;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

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

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


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build highways.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^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 ships.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Totalitarian governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy submarines in adjacent squares.


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


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

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

@;Seat of Governement
@PEDIAIMPROVE1
States will centralise power in one location for
greater national unity, with a powerful central
government making decisions which affect everyone.
To administer the nation as a whole requires a very
large, and very expensive bureaucracy. Peripheral 
regions further away from central government are 
often neglected in Unitary states without local
government.
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

@;Army Base
@PEDIAIMPROVE2
To form an army, States may either conscript citizens
or invest in professionals who can be better trained
and are motivated by career as much as patriotism.
Industrialised States prefer to keep people working
in factories and will not maintain large standing 
forces, whereas under-developed economies will as
an alternative to high unemployment.
City produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Grain Subsidies
@PEDIAIMPROVE3
Agriculture has become strictly regulated in the 20th
century with agricultural subsidies preventing farmers
from growing too much food to keep the sale value high
enough to assure farmers a living wage. Governments also
legislate against cheaper foreign imports to preserve
the agricultural sector, and this breeds incredible
resentment. At a time when tariffs on industrial goods
have dropped to almost nothing in developed countries,
tariffs on agricultural goods remain high and are a
main point of contention in world trade. The only country
to successfully wean farmers off subsidies has been
New Zealand.
Only half of city's food store is depleted when
city increases in size.

@;Healthcare
@PEDIAIMPROVE4
Good health is a right for all, not just a privileged
few who can afford the best healthcare. Hospitals can
do this in an affordable way by bringing the patients
to the doctors rather than vice versa. Hospitals can
also provide research facilities to improve knowledge
of illnesses and develop cures. Makes one discontented 
citizen content, or two when Free Healthcare is researched.
Up to two discontented citizens are made content.

@;Bank
@PEDIAIMPROVE5
Banking is the cornerstone of capitalism, by accumulating
more money collectively to invest in enterprises which 
will return a profit to everyone. Central banking allows 
governments to borrow money for emergencies and collect
taxes efficiently.
Increases tax and luxury output by 50%.

@;State School
@PEDIAIMPROVE6
"Investment in schools is an investment in the future"
which is perfectly true. A highly educated workforce
will be better prepared for high-tech jobs away from
traditional manufacturing methods.
Increases science output by 50%.

@;Local Administration
@PEDIAIMPROVE7
Where Central government deals with national policies, 
local government is always superior in the micro-management
of the region, administering public services, planning and
regional development. It has its own sources of income to
pay for all this which must be sufficient as central
government determines fiscal policy. 
Decreases corruption by 50%. Makes city more resistant
to bribery by enemy diplomats and spies. Under Democracy,
one content citizen becomes happy.

@;Air Raid Shelter
@PEDIAIMPROVE8
Citizens can seek protection in bunkers when the city comes
under attack, which means that cities will not lose population
during an attack. Certain types of units, especially Tanks, 
can be very vulnerable in close city streets against enemy
infantry unless covered by friendly infantry. 
Units in city are tripled on defense versus ground attacks.

@;Security Systems
@PEDIAIMPROVE9
Larger cities become havens for criminal activities, and
honest citizen demand protection. Policemen (from the Greek
Polis) are charged with: serving the public interest, 
maintaining people's trust, protection of the innocent and
upholding the law. Cities cannot grow without a police force,
who will have a positive impact on your crime rate.
Allows city to increase beyond size 6.

@;Tourism
@PEDIAIMPROVE10
People have always liked to go on holiday for a break and 
change of scenery. When they do they will need to spend money
on accommodation, food and entertainment, and so it is
logical that other people will cater for tourists, competing
with other providers and resorts. This creates a local
economy which is almost entirely service industry and
seasonal, but the flow of capital is essential to economic
activity (especially GDP figures).
Increases tax and luxury output by an
additional 50% (cumulative w/ Bank).

@;House of God
@PEDIAIMPROVE11
Religion has always been essential to humanity as a means of
explaining natural events. Disasters are seen as divine
punishment, and bountiful times a divine blessing. People
can take comfort in the thought that their lives and destinies
are controlled by a mystical power, be it a God, or fate, or
luck. Marx called religion "the opium of the masses".
Makes four unhappy citizens content (Three after Communism).

