEROUS!  They are all deadicated 
to the betterment of the hive.
^
^PARASITES AND WASTE
Hive Organism has a LOW rate of parasitism.
However, Hive Organism has the special disadvantage that
all MUTATIONS are HALVED.
^
^SPECIAL
Improvements which convert cancer cells to
normal cells (control chemicals, etc.)
produce "honey" with glucose equal to the number of cells they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for subversive actions committed by
your tumors and viruses are reduced.
Under Hive Organism, none of the mutation/glucose/antibody rates may
be set higher than 80%.
^
^HINTS
The Hive eliminates all sickness problems and provides
lots of sugar.  Mutations are suppressed.


@PEDIAGOVT5
@width=600
@title=Organizational State: Heat Producer
^UNIT SUPPORT
Each unit costs one shield per turn.  Daughter Cells eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
colony (or a fortress within 3 spaces of a friendly colony)
causes one cell in its home colony to become sick due to exposure.
^
^PARASITES AND WASTE
The Heat Producer has a LOW rate of parasites and waste.  The
level of corruption in a particular colony is based on its
distance from your capital.
^
^SPECIAL
Under a Heat Producer, each square which ordinarily produces at
least one unit of circulation produces an extra one.
None of the mutation/glucose/antibody rates may be set higher
than 80%.
^
^HINTS
Switching to a Heat Producer can give an astounding boost to your
mutation and glucose production, although you'll probably have to
divert some of your circulation to antibodies.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Polar Adaption wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Organizational State: Endotherm
^UNIT SUPPORT
Each unit costs one shield per turn.  Daughter Cells eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
colony (or a fortress within 3 spaces of a friendly colony)
causes TWO cells in its home colony to become sick due to exposure.
^
^PARASITES AND WASTE
Endotherms experience NO parasitism or waste.
^
^SPECIAL
In an Endotherm, each square which ordinarily produces at
least one unit of circulation produces an extra one.
The units and colonies of a Endotherm are immune to BRIBERY
of all forms.
The mutation/glucose/antibody rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts sugar and mutations. 
 However, because of the severe
happiness restrictions on military units, this form of
organization tends to be viable only for large, advanced
forms of life.  Increasing your antibody rate and building
Wonders can help alleviate this problem.

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