@;University
@PEDIAIMPROVE12
Vocational higher education allows for increasing specialisation
of work related skills in all technical areas, and so provides
industry with able workers as well as existing as an institution
for research into new technologies. Non-vocational degrees, i.e. 
Humanities, can broaden people's minds into socially-related
activities, traditionally as preparation for the Civil Service.
Increases citizenship and research levels.
Increases science output by an additional
50% (cumulative w/ State Schools).

@;Waste Separation Plant
@PEDIAIMPROVE13
The current business attitude of avarous exploitation of
the world's resources has been compared to a company in 
liquidation. These resources are finite, but the greed for
a luxurious lifestyle in developed countries is causing
unquantifiable environment costs with the detritus that
comes as a by-product of consumerism. A rational conservation
of recoverable resources that would otherwise be lost has
to be more than a fashionable cause, but to be effective
requires more awareness leading to a change in attitudes.
Local government can do more to promote recycling schemes
and fund centres at minimal cost.
Eliminates pollution caused by population.

@;Stadium
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ Electronics).

@;Industrial District
@PEDIAIMPROVE15
Increases resource production in city by 50%.

@;Computer Industry
@PEDIAIMPROVE16
Increases resource production by an additional 50%
(cumulative w/ Factory).

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

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Oil Power Plant
@PEDIAIMPROVE19
Increases factory output by 50%.

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

@;Nuclear Power Plant
@PEDIAIMPROVE21
Increases factory output by 50%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax and luxuries output by an additional
50% (cumulative with Bank and Tourism for a grand
total of 150%).

@;Transformer Station
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Biological Agriculture
@PEDIAIMPROVE24
New studies reveiled that Biological Agriculture
will boost the fertility of irrigated land.
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50% more food.

@;Interstate Highways
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or suburbs) produce 50% more trade.

@;Research Compound
@PEDIAIMPROVE26
Increases science output by an additional 50%
(cumulative with State Schools and University for a
grand total of 150%).

@;AA Defense
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Alternative Energy
@PEDIAIMPROVE29
Increases factory output by 50%%. Alternative Energy is
"greener" than all other forms of electricity generation
and reduce pollution caused by industry to nothing but at a cost.
A "must have" if you want to reduce pollution levels.
Increases factory output by 50%.  Cleaner
than all other forms of power.

@;Fishing Industry
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;World Port
@PEDIAIMPROVE31
To receive a share of the Golbalizations wealth there
should be a international world port.
All ocean squares in the city's radius
produce one shield.

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

@;TV Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Naval Base
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
Counts as a Granary in every one of your cities.

@;Hanging Gardens
@PEDIAIMPROVE40
One extra happy citizen in every city.

@;Globalization
@PEDIAIMPROVE41
City produces one extra trade arrow in each square that
already produces one.

@;Ship Builders Guild
@PEDIAIMPROVE42
Triremes can move across oceans w/o danger, and all other
types of ship have their movement rate increased by one.
Also, all new ships you produce receive veteran status.

@;Great Library
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your temples.

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

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

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

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

@;Vatican State
@PEDIAIMPROVE49
Helps you to control your people (works like a Cathedral).

@;Copernicus Lab
@PEDIAIMPROVE50
Increases science output of city by 50%.

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

@:Modern Medicine
@PEDIAIMPROVE52
All unhappy citizens in city are content.

@;Renaissance Workshop
@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.

@;Giant House of God
@PEDIAIMPROVE54
Decreases unhappy citizens on same continent by 2 per city.

@;Ivy League College
@PEDIAIMPROVE55
Doubles science output of city.

@;1st Trading Company
@PEDIAIMPROVE56
Pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.  City improvements
requiring more than 1 gold per turn maintenance are not
affected.

@;Railroad Network
@PEDIAIMPROVE57
Two free civilization advances.

@;Statue of Liberty
@PEDIAIMPROVE58
Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;Arc de Triomphe
@PEDIAIMPROVE59
This treaty, once ratified by all member states of the UN,
may stop the threat of a nuclear holocaust.

@;Hoover Dam
@PEDIAIMPROVE61
Provides Hydro power to every city on every continent.

@;Welfare State
@PEDIAIMPROVE60
Counts as a Police Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Nuclear Proliferation
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

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

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

@;Internet
@PEDIAIMPROVE65
Counts as a research lab in every one of your cities; effectively
doubles your science output.

@;New Treatment
@PEDIAIMPROVE66
One extra happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Social Democracy and the Democracy, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, 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: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Military Dictature
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers 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
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers 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
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat TWO
food per turn.  ONLY Fundamentalisms may produce
FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

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

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